EJI

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  1. i run a rad/mm soft-capped to s/l. i do keep a few bf's stocked just in case, but i find the def keeps most of the mez off of me.

    the regen is nice, and stacked with def helps survivability. i get 100-120 hp/s, for 30 out of 40s. any damage i took hopping into the spawn is repaired. this power is a lot easier to use solo than on full teams; sometimes too much of the spawn is dead by the time i fire it off.

    i spec'd out of WoC, didn't find it terribly useful, ymmv.

    edit:also, a target capped DP will provide enough recovery to overcome a nuke crash.
  2. re: thunder strike

    if you really like to use it, invite controllers to your teams and wait for the anti-kb immobs.

    i typically rush in near the tank when the mob is about half spent, say 4-7 baddies, and hit TS when i want to feel smashy. By the time it lands there are 2-5 baddies (your teammates have killed some), after it hits you can finish whatever's left with a quick blast or two- which will have all recharged while TS was animating.

    3.3 seconds, and it feels like an eternity unless you're built to live in melee or there's a tank. but i still have it and still use it, cuz it's Fun; even a little epic if you manage to tag it right to the end of a build up chain. and i like the set bonuses. ymmv, my 2 inf, etc.
  3. EJI

    Kat/Inv

    i'd use typed defenses, and shoot for 55% +rech for perma dp.
  4. procs in an aura have a chance to go off every 10s. Up to you whether that's enough, or maybe there's a spot that'd get more use from the slot.

  5. Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery
    Hero Profile:

    Level 1: Fire Blast
    • (A) Accuracy IO: Level 50
    • (3) Damage Increase IO: Level 50
    • (9) Damage Increase IO: Level 50
    • (34) Endurance Reduction IO: Level 50
    • (37) Recharge Reduction IO: Level 50
    Level 1: Electric Fence
    • (A) Accuracy IO: Level 50
    • (3) Immobilisation Duration IO: Level 50
    • (15) Immobilisation Duration IO: Level 50
    • (34) Recharge Reduction IO: Level 50
    Level 2: Fire Ball
    • (A) Accuracy IO: Level 50
    • (5) Damage Increase IO: Level 50
    • (7) Damage Increase IO: Level 50
    • (25) Endurance Reduction IO: Level 50
    • (34) Recharge Reduction IO: Level 50
    • (43) Recharge Reduction IO: Level 50
    Level 4: Charged Brawl
    • (A) Accuracy IO: Level 50
    • (5) Recharge Reduction IO: Level 50
    • (9) Damage Increase IO: Level 50
    • (37) Damage Increase IO: Level 50
    • (43) Endurance Reduction IO: Level 50
    Level 6: Rain of Fire
    • (A) Accuracy IO: Level 50
    • (7) Recharge Reduction IO: Level 50
    Level 8: Combat Jumping
    • (A) Jumping IO: Level 50
    Level 10: Fire Breath
    • (A) Accuracy IO: Level 50
    • (11) Damage Increase IO: Level 50
    • (11) Damage Increase IO: Level 50
    • (37) Endurance Reduction IO: Level 50
    • (40) Range IO: Level 50
    Level 12: Havoc Punch
    • (A) Accuracy IO: Level 50
    • (13) Damage Increase IO: Level 50
    • (13) Damage Increase IO: Level 50
    • (17) Endurance Reduction IO: Level 50
    • (40) Recharge Reduction IO: Level 50
    Level 14: Aim
    • (A) Recharge Reduction IO: Level 50
    • (15) Recharge Reduction IO: Level 50
    • (40) Recharge Reduction IO: Level 50
    Level 16: Build Up
    • (A) Recharge Reduction IO: Level 50
    • (17) Recharge Reduction IO: Level 50
    • (42) Recharge Reduction IO: Level 50
    Level 18: Blaze
    • (A) Accuracy IO: Level 50
    • (19) Damage Increase IO: Level 50
    • (19) Damage Increase IO: Level 50
    • (25) Endurance Reduction IO: Level 50
    • (27) Recharge Reduction IO: Level 50
    • (43) Recharge Reduction IO: Level 50
    Level 20: Super Jump
    • (A) Jumping IO: Level 50
    Level 22: Acrobatics
    • (A) Endurance Reduction IO: Level 50
    Level 24: Boxing
    • (A) Empty
    Level 26: Blazing Bolt
    • (A) Accuracy IO: Level 50
    • (27) Accuracy IO: Level 50
    • (31) Interrupt Reduction IO: Level 50
    Level 28: Thunder Strike
    • (A) Accuracy IO: Level 50
    • (29) Damage Increase IO: Level 50
    • (29) Damage Increase IO: Level 50
    • (31) Endurance Reduction IO: Level 50
    • (46) Recharge Reduction IO: Level 50
    Level 30: Tough
    • (A) Endurance Reduction IO: Level 50
    • (31) Resist Damage IO: Level 50
    Level 32: Inferno
    • (A) Accuracy IO: Level 50
    • (33) Damage Increase IO: Level 50
    • (33) Damage Increase IO: Level 50
    • (33) Recharge Reduction IO: Level 50
    • (46) Recharge Reduction IO: Level 50
    • (46) Multi Strike - Damage/Recharge: Level 50
    Level 35: Power Sink
    • (A) Endurance Modification IO: Level 50
    • (36) Endurance Modification IO: Level 50
    • (36) Recharge Reduction IO: Level 50
    • (36) Recharge Reduction IO: Level 50
    Level 38: Shocking Grasp
    • (A) Accuracy IO: Level 50
    • (39) Hold Duration IO: Level 50
    • (39) Hold Duration IO: Level 50
    • (39) Recharge Reduction IO: Level 50
    Level 41: Weave
    • (A) Defense Buff IO: Level 50
    • (42) Defense Buff IO: Level 50
    • (42) Endurance Reduction IO: Level 50
    Level 44: Scorpion Shield
    • (A) Defense Buff IO: Level 50
    • (45) Defense Buff IO: Level 50
    • (45) Defense Buff IO: Level 50
    • (45) Endurance Reduction IO: Level 50
    Level 47: Web Envelope
    • (A) Accuracy IO: Level 50
    • (48) Immobilisation Duration IO: Level 50
    • (48) Recharge Reduction IO: Level 50
    • (48) Recharge Reduction IO: Level 50
    Level 49: Summon Spiderlings
    • (A) Accuracy IO: Level 50
    • (50) Damage Increase IO: Level 50
    • (50) Damage Increase IO: Level 50
    • (50) Recharge Reduction IO: Level 50
    ------------

    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    • (21) Empty
    • (21) Empty
    • (23) Empty
    • (23) Empty
    Level 1: Defiance
    Level 4: Ninja Run

    soft-capped s/l i/o build on the flipside of the powers (shift&right click)
    my .02 inf, ymmv

  6. a dp/nrg blaster will never be epic on the order of an io'd dm/sd scrap, so if it's a choice of one or the other i'd recommend the scrap. dm/sd built right is an absolute beast in the right environment.

    that said, don't rule out io'ing your blaster. a couple of schools of thought on this: build for damage and recharge, or build for defense. my approach would be to shoot for s/l softcap and then shovel in recharge to leverage the no-crash nuke. acrobatics can help avoid those perma-mez'd til dead situations (carnies, etc) but you'll still get stunned from time to time. i keep 2-3 bf's in my tray if possible.

    the blaster is never going to be as sturdy or epic as the scrapper, imho. but it'll surely have it's moments of glory. also, the blaster build will likely cost 1/10 to 1/3 as much as the shield build.

    anecdotally, my rad/mm is softcapped to s/l and manages around 70% rech at a fraction of the cost of my fire/sd scrap. vs. s/l enemies (council, etc) the blaster is right on the heels of the scrapper. it farms the cim wall about as well as anything. on the vast majority of content, though, it's outshined by the scrapper. on teams, i cheat: vengeance. just don't die 1st also, an s/l capped build encourages a melee oriented playstyle which i'd think would mesh well with dp/nrg. ymmv.
  7. *curses*

    even with 12 pts, Mary MacComber knocks me all over the place.
  8. would someone mind posting iggy's build long form so those of us at work can have a peek? >.>

    thanks.
  9. i'll second what griff said.

    blind is slotted 4xbask gaze, 1 dmg, 1 ragnarok dmg on my ill troller. 2 standard dmg io's would be nearly as good, or an acc/dam and a dam.

    kb protection is fine at 4 pts, i'd use a botz io in fly and free up the slots in hover and maneuvers. or just put a kismet and an end redux into those slots.

    the resistance proc isn't useful on phantom army, the soulbound chance for build-up, however, is very nice in that spot.

    otherwise, looks good.

    edit: SI is overslotted for def. i use lotg +rech and two end redux, keep the power on all the time. ymmv. also two travel powers seems redundant, especially since SS is not necessary to stealth missions. I like all the damage in the rez too much not to take it, especially since you can use it with vengeance and tp ally. heck, with ninja run you could drop both travel powers, still stealth mishes, and pick up blind and the rez. i might even drop flash to pick up an app blast, giving you a very effective ST attack chain. that's a tougher decision...
    just throwing my .02 inf in.
  10. PPD Back-up unit temp power summons a robot, as does the HVAS temp power available for purchase in the rwz (much bigger robot).

    Kahn TF, blue side, grants a 'Dimensional Grounding Ray'; it's a giant honkin gun that shoots a giant honkin effect which, in most instances, will do absolutely nothing.
  11. EJI

    BS/Elec build

    hack/slash: keep one or the other, you don't need both unless it's part of your concept. hack has better dpa (even slice has better dpa than slash...). whichever you keep, put an achilles heel -res proc in it.

    parry: underslotted for accuracy. if you're depending on this for defense (and you will be), you need it to hit as often as possible.

    disembowel: at 5 slots, i'd use either crushing impacts or kin combats +a triple or quad.

    grounded: does not need to be slotted for resist. just the 3% def/res. i'd guess you are already at energy resist cap.

    charged armor, conductive field, static shield: i'd go 4 pieces of reactive armor here, i'm not sure chasing positional defense (aegis) is the best way to go. i'll try to make up the recharge elsewhere.

    slice, whirling sword, headsplitter: 6 pieces Obliteration would be my choice for all 3 of these powers. then i'd pray my recovery was sufficient that covers the recharge i took out...

    energize: 5 pieces doctored wounds would be my choice for this, +5% global rech. skip the heal/end.

    lightning field: i'd frankenslot acc, end mod and dmg. damage auras are very effective, and i'd hate to have mine gimp.

    mu bolts: i'd try to get a 5th slot in here for the global recharge set bonus. ditto ball lightning. these attacks will cause redraw, which some (me) find painful.

    electric shackles: 4 pieces basilisk's gaze for +7.5% global rech

    build up: 2 slots rectified reticle will add 1.88 s/l def. common rech io in the 3rd slot.

    power sink: i'm not familiar with how this power works. mids does not allow accuracy slotting, which implies an autohit power. can anyone verify this? if that's the case, i'd focus on rech.

    i know you said no fighting pool... but i'd take tough, at least, for more s/l resistance.

    finally, i'd consider making use of procs in health.
  12. I'm curious about claws brute attack chains as well.

    So, bump.

    *shouts across the forum boards*

    HEY WERNER!!

    i hope that worked. i hear that Werner can do maths like these. i'm with the OP.
  13. EJI

    AoE Monster!

    did i miss it, or has no one mentioned fire/kin?

    my rad/mm blaster is the only toon i have that compares. soft-capped s/l, decent rech. jump into a spawn and kill something to get their attention. immobilize, drain psyche, build ups, aoe's (3). kill the 2-3 that try to run and move on. works well for me.

    fire/mm may have a bit more damage. however, it doesn't have 2 pbaoe's.
  14. i think you may have opened a can of worms with that question. i'd shoot for overall enhancement values more than anything. it may be useful to figure out what value caps your to-hit for the enemies you typically face. for procs (numi, miracle, etc) and lotg's i like to get the lowest level possible so i can exemp and retain their benefits. the difference between crafting lvl 50 io's and lvl 35 (or 25, or whatever) is not that huge in terms of cost (as i perceive it). i'd try to slot the highest level enhancement possible when frankenslotting. also, IO's not divisible by 5 (lvl 25, 30, 35, etc) are often quite a bit less expensive.

    edit. kismet 6% may help.
  15. /regen caps HP with DP up, and is already swimming in regen; i'd shoot for +rech then +def. also, recovery on this build seems excessive.
  16. I think ice is the most versatile blaster primary, others may differ. Also, with its slows and holds, brings benefits solo or teaming. subjectively, "feels" like a fast set, and pairs well with most secondaries.

    Maybe you could describe what you mean by tactical versatility, though. I've always considered my defenders to have the most diverse playstyle, so maybe it's a question of sets, or different interpretation. I kind of feel that blasters are a bit more one-dimensional: they deal dmg. Sure, you have a hold, or a stun, or boost whatever, but they're a means to the same end and I generally finds I approach groups of baddies much the same way every time.

    I'll second the suggestion of a kheld, and add Illusion/ controllers (/rad,/storm are faves) to the discussion. Ill offers pets, versatility, and variety, imo. Also, you may find corruptors to your liking if you liked the powersets offered to defenders but want more damage or self-sufficiency. I think of my corruptors as mini-blasters with buffs.

    I'm working on an ice/electric right now, which will have some nice tricks. 2 holds, an immob,slows, a dmg/-end aura, and lots of high dmg, in your FACE melee attacks
  17. Mauk2's phrase "tactical anvil" describes my playstyle pretty well.

    Rarely, though, I get to play herd 'em up on a team with a second tank or decent control. Grab a group (or two, or...) and drag em back to the 'kill zone'. Repeat until everything is dead or it's more efficient to pick a new spot for the kill zone. Pick a corner or a choke point and go to town. I realize it's not always the most efficient method, but it's a hoot to see 2-3 groups suffering under a full team's AOE's and controls, while the team lets loose in perfect safety.

    If I'm feeling redundant, (i.e. the team is doing great without any particular attention to aggro control) I usually skip ahead a bit when the team has the aggro in hand and start bunching the next group into a nice tight pile, and wait for the team to catch up and unleash the next wave of AOE's.

    Anyway, the main point is that my tactics depend a lot on the team's abilities. Flexibility and awareness are key. Experience to know which gambles will pay off helps, too.
  18. Due to their higher HP, brutes also get a bit more benfit from the scaling resistance in SR.
  19. I'm not where I can look at this on MIDS, but some quick thoughts...

    I have no love for smoke. I'd drop this for an lotg mule (hover for vertical movement, stealth pool) and use those slots elsewhere. Like, say, 2 more in char and 1 more in stamina for the +end proc

    I like char slotted for damage. 2 dmg in here, 1 dmg & 1 acc/dmg hami, or maybe even the ranged purple dmg and proc.

    Flashfire is a good place to put the Absolute Amazement set, for a wee bit moar rech. As purple sets go, not too terribly expensive.

    Is the 4th slot needed in hasten? You could put that slot in imps for a chance to build up proc, or in tough for a bit of +recovery.

    If you can find the budget for it, an enzyme in your PPP shield can save you a slot to use elsewhere. (never hurts to stick a kismet in there, or maybe a health proc depending on how the toon performs).

    Just my .02 inf. YMMV
  20. EJI

    My i19 Rad/MM

    For comparison, here's what i'm running. 48% s/l, 62% rech. So, well short of your recharge goals (mine, too). Could be a little better if I'd 5 slot some purples, but I have too many projects competing for resources atm. Hope this gives you some ideas for yours.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    X13B: Level 50 Magic Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery
    Hero Profile:
    Level 1: Neutrino Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(7)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(3), Enf'dOp-Acc/Immob/Rchg:50(7), Enf'dOp-Acc/Immob:50(9)
    Level 2: X-Ray Beam -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(11), Decim-Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(13), Decim-Acc/Dmg/Rchg:40(13)
    Level 4: Mind Probe -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(17), Mako-Acc/EndRdx/Rchg:50(17)
    Level 6: Irradiate -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(9), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(21), Oblit-Acc/Dmg/EndRdx/Rchg:50(21), Oblit-%Dam:50(23)
    Level 8: Hurdle -- Jump-I:50(A)
    Level 10: Aim -- RechRdx-I:50(A), RechRdx-I:50(25), Rec'dRet-Pcptn:20(25), Rec'dRet-ToHit/Rchg:20(45)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
    Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(29)
    Level 16: Concentration -- RechRdx-I:50(A), RechRdx-I:50(19), Rec'dRet-ToHit:20(31), Rec'dRet-ToHit/Rchg:20(46)
    Level 18: Cosmic Burst -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(31), Decim-Dmg/Rchg:40(33), Decim-Acc/EndRdx/Rchg:40(33), Decim-Acc/Dmg/Rchg:40(33)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(23), EndMod-I:50(34)
    Level 22: Drain Psyche -- Nictus-Acc/EndRdx/Rchg:50(A), Nictus-Acc/Heal:50(34), Nictus-%Dam:50(36), Theft-+End%:30(36), Theft-Acc/Heal:30(36), Theft-Heal:30(37)
    Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(37), Posi-Acc/Dmg/EndRdx:50(37), Posi-Dam%:50(39)
    Level 28: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(40)
    Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(40)
    Level 32: Atomic Blast -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(45)
    Level 35: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def:50(50)
    Level 38: Psychic Shockwave -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(46), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(50), Oblit-%Dam:50(50)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-Acc/Immob/Rchg:50(42), Enf'dOp-Acc/Immob:50(42)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def:50(48)
    Level 47: Proton Volley -- ExtrmM-Acc/Dmg:50(A), ExtrmM-Acc/Rng/Rchg:50(48), ExtrmM-Dmg/ActRdx/Rchg:50(48)
    Level 49: Super Speed -- Zephyr-ResKB:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run

    Code:
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    also, it's not an i19 build, so you could likely pick up more recharge with some lotg mules.
  21. One of my fave toons is my fire/sd scrapper; when your duo is retired you'll still have a fun and useful toon to play.

    Since no one's mentioned SS/Fire brute, i'll throw that in. Massive AOE and will get full benefit from all of /rad's buffs. I find mine to be more suited to farming than PvE, but since PA helps draw some of the aggro, and you've got mezzes on the team to deal with problem baddies, this might be a fun and interesting ride.

    Plant/rad or fire/rad sounds like a lot of fun, too.

    Really, ill/rad is pretty versatile and pairs well with anything. I'd maybe stay away from heavy kb sets, but that's just me.

    Ill/cold can be that good, but it requires massive investment. Perma PA and double stacked sleet are the active ingredients here. Still, wouldn't be my 1st choice to pair with an ill/rad.
  22. If you liked your ill/rad, you may enjoy ill/storm or ill/kin. ill/storm has lots of variety tactically, and lots of chaos, which may or may not suit you. ill/kin will be very clicky, but with enough +rech to perma your PA, a beastly tooon. Also, kin is always in demand among teams.

    On another note, I enjoy chasing the fury bar -it soothes my ADD. If you haven't tried a brute yet, I recommend it. Some enjoy this playstyle more than others, it's not for everyone. As far as flashiness, electric melee or one of the weapon sets. Personally, I like fire, and rage affects the DOTs. As for secondaries, it's hard to recommend one without knowing what you enjoy. Fire Armor is pretty flashy, electric and energy as well (it should be noted that some consider EA a subpar set, but 'subpar' among brute secondaries is still pretty good).

    edit: also claws for brutes. fast attacks, low end cost, decent dmg and utility.
  23. This thread has convinced me to try Strong and Pretty. With i19 coming, i'm sure i can squeeze in Jump Kick. My Virtue slots are full atm, so I rolled one up on Freedom, "Nachos Supreme".
    I went with the baseball bat, like MaceyMace. Any tips for maximising Strong/Pretty?
    I may take him heroside at some point, mostly to reduce psi baddies, which will likely make me feel not so pretty. Also, I look forward to defeating Lord Recluse in the new Sun Gun TF. Hopefully he will get the attention he deserves as I have several projects in the works, but who could resist

    OMG! So STRONG and PRETTY!

    brb nachos