Deus_Otiosus

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  1. Quote:
    Originally Posted by BunnyAnomaly View Post
    Not really. Damage wise they appear very close but in practice War Mace has a significant edge.

    The first few powers are very very similar. However once you get past build up:

    Clobber >>> Swoop. More damage, shorter animation. Put together Clobber has about double the DPS that Swoop has. Further, Clobber has 100% chance of a stun, Swoop has only a 70% chance of a knockup.

    Whirling Mace = Whirling Axe. Mace does more damage, Axe has slightly higher chance to inflict a CC. I'd call it even.

    Shatter > Cleave. Cleave does edge it in total damage but has higher endurance and recharge for very little extra damge. What's worse is that Cleave has a pitiful 10 degree arc vs Shatter with a 45 degree arc. You're going to be hitting a lot more with Shatter hence you'll do more damage with it. Further, Shatter has a 100% chance of applying a knockup, Cleave only an 80% chance of doing the same.

    Crowd Control >>> Pendulum. Crowd Control hits 10 targets instead of 5. Crowd Control trumps Pendulum just on his basis alone. But it has a few other things going for it too. It has a shorter recharge, lower endurance cost and 100% chance of appying Knockdown. Pendulum has a meager 50% chance. Pendulum does more damage but the difference is not significant (to me!).

    If you look straight down the numbers, the two sets are nearly identical in damage. War Mace however has a greatly superior single target attack in Clobber, better arcs and targets affected in its AOEs, and Crowd Control is like an underappreciated Foot Stomp in the set. It's just *that* good. Great damage, completely spammable, 100% knockdown for mitigation.

    These are all the reasons I chose Warmace instead of Axe for one of my Brutes.

    If the Max Target caps on Pendulum (5 targets, 180 degree arc) and Cleave (10 targets, 20 degree arc ) got reversed - this would be a step in the right direction.

    At that point, either the soft mitigation effects need to be increased or the DPA of the attacks should be better than Warmace across the board (since they have worse mitigation).

    If that happened, I'd give the set a play through.
  2. I skipped it previously due to lack of sufficient power choices, but with i19 granting inherent fitness I will be taking it.


    Why?:

    • Good with just one slot.
    • Can mule a Glad Unique or Steadfast 3% Unique to free up a slot elsewhere.
    • Provides +HP boost (which can be fairly massive with actual slotting) and +Resistance, things that will help when you are facing enemies with a greater than normal To Hit - or enemies that hit extremely hard and will hit you (like AVs).
    • Relatively mild crash.
    • Even unslotted for +Heal, +End Mod or +Resistance, you have the option getting those benefits anyway depending on your alpha slot - Spiritual Core for example will add to the +HP bonus of this power, even if you haven't slotted for +HP at all.
  3. Quote:
    Originally Posted by Obitus View Post
    The thing is that if you like playing in groups, then you're more likely to be drawn to Tankers -- because Tankers have a decidedly team-oriented set of tools that aren't dependent on this-or-that team composition to function well. Your survivability or your aggro control might be overkill in a given team, but you're not worried too much about whether any team has the right buffs.
    I think I would add the caveat "playing in pick up groups", playing with a static group of friends who are all competent players - I personally have little need to go Tanker for taking alphas and locking down spawns.

    If I played exclusively in the wilds of pick up teams, the Tanker becomes more attractive.



    Quote:
    Originally Posted by Obitus View Post
    Brutes are a mechanically solid middle ground on paper, and they're certainly not gimpy in practice, even solo. I'm just not sure that melee in this game really needed a middle ground.
    I don't think Brutes were originally designed to be middle ground and rather to be a new slant on melee in this game - since at the time of their conception, side switching wasn't even a consideration.

    It's only Going Rogue in my opinion that brought about the Fury change and Brutes pushed to occupy the very narrow strip of middle ground between Scrappers and Tankers.



    Quote:
    Originally Posted by Obitus View Post
    It will depend on your defensive set, certainly. I'm no expert on Shield Defense, but it seems uniquely to favor the Brute in the comparison. If you're talking INV or Willpower, all of the layering tends to give the Tanker a larger advantage at least with respect to stand-alone survivability.

    33% higher resistance and 33% higher DEF and 25% higher hitpoints (which makes for 25% higher regeneration). All of those things multiply one another. Now if we're going to assume that both characters have used IOs to get to the DEF soft cap, then yeah, sure, that's a bit of a wash -- but then we also have to understand that the Tanker had to sacrifice less to get there.

    That's all true, but once you take AAO away from the Tanker, the Brute begins to pull away in damage again by a very good margin.

    Still I think Tanker "low damage output" is largely exaggerated in comparison to Tanker survivability levels and their intended role on teams.

    There has to be some sacrifice for that level of mitigation.
  4. Quote:
    Originally Posted by Veslin View Post
    Ironically, if I could actually force myself to make the push to 50, an Earth/Radiation controller would probably be best, with the concealment pool and nukes on the epic power pools. Only problem is, of course, I would not be very happy with the character until level 41, and that's probably not the best idea for my first level 50.
    That's part of why I usually recommend something like Fire/Dark Corrs.

    Out of the ranged and support focused characters I've played, it was one the smoothest and most fun rides all the way to 50 - whether I was soloing or teamed (I prefer teams).

    There was never any point in the character's career where I felt like I was trudging through, waiting to get a hold of key powers.

    With i19, and inherent fitness, it will be even better as you can fit 3 more key powers in before L20.

    I think at the least you should give it a try to L20 when i19 goes live, L1-20 doesn't take very long, and by L20 you will have a very good opinion on whether this powerset combination is for you or not.

    Besides, what's one more alt for the pile.
  5. Quote:
    Originally Posted by Obitus View Post
    I think you're onto something there. Honestly, after having messed around with various Tanker/Brute/Scrapper builds since the game's inception, if anything I'm of a mind now that Brutes are the odd man out, not Tankers.
    You're a braver poster than I am to say such things.

    But I'm not convinced that Brutes get, natively, nearly enough of a survivability bonus over Scrappers to warrant the i18 top end nerf to Fury.



    Quote:
    Originally Posted by Obitus View Post
    Scrappers comfortably exceed even full-Fury Brute damage (especially now that full Fury is 75%) with any set other than Super Strength, given equivalent investment.
    This was also true on teams with damage buffing (typically plentiful) before i18.



    Quote:
    Originally Posted by Obitus View Post
    3.185 / 2.84 = ~1.12, or a 12% advantage. Granted, the Tanker gets more crashes, but even if we average crashes out over time, we end up with the Brute sitting at 3.185 * (120 / 130) = 2.94, and the Tanker sitting at 2.84 * (55/65) = 2.40, which is a 22.5% advantage for the Brute ...

    Which is almost exactly what Bruising gives Tankers.
    I think if anyone actually built a ST focused SD/SS/Soul Tanker, they'd be pretty surprised at the results.


    Quote:
    Originally Posted by Obitus View Post
    So you're left with a significant but certainly not insurmountable disadvantage with respect to AoE damage and in teams where there's more than one Tanker -- but your single-target damage is essentially equivalent in all other scenarios, and your survivability ranges from marginally higher with heavy buff support, to several times higher with no buff support.
    The survivability difference wasn't nearly as large as I thought it would be when I was comparing builds. Another 100 HP or so, another 10% resistances across the board.

    The main advantage the Tanker gets are the HUGE defense numbers from Deflection, Battle Agility and Weave.


    Quote:
    Originally Posted by Obitus View Post
    We're also assuming the Brute is at full fury full-time, which isn't necessarily a fair assumption. What's somewhat amusing to me is that in any realistic situation that would invite a side-by-side comparison of Brute versus Tanker -- the Tanker will diminish the Brute's ability to maintain Fury simply by his very presence. (Because he cuts into the Brute's aggro.)
    This is less true that it used to be, and any Brute worth their salt will be rushing headlong into every spawn. This is one of the benefits of the Fury changes.

    You need to get their first, take the alpha, and it's generally smooth from there. But yes, no Brute is ever at 75% Fury all of the time.


    Quote:
    Originally Posted by Obitus View Post
    But a Tanker does have more opportunities to fit recharge bonuses into his build if we assume that both builds are going for some arbitrary and equivalent standard of IO-boosted survivability -- say soft-capped S/L DEF on a Willpower or INV character. That makes double-stacking Rage easier for the Tanker, who also has more incentive to stack it because the second Rage represents a higher proportional gain for him (the Brute only nets something like 10% extra DPS out of the second Rage if you account for the extra crashes).
    Definitely, Tanker defense numbers make it very very easy to squeeze more Rech into a build going for softcap.


    Quote:
    Originally Posted by Obitus View Post
    The bottom line is that Brutes are generalists. They're desirable because of their flexibility. Notice I'm not going so far as to say that Brutes are useless. But for standalone capability in the age of IOs, the extreme choices (in this case, Tanker and Scrapper) tend to be better from a pure min/max perspective because IOs allow you to shore up weaknesses and build on strengths. A by-design middle-of-the-road Archetype can be similarly improved, but at the end of the day it's still middle of the road.

    Any accusation that can be leveraged at an over-specialized AT with respect to team attractiveness can also be leveraged at an over-generalized AT. For my money, the latter has more to worry about -- to the extent that any AT really needs to worry about type-A team leaders passing them over in what is generally a very easy game.

    I don't think we'll see Brutes passed up for teams - because as you said the game is generally very easy and Brutes are doing fine.

    There is a lot of content where the Tanker survivability isn't needed, but there are also a lot of teams that will be better off with a Tanker instead of a Brute.
  6. Quote:
    Originally Posted by Veslin View Post
    Hmmm interesting. I think it's obvious by what you are saying and looking over the powers that Dark Miasma has everything I want on it in a single set- team support, a stealth, and a heal. I have never played fire before because I much preferred to support a team than nuke and fire has no secondary effect.
    You're not nuking, you're removing threats before they cause more damage to the team by killing the threat outright.

    Fire's secondary effect is more damage, with a set like Dark Miasma, the only thing you need is more damage.


    Quote:
    Originally Posted by Veslin View Post
    That being said, Dark Miasma by itself has enough team support that taking fire to get through those times when I am forced to solo is interesting.
    That's the main point really.

    The first time you lay down a Tar Patch and then use Rain of Fire to melt stuff, it will all be clear.


    Even on teams however, I find the killing potential of Fire more valuable than the secondary effects from other sets.

    Playing a Fire/Dark corrupter, solo, you will never feel like you are "trying to get through tough times where you are forced to solo".

    You will have the capability to take on large groups relatively early in your career, and kill them at a very good pace.

    Your biggest enemy will be your own endurance bar.
  7. Fire/Dark Corrupter

    • Good on teams
    • Good solo
    • No buffs
    • Excellent PBAoE Heal
    • Solid ST & AoE Damage
    • Good Control Capability (for a corrupter)
    • Useful Pet
    • Stealth
    • Has all of it's primary debuffing tools by L20
    • Has 3 ST attacks and 3 AoE attacks by L18

    There's more, but that should do.
  8. Quote:
    Originally Posted by Heraclea View Post
    If your team needs tanking, you set the pace, and you set a cautious pace. You con mobs and look for hidden mobs. You pull and you corner pull. You expect buffs. You are ready to die.

    If your team does not need tanking, you hang back with the low hit point people and make sure nothing annoys them, and then go DPS as you are able. This too is a worthwhile job, even if you aren't leading the charge.
    This very succinct, but highly accurate piece of advice is excellent.

    I wish more people playing tankers were able to do the second bit.


    Quote:
    Originally Posted by Dechs Kaison View Post
    What I hate about my tank: On a top end team (read: heavy on defenders/masterminds/corruptors/controllers), my tank is absolutely worthless. I feel like I'm not contributing at all. The best teams share aggro and turn AVs into trivial minions with a lot of hit points. In this scenario, my aggro control is not needed, and my damage output pales in comparison to the rest of the team. Simply put, I offer nothing to this kind of team.
    I know you've forayed into Brutes a bit, and not come out happy.

    While no SD tanker will give you the same level of survivability as a Dark Armor tanker (this is my opinion), you might try SD/SS/Soul with Gloom.

    In my opinion, outside of select FA Tanker builds, it comes as close to the Brute AT as it gets in terms of damage dealing - but you're still a Tanker, with better overall survivability.

    That being said, I think all but the most optimal teams would probably want a tanker. Even then, Brutes are rarely going to be so focused on controlling as much aggro as possible when compared to a Tanker.

    Quote:
    Originally Posted by Blue_Centurion View Post
    Seriously, the only hope for the Devs with this AT is to bring the damage to the exact same level as Brutes, no Fury though. Otherwise, the class is only rolled by newbs. Take a Brute blueside, and you got a Tank that does damage. Or just take the Scrapper, as has been posted above, and really kill stuff (and still survive)
    You have no clue what you are talking about.

    Please, anyone reading this thread - totally disregard this person.
  9. Quote:
    Originally Posted by St0ner View Post
    Hi guys now that I've got a great farmer to raise infamy, I wanna start on a brute for soloing those hard hero missions. I know /stone prolly best survivability but I have never played around with the primary's much. Any advice?
    Yes, avoid stone armor for soloing.

    Brutes solo very well, for overall ease of levelling Dark Melee, Claws or Stone Melee + WP would be some good choices.

    Ela is also a good choice, especially with inherent fitness coming (inherent fitness pool will make the wait for Energize and Power Sink a bit smoother).
  10. Quote:
    Originally Posted by Zombie Man View Post
    I'm not familiar with the Brute's version of Darkest Night. Are you saying it's not auto-hit like the Defender version? Is it not a toggle?
    It's autohit and it's a toggle.


    Quote:
    Originally Posted by Zombie Man View Post
    Rommie, like any AV will run due to morale break if there's no Taunt.

    Usually, someone has Taunt in a team of 8.
    This is why I don't think Darkest Night made him flee.

    They obviously had at least the OPs punchvoke, and the amount of -To Hit debuff applied from darkest night was probably something like -3 or -4%.
  11. Quote:
    Originally Posted by Zombie Man View Post
    Darkest Night is a continual 'auto-hit' on the critter. If a critter is being continually and successfully attacked, but their attacks keep missing, their AI tells them to run, i.e., they failed their morale check.
    That's all well and good, but a single Brute's Darkest Night debuff, at 56% ENH is -16.4% To Hit.

    After factoring AV resistances, that debuff should be too insignificant to cause any AV to flee.

    I'll also add that I have never seen Rom run from Darkest Night, nor from multiple -To Hit effects on him.

    He definitely runs from things like RoF.

    Quote:
    Originally Posted by Jade_Dragon View Post
    Rom might not have been the best target to drop Darkest Night on. Of course, you want to make sure it's an anchor which won't be easily killed

    Once the comp is down, you only have two really good anchors - Rom, or Requiem.
  12. Deus_Otiosus

    SS on a Brute

    This really depends on the player.

    I'm fine with the crash, I'm used to it.

    I almost never double stack rage in an extended fashion as the proportional damage increase you get after adding in fury and the first stack of rage is not worth the extra rage crashes and loss of END.

    I only ever recast it once the current buff starts blinking or so.
  13. Quote:
    Originally Posted by crayhal View Post
    I don't want to be a hindrance on the team, so I'm posing this question to the vets out there. Does Soul Mastery: Darkest Night cause fear or make the enemy run away?
    On an ITF, I put DN on Rom during the PC attack then went to work on smashing the PC. After the robots go down, Rom wasn't around, but my DN toggle was still on, so I knew he was still alive because the toggle turns off when the target dies. Then the leader complained, 'Somebody put sh*t on him. Stop making him run away.'
    I look around and see Rom at the foot of the tall metal building with the leader. I explain to him that I have DN on him and that it's a to-hit debuff. And replies, 'Turn it off, it aint helping.'
    I turn it off and read the power description in between missions. Nowhere in it says that it does fear. Am I missing something?
    Did anyone cast something like Rain of Fire?
  14. Deus_Otiosus

    Brute primaries

    Quote:
    Originally Posted by JuliusSeizure View Post
    Sure thing. Here's my current build, which makes some significant gains once Fitness becomes inherent. It has something like 2970 hp when OWtS is active.

    Code:
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    Interesting.

    I don't think I would be willing to make the same choices for the extra HP, but no one can argue that 2900 HP with SoW as not being tremendously beefy.
  15. Deus_Otiosus

    Brute primaries

    Quote:
    Originally Posted by macskull View Post
    Stone as well.
    Good catch.
  16. Deus_Otiosus

    Brute primaries

    Quote:
    Originally Posted by JuliusSeizure View Post
    Just to add, the HP cap also comes into play when OWtS is active. An IOd Brute can chase 3200 HP, while a Scrapper is pegged at 2400, which is a very significant difference for peak situations. My SD Brute has about 500 more HP than a hard capped Scrapper when OWtS is active.

    If you don't mind posting it, I'd be very interested in seeing a Brute SD build with 2900 HP with OWTS activated.

    AFAIK the only Brute secondary that can sit at the Brute HP cap is Invuln.
  17. Deus_Otiosus

    Brute primaries

    Quote:
    Originally Posted by Callie Sunshine View Post
    My Fire/Shield scrapper seems a bit faster, but nowhere near as much damage resistance yet. I'm not using numbers to back this up though; it's just my gut.
    Your FM/SD Scrapper has less hit points.

    Outside of serious resistance buffing, that's the only functional difference in terms of resilience between an SD Scrapper or Brute.
  18. Only Repulsing Torrent.

    But I wouldn't even take it as a power choice, not for soloing or grouping.

    It's a moderate damage, short range ranged cone that has a "sometimes" KB effect, with a Mag 6 KB.

    It has nothing positive going for it, except that it allows you to skip it and choose something better.
  19. Deus_Otiosus

    SS/SD build help

    Quote:
    Originally Posted by nightowl317 View Post
    thanks so much. this is the kind of advice i was hoping for

    No problem.

    One thing I missed earlier was Positron's Blast in Fireball.

    I'd remove the Dam/Range piece and use the Proc instead.
  20. Quote:
    Originally Posted by DreadShinobi View Post
    Fire Melee is beastly at low levels for the FSCpwn. Cremate and Incin are great ST dps too.

    This is my opinion as well.

    If you want a Brute that will play primarily at say L24, Fire Melee and Claws are my two top picks for those level ranges.

    Fire Melee at L24 (with powers up to L28) will have 4 ST attacks as well as 2 AoEs available.

    Claws will have 5 ST attacks available, as well as 2 AoEs, one of those being Spin which is ridiculously good.
  21. Deus_Otiosus

    SS/SD build help

    This build was made using Leandro's customized mids i19.

    I turned accolades on, so don't be too surprised when you see a massive jump in recovery (although the build I'm posting has a higher recovery than the original, even without accolades).

    Your overall end consumption now cost 0.02 end / s more, but you have much more recovery than previously, not to mention both hurl and fire blast are slotted better which will give you a better bang for your endurance buck over time.


    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(42)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(3), LkGmblr-Rchg+(19)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(25)
    Level 4: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
    Level 6: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal(40), Numna-Heal/Rchg(42), S'fstPrt-ResDam/Def+(45)
    Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(39)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Kick -- Acc-I(A)
    Level 14: Active Defense -- HO:Membr(A), HO:Membr(50)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: Super Jump -- Jump-I(A)
    Level 24: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt/Rchg/Rng(39)
    Level 26: Hurl -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27), Thundr-Acc/Dmg(29), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Dmg/Rchg(37)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
    Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(34)
    Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Acc/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(40)
    Level 41: Char -- Empty(A)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(25)



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  22. Quote:
    Originally Posted by Breth View Post
    I need to reply, thanks so far, the feedback has been great. I'm running a 31 Brute without the fitness pool, i know it's unheard of but i built him thinking i19 was the next day, two months later i can't stop playing him and i'm gasping for air. End is a huge problem but War Mace (or my bone) mitigates beautifully and i can get away with running only Static Shield if i'm careful.

    I currently have a Steadfast Knockback Protect in my Static Shield, i should get immob status thingy with Weave, do i need Grounded? I can then free up a slot for Combat Jumping? There are so many choices here.

    I see now i need more dosh, it seems to be the way forward. I used to be so happy just to be able to afford the next IOs (yes i'm a Dinosaur) but this is getting overwhelming. Do i need a degree to play this game or can i still just bash stuff up and get killed when i take my eye off the ball?

    I rarely play beyond 50, when is the point to stop ploughing cashola into stuff and just say "i'm average?"
    btw i'm not average, my costumes and superior game play make me exceptional!
    (add dry comments here)


    If you only play to 50 and move on to another character, I would stick to the inexpensive sets (smashing haymaker) as well as frankenslotting to get the most out of your individual powers.

    Beyond that, just carry purple insps.
  23. Quote:
    Originally Posted by Seebs
    The question is... Would anyone ever willingly play with a character whose character concept was that the was "helping" in a woefully inefficient way? Would the humor value make up for the inconvenience?
    For me, no.

    Purposefully scattering mobs around is effectively griefing other players.

    It's why I hate KB, particularly AoE Scatter KB, to begin with - it's one of a handful of secondary effects that allow one player to completely ruin the fun of others if they're not cool with it.

    Resulting in either kicking the offending person, or being forced to leave a team out of frustration.

    Neither is a positive resolution.

    Quote:
    Originally Posted by Seldom View Post
    Totally.

    Funny thing with knockback: it's really only a bad thing for melee types,
    KB is bad for anyone with any kind of TAoE, PBAoE or location based AoEs.

    That covers quite a lot of powersets.



    Quote:
    Originally Posted by Seldom View Post
    Heck, you have enough knock back on a team its mititgation power becomes so
    obvious it can't be ignored. If you have a team where all the enemies do is
    try to get up, you're not in that much danger.
    You can do the same thing with tons of KU and low mag KB (KD).

    Except you can continue to kill the stuff that is on the ground using your most efficient attacks (AoEs).
  24. Quote:
    Originally Posted by Nalrok_AthZim View Post
    So I've been dinking around in Mid's for two days with this build, and I just cannot seem to be able to boost myself above 35% global recharge. Now I'm no build genius, but I can't for the life of me find sets that'll up my recharge beyond the 5 bonus limit. I have Hasten, I have the sets that offer +Rech, but I do not have the money for purples. I have a Force Feedback Chance For +Rech in Foot Stomp, 4 sets of Crushing Impact, Doctored Wounds, everything I can.

    Can anyone give me some insight on how to get some lovely lovely Recharge without breaking the bank?

    I didn't worry about DEF, as I think in one of your previous posts you mentioned you don't often build for it.


    This isn't a complete build by any means, but just something to give you some slotting ideas for rech.


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    I don't know what your intent for this build is, but with judicious use of insps my SOs only SS/FA can solo 0x8 against a fair number of enemies.


    You could easily swap out soul for mu with the exact same slotting, I chose soul as I was originally going to toss darkest night in there and then hit 5% rech cap elsewhere.
  25. Quote:
    Originally Posted by Blue_Centurion View Post
    Chasing ST DPS on this build is as silly to me as chasing high global recharge seems to be to these guys.
    People have posted builds with as much, if not more, global recharge than your build while simultaneously adding better ST DPS through better slotting choices.

    You continually miss this point.



    Quote:
    Originally Posted by Blue_Centurion View Post
    From what I have heard Dark Melee has some of the highest ST DPS in the game for Scrap/Brute. If I am at 80% of that, that is not bad.
    Looking at your build, and the fact that you don't actually have an attack chain and just mash buttons like your first day playing tekken, I doubt you are even at 50% the top DPS for DM.

    But don't take my word for it, the pylon test is just sitting there waiting for you.