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Posts
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Joined
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Am guessing re-activation weekend and stuff
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Nope, about 2 weeks. Not been on alot though. But lets not derail this thread. -
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Touch Of Fear is all you need Tohit debuffs in though, one application of that is enough for all your needs and thus lets you go acc,dam,rech and end in the others
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Meh recharges ftw, never bothered with ToHit Debuff in there. -
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Well, most of the time invincible pulls agro, sucks endurance bad, and leaves my poor brute without the ability to defend himself. Sometimes I turn it on tho - couldnt tell the difference. At least it looks good.
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Find Scrapyard, stand in the middle of his crowd of dockers, right infront of him, with and without Invicibility on then tell me it makes no difference.
It has such a low end cost compared to other powers that i have no problems leaving it on during a mission. I lose more endurance through my attacks than my shields. -
I''d take Hasten + Super Speed if you have spare powers.
Makes Tab+F attacking much easier and hasten is never bad bringing that big nasty shadow maul back into play. -
On a scale of 1-10? Comparing it to the other Brute combos i've played 8/10.
Some fast attacks for building Fury and 2 very hard hitting attacks make EM a good choice. As well as the Energy part of the damage which isn't resisted as much. I didn't like Dark Melee i felt the attacks were too slow to build fury. Invuln shines in a decent sized crowd with Invincibility running your DEF goes up and i found Dull Pain recharges just often enough to see you through. Stone I jsut don't like, anything that slows me down from chasing the next kill can't be good
Its biggest drawback IMO is endurance, i seem to go through that little blue bar so fast. Though having a pet */kin corrupter along would help with that -
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Total Focus is your personal 'YouDieNow' button.
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Duoing with a EM stalker we both hit TF and things just fall over -
Watching 7 members of my team running out of the door or dying during a very bad pull in a crey mish. My inability to run away kicks in and I start jumping about like a mad man clearing the room with a bunch of dead heroes cheering me on. Then realising after, it would have been alot easier if I had turned IH on at the start.
Having a competition with a fire tank to see who could pick up the most debuffs in one go, its great fun watching them scroll across the screen. He won in the end by about half a rows worth -
Losing faith in scrapping, then read this. Its abit old now but most of it still holds true its only really powers that have changed the ideas are still valid.
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MoG rocks, If you're dumb enough to use it vs Psi/DoT/Auto-Hit then you deserve to die. If you use it at the right times then you can turn a fight around from a wipe to victory.
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TP Foe for PvP, they'll have no choice about confronting you then.
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It still doesn't build fury as they can move off, TP foe -> Run off to attack something else -> TP Foe -> Run
Its ok in PvE where things will mindlessly attack you but not for PvP -
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Granite is the toughest thing in the game, and can still get pretty close to RES cap (for tanks at least) even Post-ED.
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So can Unstoppable, only differnce being those lucky Stoners get it as a toggle -
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I believe Knight Torment's up there as well.
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Not just me
Dameronic SS/EA Brute
TwoTone EM/EA Brute
Scanevil Fire/Kin Corrupter
and 3 more on the way -
Yep your right, though strangly i only found the information in the Tanker forum not the Brute.
Time to go and tweak my build a little. -
Just readign that on the US forums, the posts i found say they are still testing i'll have to see if i can find anything more.
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.... [snip]
38) --> Unstoppable==> DmgRes(38) DmgRes(39) DmgRes(39) Rechg(39)
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Too many DmgRes.
Remember you have scrapper level defences and resistance caps. So RES cap is only 70% (or was it 75% jsut woken up brain no work) AND Unstoppable stacks with other powers.
RPD + TI + Uny = 50% S/L, 11.8% Fire/Cold/En/Neg/Toxic
Unstop with NO DmgRes
RPD + TI + Uny + Unstop = 102.5% S/L, 64.3% Fire/Cold/En/Neg/Toxic
Unstop with 1 DmgRes
RPD + TI + Uny + Unstop = 114.1% S/L, 75.8% Fire/Cold/En/Neg/Toxic
Or if you have passives, Resist Elements/Energies you don't really need that DmgRes slot in Unstop. I have mine slotted with 3 recharges instead. -
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~36.5% is great resistance?
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Wow if thats great i must be godlike then. My invuln gets 50% S/L and i get endurance as well -
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I would help, but I'm afraid I don't do "taking alive". She must die DIE DIEEE!!!!!!
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He only wants her alive so he can kill her. Not much fun if she's already dead -
For PvP
Spines - Ranged attacks and AoEs
Martial Arts - Lots of stuns and disorients
Dark Melee - Neg damage not as much resistance, acc debuff on attacks, touch of fear
Broadsword - i'm still not sure, head splitter for delivering lots of damage in one hit but quite a slow set. probably great 1 v 1 set or for finishing off held victims.
Claws - Damage is too low and lethal type is resisted
Katana - Better damage than claws but still not great, -DEF on attacks won't be massivley useful as they don't last long and fights generally don't last too long. -
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I bought both CoV and CoH together but have only installed CoH. My question is do I have to pay a seperte subscription for CoV and also will my 30 days free stack? (So I get 60 in total). The FAQs seems rather vuage... anyways sorry about hijaking
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I got a free month when i added CoV to my account so you should do. I won't set it in stone though incase i'm wrong. -
Controllers are there to take out any melee types. 1 vs 1 I can take a Controller using break free or Unstoppable. Multiple controllers in a team and I might as well just stay dead on the floor.
Defenders, if played well could be a stalemate. Though i only need to get a couple of disorients to land then they are mine.
Blasters, with ED an no 6 slotted damage all they are doing is making me fury while i charge them down. They can't run forever if they intended to attack
Tanks/Scrappers tend to be longer drawn out fights that can go either way. If they can get lots of damage in fast the scrapper will win, if they leave it too long and i get a decent amount of fury going then i can take the scrapper. Tanks need a couple of people damaging them to take down (we took out a stone tank in Granite the other day i didn't think that could happen)
I've had a Stalker Assasin Strike me and cause very little problem. Pop a repsite or Dull Pain and off i go. -
Figures courtesy of your friendly neighbourhood hero planner.
Weave:
DEF base = 3.25% for a Brute, with 3 SOs 5.1% DEF.
Types: Melee/Range/Smash/Lethal
End Per Sec: 0.34
Recharge: 10.0
Energy Cloak:
DEF base = 3.75%, with 3 SOs 5.9% DEF.
Types: Melee/Range/Smash/Lethal/Fire/Cold/Energy/Negative
End Per Sec: 0.24
Recharge: 20.0
also +Stealth -
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It seems silly, But it is indeed 25 >_>
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Must be more fun at 25, special Dev logic strikes again -
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1st one is 25 though IIRC
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You sure the CoH one has always been 24 i can't see any reason why it should be changed to 25 for CoV? -
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I've had a lvl 5 MA/SR scrapper lying around unused for a very long while. I've decided I wanna dig him out; it's been a while since I played a scrapper. My questions are:
1) I've heard that SR's passive powers (e.g Agile) give only a really small bonus. Are they still worth getting?
2) I'm considering taking tough and/or weave from the fitness pool. How much res/def bonus do these two powers give me? Do you recommend taking them? All info/advice welcome.
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Can't really answer 3
Tough RES smash/lethal slotted with 3 SO++ 17.7%
Weave DEF smash/lethal/melee/ranged slotted with 3 SO++ 5.1%
Agile DEF Ranged 6.1% with 1 SO++ or 7.8% with 3 SO++
Dodge has the same as Agile but is for melee.
With ED cutting the DEF on your toggles i think its work taking passives though its up to you to find slots to fit them
Weave, just don't.
Tough, if i could take this without boxing/kick then yeah would be worth it. But i hate taking 2 powers when the bonus isn't fantastic. Carry some RES inspriations instead. -
Don't bother, if you want extra DEF take passives, much better than wasting it on additional powers that will drain endurance.