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When you compare Inv and WP for reasons of alpha soak, Inv will come out on top no argument. That's how it was designed, its even mentioned in WP description its not an alpha soaker. I however soak alpha with my WP brutes all the time, I frequently tank with my Elec/WP Brute. My willpower brute sits at just under 2.5k hp and in the thick of mobs can regen well over 100hp/sec. Elec has KD as mitigation which works well with WP giving me time to regen.
The stuns from EM can stack against one mobs effectively, not against a spawn, WH stun ability isn't all that reliable. Meaning through all your long animation ST attacks, everything else is hitting you. Which is why I favor SR for EM, when softcapped a majority of incoming hits are completely negated. -
Quote:What Darkmaster was saying is that you Xanxan asked for people's opinions on your Mu mastery concept, what dark was saying is that if you are trying to add AoE damage to your build you're stretching it thin.
Let me put EM and Invuln/SR into context for you so you may see why Mu Mastery is a bad idea if you're adding in damage.
EM is one of thetop single target Brute sets, the others being obviously Super Strength, and Stone Melee. While SS has footstomp and SM has tremor they work because of the secondaries. Tremor is a knock up and so is foot stomp though SS has rage, without these effects an AoE isnt that useful. Ball lightning is somethign you'd pair with Electric Melee or Electric armor if you were going for the End drain defensive strategy.
SR/Invuln both lack recovery and both have a fair amount of toggles, tossing in end heavy AoEs is going to kill your end bar.
If you want to make the most out of Whirling hands toss in a disorient set and use it with Mu mastery's Fences, that's a great idea but I feel if you're throwing ball lightning you're taking away from EM's focus and hindering yourself too much. Three powers that are strictly business... Knockout Blow, Energy Transfer and Seismic Smash... these sets are designed to drop mobs in one hit.
If you got space, whats wrong with more damage? On a set like EM, any amount of AoE added is a boon. IOs go a long way for covering the End cost, my EM/SR has no end issues on top of being softcapped. 3 +End procs go a long way -
They changed the animations and increased the activation of some of the attacks. This was done to balance out the set, before it was high damage and DPS. This mainly lowered the DPS output of the set. Granted I made my EM toon after the change so I don't know first hand how it changed the "feel" of the set. To me, it doesn't feel underpowered or overpowered.
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Quote:Take /SR, hit 50, softcap, enjoy being near unstoppable.Hey folks.
I'm mostly a tanker, but I've decided to make an energy melee character and, having tried and deleted two such tankers, have determined that only a brute can make it bearable.
So I'm sort of stumped on secondaries.
EA is out because it has no taunt aura and sucks in every way that it's possible for a powerset to suck.
WP is pretty much out because the AOE stun from Whirling Hands would kill my regen.
In fact, I'm basically down to /SR or /INV.
What do you folks think. Are there powersets that pair particularly well with EM?
WPs regen isn't affected from stunning the targets, you just need to be near them. The stun from WH isn't 100% effective or a huge amount of damage even at full fury.
Personally I have a EM/SR at 50 and softcapped, I enjoy the toon quite a bit. Only thing in the game that annoys me is the autohit nictus on the ITF.
EM/SR is perfect synergy IMO, long animations work well with defense. The bonus 20% recharge helps with EMs longer recharge times. Taking Aid Self goes a long way for those times you do get hit. -
The only power I've found it to be useful in is Buildup powers. Its low chance to fire and short duration doesn't give much room for attacks to fire off. Hardly worth it when Enforcers can slot so many things that can be useful. I've had it in my Def tactics and rarely see it fire let alone have time to use the bonus. I still have it slotted on my Huntsman TT: Leadership, mainly for the set bonus. Again it still rarely fires off and hardly useful if I just attacked and in mid animation for my next attack.
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I have a love/hate for the change, I think its awesome, should of been changed a long time ago. But, I have to respec 35 level 50s and countless other toons -.-
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Quote:It works, but if you exemp to low, then you lose the bonus. But its not really necessary. Both my thug MMs are slotted the same with their pets.I put Def/Res in bruiser with 4 x BM as I found the Soulbound proc in Thugs is better. The Arsonist and buildup is just godly.
thugs
4 x MB
2 x Soulbound ( triple and proc )
Enforcer
4 x BM
ToLG: Neg proc
AChilles
Bruiser
4 X BM
Def/Res
Call Thugs- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Accuracy/Damage/Endurance
- (3) Sovereign Right - Accuracy/Damage
- (5) Sovereign Right - Accuracy/Damage/Endurance
- (5) Sovereign Right - Resistance Bonus
- (7) Edict of the Master - Defense Bonus
- (A) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Accuracy/Damage/Endurance
- (13) Sovereign Right - Accuracy/Damage
- (15) Sovereign Right - Accuracy/Damage/Endurance
- (15) Defense Buff IO
- (17) Achilles' Heel - Chance for Res Debuff
- (A) Expedient Reinforcement - Accuracy/Recharge
- (19) Expedient Reinforcement - Accuracy/Damage/Recharge
- (19) Expedient Reinforcement - Endurance/Damage/Recharge
- (21) Expedient Reinforcement - Resist Bonus Aura for Pets
- (21) Call to Arms - Accuracy/Damage/Recharge
- (23) Call to Arms - Defense Bonus Aura for Pets
- (A) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Accuracy/Damage/Endurance
- (27) Sovereign Right - Accuracy/Damage
- (29) Sovereign Right - Accuracy/Damage/Endurance
- (29) Explosive Strike - Chance for Smashing Damage
I miss when the +rech proc worked in the Bruiser -
Quote:All pets have a chance to set off the proc, all pets in that tier get the buff. It only affects the pet its slotted into, its got a short duration so does better in powers w/ multiple pets. I haven't found the power effective in Masterminds as its more important to slot the Def/Resist procs in the tier 1 pet.I have the Soulbound Proc in my Ill/Kin's Phantom Army. It affects the pets individually. It's also fun to watch the Phantoms suddenly do more damage.
I have however found use for this proc in Phantom Army and Fire Imps. -
Quote:I'm aware of the i19 change, but right now Fitness is not an inherent. Unless the OP is going to shelve his toons until then, the change is irrelevant.Agreed. The proc is starts off good and only gets better as you get +End bonuses. Also remember that Stamina and the rest of the Fitness pool are going inherent "soon" so you'll have 3 more power choices and another Pool available at some point. (Concealment for 3 more LotG +Recharge IO's, yes please!)
Quote:As much as I'd like to agree, Adrian does a wonderful job taking out those 2 or 3 guys that you just have to ignore when positioning yourself for maximum Seeds coverage. IMO, it's worth taking and slotting for useful bonuses (Like Expedient Reinforcement) but I wouldn't expect it to be anything more than take on and finish off the occasional stragglers, nor would I consider it a "must 6 slot" power.
When I get in trouble on my Plant/Fire, its easier to pop PFF and hit aidself. I also run mostly in speed TF teams with this toon. A pet would be a waste of a power since he can't keep up with the group and live. -
The radius is 40' -->Source<--
As others stated, its always on, unless exemplared below where its slotted. -
It works, but not worth the the slot. I tested it a few years back with it first came out and found the result disappointing. I have two Thug MMs at 50, a Thug/FF and a Thug/Poison. I slotted my Enforcers with the following.
Acc (91.78%) Dam (91.78%) Def (25.5%)- (A) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Accuracy/Damage/Endurance
- (13) Sovereign Right - Accuracy/Damage
- (15) Sovereign Right - Accuracy/Damage/Endurance
- (15) Defense Buff IO
- (17) Achilles' Heel - Chance for Res Debuff
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All pet sets suffer in AI category honestly.
Mercs are really are subpar compared to the other sets you could choose from. As mentioned in the other post, the Spec Ops need their mez powers looked at with extreme scrutiny. Extremely long recharges and extremely low durations really doesn't help. Of all the ranged sets, Mercs AoEs are very tight coned. The medic is next to useless as his AI doesn't allow for him to use his powers wisely. The only decent pets is the two Tier 1 and the Tier 3 boss pet. In short it leaves a lot wanting when compared to other sets.
My only Merc is a Merc/Pain with perma WoP, He also has assault to help with damage. Every one of my pets is slotted with the -res proc, it doesn't stack, but they can keep it perma w/o trouble. He's a decent toon, but not my strongest MM combo. -
Overall good build, just a few comments.
Strangler:
With domination and other acc bonuses, I'd switch out the Lockdown Acc/Hold for a Devastation: Chance for hold.
Vines could use a Lockdown proc
Stamina could use a Performance proc
Fly Trap I've found useless on my Plant/Fire dom, horrible damage and AI
Maneuvers, Assault, Weave, Tough, Melt Armor, are wasted slots IMO
This is my build, I'm quite happy with its performance. Its great control, good damage, survivable.
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Quote:I personally pointed out your test was flawed, and you did mention nerfing brutes in your original post. Yes, as mentioned a kin on a team isn't rare, but a kin isn't present on every team for every TF/SF run. W/o that said kin or any other +dam on the team, a brute will never see their cap.Precisely. And if the damage between the two were that much closer, then it would make them that much less unique.
And Tylerst, it was not just a thread of "Oh, I don't like this, let's rant." What it was intended to be (before I got accused of asking for a nerf) was a clarification on why a balance of ATs seemed to not do it's job, and I was asking to be told what it was I was missing, and if there was nothing wrong with what I had thought, then I offered an idea on ways to fix it without causing any major changes (or any changes, really) in how people play their brutes/scrappers. And the first few posts were very helpful and pointed out what I asked for, and it now makes sense to me, unlike the several other posts that followed.
Being that you stated you have 2 brutes at 50 you understand that you don't really hit cap all that often. Even with a good kin on your team, you see it more when at the bosses. You don't hit cap with every spawn while mowing maps. Unless of course your entire team waits for the kin or the team sucks and can't even kill even cons w/o FS.
I personally don't play my kin much due to not being able to stand the "SB NAO!!!". But, talking to my wife who played her kin quite often, she laughed and stated "You're lucky if your kin can get off FS before the group wipes the spawn".
Again I'll state we should stop using capped brute numbers to capped scrapper numbers. It doesn't ever mention that scrappers can crit, which adds X amount of damage. That alone makes base test flawed. -
Do not stray from the road of Fury.
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I agree with you Demonic Spark, that was supposed to be the point. It annoys me people complain and try to nerf something because they feel their AT is underpowered. IMO it would make more sense to lobby for buffs to your AT.
People toss out numbers on cap damage for brutes which throws up the assumption Brutes run at max damcap at all times. That's about as silly as testing the numbers as if all Scrappers critical every hit. -
I agree, leave my Brutes alone, we don't need more nerfs. Buff scrappers, I don't frankly care, just leave Brutes alone.
Brutes used to be "SMASH!! SMASH FAST!!" or you'd lose your fury, your anger, your drive.
Now Brutes feel "I DON'T WANNA SMASH AS HARD, BUT I KINDA HOLD A GRUDGE". I mean Really o.O
Besides OP your test is flawed, it required an outside variable for the Brute out damage the scrapper. -
Extra def from maneuvers is nice, but the end cost doesn't warrant it being a must. Brutes that happen to be softcapped w/o maneuvers would gain nothing from getting this power. IMO Brutes shouldn't worry about the leadership pool, take something that will help you smash better. You smash faster = team living.
If you got the extra room use some choices as mules for LoTG, you don't "need" to ever turn the power on. Don't force the issue though, take this chance to rethink your builds and fill in some areas. As an example, my Elec/WP is solid, but he never had a self heal. Not really needed, but everyone with a willpower toon can tell you. Sometimes a heal would of saved them.
As for my EM/SR he already had Aid Self and he's softcapped, so things like maneuvers wouldn't help. He is however heavy on the blue bar, so I plan to dip into Body Mastery with him. Two more +end procs should help quite a bit, I even tweaked a few slots and took Energy Torrent. Now he has a bit more AoE damage, which EM lacks heavily.
What I've done is instead of looking at their current builds and make changes. Is start with a new builds and work from the bottom up, did this with all my toons. -
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Quote:I bought up a ton of these years ago for 10k before the "proc" madness really hit the game.HA I bought 6 of these weeks ago when I first heard about the change for brutes and tanks.
Of course with as many 50s as I have, yes, they are all gone. lol
Quote:I hate the respec interface. May not even respec any of my existing brutes to take advantage of the change, though all characters I've made since are created with it in mind. Provided you don't have to respec an existing character WITHOUT the pool to get it. I'm not sure how that will work so far: I have a mastermind *without* the fitness pool. Will I get the pool when I log him in after I19, or will I have to respec to get it?
I hate farming, I hate standing at the market (flipping, posting, bidding). But I love the end results. -
Quote:Yea my Elec/WP is my main badger so he gets a lot of play, he's pretty solid right now. Once I can heal myself *evil cackle*thanks, and i not having issues now was thinking about i19 and adding hasten and ss they are nice to have even sj
So many directions we can take toons, very exciting. -
Quote:Overall its nice, not sure why you're having end issues. Its the not the direction I would have gone with a willpower, but softcapping one is still a viable choice. I built mine for hp/regen mostly, either works IMHO. I'm also addicted to Haste and Superspeed loli think my builds fine(maybe lol)was trying to think ahead. but here my build,i'll llike any advise to improve it
For me i19 offers my WP brutes dipping into the medicine pool for Aid Self. I have an Elec/WP and a SS/WP at 50, can't wait for the new issue. -
Brutes benefit greatly from this change, you say endurance is your problem? Easy when i19 releases, take Body Mastery, take Superior conditioning and Physical Perfection. You just need the default slot so don't worry, toss a Performance +End proc in each power. Now every ten seconds you get a chance to get +20 endurance added to your bar.
I believe you're an SS/WP from what you've said, if I'm right, endurance shouldn't even be an issue to begin with. Post your build please, not to be rude, but seem like it needs some help.