Doctor_Xaxan

Rookie
  • Posts

    227
  • Joined

  1. Quote:
    Originally Posted by Blue_Centurion View Post
    Kinetic Melee set is really built for a Scrapper. It can be crammed onto a Brute but it does not fit well. If you are not trying for anything in particular, and are having fun, then enjoy. Anything but Willpower, cause your knockback will take people out of your healing aura. Really consider a Scrapper for KM though, cause that is where the set picks up out of the water and hydrofoils.
    What is it about KM, in your opinion, that makes it more suitable on a scrapper than a brute or a tanker?

    Also, repulsing torrent is generally skipped, and none of the other powers do any KB, just KD.
  2. Quote:
    Originally Posted by Seyshara View Post
    No, I think compulsory fits best. "Free" implies an option to 'not' take it if you don't want to.
    I don't normally do things like this, but you're just so ridiculous. For the sake of argument, let's ignore the fact that you actually /do/ have the option not to have inherent fitness on any character who currently has the pool powers.

    Quote:
    com·pul·so·ry
    –adjective
    1. required; mandatory; obligatory: compulsory education.
    2. using compulsion; compelling; constraining: compulsory measures to control rioting.
    As to definition 1:

    Inherent fitness is not mandated, nor is it a requirement, nor is it an obligation. All of those words imply that you must do something. Inherent fitness is not an action that you are being compelled to take. Speaking of "compel" (which is the root of compulsory)...

    Quote:
    com·pel
    –verb (used with object)
    1. to force or drive, esp. to a course of action: His disregard of the rules compels us to dismiss him.
    2. to secure or bring about by force.
    3. to force to submit; subdue.
    4. to overpower.
    5. Archaic . to drive together; unite by force; herd.
    None of these definitions fit what the devs are doing. You are not being compelled to take any action whatsoever. If anything, and this is a stretch, they are taking away your ability to choose the Fitness pool.

    You could even argue that they are compelling you (compulsorily, lol) to pick powers from another tree. But since it will be the same amount of powers, I would still have to call you ridiculous because that's no real inconvenience. In that case, you're not being compelled to do anything you weren't already doing.

    If they removed the fitness pool from the game and instead increased everyone's base movement speeds, health regeneration and recovery, would you still be whining about it?

    If so, what would your argument be in that case, that you've been compelled to have more fun?

    Quote:
    Originally Posted by seebs View Post
    I think "compulsory" implies a thing which is in principle a choice, but where you are forced. Characters who aren't technically viable without Stamina might complain that it's "compulsory", but if everyone gets it and it doesn't take anything from you, it doesn't seem like as good a fit. It may be pedantically right, but the connotations are all wrong.
    So, in summary, Seebs, she's not even pedantically right.
  3. I love the idea of RotP included as part of an AOE attack chain. XD
  4. Doctor_Xaxan

    Shield/KM Tank?

    Quote:
    Originally Posted by Quixotik View Post
    The last power, Concentrated Strike, has a Stun and in the Scrapper version has a 20% chance to instantly refresh Power Siphon instead of critical hit. Does the Tanker version have a chance to refresh Power Siphon?
    Yep!
  5. So if my footstomp goes off every 10 seconds (10.1 actually, in this build I'm working on in Mids) and assuming favorable results, it would be a waste to slot more procs in other single target attacks?
  6. The build is SS/SR. How do I maximize my uptime on this thing? I took a look at the wiki page but it caused me to make this face: @_o
  7. Quote:
    Originally Posted by MonkeySpirit View Post
    So I've made up my mind to make this brute. I'm going to use him to solo through the Loyalist Responsibility arcs, so performance before level 20 is important. After that, we'll see where he goes.

    The guides insist on not taking the passives in Invulnerability since they apparently offer very little. This leaves only DP, Temp Inv and Unyielding to defend myself with and it seems to me that I'll need to get mitigation from my attacks (i.e. by taking Air Superiority).

    On the other hand, WP gets its mez protection at level 10 (which is very tempting) but you have to take all the powers to be swimming in +regen, since that's how it mitigates. Will this feel safe?
    As a Brute, you're gonna get stuck with Resist Physical Damage at level 1, but that's sort of okay. Take Temp Invulnerability for your next secondary pick and you'll be at 40% S/L resist; that's not shabby at all.

    I'm not sure Kumquat realized you were asking about early levels.

    I would say at level 4, have Energy Punch, Bone Smasher, Resist Physical and Temp Invulnerability. See how you do with those an then think about taking Air superiority at 6. Although I have a feeling you're not really gonna need it.
  8. Quote:
    Originally Posted by BunnyAnomaly View Post
    What's the reasoning for no Cloak of Fear?
    A) It causes mobs not to attack, and being attacked is helpful for Fury generation. It also has a fairly high endurance drain and the base accuracy on it is horribad (50% I think)

    B) Floaty white ghost heads are stupid and you can already achieve great mitigation with the Oppressive Gloom, which runs for free. Drop in one accuracy IO and you're done.

    In terms of the set being straightforward and smashy: It is both of those things. The complaint normally leveled against it is that Whirling Hands has a very small radius, which it does. It's a very meh power, but it's pretty and gets the job done.

    It's definitely smashy. You will mess. people. up. with saturated Fury, build up and Total Focus + Energy Transfer.

    Total Focus has the same animation as Tremor and Thunderstrike. Slow motion jump into the air, come down with both fists. Energy transfer is less so; you charge up your hands and inject energy into a baddy at the cost of some health.

    My advice is to skip Barrage and go straight for Energy Punch and Bone Smasher. Make your early attack chain from Level 2 Brawl > Energy Punch > Bone Smasher.

    I think you'll be happy with it.
  9. Energy Melee is one of those sets everybody wants to love.

    My namesake (Doctor Xaxan) is a Dark/EM tanker, and he's pretty cool. The set has one PBAOE and a ton of sweet single target damage. There are other sets that do everything it does, and does them better.

    If you want to do it, just do it. If nothing else, you'll be a special snowflake in the sea of super strength and dark melee toons.





    P.S. I love super strength, don't kill me.
  10. Quote:
    Originally Posted by Telperion View Post
    Don't forget that you can change cloak of darkness to be no fx at the tailor. Totally worth it.
    I think the OP meant the Halloween costumes, not regular costumes.
  11. Doctor_Xaxan

    My Epic FM/SD

    I feel like you've decided your build is uber and you're just here daring people to disagree. And when people did, you got your Soho friend here to jump in and call people haters. Is that about accurate?

    Nobody's impressed. If you "can care less," we "can care less." Bro.
  12. I think regardless of whether or not you plan on spending a ton of money to softcap, you should get Combat Jumping and Weave.

    Cloak of Shadows gives you a decent base to start from. Add Combat Jumping, Weave and the Steadfast Protection unique IO (3% defense to all) and you have at least 20% defense to everything once it's all slotted.

    You will DEFINITELY notice that.
  13. Quote:
    Originally Posted by Metacreativity View Post
    I was going to post some helpful information, but I don't want to be berated like the gentlemen above. Though I wish you luck with your toon, you can find your own way.
    Is it me, or do the disagreeable, passive-aggressive people tend to get a free pass, but anyone whos call them out gets booed and hissed at?

    It's disheartening.
  14. Quote:
    Originally Posted by Olympus_NA View Post
    As the title says I have no idea which secondary I should take for my Brute. I will only be playing with another friend so there will never be teams, we will be duoing missions together. Which secondary is good for this sort of thing? Right now I'm thinking between Shield Defense/Invulnerability/Energy Armor/Willpower/Fiery Aura/Super Reflexes
    I want to be able to handle big groups with high levels when the toon is a higher level.
    For handling big groups, you should probably rule out fiery aura and Energy Aura. They're both super squishy.

    Shield defense will give you the best damage output of the rest of those sets, and with some INF spent on IO sets, you can be softcapped and pretty much untouchable.

    Invulnerability is hard as nails and very tanky. Moreso than Shield, but without that extra AOE attack.

    Willpower is roughly as survivable as Invulnerability, but doesn't have the same "alpha soaking" capability.

    Super reflexes would work, and the Recharge bonus from quickness will help with KM's unique mechanic, but there's no particular synergy there. It is, however, the easiest Brute set to softcap defense to get you into those big spawns sooner on in your career.
  15. Quote:
    Originally Posted by EmperorSteele View Post
    But no, seriously, the sets are about even. The only complaint i've ever seen about WP is that it's hard to keep agro just by standing in a group of guys like Invuln can. Taunting and using "punch-voke" is a bit more of a requirement when using WP if you plan on actually TANKING and keeping foes off your teammates. But other than that, you can't go wrong picking one over the other.
    What I've always thought was funny about this situation is: Who jumps into the middle of a mob of critters and doesn't footstomp and punch their silly heads off?

    I mean, if the requirement for keeping aggro on a WP tanker is to do what you oughta be doing anyway, is it really that much of a "hole" in the set?


    Things that make you go "Hmm."
  16. Doctor_Xaxan

    i19 KM/FA build

    Here's an attempt by me. I don't have any direct experience with resistance-based sets, so it'd be great if some /FA brute would come in and show me up on this.

    I also didn't go for purples. You could probably push this thing closer to perma-hasten with more recharge from expensive sets.

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

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Quick Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(50), Mako-Acc/EndRdx/Rchg(50)
    Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(43), TtmC'tng-ResDam/EndRdx/Rchg(43), ImpArm-ResDam/EndRdx(43)
    Level 2: Smashing Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(45)
    Level 4: Healing Flames -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(15), Numna-Heal(15), Dct'dW-EndRdx/Rchg(17)
    Level 6: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
    Level 8: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(13)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40)
    Level 14: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A)
    Level 16: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(17), TtmC'tng-ResDam(39), ImpArm-ResDam/EndRdx(46)
    Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), EndRdx-I(42)
    Level 20: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(39)
    Level 22: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(23), TtmC'tng-ResDam/EndRdx/Rchg(23), ImpArm-ResDam/EndRdx(37)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(37)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Burn -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(36)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Concentrated Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), Mako-Acc/EndRdx/Rchg(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Super Speed -- Winter-ResSlow(A)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Taunt -- RechRdx-I(A)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A), Empty(13), Empty(48), Empty(48), Empty(48)
    Level 1: Fury
    Level 4: Ninja Run
  17. Doctor_Xaxan

    i19 KM/FA build

    Do you actually think you're gonna fork over the money/merits for those purple and PVP sets? If not, leave them out of the build and plan for less expensive sets.

    You seem to be going for a mix of resistance and defense set bonuses. Conventional wisdom around here is that resistance bonuses are never worth it. Defense bonuses generally are. but for a build like this, I think recharge and max HP should be your focus.

    Recharge because both your primary and secondary sets are dependant on it: Burn and healing flames from Fiery Aura, and the entire KM set is based around pumping out attacks as fast as possible.
  18. Quote:
    Originally Posted by FaceBreaker View Post
    Going to create my first Tanker, which is the better set combined with Super Strength? Basically looking for the most defence.
    If you mean the most survivability overall, you're going to get a lot of impassioned responses and cases made for both sets.

    From what I understand, Invulnerability edges out Willpower because you can cap resistance and softcap defenses in late game with IO sets.

    Also, Invulnerability tends to be more forgiving early on, in the first 20 levels or so.
  19. Quote:
    Originally Posted by Seyshara View Post
    (making it compulsory for new characters)
    The word you're looking for is "free."

    I really think you should just stop posting about this. Your weird logic is embarrassingly wrong and it's become painful to watch. It all boils down to "What about meeeeeeeeeeee." And if you'd just say that instead, at least it would be honest.
  20. Just to echo what else has been said here:

    Once you're softcapped to Melee/Ranged/AOE, the endurance drains for ALL enemy groups become non-issues.

    Kill Super Stunners on sight. Make a macro for "Kill my target: $target" or something like that.
  21. Quote:
    Originally Posted by TygerTyger View Post
    Whoops! That's SD / Dark (Shield Defense / Dark Melee). My bad, silly typo. (and editing OP to fix that mistake)

    So for the End, its shouldn't be too bad with that change in mind. I rarely drain the blue bar, save when I am up against groups using -Def powers that require a more vicious takedown. I also have Dark Consumption down to about 80-90 seconds recharge.

    Thanks for the info, though now that you know its not DA, does that change anything?
    It sort of does, and it has everything to do with Defense.

    Shield tankers are hilariously easy to softcap defense on. So assuming you've done that, your benefit from Darkest Night is significantly diminished most of the time.

    However! That doesn't mean you won't use it. Shield is vulnerable to having its defense debuffed and, in some cases, totally floored by baddies such as Romans with broadswords. When you're fighting enemies like that, something like Darkest Night would definitely help.
  22. Doctor_Xaxan

    Ranged Brutes

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Not blastery looking? Agreed.

    Redraw being detrimental numerically? We'd have to do a complete attack chain analysis to find out if, say, claws+PPP is less than km+PPP because of claws redraw. However, back when I thought that scrappers would get brute PPP, I looked at what adding gloom to a claws attack chain would do considering how awesome gloom is, but the numbers didn't back up the hope when claws' redraw animation time was added to the chain.

    Is redraw clunky, ugly and annoying apart from the numerical analysis, I would most assuredly agree 100%.

    I truly believe the OP would be happier with a VEAT than a knee-capped brute.
    It all makes me wonder why it's even still in the game. Who thinks redraw is enhancing the "experience" aside from some obstinate developer glowering in the glow of a monitor in a dark computer lab somewhere?
  23. Doctor_Xaxan

    Ranged Brutes

    Quote:
    Originally Posted by ClawsandEffect View Post
    They will crit, but it seems they have a flat 5% chance to do so, which isn't adjusted by enemy rank. I know I've seen them crit, but they don't do it very often.

    Incidentally, Boxing and Air Superiority will also crit. I imagine Flurry and Jump Kick will as well, but I don't think I've ever taken either power on a scrapper.

    The only things that won't crit on a scrapper are Brawl and temp powers.

    Claws/Anything/Fire or Soul will probably be the best bet for a ranged brute.
    I'm gonna have to disagree with this whole Claws thing, on two principles.

    First, it's not blastery-looking at all.

    Second, won't the redraw make any ranged attack chain really stiff and cumbersome?

    Don't get me wrong, I love claws and have claws characters (okay, just one), but it doesn't seem to fit the bill in this case.