JuliusSeizure

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  1. You quarter came up right. Go with Claws, as Dual Blades is pretty bad for Brutes relative to Scrappers. Claws effectively had its DPAs buffed when ported to Brutes, and performs much better even though they both use the same +damage mechanic that benefits Scrappers more (Blinding Feint, Follow Up).
  2. You use Darkest Night against AVs for the -damage, which they do not resist (but is affected by the purple code).
  3. I run an Ice/Stone Tank and have had a very good experience. No one strips agro off of me, but I also employ Taunt regularly for the -75% range to keep spawns tight.

    For AVs, I run with Absolute Amazement's proc in Stone Fist and have had really good experiences with it. The debuff is marked as just -7.5%, bit it's irresistible. A lot of players don't socket Hibernate for Heal, but if you do, you can basically Taunt an AV (well slotted Taunt), hit Hibernate, and 5 seconds later emerge with full hitpoints. I can't stress how potent Hibernate is when it puts you at the regen cap, makes you unkillable, and Taunt forces foes to keep on targeting you,

    One thing that would be quite good is an Ice/KM/Soul with Darkest Night. You would stack nearly -50% damage from just Burst, Darkest Night, and Chilling Embrace. I would make this build if I didn't already have an Ice/Stone.
  4. I really don't want to see kicks for Dark Melee and other sets that can be more creatively animated. Kicking Cremate? Kicking Midnight Grasp? Kicking Shadow Maul? Leave the dichotomy of kicks and punches to sets that can't draw on better inspiration because they are limited to physical martial movements.

    For example:
    • I'd love for Shadow Maul to involve opening a rift to the netherworld in my character's chest, and black tendrils of negative energy lashing out at my foes.
    • Greater Ice Sword could involve manifesting a massive icicle on your knee and driving it up into and through your opponent.
    • Fire Sword could rake an opponent with a giant dragon-like claw of flame covering your hand.

    We have a set that is pure kicks and punches already. Let's be creative with things here.
  5. One problem I see with people wanting elemental swords across the board is that those skills generally have lethal/elemental damage components, while other attacks have smashing/elemental. I don't think that a sword for every attack makes sense, nor do I feel that an animation that does smashing/elemental should have the ability to animate as a bladed weapon.

    Anything that's pure elemental damage, like Scorch, Incinerate, or Freezing Touch can be whatever fits. However, elemental swords that deal smashing/energy or smashing/negative sounds like a terrible idea.
  6. Midnight Grasp would be at the top of my list. The tentacles look terrible and are too polygonal in appearance, and the way that they flop around like wet noodles does not denote any sense of DOT impact or restraining effect on the enemy. The open palm delivery of its negative energy is *yawn* as well.

    Shadow Maul could really use something new-- it looks slow and sounds like a dieing fish flopping around on the floor of a boat. Its animation is also available in the Pool Powers (Flurry) and to everyone that has enough vet months (Sands of Mu). The fact that everyone and their mother can employ Sands of Mu really begs for characters that actually take Dark Melee to be able to differentiate themselves.

    And I hate to say it, but Energy Blast just looks terribly dated across the board. Especially relative to the amazing new energy effects available to NPCs in Praetoria.



    --Those are my top three.
  7. Look at Claws for Brutes and Claws for Scrappers. Then look at Dual Blades for Brutes and Dual Blades for Scrappers. One set was specifically altered when ported to Brutes because the self buff modifier is lower for this AT and it's manipulating a significantly lower base damage modifier. That set was Claws, and the Brute version of Claws plays remarkably better than the Dual Blades version which was effectively a direct port between the ATs. Both sets happen to employ the same +damage mechanic, which makes this a particularly good point of reference.

    Now, we have Kinetic Melee, a set designed around a self buff mechanic that is deemed to be balanced for Scrappers. What I'm saying is that a set balanced for Scrappers and their self buffing abilities will pale when placed on a Brute as a direct port. See Claws vs. Dual Blades. The inverse is also true-- imagine SS on a Scrapper with double stacked Rage. What is marginally superior for Brutes would be unbelievably potent on a Scrapper.

    I'm not hating on Power Siphon. I'm not even hating on Kinetic Melee. I'm stating the obvious: because Brutes employ Fury and a low base damage modifier, a set with skills employing low recharge/damage/DPA and a tool that grants high +damage to compensate will always fall short if it's balanced around Scrappers and directly ported to Brutes.

    EDIT-- Just to reiterate, KM does not suck. At all. It's just far better on a Scrapper, just as Dual Blades is far better on a Scrapper.
  8. Quote:
    Originally Posted by JD_Gumby View Post
    So, how is adding a stacking +25.00% for 20 seconds every minute or so on top of your Fury gains bad for Brutes?
    1-Brutes receive the least amount of benefit from self buffs for any melee AT, having the lowest AT modifier and Fury dilution of internalized +damage.

    2-The set is pre-balanced around a powerful self buff with low recharges and corresponding damage.

    3= 1+2

    That's my opinion. It's a set akin to Dual Blades, which too was designed for Scrappers. It would be nice to have a future melee set designed specifically for Tanks and Brutes with mechanics that suit the agro-management play style, rather than the internalized self buff nature of a burst AT like the Scrapper.

    With that being said, a Brute will shine regardless. It's just noticeably dimmer.
  9. This set kinda stinks for Brutes-- just like Dual Blades does. Both were arguably designed for Scrappers, and shine with that AT's higher base damage and self buff modifier (Power Siphon, stacked Blinding Feint). It's a set balanced around Power Siphon, which is why the recharges and DPAs are low across the board. And that completely ignores the Scrapper's tier 9 ability to recharge PS on a critical...

    I'll be making a Scrapper for this set even though I love Brutes.
  10. Quote:
    Originally Posted by beyeajus View Post
    nope, you can use up to 5 in a character in different moves I'm pretty sure.

    stam/PP/QR on a /WP brute will be win.
    Procs aren't limited by the rule of 5, which applies to just set bonuses and globals. You could have a ToD %Chance for negative in 12 single target attacks and be fine.
  11. Quote:
    Originally Posted by Mr_Heat_Stroke View Post
    Doms = more perfect with this update. No more villain Dominators for me!
    You don't need to be a hero to access APPs. You doo need to have completed a mission arc to get PPPs (ie be a villain for at least some content level 41+).
  12. Quote:
    Originally Posted by OneWhoBinds View Post
    That said, Superior Conditioning (last I checked) just gave a boost to your maximum Endurance, in the form of 5 points (unslotted. I think you could get maybe 8 points by slotting it up, but that would be a waste.)
    It's actually quite good, as increasing your max endurance by 9 to 10 points (which it roughly does when slotted) increases the potency of all preexisting recovery bonuses.

    I used to have a Brute with 120 points of endurance through accolades and set bonuses-- it provided a huge boost to recovery relative to the base of 100 as it actually enhances BASE recovery as well as that obtained through skills. I might make a toon with 135 endurance just for the heck of it.

    Quote:
    Originally Posted by OneWhoBinds View Post
    I know it takes basic Endurance Modification IOs. Does anyone know if it take sets? If so... then Dang, the devs left open a massive exploit. The ability for ANY brute to slot up to three Performance Shifter procs? Talk about no more Endurance issues, ever...
    It does take sets. Very nice options there.
  13. Off the top of my head--

    Recharge: 15 sec
    Radius: 8'
    Activation 2.67
  14. Quote:
    Originally Posted by EvilGeko View Post
    Fixed.

    Broke AT is broke.
    I wouldn't say that Brutes were any more broken relative to Scrappers than Scrappers currently are relative to Stalkers.

    In fact, if the Stalker community was as vocal as the Scrapper community, I wouldn't be surprised if the self buff modifier of 1.0 and 0.8 was swapped between the two ATs-- ie a nerf to Scrapper's burst damage and a buff to that of Stalkers.
  15. Quote:
    Originally Posted by HelinCarnate View Post
    In groups it will be even more difficult to keep that damage high and having 2 brutes or even just a brute and a tank on the team will make it even more difficult to build fury than before.
    As far as I recall, only a handful of players provided feedback on team performance. The version of Fury that's going live is FAR better than the initial round of balancing. The first swing at a Fury revamp would have made it difficult for any Brute to consistently maintain much more than 55% Fury (110% enhanced damage) while in suboptimal teaming situations. The current version should put Brutes squarely around 65% even in terrible conditions.

    **With that being said. I never was able to team with more than 4 players on Beta.**

    This is undoubtedly a nerf-- one that hits teamed Brutes harder than solo Brutes. But it's pretty fair given what some players were advocating, which was a peak performance of 60 Fury.
  16. ELA in all black looks pretty sweet IMO. My DM/ELA has one of his costumes tinted as such.
  17. The other great thing about EA is that Overload grants massive +HP and defense, while just having an endurance/recovery crash. This is the only set in the game that has access to a work-around for the crash on a true tier 9; Energy Drain and Conserve Power basically neuter the penalty of the crash. I've even been able to reliably time Energy Drain (and Power Sink for ELA) to fill my bar a split second after the crash, making it seem like it never happened and preventing any toggles from dropping.
  18. I post my builds anytime it might help a fellow player. I've taken some ideas from other players and have certainly illuminated players in return. I enjoy the reciprocal environment that this creates on the forums.

    People that treat builds as closely guarded secrets are welcome to do such, but the truth is that they are probably missing out by not participating in the ecosystem.
  19. Quote:
    Originally Posted by nunix View Post
    Difficulty: not Spines.

    What is there? Looking for something with at least two or three moderate+ damage PBAoE attacks, and a couple of strong single-target attacks. AT isn't important, although a good defense is.
    War Mace is what you want. War Mace/Shield, War Mace/Invuln, War Mace/WP, War Mace/SR Brutes are all solid choices.
  20. Invuln levels better and gains superior benefits from IOs (ubiquitous defense bonuses). It lacks a damage aura, but WM has such great AoE damage that it's not really an issue. I would also recommend a WM/Invuln.

    ELA can be very tough against certain enemy groups-- specifically: Malta and Mu because you are nearly immune to endurance drain, and Rikti due to their reliance on energy damage. It also has amazing endurance recovery abilities, but even this perk is lessened with access to IOs.

    Both secondaries are solid, but IOs make Invuln the better choice as long as your primary deals solid AoE damage.
  21. Quote:
    Originally Posted by Finduilas View Post
    I agree with you about being able to soft-cap S/L/E/NE without EA, but, wow, that's an expensive build. I'm sure it's very effective, but I wouldn't want the OP to think that you have to spend that much on IOs to get a decent Ice tank.
    I totally agree-- you don't need to spend that much to make a very good Ice Tank. I just wanted to throw the build up so he could see some socketing options. Also, that build exemplars extremely well due to the purples and PvP IOs working at level 1.

    Quote:
    Originally Posted by Absorber_NA View Post
    I got a quick IO question here for u guys

    Do you always want to get the highest IO u can get, or do u settle sometimes, and figure 18% recharge is not much different from 19.5% (general example).

    Are u always upgrading, or do u sometimes settle for a lvl 35 IO?
    I will often use IOs in the low 30s if the set bonus is more important than the enhancement value. If the skill needs a certain amount of recharge to complete an attack chain or be perma, or if I need to ED cap at just three sockets, then I'll prioritize the enhancement value from high levels IOs.

    For example-- the build I posted actually has level 33 Gaussian's and Mocking Beratement even though I don't think I have it listed as such. I opted for level 50 Titanium Coatings because I wanted to get as close to ED capped resistance from just 3 slots.
  22. I like 3 parts Shield Wall in my armors and a LotG 7.5%. In general, I go for Max HP, regeneration, and recharge. Even though I could get perma-HF with Hasten, I prefer to use it as a massive heal basically resetting the green bar in combat, so the Max Hp helps me save Hoar Frost for this. I also try to softcap SM/L/Eng/Neg without any application of Energy Absorption.

    Here's my current build. Will likely change a few things come GR.



    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Jokulhaups: Level 50 Natural Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Stone Melee
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Frozen Armor
    • (A) Shield Wall - Defense/Endurance
    • (3) Shield Wall - Defense
    • (3) Shield Wall - Defense/Endurance/Recharge
    • (5) Luck of the Gambler - Recharge Speed
    • (23) Kismet - Accuracy +6%
    Level 1: Stone Fist
    • (A) Hecatomb - Damage/Recharge
    • (13) Hecatomb - Accuracy/Damage/Recharge
    • (13) Hecatomb - Accuracy/Recharge
    • (15) Hecatomb - Damage/Endurance
    • (15) Hecatomb - Chance of Damage(Negative)
    Level 2: Hoarfrost
    • (A) Numina's Convalescence - Heal/Recharge
    • (5) Numina's Convalescence - Heal/Endurance/Recharge
    • (7) Numina's Convalescence - Heal
    • (7) Miracle - Heal/Recharge
    • (9) Miracle - Heal/Endurance/Recharge
    • (9) Miracle - Endurance/Recharge
    Level 4: Heavy Mallet
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (11) Crushing Impact - Damage/Endurance
    • (11) Crushing Impact - Damage/Recharge
    • (17) Crushing Impact - Accuracy/Damage/Recharge
    • (17) Crushing Impact - Accuracy/Damage/Endurance
    Level 6: Wet Ice
    • (A) Endurance Reduction IO
    Level 8: Chilling Embrace
    • (A) Endurance Reduction IO
    Level 10: Hurdle
    • (A) Jumping IO
    • (19) Jumping IO
    Level 12: Icicles
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (19) Scirocco's Dervish - Damage/Endurance
    • (21) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (21) Multi Strike - Damage/Endurance
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (23) Numina's Convalescence - Heal
    • (25) Regenerative Tissue - +Regeneration
    • (29) Healing IO
    Level 16: Taunt
    • (A) Mocking Beratement - Accuracy/Recharge
    • (25) Mocking Beratement - Taunt
    • (27) Mocking Beratement - Taunt/Recharge
    • (27) Mocking Beratement - Taunt/Recharge/Range
    Level 18: Glacial Armor
    • (A) Shield Wall - Defense/Endurance
    • (31) Shield Wall - Defense/Endurance/Recharge
    • (31) Shield Wall - Defense
    • (31) Luck of the Gambler - Recharge Speed
    Level 20: Stamina
    • (A) Endurance Modification IO
    Level 22: Fault
    • (A) Absolute Amazement - Stun/Recharge
    • (33) Absolute Amazement - Accuracy/Stun/Recharge
    • (33) Absolute Amazement - Accuracy/Recharge
    • (33) Absolute Amazement - Endurance/Stun
    • (34) Absolute Amazement - Chance for ToHit Debuff
    Level 24: Boxing
    • (A) Empty
    Level 26: Energy Absorption
    • (A) Shield Wall - Defense/Endurance/Recharge
    • (29) Shield Wall - Defense
    • (34) Shield Wall - Defense/Recharge
    • (34) Luck of the Gambler - Recharge Speed
    • (36) Efficacy Adaptor - EndMod
    • (36) Efficacy Adaptor - EndMod/Recharge
    Level 28: Tough
    • (A) Titanium Coating - Resistance/Endurance
    • (37) Titanium Coating - Resistance
    • (37) Titanium Coating - Resistance/Recharge
    Level 30: Weave
    • (A) Shield Wall - Defense/Endurance
    • (36) Shield Wall - Defense
    • (39) Shield Wall - Defense/Endurance/Recharge
    • (39) Luck of the Gambler - Recharge Speed
    Level 32: Hibernate
    • (A) Numina's Convalescence - Heal/Recharge
    • (37) Numina's Convalescence - Heal/Endurance/Recharge
    • (40) Numina's Convalescence - Heal
    • (40) Efficacy Adaptor - EndMod
    • (45) Efficacy Adaptor - EndMod/Recharge
    Level 35: Tremor
    • (A) Armageddon - Damage/Recharge
    • (40) Armageddon - Accuracy/Damage/Recharge
    • (42) Armageddon - Accuracy/Recharge
    • (42) Armageddon - Damage/Endurance
    • (42) Armageddon - Chance for Fire Damage
    Level 38: Seismic Smash
    • (A) Basilisk's Gaze - Endurance/Recharge/Hold
    • (39) Basilisk's Gaze - Recharge/Hold
    • (43) Basilisk's Gaze - Accuracy/Recharge
    • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (43) Damage Increase IO
    • (45) Hecatomb - Damage
    Level 41: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 44: Combat Jumping
    • (A) Winter's Gift - Slow Resistance (20%)
    • (46) Luck of the Gambler - Recharge Speed
    Level 47: Hurl Boulder
    • (A) Apocalypse - Damage/Recharge
    • (48) Apocalypse - Accuracy/Damage/Recharge
    • (48) Apocalypse - Accuracy/Recharge
    • (48) Apocalypse - Damage/Endurance
    • (50) Apocalypse - Chance of Damage(Negative)
    Level 49: Permafrost
    • (A) Steadfast Protection - Resistance/+Def 3%
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 6: Ninja Run
  23. Quote:
    Originally Posted by Sardan View Post
    I'm not only interested in how they compare leveling up but also at level 50. Forget purple sets and costly PvP IOs, but assume I can drop a few hundred mil into IOs. Which performs better at 50?
    WP trounces ELA in the leveling category-- it's amazing at level 1 with HPT, and works wonders with just HPT, MOB, and Fast Healing. It take until level 28 to get Energize on ELA, your heal/regeneration that's on a pretty long timer, and Power Sink doesn't come until level 35. Both of these skills are integral to ELA's survivability.

    If I had to guess, I's say that WP is still about 30 to 100% more survivable than ELA on average (lots of variability due to RttC). When ELA has Power Surge active, it may be tougher than a WP with saturated RttC.

    ELA is still the set with better tools. It has unlimited endurance, massive debuff resistance, and a damage aura.
  24. Quote:
    Originally Posted by Prinny_God View Post
    I like the build you posted, Julius, but it doesn't seem to have KB protection beyond the IO protection - won't that be a problem on a resistance set, or is it enough?
    It has Mag 13 KB protection even while jumping, and mag 9 even when exemplared to level 1. If I recall, 9 points of -KB are granted through the PvP resist set in that build, and 4 points through Steadfast Protection. Mag 13 KB protection is enough for probably 99.5% of the KB you will face in PvE.

    Quote:
    Originally Posted by Prinny_God View Post
    Socketing lightning field for end mod sounds interesting. Does that actually work on npc's? They always seem to attack regardless of endurance.
    It works quite well. I can solo +2/8 Cimerorans with ease not because of my defense or resists, but because they are mostly using an attack equivalent to Brawl for a significant portion of the fight. They neuter my defense because I have no DDR, but by the time I experience cascade failure they are out of endurance and tapping me with their worst attack.

    Quote:
    Originally Posted by Prinny_God View Post
    I also am very fond of AOE powers but didn't want to sacrifice single target damage/survivability if I can help it. Dark obliteration sounds nice.
    The build I posted has more single target DPS and vastly more AoE. Procs are part of the reason it outpaces, 90%+ global recharge (160%+ with Hasten) and the attack chain it enables is the other.

    Quote:
    Originally Posted by Prinny_God View Post
    The procs were in there mostly because it sounded entertaining to watch random things going off on baddies around me. I'm certainly willing to drop them, but isn't that -20% resistance one really powerful? I don't see anywhere else in my build to put it to reliably stick it on a target.
    It's not all that bad in Lightning Field. I prefer it in Shadow Maul, which can run the proc on up to 5 targets 2.5 times as often as Lightning Field can. Lightning Field is not a bad spot for it, but I hate for such a powerful proc to be checking but once every 10 seconds. The -resistance also works wonders in Shadow Maul, because the DoT nature of this skill means that 75% of the total damage it does is affected by the proc the very first time it fires.

    If you have a hard time targeting Shadow Maul so that it hits 4 to 5 opponents, then it's definitely better placed in Lightning Field.
  25. Quote:
    Originally Posted by Aluminum_Dave View Post
    Truthful answer: I don't know off the top of my head as I have never slotted it in a single target attack.

    Guess: No, as the attack only affects the single target and gauntlet is a separate mechanism added on to that attack*.



    *This could be WAY off base though or just plain wrong. I can't get to anything but the forums at work so I can't check right now.
    Last I checked, Gauntlet does not carry the Zinger proc employed in a single-target attack to other targets affected by the taunting radius. It's been a while since I used that Tank though. Will double check tonight.


    As a follow up: Gauntlet does not carry the Zinger proc to multiple targets when socketed in single target attacks.