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Posts
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Quote:I run a Claws/Elec brute, and it's great. As TopDoc says "Claws Electric Brutes Rule". Early, easy AoE mass death with aura+spin. Non-stop killing, excellent syngery with electric's defense/support powers. Energize is good stuff. You can play what you like, obviously, but you won't be disappointed if you run Claws/Electric. From low level farming to high end trials, you'll enjoy it.
This! I rolled a Claws/Elec Brute yesterday and he is a beast! Of course, this is early level content, but I am greatly enjoying the feel. It had been a while since I played a Brute and the new Fury Mechanics do make it considerably easier to hold a good damage buff.
But to be honest, I think that one of the best things about playing the character is that fine line you have to run in keeping that Fury bar filled by rushing into battle after battle and taking as little down time as possible to rest. That means I run in the "Red" a lot, but it sure is exciting!
For sheer fun factor, the Brute is a great choice here. -
Quote:If your goal is top end DPS, or top end build performance - you want to go Scrapper.
There is no real reason to go brute at the top end.
If you don't care about that, you should just pick which ever AT fits your concept.
So does everyone feel that this is the case? I have always struggled with the idea of running a Brute because I always have in the back of my mind, "But this could be better on a scrapper...". I think that the play mechanic of running a Brute (Fury) is a fun idea, but if I am going to run a character theoretically to 50, then that is a substantial investment of time and effort (I generally avoid PLing) and I don't want to be left feeling that this character is inherently "weaker" than the same counterpart run as a Scrapper.
Is this logic unsound? I know that Brutes are supposed to be tougher than Scrappers, so does that make up the difference for most people?
I would appreciate any thoughts on the matter and it seems to tie in directly with the OP's question of which side of the fence to run on.
Also, for the OP, I have a friend that has a lvl 50 Claws/Dark Scrapper as his main and the toon is a BEAST. For me personally, I seem to really like the idea of Claws/Elec, but that is personal preference since my experience with the set is as yet nonexistent. -
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Thanks Infini for the detailed response! I will certainly keep these things in mind for the /Psi.
I also appreciate the comments Obscure Blade.
Any thoughts on the Elec side of things? -
I am going to fire up a new Electric/Mind character this weekend (double XP, WOOT!) as a part of a four character epic story that I came up with. (Yes, I do things like that.
) I thought that the end draining properties of Electric would go very nicely with Drain Psyche.
I noticed, however, that as I was trying to research the build that there are absolutely NO guides on the Electric primary, much less Elec/Mind. I know that (sadly) few guides are being written nowadays, but to have none on a primary powerset?
So, that brings me to this thread. Does anyone out there know of a good guide that has not been stickied? Are there any pitfalls to avoid with these sets / things to make sure you do (power picks, slotting, etc)? It would be especially helpful to hear from someone who has rolled these sets. I appologize if this info is somewhere obvious, but I did not see it.
Thanks in advance for your help and tips! -
Thank you Local Man!
I am actually quite excited to play this character now! I will be diving into your guide almost immediately! Warning: Pesky questions may be incoming.... :P -
Big Soto,
Fortunata's are just plain awesome. I have a level 44 (I think) already, but I was actually considering starting a fresh one as part of my "I need to split my ideas into multiple characters because I can't fit it all into one" concept. But I know that a controller is one that I am going to roll, so I am looking at these sets to figure it out. I dig the suggestion on the KM/Willpower build; neat idea!
Unicycle Peon,
Thanks for the suggestion. I don't think that is what I am directly shooting for this time around, but I like it for a future idea. By the way, I saw in another thread where someone was looking for ideas and you listed out about 12 of them. Nice creativity!
Montaugh,
That was a very well thought out post, and I appreciate the information. Your idea of the Grav/Kin synergy is very cool. I will consider that strongly.
Again, thank you to everyone for the information. I am thinking at this point that I may make an Ill/Rad, since Ill is only available to controllers and Rad compliments it well. As was mentioned above, I think I can be creative enough to make Rad fit the Mental theme (I think....). -
Thanks to all of you for your input, it has been very helpful! Emperor, that is actually a great suggestion on the Time Manipulation. For some reason I had not considered it for this set, thought I have been planning it for a Mastermind (my favorite class). Thanks for the idea!
I notice that no one has mentioned the Illusion controller option. Is there a reason for that? Is it substandard in some way? Can you Fulcrum Shift Phantom Army?
I am actually thinking of splitting my concept up into different characters because I cannot seem to make my concept actually fit any one powerset. That said though, I did come up with a bio story that will allow me to make several different toons to accomplish what I am wanting.
I am happy to hear any other thoughts and ideas that you guys have, and I appreciate the input! -
Kyriani,
I noticed in your Sig that you have a Mind/Psi Dom. How do you feel that compares to the Mind/FF/Psi controller that you posted about?
And thanks all for the replies. Keep em' coming! -
Hello All,
I am hoping that I can get some help from the community on a new character that I would like to make. I have really had it in my head for a bit to make a Mental based character (thematically, though perhaps not directly by powersets). I have a few ideas for possibilities that I will post here, but I have very little experience with Controllers and so I do not know the strengths and weaknesses of the proposed powersets. That is where I am hoping to get some help!
So here they are in no particular order:
1)Mind Control/Force Field or Kinetics (A character that invades others minds to shut them down and either projects his will to an outer defense or convinces others that they are slowed while convincing allies that they are faster [Slower/Faster because they think they are]).
2)Gravity Control/Force Field or Kinetics (A telekinetic [probably FF here since it is far more thematically fitting, but I am open to ideas] I love the idea of hurling stuff with the power of the mind).
3)Illusion/Force Field or Kinetics (A character who projects illusions/fears into the minds of his foes. Kinetics could be strong here thematically [ever have one of those dreams where you are trying to run from something, but you are in slow motion?], but Force Field seems like it could be very strong with Illusion [Picturing sitting safely behind PFF while PA is out, etc].
As I mentioned earlier, I am not familiar enough to know how these sets handle for a Controller so I don't know whether these are strong, capable pairings or underwhelming performers. Where they shine/where they don't.
Also, and please don't think this is a flame post, I am not certain why to choose a Controller over a Dominator for sets where they are available to both. I always thought that Controllers would have a greater magnitude to their controls than the Domintators to balance out the damage, but that does not seem to be the case. As I have looked over the powers in Mids, they seem to have the same Mag, but the Dominator does almost double damage whereas the controller gets a few seconds longer duration.
Am I missing something? Is there a fundamental difference that I am not understanding? Perhaps in the inherent (which I do not really know much about, I admit)?
Ok, I greatly appreciate any tips and help! This ill-formed character concept has been pounding on the inside of my head for days, but I have not been able to get a handle on it. I look forward to your feedback! -
Quote:Absolutely! I followed Dechs' guide and have found the Warshade... ahem, the MFing Warshade, to be very epic! I played all the way to 50 on SOs and had a blast. It was at times challenging (Curse you Devouring Earth and your lack of corpses!), but when you are executing well, you really feel uber.Hang on, you don't need IOs to be The MFing Warshade. I've clearly stated as much in my guide.
I submitted my build to Dechs a few days ago and he has very graciously given me some ideas on improving it. I am in the process of outfitting him now and will hopefully unleash him tonight!
If you haven't, read the guide!
http://dechskaison.blogspot.com/2011...-warshade.html -
Specifically, I am interested in how to slot for Forge, Heat Exhaustion, and Melt Armor. My first assumption is 2-3 recharges in each to get these puppies back up and rolling ASAP; but what is the recommended norm after that? Should each of these be 5 slotted, or 6, or a mix? What should one focus on with each of these to get the most out of these impressive powers?
Thanks in advance for any help and insight! -
Quote:I've made a Demon/Pain, and Demon/Storm. Respectively, the Master of Agonies, a mage who uses the mystic energies of pain to tear open gateways to hell and empower his minions. And Damia Hellsblood, daughter of a heroine named Stormlash with of course storm powers; Damia in teenage rebel mode went slumming in the darker occult circles, and at a demon summoning discovered that the demon in question was her real father. It turned out her mother had her own wild youth...although not as wild as Damia, once she started taking lessons from Daddy. Which, when Stormlash showed up following up leads about dark magic activity, resulted in a family reunion that went really, really poorly.
For the Demon/Pain, these are my tentative power choices:
Master of Agonies:
1 : Summon Demonlings, Nullify Pain
2 : Lash
4 : Sooth
6 : Enchant Demon
8 : Corruption
10 : Share Pain
12 : Summon Demons
14 : Health
16 : Hurdle
18 : Hell on Earth
20 : Stamina
22 : Suppress Pain
24 : Hasten/Crack Whip/Enforced Morale?
26 : Summon Demon Prince
28 : World of Pain
30 : Hasten/Crack Whip/Enforced Morale?
32 : Abyssal Empowerment
35 : Anguishing Cry
38 : Painbringer
I'm going to rely on Ninja Run for travel. The same goes for Damia:
Damia Hellsblood:
1 : Summon Demonlings, Gale
2 : Lash
4 : O2 Boost
6 : Enchant Demon
8 : Snow Storm
10 : Hurdle
12 : Summon Demons
14 : Health
16 : Freezing Rain
18 : Hell on Earth
20 : Stamina
22 : Hurricane
24 : Steamy Mist
26 : Summon Demon Prince
28 : Thunder Clap/Whip Attack/Hasten?
30 : Thunder Clap/Whip Attack/Hasten?
32 : Abyssal Empowerment
35 : Tornado
38 : Lightning Storm
Great concepts! I especially like the one about the family reunion.
I made a Demon/Thermal because I had never run a /Thermal powerset, though I was SORELY tempted to do /Dark.
The concept for my toon is a girl that always found a fascination with the occult and continued to "dabble" more and more until she let in something that she couldn't handle. Her Bio is written from the Demon's perspective. -
I'm afraid that if you made changes to your guide involving Demons, they do not appear to be showing. That or I need new glasses, which could really be the case.