-
Posts
1060 -
Joined
-
Quote:They are all good choices and will do just fine at +0x4 with some descent IO slotting. The Electric/Electric/Mu will probably be the toughest once you learn how to leverage endurance drain. Because your goal is to run at +0, you will be very effective at sapping enemies with that combo.What do you think is the choice I should go for? Thank's for any help you may give me. I REALLY appreciate it.
edit: This will be my first brute past 12. So I wanna take this char to 50 obviously.
The Fire/Fire/Pyre will kill stuff much faster, but will also be quite a bit squishier because there is no mitigation from the primary. It too would do just fine and would be a great combo if you have never tried a set with a self rez.
I would stick to one of those 2 combos out of the 3 that you posted. -
I'm leaning towards Cardiac or Spiritual actually. Spiritual would put me at the HP cap when OWtS is active and grant perma-Hasten. Cardiac would buff my resistance and pretty much allow me to never stop attacking.
-
Quote:Sure thing. Here's my current build, which makes some significant gains once Fitness becomes inherent. It has something like 2970 hp when OWtS is active.If you don't mind posting it, I'd be very interested in seeing a Brute SD build with 2900 HP with OWTS activated.
AFAIK the only Brute secondary that can sit at the Brute HP cap is Invuln.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1420;718;1436;HEX;| |78DA9D934953134114C77BB210B2192284B004D984EC03A13C08685985882505165| |40AB1D43235459A249A9A50C960E9CD0FE0C9839EBCB97E05FD06EE7A54BF89CBF8| |FAFD3B78772AF9FFA6DFF4EB7E4BF7E6DDD58810F7CF09237CBE69753A9595F6A12| |303972DE7B06D35A32B567562A5D96A556BB26507841003FCBDB2299B529ABB56BB| |B269EDC9148CAB725FDA1D6996EB0DD9AC7687F14B765DB6A5ED98DD97D056ABD53| |4CB07525623FCBA21AD83865DC360ADE1D8B2D389EA41ADEED0A7D48583C69E896D| |36E49D86E5D42D9BF6EE38B27D6F88E2CAD23F6F08FDB87EB14F28899E1A5067F43| |6805B8CD26DC65BCA5F18DA6BCDAB4C9E75E022C397301849C2980815D8EB1D7919| |F0F21A98108257046B14E0FC9EE679F5EADE6D9E776C072833FA4E01F38CE325C61| |495DA0F2FC39FE70D234091AC019D63E0A9877D9E31069E032F18832F81570C93BC| |82F0F205D36C1ACA0059C6480EC8333E50D0616CEF092F117C5E91D22C680E52145| |19D58F41BBBA57E304E7C679C44017228C71C8AD3435E3178895886330A9029AE73| |8DAFD34B5A14AF70157AE94BBF0EA3FF11D67E0C3C647CA43813DC0557242679B54| |F644AEA0D92E88B2AE9B02ED9F04F769CF805FC06FE30265D40A0F9B4F928BCC4A8| |4B8FF092654CB77C0C5D9B44D7A6D1B5E2027B2ED0605C177B7C91D79C5E0296519| |933C059C6178A784A873785F06611C92CA29C459469449946785FC96B46977F26C7| |DBA74D4616A72C970770D88A386C3E4A21A353C8A03A593426ABDB84A67D8E746F9| |3EBC9635E6180311767F869215397D92C72E593649A471E9E791C88124E4209E722| |E53BBA9EF45315DDF01D5D3D2196D5B91262CBA74D643378D6DABF596EB08FE70A2| |CF05FCFEBA3FB1EDC0ED15B9944EC28D955C3AB4AAE29B9AE6C3794DC545251E2BE| |897493889D56712D2A5952B2AC2441F189076A66204C125612511255724C494C499| |F927E25234A9E2871FF02057CFCAF| |-------------------------------------------------------------------|
-
Go Invuln/Electric as a Tanker. It is easier to soft cap on a Tanker because you have a 1.0 AT modifier for defense, and Invulnerability is actually superior to WP when it is soft capped to SM/L/En/Neg/Fire/Cold with one foe in Invincibility's radius. Invuln is just a beast of a set on Tanks.
Go Electric/WP as a Brute. WP has access to Quick Recovery, and the Furey mechanic requires that you pretty much never stop punching and play the character like a whirling dervish.
As for which AT you should pick, it's pretty much damage vs survivability. The tank is probably slightly better on teams because of Bruising (force multiplication) and the -75% range on Taunt for all 5 targets (Brutes only apply this debuff to 1 target). However, if a team needs both damage and Tanking, nothing can touch the Brute, which can do it all. -
They both will suck with just one slot. And if an enemy enters melee range, you will not want to waste your time animating the attack.
If I had to choose one for a Corruptor, I would take Kick with the Kinetic Combat KB proc added. The skill and proc combined would grant a 32% chance of knocking back an opponent, something that will work on most Boss and Lt. foes just as well as on Minions. The Stun on Boxing is only mag 2, so unless you stack mag, which is very rare, you will only really be stunning minions.
The Scrapper should take Boxing, because it has better DPS. However, I prefer the Kick's "THIS IS SPARTA" animation.
Depending on your build, you may want to seek 3.75% SM/L defense by making this a Kinetic Combat mule. -
All Brute primaries will arrest mobs quickly. Some have better AoE (Electric, Mace), some are good at both (Claws, Super Strength), and some excel at single targets (Dark Melee, Energy Melee).
The Brute is my favorite melee AT, because it has the capability to tank and control agro while achieving very high levels of damage.
Just to add, the HP cap also comes into play when OWtS is active. An IOd Brute can chase 3200 HP, while a Scrapper is pegged at 2400, which is a very significant difference for peak situations. My SD Brute has about 500 more HP than a hard capped Scrapper when OWtS is active. -
I prefer to split the set into two parts so that I get 32% regneration and 6% max hp. The bonuses from slots 4, 5, and 6 are kinda weak compared to the 16% regen and 3% max hp.
As for who would benefit the most, I would probably put 3 parts into Enforcers, including the proc, and 3 parts into Thugs. Same general pattern for Demons. -
-
What was the last bid in the deleted thread? I am interested in getting some art done as I have never done this before. Love your style.
-
If you are rolling a /SD character, go with a Scrapper. Shield Defense is just so much better for that AT. Against All Odds is far better for the Scrapper AT and Shield Charge does more damage as a Brute is penalized by the 400% pet damage cap, which will often make any +damage from Soul Drain or Power Siphon completely wasted on the Brute.
I prefer to play as Brutes in general, but Shield Defense is something that is markedly superior for Scrappers. -
Quote:I usually go with at least some Hami-Os in Siphon Life because the skill needs to be socketed as an effective attack as well as have good healing values. Sets can't generally achieve this balance because they must be split up into 3 attack sets and 3 heal sets, which pretty much produces a skill that does nothing well. By using HOs, you can make it both a maxed out attack and heal at the same time, and given that you have so much global recharge it's pretty much like having 3 SOs worth of Acc/Dam/Heal/End/Rech (or greater than 15 sockets worth of enhancement).Wow looks impressive, Julius. I'm not able to download mids to this computer so i'll have to do it at home. One question: Only hami-o's in Siphon life? No sets here? Just curious as to why.
I have two ways of socketing it-- either with all Hamidons Origins, like above, or with 3 Acc/Dam HOs and 3 parts Numina's for the regen and +max hp (Heal, Heal/Recharge, Heal/Endurance/Recharge).
Quote:As far as Dark Consumption over Power Sink it was mainly due to the fact that it does a little bit of aoe damage, and I rarely have an end issue so I thought power Sink would be a wasted power.
If you are interested in adding AoE damage, use this build once Fitness becomes inherent in issue 19. Dark Obliteration is awesome, and the build also has an additional 25 global recharge. (The two empty sockets in Rest are what you will put into Health and Stamina so that they match the previous build. Numina/Miracle unique in Health, and two EndMod in Stamina).
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Frightningbolt: Level 50 Technology Brute
Primary Power Set: Dark Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shadow Punch- (A) Hecatomb - Damage/Recharge
- (3) Hecatomb - Accuracy/Damage/Recharge
- (3) Hecatomb - Accuracy/Recharge
- (5) Hecatomb - Damage/Endurance
- (5) Hecatomb - Chance of Damage(Negative)
- (7) Perfect Zinger - Chance for Psi Damage
- (A) Reactive Armor - Resistance
- (7) Reactive Armor - Resistance/Endurance
- (9) Reactive Armor - Resistance/Recharge
- (9) Reactive Armor - Resistance/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (11) Mako's Bite - Accuracy/Endurance/Recharge
- (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (13) Mako's Bite - Chance of Damage(Lethal)
- (15) Hecatomb - Damage
- (15) Perfect Zinger - Chance for Psi Damage
- (A) Armageddon - Damage/Recharge
- (17) Armageddon - Accuracy/Damage/Recharge
- (17) Armageddon - Accuracy/Recharge
- (19) Armageddon - Damage/Endurance
- (19) Armageddon - Chance for Fire Damage
- (A) Recharge Reduction IO
- (21) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Reactive Armor - Resistance/Endurance
- (11) Reactive Armor - Resistance
- (23) Reactive Armor - Resistance/Recharge
- (25) Reactive Armor - Resistance/Endurance/Recharge
- (A) HamiO:Nucleolus Exposure
- (27) HamiO:Nucleolus Exposure
- (27) HamiO:Nucleolus Exposure
- (29) HamiO:Golgi Exposure
- (29) HamiO:Golgi Exposure
- (31) HamiO:Golgi Exposure
- (A) Empty
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance
- (34) Reactive Armor - Resistance/Recharge
- (36) Reactive Armor - Resistance/Endurance/Recharge
- (A) Titanium Coating - Resistance
- (25) Titanium Coating - Resistance/Endurance
- (43) Titanium Coating - Resistance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Scirocco's Dervish - Accuracy/Damage
- (33) Scirocco's Dervish - Damage/Endurance
- (33) Scirocco's Dervish - Accuracy/Damage/Endurance
- (34) Scirocco's Dervish - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Run Speed IO
- (A) Doctored Wounds - Heal
- (31) Doctored Wounds - Recharge
- (33) Doctored Wounds - Heal/Recharge
- (37) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal/Endurance
- (A) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (40) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (45) Obliteration - Chance for Smashing Damage
- (A) Crushing Impact - Accuracy/Damage
- (34) Crushing Impact - Damage/Endurance/Recharge
- (42) Crushing Impact - Damage/Recharge
- (42) Crushing Impact - Accuracy/Damage/Recharge
- (43) Crushing Impact - Accuracy/Damage/Endurance
- (A) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - EndMod/Accuracy/Recharge
- (A) Unbreakable Constraint - Hold
- (39) Unbreakable Constraint - Accuracy/Recharge
- (39) Unbreakable Constraint - Endurance/Hold
- (46) Unbreakable Constraint - Hold/Recharge
- (48) Unbreakable Constraint - Accuracy/Hold/Recharge
- (A) Apocalypse - Damage/Recharge
- (42) Apocalypse - Accuracy/Damage/Recharge
- (43) Apocalypse - Chance of Damage(Negative)
- (50) Apocalypse - Accuracy/Recharge
- (50) Apocalypse - Damage/Endurance
- (50) Cloud Senses - Chance for Negative Energy Damage
- (A) Ragnarok - Damage/Recharge
- (45) Ragnarok - Accuracy/Damage/Recharge
- (45) Ragnarok - Accuracy/Recharge
- (46) Ragnarok - Damage/Endurance
- (46) Ragnarok - Chance for Knockdown
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Recharge Reduction IO
- (A) Jumping IO
- (A) Recharge Reduction IO
- (21) Empty
- (37) Empty
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1473;716;1432;HEX;| |78DA9D935B6F124114C707D88ADCC116E895B6F446C16E8BD7DE8C5129DA58B4A61| |A8D1A91D269BB76659B85D6D6273F804FEAAB4FDEF51BE817325163A28F5EF05C06| |A2BEE926FC7FC3D939E7FC6766A7B093F30B71EFB870F84E99A56AB578D2DEAA49E| |F45595EAF58A6B5B61BCCDBC6DA7AAD6254D6962DB3E61642C4684EB1204D29F55C| |C9DEE061378773725556AA529F3365B9661BE5E209FBB66547E62BEBD296959ADE1| |878172DCBD49736A55C09D0308F7DA04D84FECD57B68DAAB16C98466DD74F910559| |DA84D7F1B94DA3AC73AF256BCB2C164AD59AB477DBC1D901F87D108DA7DE22469C4| |2648533C5182568694686B0A74A7882090ECA7289240C46C49E04616F2FA39FF0B1| |310DAA3B5605A67A0D82FF166383101CA6B241AEFE09622ECED25C53140A4F33660| |8FB6619C70849D8E51636E36CC950BD36468CF10CD4ADDCBAD9A6974DC7D86D3BBB| |FD0C333CCAAD6716A0B944E75FEC9EFC9309450798F071AEF0D5E111CF611C505D0| |3DC35C15DFBB9EB007775416648D90FE90E34DC9E26A4338417F02AA24A47E210EA| |114FE14FABAADDBA4D8BECBBC3B84BE8DF2168503BAA6A47A3546DBC8D112604604| |25CD58EF38497F0A7837344C718957905DAC521ADEB3CCD4A2C12FA0A84C1738CB3| |842F023D3A681F7BBED1190D7F278CFC60FC64D409FBF1B0B3E22BCCEF55A7DE7B9| |3572109A3CB8C3221BD42780D9AE426CEE4032A34F090F188F0065E0DA97A433976| |719A718630364718CF13CA6022A50E3F3546A1519D90CE12B2E38C09C67B272E524| |2564635C91CE4E51C621CE626471847F90387EDD6D576EBBCDD31084DA8ED9E88D2| |E9766BCD3BC9D5B362E1F7508A428B5AF36E391DEAB3A70F6F9034AF35AF68DD136| |E5EA8FF7DDEFA1B063C17BCA04B2897502EA35C41B98A720DE53ACA0D94224AFD5D| |333B3489BEA650A6516650A2E04FDCC7996EBC433E143F4A002588124209A3B4A27| |4A23CF6FDF38A7E01D9E624F2| |-------------------------------------------------------------------|
-
Well, Mind Control has a skill that is incredibly powerful in certain situations and just requires one slot to be effective (two to be ideal): Telekinesis.
My Mind/Fire will be taking Telekinesis, Rise of the Phoenix, and either Super Speed or Stealth. I have been relying on ninja Run up until now, and SS would be nice, as would being able to socket a Winter's Gift resistance to slow (which is a pretty crucial resistance for a perma dom). -
If you want to run lots of procs in a buzzsaw/chainsaw build, you might look into something like this. It has some defense, lots of recharge, and runs 2 procs in almost every attack. If you hammer out SP-Gloom-SP-Smite-SP-MG as an attack chain, you will see lots of proc numbers flying. I like to use Perfect Zinger because its cheap and Psi damage is exotic, allowing your attacks to do Smashing/Negative/Psi rather than compounding negative energy damage with Touch of Death.
One thing I noticed is that you took Dark Consumption over Power Sink. Power Sink is by far the superior skill, as it is auto-hit and returns a lot of endurance (you will basically never tun out with this and Energize).
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Frightningbolt: Level 50 Technology Brute
Primary Power Set: Dark Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shadow Punch- (A) Hecatomb - Damage/Recharge
- (3) Hecatomb - Accuracy/Damage/Recharge
- (3) Hecatomb - Accuracy/Recharge
- (5) Hecatomb - Damage/Endurance
- (5) Hecatomb - Chance of Damage(Negative)
- (7) Perfect Zinger - Chance for Psi Damage
- (A) Reactive Armor - Resistance
- (7) Reactive Armor - Resistance/Endurance
- (9) Reactive Armor - Resistance/Recharge
- (9) Reactive Armor - Resistance/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (11) Mako's Bite - Accuracy/Endurance/Recharge
- (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (13) Mako's Bite - Chance of Damage(Lethal)
- (15) Hecatomb - Damage
- (15) Perfect Zinger - Chance for Psi Damage
- (A) Armageddon - Damage/Recharge
- (17) Armageddon - Accuracy/Damage/Recharge
- (17) Armageddon - Accuracy/Recharge
- (19) Armageddon - Damage/Endurance
- (19) Armageddon - Chance for Fire Damage
- (21) Perfect Zinger - Chance for Psi Damage
- (A) Recharge Reduction IO
- (21) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Reactive Armor - Resistance/Endurance
- (11) Reactive Armor - Resistance
- (23) Reactive Armor - Resistance/Recharge
- (25) Reactive Armor - Resistance/Endurance/Recharge
- (A) HamiO:Nucleolus Exposure
- (27) HamiO:Nucleolus Exposure
- (27) HamiO:Nucleolus Exposure
- (29) HamiO:Golgi Exposure
- (29) HamiO:Golgi Exposure
- (31) HamiO:Golgi Exposure
- (A) Run Speed IO
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance
- (34) Reactive Armor - Resistance/Recharge
- (36) Reactive Armor - Resistance/Endurance/Recharge
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (25) Miracle - +Recovery
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Scirocco's Dervish - Accuracy/Damage
- (33) Scirocco's Dervish - Damage/Endurance
- (33) Scirocco's Dervish - Accuracy/Damage/Endurance
- (34) Scirocco's Dervish - Damage/Recharge
- (A) Accuracy IO
- (A) Endurance Modification IO
- (37) Endurance Modification IO
- (A) Run Speed IO
- (A) Doctored Wounds - Heal
- (31) Doctored Wounds - Recharge
- (33) Doctored Wounds - Heal/Recharge
- (37) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal/Endurance
- (46) Doctored Wounds - Endurance/Recharge
- (A) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (40) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (45) Obliteration - Chance for Smashing Damage
- (A) Crushing Impact - Accuracy/Damage
- (34) Crushing Impact - Damage/Endurance/Recharge
- (42) Crushing Impact - Damage/Recharge
- (42) Crushing Impact - Accuracy/Damage/Recharge
- (43) Crushing Impact - Accuracy/Damage/Endurance
- (43) Perfect Zinger - Chance for Psi Damage
- (A) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - EndMod/Accuracy/Recharge
- (A) Unbreakable Constraint - Hold
- (39) Unbreakable Constraint - Accuracy/Recharge
- (39) Unbreakable Constraint - Endurance/Hold
- (46) Unbreakable Constraint - Hold/Recharge
- (48) Unbreakable Constraint - Accuracy/Hold/Recharge
- (A) Apocalypse - Damage/Recharge
- (42) Apocalypse - Accuracy/Damage/Recharge
- (43) Apocalypse - Chance of Damage(Negative)
- (50) Apocalypse - Accuracy/Recharge
- (50) Apocalypse - Damage/Endurance
- (50) Cloud Senses - Chance for Negative Energy Damage
- (A) Reactive Armor - Resistance/Endurance
- (45) Reactive Armor - Resistance
- (45) Reactive Armor - Resistance/Recharge
- (46) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Recharge Reduction IO
- (A) Jumping IO
- (A) Recharge Reduction IO
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1471;712;1424;HEX;| |78DA9D934973524110C7E7C123849D98005909211B09F0123C65B32C95E0061A2B6| |EA59648C824C120A41E2F9A78F2037852AF9EDCF51BE817B24A2DABF4E882BD0C94| |7AD357C5FF37D3D33DDD33CD14F6B25E21EE1D169AE758B5D468148F9ABB96749F9| |7E5AD5ABD5ADFDCF7E7CCCAE69655ABD436D7EA55CB298408934FB120AB521AD992| |B9CDC3413667E586AC35A4B15C9565CBAC948B47CC5B75B3EB646D4B9AB26619AD8| |17BA55EAF1AAB3B52AE7B6998AB5835D968F8D40492424E5ECACBD20E4C22CB3B95| |B2C16956EBBBD562A1D4B0A4B9DF0B451D84DF07D1FA9A0E31691322236C09C6144| |19F6624091D0DC2130CD028CA2EE23098141D5142E7306384F0B1E506BB6B1B0243| |DD1582F726639BE09FA06DFDBCFB27B0D955947D9E4CC105C622E1C012E310A187A| |3E270CF0EAEC9E648D2B63D8C30E319A85315EDE46ADD5C7B988BEEE5A23F83874B| |A5772D0174BBE8FF8B83737F32AAE880223C1C2B3C69404A3C07F5A9B43E4E1BE5B| |4239C7694D33A2134C07E5AE0A286A1BDA768E505D8BAD4A65D11300D89A730E956| |9B76DFA6E3C5EE30EE1246F6081A6C1A52A1A17E32758229A2F24462641A8B51A52| |F41FB7845F4A569E515E8009B1C03673534455708B10261EC0CE334219D277C1158| |A3465143DFA83B13DF09933F183F194D420ABB9D115FC17F58DDFBF00D3E85244CA| |D31CA84E97506B7FD354CE29CCB167F40A6D1878C478437B034CEDBEAE3592EE638| |E30421BD4C98C911CA504B425591489369CA204C67089919C62CE3BD0DCF6A874B4| |DAA7E24B9C9296E728A9B9CE626EBE067A83FA911A2CB9AE9610409617098553D98| |0D51AF07F5F613852474F6FCEFA6049956F4F653131A7BE5F4F62B6DBA82ED37F5B| |FDF5B6F2BA9EB9C1B7415E502CA2594CB285750AEA25C43B98E524469BE6B4707E6| |B0AE79940594459410D427EEA3A713DF8F07C58BE243F1A304508228DD28FD288F3| |DFF7CA25F771C17E1| |-------------------------------------------------------------------|
-
Have you considered taking Earth Mastery instead of Mu Mastery? You could grab Quicksand, which is easily made perma and would debuff movement speed by up to -100% per stack. It also has -10% defense and generates agro as well. Ice Mastery also has Shiver, which is not a bad option.
EDIT: LOL-- just reread that you already considered Quicksand. It will do a good job against anything that doesn't resist movement debuffs. It can also be stacked pretty easily for -200% run speed. I'd suggest you transfer over to the test server and give it a try. -
-
There is only one attack required for a Tankermind-- Provoke.
A Mastermind using its attacks isn't drawing much agro. In fact, it will have a hard time peeling agro off of its own pets. -
Hey [Jawbreaker], what's your budget? I see you have some purple sets on this build. Could you afford to add an Armageddon and Apocalypse set to it?
You are running what amounts to a buzzsaw build. I wrote a guide for it a long time ago in issue 9, and if you want to maintain the general SP-Smite-SP keystone of a buzzsaw/chainsaw build, which is designed to run multiple melee procs, then you would first and foremost want to switch Hecatomb out of Smite and into Shadow Punch. By doing this, you will be taking your most powerful proc (33% chance of 107 negative) and increasing the number of times that the procedural is run in your attack sequence.
It doesn't matter that Shadow Punch has lower DPA when your ideal attack sequence for a buzzsaw/chainsaw build would be SP-Smite-SP-Gloom-SP-Smite-SP-MG. By switching Hecatomb out of Smite and into SP, you are effectively doubling the amount of times that the procedural is run, which amounts to substantial gains in damage without touching anything else in your build.
Let me know what your budget is, and I'll give you some other pointers. A DM/ELA Brute is still my main character and has been since issue 7.
--Edited for using the wrong name in my reply.-- -
Doh.
Speaking of mis-clicks, I recently deleted two Panacea [Heal] recipes by fighting with my recipe window open. The "D" button strafes, but it can also delete... -
I'm a huge fan of the Dominator archetype. You bring Damage (Melee, Range, and AoE) and Control (hard, soft, and, depending on primary, debuffs). Being quite effective at both Melee, Range and AoE damage makes game play with this archetype really fun. Domination also grants this class full mez protecion, which is something that other range and control archetypes lack (it can also be made permanent).
One of the most versatile characters of all would be a Rad/Sonic Defender or a Sonic/Rad Corrupter. This combination has buffs, debuffs, ranged damage, AoE hard control, single target hard control, and healing. -
4 Jounin would be insane, as these guys have top tier DPS and survivability.
-
Quote:Oh wow! That is so awesome and is just what he needs. Thanks so much!That's pretty cool
. You might want suggest he install Neo's Enhancement Standardization Pack. It makes it sooooo much easier to find the SOs you need.
http://boards.cityofheroes.com/showthread.php?t=228044 -
Quote:If you think you can fully purple several toons on 1 billion, please sell me all your purps, I will pay top dollar.Quote:When I first read this, I thought "how is one billion enough to do that?", but then I re-read it and realized you were talking about his total wealth generation, not about the amount of money he now has.
1 billion inf is roughly what he currently has, but he has generated far more over the last few years of his career, having donated most of it to SG mates. On top of that, I'm pretty sure that he could random roll 5,000+ reward merits into several billion inf. This is also a guy that traded a Synthetic Microfilament for an entire rack of Phenomenal Luck inspirations (100). He was ecstatic over this trade because he initially wanted a stack of 5 such inspirations, and didn't give a damn that the enhancement was going for 400+ million inf despite everyone telling him to toss it on the Black Market. He felt like a bandit in that trade, everyone else's opinion be damned. I have no idea how many HOs and SHOs he has deleted over the years because "they weren't Magic enhancers."
The fact that my 70 year old SG mate can team with IO laden min-maxers and still contribute to the group while making friends is what makes this game great. IOs are not required, just the right attitude, really. -
Quote:I play with a family friend, a fellow who is in his 70s and requires my help in levelling his characters and selecting powers. He loves playing the game, but even the power-selection and character design process can be daunting for him, and Single Origins with their varied names and types can be completely confounding at times.Your average player, even after years, will never get these rewards for even one of their toons. That is not attractive to your average gamer. That is my postulate. If it is not attractive to your average consumer, it will fail. That is my conclusion.
He is NOT an average player. In fact, if any player were below average, this fellow would be it. He has generated over 5,000 reward merits since the system was implemented, leveled 20+ characters to 50 over the last 3 years, and is sitting on over 1 billion inf after donating most of it to SG memebers.
I listen to players like you complain and just shake my head. This fellow SG member spent 2 years trying to figure out how to use Single Origins, and despite that he has generated enough wealth to fully Purple out several toons. -
Honestly, the sapping ability seems over the top potent right now...