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Posts
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Joined
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I find that as soon as an /SR scrapper starts punching more than 1 or 2 levels above his weight, you pretty much need to have someone healing you, taking the aggro or debuffing the mobs' accuracy.
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Back from my OP, in an 8 man team, I had two brutes with no taunt aura, no taunt, and no AoE.
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In large groups, I sometimes get the feeling that my Brute is getting more than his fair share of the aggro. I think that I now know why! -
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My Archery/Devices mostly uses pointy sticks and stands at the edge of range. Getting me into mellee aint gonna happen unless I'm slept, held or stunned.
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While I prefer AR over archery, this is also how my blaster operates. Especially since Lead's 'melee' attacks consist of tazer and brawl (okay, she also has some axe she found that works quite well on ghosts and a loan of an iron sword that works well on fairies).
Normal tactics for Lead are drop caltrops, wait for tank to get aggro, open fire and keep on shooting till no targets are left or she runs out of endurance.
Howevr, it all depends on your blaster's powersets and the powers you picked. Some blappers have hardly any ranged attacks, while some like Lead have practically no melee attacks. -
As a more recent set, it is quite likely that archery is a bit more balanced than AR. AR's has suffered from nerfs, ED and who knows what else so is likely to be a bit broken - just like most of my characters.
In the end, you can still get to 50 with either set, it all depends on whether you want a bow and arrow, or the ugly gun. I'll stick with the ugly gun for now. -
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The only thing I expect from brutes in CoV at the end of the day is to find them in the frontline. I have seen one stay constantly at the back before which just leaves me so much disrespect.
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Good one. However, if Red Rag is punching above his weight in a big team, I will wait until the MM's pets go in before charging in myself. Otherwise even with healing flames all I'm gonna do is faceplant - not much use to the team then - except maybe when I get RotP. -
I would have to admit that the amount of time an AR blaster is rooted can be a bit scary, even with caltrops to keep the bad guys away.
However, watching all those orange numbers rising up from a well placed FA is a true delight, and one that should not be missed. -
Indeed but according to Mid's designer, the same build only has a 35.6s hasten downtime and even without hasten, FA still recharges in 27.8s.
Doing a very rough calculation, I still expect FA to be ready to go about every 23 seconds, allowing the toon to more than live up to her name.
Note to OP: Apologies for derailment. -
Not quite 200% but close (and only at level 50) :
Sets 18.8
Hasten 70
Recred 96.7 (2 lvl 50 recred IOs + lvl 50 dmg/recred from Posi's blast
TOTAL 185.5 -
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That said I have seen many occaisions where a capable MM and a brute fit for tanking have with ease eliminated any aggro whatsoever for a full team. Add some corruptors to the equation and aggro is a thing the opponents should be more worried about.
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In fact, the correct approach should be:
1. MM's pets take the alpha
2. dominator drops an AoE hold
3. brutes SMASH! None of this tanking nonsense! -
Not so much a comedy build as concept, my rather neglected superman inspired toon, Cosmic Colossus, is a 4ft tall hugely built figure wearing pink (for strength) and yellow (for courage) with the rather inspiring battlecry 'Go for their knees!' Other than that he is probably a fairly unispired Inv/EM build
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I rarely need to taunt anything with Reg Rag, his Blazing aura is almost too good at holding aggro. In fact, these days, I sometimes even have to drop a burn patch to get rid of some aggro.
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21s according to Mid's planner (with hasten up, 97% recharge in FA and 18% recharge from sets):
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My AR/Dev needs stamina, but does have hasten to keep those attacks rolling faster so does go through endurance a bit quicker.
As for mob handling, I usually go Full Auto, Flamethrower and finish up with a point-blank M30 on any survivors dancing around in the caltrops. I eventually aim to open with LRM, then Full Auto, etc although the recharge on the LRM is pretty long.
I am also looking to have Full Auto on about a 20 second recharge when fully IOed up. -
I dont tank much, but when I do I see my role as protecting the squishies - not running around half the map trying to gather up all the bad guys or hiding in a corner with taunt aura on and a dozen mobs trying to pound my toon into the ground.
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I've gone with Red Fortune in active defences as I had them slotted 3 DEF and 1 ENDRED SOs (4 of Red Fortune gets you the set's damage bonus and Flitz has always been a little low on dmg output). I will possibly respec to get the full RF set in Focused Senses for the extra recharge and ranged def bonus. Red Fortune is also cheap to buy (or was when I did it) and def is about the same as it was with SOs.
I've gone for Serendipity in the passives which had 3 DEF SOs (3 from the Serendipity set adds some extra regen and much needed HP as I have no self heal). Again not much difference in def between IO and SO slotting.
I'm aiming to put Luck of the Gambler in Elude (mainly for the recharge), but it's very expensive.
Note that PB is 3 RECRED (although 2 is enough) - Tsumiju clearly posting without enough caffeine. -
Human form shields are certainly useful in the early levels (up to 20 and dwarf at least) but I wouldn't slot them too heavily if you are planning on taking Dwarf and maybe even respec them out later on.
The crow-lady is right about hasten, but human form also has some heals and stuff that are worth having.
If my suggestions are a bit vague its because my khelds are still low level although fully planned out to 50. -
Biggest challenge for kheldians is lack of slots. As you say you like ranged attacks, you should focus on slotting Bright Nova, keeping Dwarf as an emergency button and setting up human form primarily to support Nova (i.e with heals, hasten, etc.).
For example, I am aiming for a tri-form PB balanced between Nova and Dwarf forms, so will focus on slotting these two forms to the detriment of human form. -
Burst and slug don't really need the range mods, you have snipe for pulling. I'll just mention though that I actually dropped snipe from my build and put 2 range mods in slug (same range as snipe but with no interrupt) and added M30 for more AoE goodness.
I use tazer for unfriendlies that get too close - good chance to stun - beanbag prolly just as good.
Tactics note: Always drop caltrops in front or around you before pulling. Helps keep the bad guys away while you 'arrest' them. -
Whirling hands is a good power for PvE, if a little end heavy. However, it recharges fairly quickly and with suitable end reduction can even be used as an extra single target attack in your chain.
Note that my Brute has barrage (on auto) instead of energy punch to help build fury. Brawl / energy punch can work well too. -
Take Lucky at 28, it's your only AoE protection until 35.
I thought that Weave was an end hog for the extra defence it gives you. You can probably get better with IO sets.
Agile and Dodge seem over-slotted, but if that's mainly for set bonuses then might be okay.
Practiced brawler doesn't really need the endred
/SR doesnt need psi/status resist - you have PB for that!
FA is an end hog - worth trying to fit Conserve Power in there to offset it -
Managed to join for a bit and nudged the bar closer to complete. However, still not quite there so ready to join in any Illusionist bashing going on.
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Not sure if I can get online by 6 PM, so start without me if I'm not around.