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Posts
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Joined
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What he said. I plan on running one every saturday
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I only bother with 2, even if you're attacking all-out you're unlikely to get mezzed.
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Remember if you are getting hit with -recharge attacks like ice or psi, your recharge is getting worse and brawler will more likely fail..
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Yup, mine overlaps almost all the time, Ice Thorns have been known to make it only just perma though -
Rad is all En damage, I spam iradiate to keep defences down so there is normally an EN AoE happening in the middle of the mobs
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If hero's have the same temp powers from mayhems there's at least one (from the side missions)
I think on the last STF I did I lit most of the oil slicks with my Rad/Rad defender for our Ta defender just through normal use of my AoEs -
Yes!
I think the debuffs and soft control alone are worth having it in a build. As much as I am disapointed when it doesn't light its still a damn fine power.
You can always take an epic that would light it too -
Elec melee is the big AoE damage for PvE (though till 32 Fire leads the way and is never far behind)
Energy is high ST damage, but then so is Stone (which people seem to skip over)
For PvE Elec Melee is one of the nicest sets for any brute IMO. I cant comment on elec armour or en armour,. -
IIRC Acro doesn't contain stun protection, only hold and mag 100 knockdown. So Knockout Blow would likely do nothing, handclap however would knock it off
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1) Me Rad/Rad
2) MaX Emp/Dark
3) Gen Pasington Ice/Ice Tank
4) ZipZap Kin/Elec
5) Blue Blaze Fire/Fire tank
6) Nightmarer DM/SR
7) Foresight TA/Arch
8) Evil Bob Something/Something
Reserves
1) Black Dragon BS/DA
2) Blast Burn Fire/Dev
3) FlushSkinz Empath or Scrapper -
I think Stone Melee is a great heavy hitter for ST damage, has the nice status effects and none of the downsides that Rage gives you.
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1) Me Rad/Rad
2) MaX Emp/Dark
3) Gen Pasington Ice/Ice Tank
4) ZipZap Kin/Elec
5) Blue Blaze Fire/Fire tank
6) Nightmarer DM/SR
7) Foresight TA/Arch
8) Evil Bob Something/Something
Reserves
1) Black Dragon BS/DA
2) Blast Burn Fire/Dev -
Oh yes, defiant, except for my Blaster (who I may wish to roleplay with some day so I made on union)
I like my def debuffs in RI as well as the tohits, but that's mostly for high level AVs that I cant risk using Iradiate on -
Cant say I have, just know the original work, and it gets mentioned in both Douglas Adams and Robert Rankin books.
If you have any questions fell free to ask. I would post my build but it has Hami Os and Invention Os in it now, is very much a 50 build (cause of the set bonuses etc) -
OK there's no need for more than 3 heals in a power due to the scaling from ED. AM could do with 3 recharge, 3 end mod.
I'd take recharges over slows in LR any day. at level 50 I dont have any slows in mine.
The def debuff in Neutrino is probably beetter served as another in RI, ultimately you want RI 6 slotted, 3 tohits, 3 def debuffs
Peronally I'd put iradiate in instead of Mutation and take Mutation later, but thats down to you and makes little difference -
After another successfull run (2 hours 30 with no Shivans or Nukes) I figure I'll go again
1) Me Rad/Rad
2) MaX Emp/Dark
3) Gen Pasington Ice/Ice Tank
4) ZipZap Kin/Elec
5) Blue Blaze Fire/Fire tank
6) Nightmarer DM/SR
7)
8)
Would like to offer first refusal to Inercia and Foresight too as I couldn't get in contact to them via tells. As always worth having reserves so let me know if you want in -
Best team I was ever on (fun wise at least) was 5 Brutes and 3 Dominators. Everyone wanted to keep moving to build fury/domination and it was a constant chain of destruction
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Un controlled knockback is bad, controlled knockback is good. If you're willing to fiddle around with possition and power use then Kin/En can be an awesome combo. I'm not, so I dont like En. Unfortunately it seems most people aren't bothered with it that do play Kin/En, but it can be done well (Psygon's being a good example, Powernova used his well too)
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I like 3 SOs in mine, for both the double stack and for -recharge groups. Its also nice for when you're in an attack chain and dont want to break it. Gives you warning that its running out soon but you've still got status protection for a while so can carry one hitting
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Final List. Meeting on the boat at 12 BST (GMT+1)
1) Cynic Rad/Rad
2) MaXimillion Emp/Dark
3) Foresight TA/A
4) Alouqua Ill/Rad
5) Zip Zap Kin/Elec
6) Blue Blaze Fire/Fire Tank
7) Nightmarer Dm/SR
8) Gen Passington Ice/Ice Tank
Reserves
1) Nine Claws Claw/Regen
2) General Stoner PB
3) Inercia En/En -
For my /Dark brute I gained the most teaming with an Ice corr. Resistance + Defence is a very good combo, and Frost Works meant that Dark Regen recharged before my increased hit points got too low.
My /Fire Duos with a /Thermal and with Healing Flames its good to just have the stacked Res and more heals. I think either brute would work with either cor, but most of the time I'd rather have good defence and good resistance over amazing resistance.
Amazing defence is another thing and should always be saught -
It doesn't resurect the fallen, and really its the defence and tohit buffs in vengence that I like. It does heal the rest of the team though
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I've take Vengeance instead of assault, can be a big boost to a team when it really needs it. Once SOs came into play I dnd't notice I had assault really. Vengeance can benefit from some slots too
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Does the PB nova work the same was as the WS one? Where the cone does the most damage?