Exxar

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  1. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    Personally I just can't be bothered worrying about combos on a Brute. And without combos, DB is rather lackluster.
    And at the other end of the spectrum, I for example don't have any problems with executing combos while raging around as a brute. Those orange circles that appear are great helpers, and after some time I learned to quickly chain together combos without even looking at them.
  2. Quote:
    Originally Posted by Dealtimus View Post
    High level arachnos are pretty heavy on the toxic side especially with the 40+ Toxic Tarantulas and Bane spiders.
    Nah, that's not very toxic-heavy. TTs have a significant toxic component to their attacks IIRC, yes, but Banes mostly do S/L with just a smattering of toxic so that it's not really a problem. And TTs you can blow up at the start of the fight rather quickly, so no fuss there.

    Arachnoids and snakes are the only really toxic-heavy mobs in the game. Most of their damage is toxic, and while they do have a few S/L-only attacks, those are in the minority. Thankfully, they are not encountered regularly.
  3. Quote:
    Originally Posted by _Krom_ View Post
    The one exception is that in the late game when you fight toxic heavy foes...it cuts through ELA like butter. I have a number of ELA brutes that are 40+ and I really...REALLY hate toxic heavy foes.
    Yeah, toxic heavy foes are a pain, I have to be extra careful with my Energize and be sure not to aggro two spawns at once (I play at +0/x8). But if I pay attention, the good old smash them to bits RIGHT NAO tactic always works, especially if they're constantly on their backs due to FS or Tremor. Permahaste FTW! 20% defense also helps greatly too, as well as their zeroed endurance in case of my SM/ElA/Mu.

    Anyway, that little bit of toxic resistance from Healing Flames doesn't make a huge difference, especially since you cannot usually afford to slot it for resistance. And even then, toxic-heavy foes are much rarer than psi-heavy ones.
  4. Glad to be of help. While I'm at it, I just made several /ElA builds in Mids and remembered a nice thing about slotting. It is generally true for any combination, but for /ElA I have some hard numbers on it at the moment and it's easy to overlook.

    If you have not yet decided upon a specific primary for your /ElA toon, those with multiple PBAoEs lend themselves much better to slotting. Specifically, the more PBAoEs a set has, the more defense you can juice out of the build besides +recharge. For example, the builds I just did for DB/ElA and WM/ElA had 30% to 35% defense vs melee and 20% to 25% defense vs ranged and AoE, while builds for sets with only 1 PBAoE such as SS have about 20% vs melee and 15% vs ranged and AoE. The key is in Obliterations - they give you both a melee defense bonus and a recharge bonus, otherwise you have to take two sets to get both of those bonuses. Not a great and almighty piece of wisdom, but as I said, easy to overlook.
  5. Quote:
    Originally Posted by Wanted_NA View Post
    Wow. Very cool. Thanks a lot for taking the trouble into typing all this. My main problem between picking between FA and ElA was the difference in recharge between the self heals (matters a lot while farming I guess).. but from what you told me it should be cool though. Once again thanks.
    For farming and other end-game activities, you won't notice any difference at all. Energize will be up every time you need it. /FA has a smoother start since it both gets Healing Flames earlier and it recharges more often, but in the 30+ game /ElA is much more formidable.
  6. Here's a quick build for you, at a sweet spot between slotting for recharge and defense. I could have built for about 20% more recharge without going for purples, but your defense numbers would be about 10% lesser.

    Oh, and ignore the order of power picks, I just went through the lists and picked the ones needed without any regard for an order that works well before 50.

    Villain Plan by Mids' Villain Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: War Mace
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed

    Villain Profile:
    Level 1: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(46), T'Death-Dmg/Rchg(46), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(48)
    Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3)
    Level 2: Jawbreaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(45)
    Level 4: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(37), GSFC-Build%(39)
    Level 8: Clobber -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Dam%(15), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17)
    Level 10: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(11)
    Level 12: Static Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/Rchg(13)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(42), P'Shift-End%(43)
    Level 26: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
    Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31)
    Level 30: Boxing -- Empty(A)
    Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), Efficacy-EndMod/Acc/Rchg(36)
    Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
    Level 47: Super Jump -- Jump-I(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 22.5% DamageBuff(Smashing)
    • 22.5% DamageBuff(Lethal)
    • 22.5% DamageBuff(Fire)
    • 22.5% DamageBuff(Cold)
    • 22.5% DamageBuff(Energy)
    • 22.5% DamageBuff(Negative)
    • 22.5% DamageBuff(Toxic)
    • 22.5% DamageBuff(Psionic)
    • 13.6% Defense(Smashing)
    • 13.6% Defense(Lethal)
    • 15.2% Defense(Fire)
    • 15.2% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 24.3% Defense(Melee)
    • 13% Defense(Ranged)
    • 13.3% Defense(AoE)
    • 36% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 40% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 196.8 HP (13.1%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 9.35%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 8.8%
    • MezResist(Terrorized) 2.2%
    • 5% (0.08 End/sec) Recovery
    • 20% (1.25 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 30% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    Damn, I like those numbers. I should roll one myself sometime.
  7. Well, lets start with all the stuff both sets do but ElA does better, or worse but negligently so:
    • Both ElA and FA are pure resist sets; they offer resistance but no defense. ElA has bigger base numbers though - 26.3% as opposed to 22.5% of FA.
    • Both sets have stronger resists against one type of damage but weaker against another, and they can both cap resists vs their stronger resisted type. Those types are energy damage for ElA and fire for FA. Energy is the third most often encountered damage type in the game, after only smashing and lethal, while fire is encountered comparatively rarely. Both sets can cap their "stronger" type with a power that is easily skippable, but ElA is closer to the cap without that power than FA (80% vs 70%). Ela also has stronger resistance vs its "weaker" type (20% vs negative opposing 10% vs cold of FA, or 30% vs 20% in the case of taking the skippable power mentioned before).
    • Both sets have endurance management tools but ElA's are much, much better. For starters, Power Sink recharges in 1 minute instead of Consume's 3, and automatically hits its targets. ElA also has Energize that grants a 60% endurance reduction (almost as 2 SOs) while active, and you can have it close to perma in high-end builds.
    • Both sets have a self-heal clicky, and while Healing Flames is flat out better in terms of front-loaded healing because it recharges in 40 seconds instead of in 2 minutes, ElA's has more benefits. Besides healing the same amount of hit points, Energize gives you a +100% regeneration bonus while active, and also gives you the aforementioned endurance discount. From my experience, you can fire Energize often enough for the recharge difference not to be a significant factor when coupled with the regeneration bonus.
    • Both sets have slow resistance. FA's comes in a very skippable power (Temperature Protection) and is only 20% compared to 40% of ElA, which also comes in one of the absolutely unskippable powers (Lightning Reflexes). FA's also resists jumping speed and height debuffs which ElA's doesn't, but that's not of any importance.
    • Both sets have a damage aura with the same radius, same cycling times an same endurance cost. FA's does insignificantly more damage: 9.18 base as opposed to 8.34 base of ElA.

    And here's where the differences in ElA's favor start:
    • FA has a psi hole, ElA doesn't. ElA resists it as much as S/L. ElA has a toxic hole though, but FA only gets 15% resistance against it, and psi is much more prevalent than toxic.
    • FA must use Combat Jumping, Burn or some other power to be protected from immobilization, ElA mustn't.
    • ElA resists endurance drains and recovery debuffs by 100%, or by 170% if you pick the skippable power (Grounded).
    • ElA has knockback protection in Grounded, although I consider that power to be highly skippable because of -KB IOs.
    • ElA has Lightning Reflexes which give you a +20% bonus to global recharge, as well as a bonus to running and flying speed. That's like four recharge increasing melee sets, and makes achieving permahaste much more easy as well as being a huge boon during leveling.
    • ElA has a 90% resists and +endurance godmode, while FA has a self-rez. While I don't pick any of them in my final builds, a proper godmode is much more useful than a self rez since you may as well use wakies.

    How can FA contend with ElA then? It can't, IMO, but it does have some stuff that ElA doesn't:
    • Fiery Embrace. For non-fire damage, it works exactly as Build Up but has a 3 minute recharge. It's better for fire damage, to which it gives a +100% bonus and lasts for 30 seconds. In a high end build, it will be on for about half the time (for fire damage only). That's a nice bonus to your Blazing Aura, but because it's up only half the time and because the way damage bonuses work (only enhance the base damage which is quite low for brutes - they get most of their oomph from fury), I don't consider it a significant factor in most circumstances. In a few specific ones, it has much greater effect, however; see below.
    • Burn. This power does theoretically massive DoT and can be gotten perma. The catch is that it makes the mobs to run away from it, so in order to leverage its full potential you must keep them in it for its whole duration of 10 seconds. You can do that by immobilization AoEs such as Electrifying Fences. The Sweep combo could also be used, but I think there would be a few seconds left after the mobs get up from the final attack during which they would still manage to run away. There's another, quite big catch. The Burn patch inherits your fury for calculating damage, but it starts falling off as soon as the power is activated, so in the end it does a lot less damage than it should.

    So, the only things FA has going for it are FE and Burn but is massively overshadowed by ElA in all other aspects. FE and Burn could give you a great bonus to damage in specific circumstances with a lot of hassle, but that's another layer of micromanagement to an already micromanagement intensive set, especially together with DB. Playing DB/ElA or DB/FA without trying to leverage Burn and FE requires enough attention already and can get tiresome after a while, with those two it would be even more so. Because of that (and of ElA's perks), I don't think that extra damage is worth it.

    The conclusion is thus: if you want higher peak damage in specific circumstances and are willing to go through with the additional hassle to attain it, go with FA. If you want a much smoother all-around playing experience with a lot of side benefits at the cost of a mediocre at worst and negligent at best hit to your damage output, go with /ElA.
  8. Quote:
    Originally Posted by Mr_Grumpums View Post
    I tend to prefer brutes with heavy damage attacks or AoEs that they can use to start fights off with a bang (Footstomp, Fault, Spin, Shield Bash, Lightning Rod). I also like being able to at least 1v1 in PvP against another brute and not walk away weeping like a schoolgirl who's pet goldfish just died.

    Any suggestions? I'm kind of thinking about another Elec/Shield. I had one at lv 50, but it kind of got deleted due to an argument. Also, I have no idea how Elec melee or Shield work in PvP.
    Any combination of Claws, ElM, FM, SM, SS or WM with most of the secondaries fits your bill for PvE. For PvP, I have no clue besides that brutes suck at it (unless vs other brutes).
  9. I had a FA/DB tank once. Deleted him because me and tanks... not a very good combo.

    With that out of the way, DB/FA is a very good combo I'd say, the sets have excellent synergy. DB can provide plenty of knockdown which is very beneficial for FA, and double-stacked Blinding Feint + Blazing Aura = pure win. The only problem is that HF, consume and FE will cause redraw, so if you hate redraw you won't like the combo. But IIRC, those powers don't break your DB combos if you use them in the middle of one, so that's one problem out of the way.

    As for the build... I'd go for recharge, recharge and more reacharge. Well, recharge so that you get to near permahaste and then 20% to 30% defense, depending on your budget and preferences.

    There's one caveat though... Purely performance-wise, I'd always go with a DB/ElA brute instead of DB/FA. ElA does everything that FA does, but better IMO (except for FE... but I don't think FE is a significant factor with a non-FM primary). But I don't want to sway you from your concept, so I won't go into details.

    In short: DB/FA = good combo.
  10. Quote:
    Originally Posted by Dromilin View Post
    Doesnt seem to be much on them ...and from the kinds of info now being asked for they are certainly not a "favored" power set but I cant find info on why.

    Is it the re-draw (times 2), is it the base attacks are lower powered as its assumed you will use them in a combo...?

    Whats going on..?

    Drom
    (thinking of starting yet another Alt....a DB/WP brute for solo play)
    DB is usually considered a "mediocre" set because it doesn't have any individual spectacular powers like some other sets and gets easily thrown into the S/L-only bin. If you take a look at this thread you can see that it falls right in the middle of single-target damage potential without considering secondaries and extreme slotting (also notice that it doesn't lag by much from the top contenders except fire), and if you take a look at the pylon times discussion you could see that specific DB builds can juice out extreme single-target DPS in the right circumstances. Many people have also proven time and time again that DB/ toons can be successful AV soloers, so from the high-end perspective, DB is not lacking anywhere.

    But that's probably not very useful info for you because you'd already know all of it if you were into that kind of thing. So what do Dual Blades offer? From personal experience I can attest that a DB/WP brute is great fun to play. DB has the perhaps most fun animations of all sets, if you're into that kind of thing. All that twirling around really makes you feel that you're constantly doing something and ensures a fluid attack chain experience (for example, I get bored to death with Dark Melee's attack chains).

    From the functional perspective, DB don't excel in any single area but are good across the whole board. While they don't have any "big hitters", there aren't any throwaway attacks either as all of them do good damage (except perhaps the first one in post lvl 30 play, but it's like that with all sets). The set offers a nice mix of AoE and ST attacks and performs quite well in both fields. Also, you always have something shiny to pick while leveling up, unlike for example Super Strength where you get Knockout Blow at 8, Rage at 18 and then grind to Foot Stomp at 32. Your first AoE attack opens up at lvl 6.

    Next up, DB offers good mitigation in the form of knockdown. Vengeful Slice, available at 18, has a guaranteed knockdown effect on its target, as well as One Thousand Cuts (available at 32) on all of its targets.

    Instead of Build Up, you have Blinding Feint. With a proper build, you can perma-doublestack it for a 60% bonus to all damage and 20% to hit bonus.

    And finally, there are the combos. You don't have to use them, but their effects are very nice. The first two, Weaken and Empower, have a bad rep. Weaken is ok when you get it, but nothing to write home about - it gives your opponents a slight defense debuff which is nothing special if you slot properly for acc. Empower is nice with that bit of extra damage and to hit beyond a regular Blinding Feint, but when it becomes available you don't have much attacks besides the ones needed for it, limiting its usefulness, and later on Attack Vitals and Sweep are more attractive. You'll get the most mileage out of it between levels 18 (when you get Vengeful Slice) and 26 (when you get Sweeping Strike for Attack Vitals). Speaking of Attack Vitals and Sweep - they rock. Attack Vitals does extra damage, and an attack chain of BF+AV is the highest single-target DPS chain for DB IIRC. Sweep keeps your opponents on their *****, with the initial attack (One Thousand Cuts) causing guaranteed knockdown, and the finishing attack (Typhoon's Edge) causing more guaranteed knockdown as the combo special effect.

    So, I'd say the only real downsides of DB are the following: redraw, trickiness of combos and the animation time of One Thousand Cuts. If you hate redraw, you probably won't like DB. If you aren't bothered by it, you won't even notice it. The combos require all three attacks to hit, so you need good accuracy slotting (which should be a given for brutes in general because of fury building) and it's irritating when one of them misses. One Thousand Cuts has an animation time of 3.3 seconds which is a lot, but as with redraw you'll either hate it or won't have any issues with it at all.

    Last I checked, using non-attack powers in the middle of combos doesn't disrupt them, but since you intend to play /WP you shouldn't have problems with that anyway.
  11. Both secondaries interact with claws in interesting ways.

    Willpower is a fire-and-forget set where you turn on your toggles and go to town. As a claws/WP brute, you should clump the mobs in a pile around you to leverage Rise To The Challenge, and then Spin Spin Spin them to oblivion. You should be careful with Shockwave because it disperses the mobs and kills your RTTC, but sending the mobs flying can give you time to retreat and eat some insps in the most dire of circumstances.

    Fiery Aura, on the other hand, requires constant attention to your green bar so that you use Healing Flames before you faceplant but not before it's really needed. Damage spikes and animations of your attacks can make that a bit tricky in the most critical situations. Similar (but somewhat lesser) care should be taken with Consume if you rely on it to manage your endurance. With FA, your mitigation doesn't depend on the close proximity of many mobs like that of WP so you can use Shockwave more liberally, but you still want to have the mobs clumped around you as much as you can to saturate Blazing Aura. Another thing to have in mind with Blazing Aura is that it is affected by Follow Up just like the rest of your attacks, so I'd really advise against skipping FU if you go /FA (I suggest you take FU no matter your secondary, but on brutes I consider it skippable in really tight builds that are not after the absolute top DPS). The only "problem" FA has with claws is that Healing Flames, Consume and Fiery Embrace cause redraw, although claws seem to have a much quicker redraw animation than other weapon sets so it usually isn't a real problem.
  12. Quote:
    Originally Posted by Snow Globe View Post
    Ok, first you say that installing, uninstalling, and then reinstalling doesn't do anything.

    When you responded to my question of where you had the game, you said:
    Now you are saying that it is:
    So which is it?
    Quote:
    Originally Posted by Beef_Cake View Post
    The best thing to do is make sure which directory your game is installed to. The installer should locate the default directory for you. If you install it someone else it may not work correctly.

    But if you did install the game to C:\Games\City of Heroes you will need to make sure you direct the installer to that directory.

    Once you've done that, you need to double check your Shortcut on your desktop to see if its pointing to the correct directory as well. You can do this by right clicking your COH Icon on your decktop and then go to properties.

    Look in the Target Field and make sure it is pointing to the same directory you installed the game and the Map pack. They should both be the same directory.

    From what you've said it seems you have 2 directories with the game installed, so you need to make sure you install to the current directory your Shortcut is pointing to.
    Sorry for the confusion. I have my game located in C:\Games\City of Heroes. I do not have the folder C:\Program Files\City of Heroes, I wrote that by mistake when I was meaning to write C:\Games\City of Heroes instead. The only other installation of CoH besides that in C:\Games\City of Heroes is my test installation in C:\Games\CoHtest but I haven't touched that one at all.

    I have checked the shortcut I'm using to run the game, it points to C:\Games\City of Heroes\cohupdater.eu.exe.

    When firing up the mappack installer, it doesn't detect the game folder at all.

    New maps still not working. I deleted my C:\Games\City of Heroes\data\texture_library\maps and \v_maps folders and installed the mappack to C:\Games\City of Heroes several times again, and still no luck.
  13. Quote:
    Originally Posted by Snow Globe View Post
    Check if there is a C:\Program Files\City of Heroes\Data directory. I know it isn't in your CoH directory, but it might have got confused. If that directory does exist, copy it to your actual game folder.
    Erm, I do have a C:\Program Files\City of Heroes\Data, and that's where I've put the new map files (\textures\maps and vmaps). C:\Program Files\City of Heroes is where my game is.
  14. Quote:
    Originally Posted by Neo Shadowdream View Post
    Make sure that you are indeed running the updater from City of Heroes, and not CoHTest.
    That I am sure of, since I was testing the new map pack on Live.
  15. Got Win XP, installing in the right directory. Checked many, many times. C:\Games\City of Heroes, if it's of any value. Have C:\Games\CoHtest too, but wasn't touching that one at all.

    EDIT: European installer, for what it's worth.
  16. So I downloaded the I17 map pack and installed it over the previous one. Still the same old maps though. I deleted all of the map files and started the game without them, only to see the same old maps again, even though their files were deleted and the game restarted. After that, I installed the new map pack again and verified all of the game files before launching, still nothing, getting the same old pre-I17 maps. I have no idea how to proceed further.

    Has anyone been having similar problems, and does anyone have any idea what am I doing wrong?
  17. Exxar

    Electric Armour

    Without set bonuses, it's somewhat stronger, but not that much. With set bonuses, it's a lot stronger.
  18. Exxar

    Electric Armour

    /ElA is a very good set for IO investment. You can get near permahaste and good defenses, even about 20% to all positions (without more for S/L) is enough. Combined with your resists, clicky heal and good regeneration (remember that Energize does both), you'll be quite survivable. You won't be as tough as some other builds, but you will be able to solo LGTF. However, survivability isn't the selling point of an /ElA toon, it's the damage output. With near permahaste, a damage aura, endless endurance, and especially with double-stacked Rage in your SS/ElA case, you'll be an engine of mass destruction few can compare with.

    Be warned, however, that a SS/ElA requires A LOT attention to play, and can sometimes be tiresome. You have to constantly watch your green and blue bars for the need to refill them with your clickies, and your blue bar especially will pulsate wildly. If you're not careful, a Hasten or Rage or crash will easily detoggle you (you'll have to deal with about 3 of those in a two-minute time span, with Rage crashes being worse). Plus, if you're not careful you can accidentally waste a Knockout Blow or Foot Stomp during a Rage crash, although using FS during a crash can be a good idea sometimes because of the knockdown.

    For your patron pool, I really suggest Soul Mastery, as both Dark Obliteration and Gloom will be invaluable - more AoE is always good, and SS is a bit lacking in ST damage output (besides Knockout Blow you have one good attack in SS, the others are quite wimpy). Add in a sprinkle of Darkest Night if you can spare the power pick for extra goodness. But for example, I can't if I want to maximize my damage output.
  19. Quote:
    Originally Posted by Nemeros View Post
    hmm yes ok, 150m it's nearly the price of 4 kinetic combat, a stapple IO set in invul build.
    You don't use stuff like Kinetic Combat and Obliteration in cheap builds, you use Smashing Haymaker and Multi Strike. Sorry to break this to you, but a cheap build means a lot lower performance than an expensive build. For example, my budget build BS/SD is softcapped with one application of Parry, but doesn't have much in the way of recharge (which an expensive build would have, as well as soft cap without Parry).
  20. And there's also ElM/SD/Blaze which has silly amounts of AoE.
  21. Quote:
    Originally Posted by Nemeros View Post
    A cheap IO set build....
    Cheap IO builds are definitively possible, but today "cheap" is 150 M for example. And most of that cost is taken up by salvage. I'd wager you could save some if you have more patience with the auction house than I had when I was making mine.
  22. Quote:
    Originally Posted by AzureHaze View Post
    I'm considering SS/WP as this is quite popular, but how about SS/Stone? Rage overcomes the -dmg of Granite and the -rech and -speed can be worked around. Pre-38 I think its clear which build will be easier to play but in the end, which should I consider?
    /Stone is not the best pick for a first time brute IMO. As you say the -dmg is easily overcome by fury, but -rech is not that easy. At best, you'll have it at about zero with your endgame build, and before that... well, you won't attack much in Granite.

    I'd really recommend Willpower, you'll have the least hassle with it. If you'd like a more active playstyle (WP is fire and forget, turn your toggles on and that's it), I'd recommend Electric Armor as it's rather friendly to play with a self heal, good resistances across the board and absolutely no endurance problems. It's only real weakness is that it's somewhat squishy vs S/L, but get Tough early and you'll be fine. However, a SS/ElA can be tiresome to play sometimes because you need to closely watch both your green and blue bar, as well as for rage crashes. It's a very powerful combo otherwise.

    If you're not fussed about playing an "easy" set for your first time as a brute, pick any secondary, really. Perhaps be wary of Dark Armor since it can be a bit tricky to manage (very endurance intensive if you don't slot and play it properly) and Energy Aura since it has somewhat lowish numbers.
  23. BA has more consistent and plentiful mitigation during leveling due to the way the KD effects are interspersed over the attacks, but that changes at the high end because Crowd Control has a 100% chance of KD vs 10 targets, and Pendulum has only 50% vs 5 targets.

    BA should theoretically also have a bit better ST damage, but Clobber brings that awfully close. WM has way better AoE because Crowd Control has a damage cap of 10 vs 5 of Pendulum, and Shatter can actually be used as an AoE since it has a decent cone arc of 45 degrees, vs 20 of Cleave - and I can tell you from first hand experience that catching more than one mob is either pure luck, or too much time spent on positioning. BA has a bit better AoE damage though, but that is simply overwhelmed by the fact that WM can catch much more mobs in its AoE attacks.

    So these days, there are no reasons I'd take BA except for concept.
  24. Quote:
    Originally Posted by Warkupo View Post
    *EDIT* - I'm not certain if Darkest Night takes full effect on AV's or not. That might impact your choice considerably, if soloing AV's is your thing.
    Not.

    On a DB, I'd go for Fighting over the patron pools anytime - patron powers will cause redraw, and they don't bring much to a DB/WP since it already has good AoE capabilities, and Gloom's DPA is ruined because of redraw. Maaaybe take Darkest Night, but Tough and Weave are much more reliable.
  25. It's entirely unplayable for me. Powers take a second or two to activate after being clicked, and can barely move because of rubber banding. On the other hand, I hear from some SG m8s that they can play fine.