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Posts
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Joined
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MA is obviously inferior to EM. Who puts pom poms on their feet. I mean really. Pom poms are for punchin, not kickin.
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Not only that, but for brutes it has the beneficial feature of actually lowering your fury.
And people think EM is lame, what up with that?
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That's not really a beneficial feature, unless you're worried about threat, or making scrappers cry thier delicious scrapper tears.
True story: Scrapper tears taste like bacon. -
Proc's still mess up the chain. If they could somehow make it not inherit all of the buffs of the attack when used, it would be super. Or just an exclusion for proc abilities being inherited. Hmm, that'd prolly be really hard to code though and general drop of inherited buffs would gimp it beyond belief.
Short answer: Don't proc it. -
The defense sets available to brutes scale very nicely from offensive to defensive and everything in between. With Invuln being the odd man out by being both amazing at defensive and also granting a larget tohit bonus to subtract somewhat from required attack slotting.
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Having a powerset that actually allowed you to murder a teammate would make fallout and vengeance a lot easier to use.
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I think we're all forgetting the benefits of EM's end recovery power, ie; using it's two hardest hitting attacks and watching all of thier end return before they finish. Not only that, but this end recovery has a shorter recharge than any other in the game.
NERF EM! -
if ET was taken down to like 47 base damage and given a radius of ten and the hold was changed to KB...it would be more like all of the other set aoe's, but at least people would take it and not get pissed off all the time. Or if the old animation speed was given back and the self damage was just increased by like 200-300%.
It'd be nice if they did something to make the single target set competitive with the utility set. I mean DM does more ST, has two control powers, a heal, a better buildup and a good debuff.
EM has...pink...slow slow pink. If you just take all of the other attacks and skip ET it performs a bit less than SS in single target...but without rage...and pink.
Maybe power customization will make it more fun to play. Maybe having green, blue or white pom poms will make up for ET and the lack of aoe and the fact that a uitility set outdamages it. -
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It gets on my [censored] when people say 'X is arguably Y' when I can't find any of the arguments anywhere.
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There's one right above. I'm arguing. Argument found. Welcome to the argument.
[/ QUOTE ]Could you make it an actual argument, not just an unsupported statement?
'Arguably' is a wallpaper word like 'Clearly.' It's the word you use when you don't want people to notice you haven't supported the point.
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That's begging the question. -
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Well it's not federally mandated or anything that you read it... lol
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brb blackmailing a senator. -
Psi is a better set overall now because you actually get usable attacks before lvl 38 now. It's weird having a /psi dom that's actually fun to level now. I'm feeling sorta guilty while leveling my plant/psi whenever I kill things really quickly without insps. Feels like I'm cheating.
Compared to leveling up Earth and Fire with Psi before these changes this is a breeze. -
Yay, I just figured out how to forum-ignore someone. Thanks Southern Comfort.
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First you have to find the fish.
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You sir, ruined my morning. Now to melt away the mental scarring with a flaggon of coffee. -
Couple of minor adjustments that my OCD made me toss together. I think the ST damage of the tier one and two attacks plus your pets should be enough to beat out anything you face.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(9), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx(46), EndMod-I(46), T'pst-EndDrn%(50)
Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Heal/HP/Regen/Rchg(11), Nictus-Acc/Heal(40), Nictus-Acc/EndRdx/Heal/HP/Regen(43), Nictus-Heal(43), Theft-+End%(45)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(9), EndMod-I(37), T'pst-EndDrn%(37)
Level 4: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(5), Posi-Acc/Dmg(5), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(23), EndMod-I(37)
Level 6: Tar Patch -- RechRdx-I(A), RechRdx-I(7), Slow-I(7)
Level 8: Swift -- Flight-I(A)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Short Circuit -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(13), Oblit-Dmg(13), Oblit-Dmg/Rchg(15), Oblit-%Dam(15), EndMod-I(17)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(17), Mrcl-Rcvry+(21)
Level 16: Fly -- Zephyr-ResKB(A)
Level 18: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Shadow Fall -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(34)
Level 24: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb(34)
Level 26: Voltaic Sentinel -- ExRmnt-Dmg/EndRdx(A), ExRmnt-EndRdx/Dmg/Rchg(27), ExRmnt-+Res(Pets)(27), ExRmnt-Acc/Dmg/Rchg(34)
Level 28: Howling Twilight -- RechRdx-I(A), EndRdx-I(29)
Level 30: Aim -- RechRdx-I(A), RechRdx-I(31)
Level 32: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Acc/EndRdx/Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
Level 35: Fearsome Stare -- Cloud-Acc/EndRdx/Rchg(A), Cloud-Acc/ToHitDeb(36), Cloud-Acc/Rchg(36), Cloud-ToHitDeb(36)
Level 38: Dark Servant -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(39), Nictus-Acc/EndRdx/Rchg(39), Nictus-Heal(39), Nictus-Acc/EndRdx/Heal/HP/Regen(40), Nictus-%Dam(40)
Level 41: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
Level 44: Power Sink -- EndRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Summon Adept -- ExRmnt-Dmg/EndRdx(A), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Rchg(48), ExRmnt-Acc/Dmg/Rchg(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Also it should be mentioned that using the term "arguably" in this fashion means that it is open to argument and possibly incorrect. Which is usually short-hand for "I have a feeling to the effect of, but don't feel like doing the math myself and also I'd be willing to accept an alternate opinion of someone less lazy than myself did the math".
It's the definitive non-commital that assumes authority without actually having any. -
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It gets on my [censored] when people say 'X is arguably Y' when I can't find any of the arguments anywhere.
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There's one right above. I'm arguing. Argument found. Welcome to the argument. -
Fish powers are the paramount of evil. What is more satisfying than knowing yoiur foe will succumb to the slow death of heavy metal poisoning. What is more hard core than being able to say that he died of "Heavy Metal Poisoning".
"He looked fine after that fight with the fish guy, but a week later he started to get pale. Then one day OZZY BUSTED OUT OF HIS CHEST AND BIT OFF HIS HEAD!"
All of my black sabath themed villians must have mako for this reason. Midnight Preacher sounds like a Black Sabbath cover band anyway, so more power to ya.
I guess if your villian is a stupid hippy you could make some kind of Phish reference. You really shouldn't, but you could. Phish isn't evil. Unless you're talking about phishing, but making a hacker themed character and taking the fish pool with it is sort of stretching the metaphor. Unless it's a Razorfish tribute character. I have one of those.
SILICON ALLEY REPRESENT! -
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Jean is a Grav/Psi troller
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I am sure you meant Dominator.
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Agree whole heartedly here. And Dark Phoenix was her respec into Perma-Dom!
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and fire/psi -
WP is also sorta bad for AV soloing unless you surround yourself with mobs first or get it inf-sploded in da slots or unless the AV deals all psi.
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I'd like to toss another nod to DM/Inv. Invuln is suprisingly light on endurance. It provides very comprehensive coverage that scales with the number of targets you face. You won't do the ST or aoe damage of DM/SD, but you get more defense debuff resistance, a better t9 godmode power, loads more hp and a taunt aura which gives accuracy instead of damage. I'd rather have accuracy in soloing and group than the damage buff. The times vs AV's that you need more damage mob defense is also very likely to come into play.
If you want something that performs the AV soloing bit slightly worse, but performs substantially better in AoE scenarios DM/EA is just awesome. Lots of defense, low resists, can run tough/weave easily along with darkest night with inexpensive slotting. Darkest night covers the low resists making less deficient compared to DM/Invuln, but still not at that point. The defenses make up for that though, being easy to softcap with a decent amount of recharge.
DM/Elec is also a very effective AV soloer. High resists to everything but toxic, recharge buff, an excellent taunt aura and near immunity to all of the nasty debuffs. It has less healing than DM/Invuln or DM/EA, also it is less effective in large aoe situations. It can run Darkest night easily though to help out. Darkest night and dark obliteration can give you a decent if low amount of defense to cover you there.
DM/FA is an AoE machine that beast out DM/SD for pure damage output, but falls behind all other options in terms of defense and resistances. The AV soloing upside though is the combination of a melee set immob with burn which you can stack with a pool immob to melt AV's or aoe packs. Fire has problems with melee heavy packs but burn can take them out of the equation temporarily by itself or permanently with a patron immob.
In the final analysis I'd say that DM is just good with anything. It makes any set better. DM/Elec has the largest resist and debuff coverage. DM/Fire has the highest AoE damage and built right can blow away DM/SD for ST damage. DM/SD has great ST and AoE damage with decent defence, but low defense debuff coverage. DM/Invuln has the most comprehensive damage mitigation to everything but psi, is the only defense set with an accuracy boost and eats relatively low endurance. DM/EA is a good combination of AoE and ST utility and can run just about any toggle you want which can give you a ton of options for things to cover up your holes.
I won't suggest which one to pick. Personally for brutes I have a DM/Invuln and a DM/Elec. I have played all of the others at 50 and all are fun imo. Pick the one that fits a concept you have or that you like the looks of best. Pick the one that has the most buttons that will make you smile when you hit them. Enjoy your brute, they're all good. -
Elec Melee is the best AoE stalker set. Stalker Elec melee is also arguably the best AoE melee set in the game. Pick a defense secondary with it. I use EA on mine, but all of em have benefits.
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Stone melee has a higher Endurance per second usage than any other set. It also has large radius aoe's, one damaging and one heavy control. Warmace is lower end cost, but still a heavy endurance usage set. The mitigation is similar on Warmace, but on a smaller radius. There is more AOE in warmace but it caps out much closer to you.
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Pretty sure you can't use them on nictus healers, but you can use them on towers and Recluse in the STF.
The main thing I use the FF one for is for accidentally large pulls in AV packs like pulling the Freedom Phalanx or Recluse's crew. -
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Till I can actually mess around with it, I can't honestly include Dark Servant in any calculations. Then there's the fact that it's not a persistent pet for masterminds. I also heard it has a tendency to pick one enemy that's out of the way and focus on it. If that's true, it can't be counted on.
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It's pretty easy to perma for a mastermind, you're not gonna need to go for global recharge or hasten or anything. As to the dumb AI targeting, I was under the impression the -tohit comparison was dealing with the special case of AVs (since away from AV debuff resistance Dark blows TA's -tohit away, with or without Dark Servant). In an AV fight Fluffy will very quickly only have one choice of target, eliminating that issue. Though in normal play it's possible to adjust your tactics to compensate somewhat too - I'm very fond of the Darkest Night to Tar Patch corner pull which bunches everything up such that it doesn't matter too much who he targets (with his cone immobilise helping keep them that way).
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You're right, lets compare the -tohit numbers between /dark and /TA on imperious. We'll even include dark servant to be nice. -
you can actually take down the bot recharge pretty substantially with global recharge set bonus's. on my AR/Rad Corr I have a 23 second downtime between patron pets. On my Fire/Storm corr I have it down to 52 seconds.
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AR is one of the best AoE sets. Traps is one of the best debuffing sets. If it weren't for concept I would suggest doing Mu or Soul instead of mace. Redraw is going to be a killer. That's what caused me to spec out of mace on my Bots/TA MM and into Mu. From the start you won't have softcapped defense from FFG and Seeker Drones, but you'll have a nice chunk and can fill it out with set bonus's. Add in a resist shield and you start looking pretty durable. Charged Armor has a very overloaded robot look to it and may still work with your concept.
The Immobilize in Mu is a smaller radius and a shorter duration, but it deals damage and casts much much faster. Adding in another damage type to this build is nice. You'll be dealing the four most common damage types, but that's usually enough to cover your bases.
If you're absolutely sure you want to go Mace for this concept I would reccomend getting the Shield, Immobilize and the pet. Having another source of single target damage will be nice. Plus he's another damage type. Plus he can mez. Plus he can AoE somewhat. On my Fire/Storm I slotted my arachnobot with four pieces of expedient reinforcements for the global recharge bonus, made one of those the pet resist proc. For this build I would suggest making at least one of the slots in your patron pet (should you choose to take it) one of the pet defense procs. This will buff your patron pet as well as your FFG, which needs the help.
Munitions as an Epic pool will give you a hard hitting AoE snipe. Which is nice, but that's the only thing it gives you really. The Villian Epic pools give a much wider range of options for control and damage reduction. I would still strongly reccomend Mu for overall effectiveness VS Mace. On pets though the Mu pet is less of a durable tank, but with practice can be positioned to hover over melee mobs for the most part, just raining down lightning. Sort of hard to fit the armless floating magic user into a cyborg concept, but you could always just say he's some kind of robotic drone decorated with Orenbegan runes and powered by Coralax shards.
Have fun with your character, whatever you pick.