KillerShrike

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  1. KillerShrike

    Energy Aura

    EA is just mediocre. It pays a high price for some "utility" powers including a couple of redundant ones (END management), and another that is kind of counter-intuitive for the Brute AT (stealth). It has two autos that basically suck. It has big holes vs Toxic and Psi which will really hit you hard in the late game.

    The stealth is also kind of frustrating because you unstealth if you click a glowie and doesnt seem to be as strong as some other stealths (my Dark characters seem to evade notice more reliably) so you can't really "stealth" a mission entirely. Granted, on a brute it hardly matters as you can just beat down the mob(s) around the glowie first once you get there. But still, the set pays a lot for its utility powers, they should at least be reliable.

    Energy Drain is the big consolation power of the set, and its pretty awesome. The T9 ability is also pretty awesome.


    However, having said that, I have a heavily IO'd Kinetic Melee / Energy Aura / Energy Pool Brute that I've played up to lvl 42 since GR release, Praetoria then blue side. By investing in IO's and going after key accolades he's pretty solid but there is a glass ceiling beyond which he gets crushed somewhere between level +2 and level +3 depending on mob type.


    I adjusted my play style to accommodate the stealth aspect of the character and took Taunt so that I can selectively make mobs pay attention to me and that works pretty well, particularly solo where I can set my own pace. I slotted Energy Drain as a Heal rather than an END tool as it has big base numbers already for END gain, and that helps me out; I currently get 85 hp per head when I use it which is not great but noticeable when I've got 3 or more enemies around me.

    Anyway, I love the character and have fun with it, but that doesn't change the inner certainty that the character would have been even more awesome if I had gone with one of the other DEF sets I could have chosen from. But, I usually go with concept over min / max anyway so I'm comfortable with that.
  2. KillerShrike

    Taunt?

    In addition to its teaming benefit, Taunt is a useful tool if you rely on PBAoE's. It's also useful if you have powers that are more powerful when you are crowded by baddies. And for Brutes, its useful for generating Fury very quickly and holding on to it.
  3. Make a Brute instead. You're more or less like a Scrapper, but you get a Taunt as a primary power choice and are much better at holding aggro thanks to a watered down version of Gauntlet in your attacks which helps your teammates out. If you are playing a RES based secondary, you are better able to benefit from teammate buffs than an equivalent Scrapper.

    I've found my Brutes to be better able to be team friendly than my Scrappers. Some of my Brutes can tank if the team needs it, and once they get Fury built up (which is easy to do with the recent change), they carry their weight on the damage front as well.
  4. The 10s of damage flooring is really not a big deal. On my SS I do one of several things while in damage crash mode:

    *Use Nemesis Staff and / or Sands of Mu (in fact, the only time I use them on that character)
    *Taunt (good to do anyway)
    *Use a utility clicky
    *Reposition character and / or herd a mob
    *Manage my inspirs to turn 3's into things I need; delete useless recipes or enhancements
    *Type something in team chat or a global channel which I'm usually too busy to participate in
    *Take a moment to reflect on how awesome my character is and all the stompin he did while double stacked rage put his damage buff at 160%


    It doesn't really slow you down over all; you go faster while dishing out gobs o damage and slow down for 10 seconds afterwards. If you are double stacked for at least 10 seconds then it pretty much washes out time-wise.
  5. It seems like you are equating an attack chain to mean a single repeated attack. A chain, by definition, has more than one link and similarly an attack chain has more than one attack.
  6. Try picking up Numina's REC Regen, Miracle Rec, and Performance Shifter +END early and slot them into Health and Stamina. Favor the Health slotted items at first, as you'll probably get more benefit from a single slot in Stamina by slotting a standard End Mod enhancement, but ultimately the +10 END from Performance Shifter will help out more once you have your basic END management in place.

    Miracle +Rec alone will pay the upkeep of a toggle by itself, and this can have a major effect on your END issues if you're on the cusp of good / not good.

    Also slot your attacks and toggles with an END Reduction enhancement if you haven't already.

    Calculating your toggle cost is easy - the game will tell you under Combat Attributes.

    However, you should pay attention to your common attack chain(s) (including any clickies you have that aren't technically attacks but get mixed in), and do a little math to measure the typical total END cost, assesed against your Recovery for the total animation time minus your toggle cost to determine how much net endurance you're losing from attacks.

    Obviously, as long as you're recovering more END that that per second, you'll be ok. If you are spending more than you are making you'll run out.


    Also obviously, look at the attack(s) with the highest END cost and determine how much less END you'd spend if you put an END Reducer into it.

    Less obviously, look at the attack you throw most often in your chain and determine how much less END you'd spend if you put an END Reducer into it. Sometimes, your fastest animating / fastest recharging attack(s) will have a seemingly low END cost, but the frequency at which you throw it allows an END reducer to have a noticeable impact on your total END management even though the actual numerical reduction is small.
  7. Brutes are a hybrid class. They can kinda scrap and kinda tank. Specific sets and builds can pull an individual Brute in different directions.


    Personally, I like survivable Scrappers, and scrappy Tanks (scrankers), so Brute is actually the perfect AT for me.

    I still love my existing Scrappers and Tanks, but now that I can have blue side Brutes there is no reason for me to ever make a new Scrapper or Tanker.

    I'm perfectly ok with a real Tank being a better Tank than me, and a real Scrapper being a better Scrapper than me. I'm happy with my place in between them, and the flexibility it gives me.


    I've been having so much fun the last month or so teaming with such a diverse collection of AT's and seeing how the subtle differences between them play out.

    I've been paying particular attention to Brutes and Scrappers and Brutes and Tanks match ups. I [feel] that my Brute compares nicely to the Tanks and Scrappers I've teamed with. I've not yet felt superfulous, or that I've made them superfulous in general.
  8. I would say it depends on if you team more. If you are solo most of the time, CJ + Focused Acc is probably better, if you team more often then you have a good case for the Leadership powers being better for you.
  9. KillerShrike

    Dark Tanks

    You have to pay attention and be fast with the clicky's as your health and end will yo yo a lot, but I can honestly say my Dark Dark tank is arguably the all around toughest tank out of the five I've got. He bloomed late, but once I had key pieces in place he became a really badass mo fo.

    I slotted him w/ Performance Shifter +END, Miracle +REC, and Numina +Regen + REC, which makes a big difference on such an END heavy set.
  10. I don't use Taunt on my Bots/Traps MM, but I've considered it several times. Rather than drop and pull to me, I tend to run forward and toe-drop, then push forward and redrop as fast as I can, to which end I am recharge intensive.

    Dropping and pulling to me would be safer, but less satisfying.

    Comes down to playstyle.
  11. On a tanker or scrapper OG is much better than CoF in my opinion. I haven't done DA on a brute, but I might try running without either, or else give CoF a try and respec out of it if it didnt work out.
  12. DDR is huge, and you want to max it out to 95%. Even if you don't yet have softcap DEF, capped DDR will let you keep the defense you do have. It's important.
  13. Oh, and as to how I like EA on blue side, it's pretty much just like Super Reflexes with +END rather than +Recharge.

    EA Cons (compared to SR): It's much harder to softcap (and pretty much forget about psi). The autos aren't as good. Half as much DDR as SR (<---- this is a big deal vs some mobs). No inherent movement or recharge boosts.

    EA Pros (compared to SR): Energy Drain; it's just a fantastic power. The combat stealth can be useful. Real edge case, but having a couple of Auto Res powers are good mules making it easier to slot some of the nice global effects in RES sets (Steadfast being the key one) and get some of the DEF bonuses in RES sets (though that's not really that big a deal considering the ease with which SR softcaps vs positionals). I think Overdrive is better than Elude, and still useful even after you softcap for the extra DDR, hitpoints, and recovery.


    All in all, I feel slightly more squishy than my SR scrapper, but the extra Brute hit points and the click-heal aspect of Energy Drain compensate.
  14. Hey, yes, I remember you. We did one of the early signature TF's together a couple of weeks ago. I also ran by you in Talos a few days ago by the monorail and waved, but I think you were afk or distracted (or, y'know, snubbing me ).


    Thanks for the build feedback...

    With the recharge, I have a full attack chain, especially with Taunt, Power Siphon, and Energy Drain in the mix.

    Kid Hype is already an Energizer Bunny at 38, and it will only get better once I hit 41+ and get into the Energy epic pool, so I'm not worried about END. Really, the one redeeming feature of Energy Aura is pretty much infinite END with very little investment. Even if I get down to one really tough bad guy (against which Energy Drain is sub-optimal), I can always pop Overload for the extra rec or burn a blue inspir as they tend to pile up since I never use them.

    I chose to keep the t1 over the t2 on this character due to the fast recharge and animation; its a great opener and finisher. Normally the knockback would bug me, but I chain it with Focused Strike so I really don't notice it very much as I can range the opponent even if I knock them back and thus don't stall my attack chain. As a plus, most of the time, unless I'm just starting to build my fury, those two attacks will two-shot a minion. It also looks cool, and looking pretty is a big focus of KM/EA so you might as well go with it.



    All in all, I'm really loving this character thus far; it's an almost optimal set up for my play style. I know that Energy Aura is measurably not as good as most of the other secondaries, and pretty much requires IOs to be competitive, but with investment its good enough to get the job done and works very well with KinMelee (IMO).
  15. This is my design goal for my KM/EA brute (currently a couple of pips away from 38). I'm blue side, if it matters.

    I'm working towards this build already, though I'm subbing Smashing Haymaker for KC and DT currently.

    I solo and team equally. By 50 I intend to be going +4, and though the multiple will likely be less than x8 (being mostly ST damage I don't feel the need to button mash against massive spawns) I should still be able to survive x8 if the need comes up.


    I'm trying to avoid the Fighting pool on this character as I don't want to give up two other powers to get to Weave, and I don't want to use Boxing as it doesn't jive with Power Siphon.

    Similarly, I'm avoiding Hasten and picking up as much recharge as I can thru LotG.

    I'm slotting Energy Drain as a Heal even though it's technically more of an END management tool as I use it more as a ghetto click heal and its base END gain is already pretty good.

    I'm mule slotting the two Auto Res powers with sets they can't reap the full benefits from for the set bonuses and the all-important Stalwart 3% DEF. I'm also picking up the Aegis Status Effect resistance, though its just a by blow.

    Everything else should be pretty self evident.

    Any thoughts?

    ************************************************** ****************
    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kid Hype No Fighting Pool: Level 50 Mutation Brute
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Energy Aura
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Quick Strike
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (11) Kinetic Combat - Damage/Recharge
    • (19) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Kinetic Shield
    • (A) Luck of the Gambler - Defense
    • (5) Luck of the Gambler - Defense/Endurance
    • (13) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense/Recharge
    Level 2: Smashing Blow
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (9) Touch of Death - Damage/Recharge
    • (15) Touch of Death - Accuracy/Damage/Endurance
    • (50) Touch of Death - Damage/Endurance/Recharge
    • (50) Touch of Death - Chance of Damage(Negative)
    Level 4: Dampening Field
    • (A) Reactive Armor - Resistance/Endurance
    • (5) Reactive Armor - Resistance
    • (11) Reactive Armor - Resistance/Recharge
    • (15) Reactive Armor - Resistance/Endurance/Recharge
    Level 6: Power Siphon
    • (A) Adjusted Targeting - Recharge
    • (7) Adjusted Targeting - To Hit Buff/Recharge
    • (7) Adjusted Targeting - Endurance/Recharge
    Level 8: Power Shield
    • (A) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Defense/Endurance
    • (13) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense/Recharge
    Level 10: Entropy Shield
    • (A) Endurance Reduction IO
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Health
    • (A) Healing IO
    Level 16: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance
    • (17) Luck of the Gambler - Defense
    • (17) Luck of the Gambler - Defense/Endurance/Recharge
    • (40) Luck of the Gambler - Recharge Speed
    Level 18: Energy Protection
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (19) Aegis - Resistance
    • (37) Aegis - Psionic/Status Resistance
    • (45) Aegis - Resistance/Endurance
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Energy Cloak
    • (A) Luck of the Gambler - Defense
    • (23) Luck of the Gambler - Defense/Endurance
    • (23) Luck of the Gambler - Defense/Recharge
    • (50) Luck of the Gambler - Recharge Speed
    Level 24: Burst
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (25) Scirocco's Dervish - Damage/Endurance
    • (25) Scirocco's Dervish - Damage/Recharge
    • (31) Scirocco's Dervish - Accuracy/Recharge
    • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (34) Scirocco's Dervish - Chance of Damage(Lethal)
    Level 26: Focused Burst
    • (A) Thunderstrike - Accuracy/Damage
    • (27) Thunderstrike - Damage/Endurance
    • (27) Thunderstrike - Damage/Recharge
    • (34) Thunderstrike - Accuracy/Damage/Recharge
    • (46) Thunderstrike - Accuracy/Damage/Endurance
    • (48) Thunderstrike - Damage/Endurance/Recharge
    Level 28: Energy Drain
    • (A) Numina's Convalescence - Heal/Endurance
    • (29) Numina's Convalescence - Endurance/Recharge
    • (29) Numina's Convalescence - Heal/Recharge
    • (31) Numina's Convalescence - Heal/Endurance/Recharge
    • (36) Numina's Convalescence - Heal
    • (36) Numina's Convalescence - +Regeneration/+Recovery
    Level 30: Combat Jumping
    • (A) Defense Buff IO
    Level 32: Concentrated Strike
    • (A) Touch of Death - Accuracy/Damage
    • (33) Touch of Death - Damage/Endurance
    • (33) Touch of Death - Damage/Recharge
    • (33) Touch of Death - Accuracy/Damage/Endurance
    • (43) Touch of Death - Damage/Endurance/Recharge
    • (46) Touch of Death - Chance of Damage(Negative)
    Level 35: Taunt
    • (A) Mocking Beratement - Taunt
    • (36) Mocking Beratement - Taunt/Recharge
    • (37) Mocking Beratement - Taunt/Recharge/Range
    • (37) Mocking Beratement - Accuracy/Recharge
    • (45) Mocking Beratement - Taunt/Range
    • (46) Mocking Beratement - Recharge
    Level 38: Overload
    • (A) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Defense/Recharge
    • (39) Luck of the Gambler - Endurance/Recharge
    • (39) Luck of the Gambler - Defense/Endurance/Recharge
    • (40) Luck of the Gambler - Defense
    • (40) Luck of the Gambler - Recharge Speed
    Level 41: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 44: Physical Perfection
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (45) Numina's Convalescence - Heal
    Level 47: Superior Conditioning
    • (A) Endurance Modification IO
    • (48) Endurance Modification IO
    Level 49: Super Jump
    • (A) Jumping IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 15.5% Defense(Smashing)
    • 15.5% Defense(Lethal)
    • 12.1% Defense(Fire)
    • 12.1% Defense(Cold)
    • 11.1% Defense(Energy)
    • 11.1% Defense(Negative)
    • 6.13% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 13.6% Defense(Ranged)
    • 11.8% Defense(AoE)
    • 1.8% Max End
    • 45% Enhancement(RechargeTime)
    • 52% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 9% FlySpeed
    • 208 HP (13.9%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • MezResist(Held) 14.3%
    • MezResist(Immobilize) 9.35%
    • 4.5% (0.08 End/sec) Recovery
    • 74% (4.63 HP/sec) Regeneration
    • 1.26% Resistance(Energy)
    • 4.39% Resistance(Negative)
    • 6.13% Resistance(Psionic)
    • 14% RunSpeed
    ------------
    Set Bonuses:
    Kinetic Combat
    (Quick Strike)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Luck of the Gambler
    (Kinetic Shield)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Touch of Death
    (Smashing Blow)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Reactive Armor
    (Dampening Field)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Adjusted Targeting
    (Power Siphon)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    Luck of the Gambler
    (Power Shield)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Energy Protection)
    • 3% Defense(All)
    Aegis
    (Energy Protection)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 3% Resistance(Psionic)
    Luck of the Gambler
    (Energy Cloak)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Scirocco's Dervish
    (Burst)
    • 10% (0.63 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3.13% Defense(Psionic)
    Thunderstrike
    (Focused Burst)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Numina's Convalescence
    (Energy Drain)
    • 12% (0.75 HP/sec) Regeneration
    • 28.1 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Touch of Death
    (Concentrated Strike)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Mocking Beratement
    (Taunt)
    • 1.8% Max End
    • MezResist(Held) 2.75%
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Overload)
    • 10% (0.63 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
    • 16.9 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
    • MezResist(Held) 2.75%
    • 3.13% Resistance(Psionic)
    • 7.5% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Numina's Convalescence
    (Physical Perfection)
    • 12% (0.75 HP/sec) Regeneration



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  16. Are you sure you want to wait so late for Overload? EA relies on its t9 pretty heavily to be competitive.
  17. Good for you.

    I had a stalker on a Posi TF last week. The team constantly forgot about her, until some high profile target would get AS'd.

    In the last mission at the dam we were getting beat up a bit going thru the control center building, and just when things were going over the edge, the stalker came up big several times in quick succession and decimated the mobs that were pressing us, taking out several bosses while the battle raged on. Turned the tide.

    I chatted "Wow, you're a really good stalker!". You could almost feel the player blushing thru the screen.

    A little bit of recognition for a job well done goes a long way.
  18. I like the IDEA of a stalker, and prefer melee characters over ranged and support. I enjoy my scrappers and tankers and brutes, but had epic failed stalkers a couple of times in CoV and written it off as not for me.

    So, as an experiment in GR, I took a Kin/EA Stalker up to 12, and deleted him.

    The ambushes were manageable for the most part. It was more that I felt light in the rear end and not able to really stick out a good fight. I had to run away, hide, and run back a lot and spent a lot of time engaged in running battles.

    On the plus side, it was definitely not boring. Very edge of the seat at times.

    On the down side, it took forever and was aggravating.

    It wasn't impossible, but it was frustrating and a lot slower and less fun than the couple of brutes I started at the same time (parked one at 22, and the other is a going concern about to hit 38).



    But I didn't feel like the AT itself was busted, just that my play style does not favor it. I really don't have the patience (or copious free time) to spend so much time running around and hiding. Or personality type for that matter.

    I've teamed with a good number of stalkers, and I've noticed that some are VERY good and really help the team out with well placed assassinations, and solid scouting. However MOST stalkers I've teamed with were almost useless and simply couldn't pull their own weight.

    My own personally theory is, being a good stalker involves a combination of tricks, a solid understanding the stealth, placate, and threat mechanics, patience, and good judgment. Unfortunately (myself included) not all of us have all of the various components and for us playing a stalker is frustrating and anemic, and that's as true in Praetoria as in the Rogue Isles.
  19. Quote:
    Originally Posted by Doomguide View Post
    This a bazillion times over ... my claws/SR has stood inside entire rooftops worth of Cimerorans and barely seen my defense change in any significant way from debuffing. When I do die the combat logs almost always indicate I was nailed by several closely spaced hits that would have hit me even with no debuffing occurring.
    Ditto.
  20. You'll do fine with those numbers. Just hang on to a small purple for a last ditch emergency, which will rarely occur.


    For me, the two things that give my lvl 50 /SR fits are Master Illusionists and Ruluruu.
  21. KillerShrike

    Fort Order?

    Whichever character seems to be getting beat up the fastest, and then the next and then the next, and so forth.
  22. Ive tried Stone to 45and SR to 50, but never Stone/SR. However...I don't think it will work very well. You'll have END issues until epic levels. Stone doesn't really complement SR and vice versa. I mean, I'm not saying it would be unplayable, but it would lack synergy and be somewhat painful to play IMO.

    The Stone I referenced earlier is Stone/Invul, and he's really tough in the late game, but it was not a fast or fun ride to the top. If I were to ever play Stone again I'd couple it w/ Willpower.
  23. In addition to muling, Boxing can fill an attack chain for MA (depending on your recharge level and needs) and it has a nice quick animation. If you've got to take it anyway...might as well try to make it useful. SR is such a greedy secondary, so you'll be tight on power slots and can substitute Boxing for a middle MA attack pick.


    Tough is useful to hold a Steadfast 3% DEF IO, which SR likes very much. Personally, I 3 slot Tough on my MA/SR for 1 Steadfast, 1 END, and 1 RES.

    Weave will help you make softcap without grubbing around odd sets for DEF bonuses. I 1 slot for END and 2 slot for DEF.



    You can generally leave Tough off unless you are getting smacked around a bit and decide to turn it on for a while - kind of like an orange inspir on demand. Note however that it only helps vs smash / lethal. You'll want to run Weave unless you are fighting whites blues and greys.
  24. KillerShrike

    Energy Aura

    12 to 19 is pretty much always a rough spot for toggle sets.

    For your two damage type oriented toggle defenses and the concealment toggle, 1 END and 2 DEF are optimal. If you have extra slots in your build (much) later you can put a fourth slot for another DEF into some or all three of the toggles...but with ED you aren't going to get much out of it. For the status effect toggle, just put an END reduction in the free slot; don't add more slots to it as they will do next to nothing for you.

    If you really want to do something productive however, you need to put at least 1 END reducer in all of your attacks except perhaps the t1 attack (if you have it). This will be a far more effective use of your time and resources.

    Energy Aura is actually pretty END light over all; I suspect your attacks is what is running you down. Once you get Stamina at 20 your pain will ease (like all sets), but once you get Energy Drain at 28 you'll pretty much literally have infinite END within your grasp. It's the one saving grace of Energy Aura -> you'll never get tired.

    Conserve Power is a great power as well, unto itself, but you actually don't need it. Energy Drain is so good it renders Conserve Power completely pointless to the set. So...deep blue is in your future if you persist.