Manchuwook

Legend
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  1. [ QUOTE ]
    it should be 60 secs base though

    90 secs is pretty damn long, and they still haven't increased the damage to compensate

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    • Fixed error with Brute Lightning Rod. It now does all Energy damage instead of Smashing damage.

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    They did change the base *type* of damage to something that is not as commonly resisted.
  2. [ QUOTE ]
    ... that we have 6 doors to camp instead of just the base? I know where I'm setting up my deathtraps now. Bonus points for killing the opponent before they finish zoning.

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    That's fine.. and the person you just death trapped will pop up the next time at another door and AS your camping behind.

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    Yea and then you have those laggers (which is most of my friends) that take a while to log in so they just kinda stand there. I think we should pop in just like the Teleports in our base work just totally random on the map not a spacific point.


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    At least for villains, the base teleporter always drops you at the same spot. Even for BB, it is not completely random, there are just no markers for the spawn points on the map.

    If the door is in the same zone and works like Mayhem missions do, there won't be zone loading lag time.. just the animation lag from walking out of the door.
  3. [ QUOTE ]
    I think the sally points will definitely prevent base camping. Though I expect people to complain about the random part...

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    Random as they can't camp the same sewer entrance instead of of the base... pfft.. let them complain. All I will hear is the soft buzzing of white sound.

    Now all I need to be happy is to see the "Brute Fury Fix" while I mash heroes into a pulpy bean curd.
  4. I'm mostly looking at the possibility of enduring the PvE leveling to get to the PvP portion where drain is supplanting health drain to get past shields and whatnot. With the level boost tomorrow, I can safely shelve the idea and try it out at 40 instead.
  5. [ QUOTE ]
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    Bosses go down quicker, I've noticed, because after a point they have no end to swing.

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    What does a boss having no end have to do with the speed at which you kill it? Few if any mobs appear to have defensive powers which require endurance.

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    I'm not getting knocked all over the room, for starters. Fury also builds up faster on them as the defensives aren't up, as well as debuffs.. and I dunno.. they just seem to get gacked quicker and don't have end, too.
  6. [ QUOTE ]
    Now that there's some people who have played this powerset for awhile on test server-- how does it measure up?

    It seems like it's nowhere near "martial arts"... What is it comparable to?

    I'm really confused on whether or not this is going to be a worthwhile powerset when its released.

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    Brutes just don't have the raw hitpoints it takes to herd properly, which is what this powerset seems to be all about. What I will do is pop a few purples, gather about 8 +0-+1's around me, drop Thunder strike, chain lightning, and keep lightning field going. This usually takes them down with some mopup to do, maybe 2 left over from the aftermath. I've noticed it takes the same amount of time to take down 1 as it does 8. Bosses go down quicker, I've noticed, because after a point they have no end to swing.

    I have yet to move up beyond the base difficulty because I'm constantly resting between every two fights, losing my 1/4 fury bar in the process. It is too halted and the rhythm is off most of the time compared to my Stone/EA brute that I have at 40. It is a much more difficult set to play at regular speed, so I would have to agree it underperfoms below the mark, at least when it comes to drain/endurance cost.
  7. [ QUOTE ]
    Damn it dude, I've grinded well past 20, and I can tell you that the 'end drainback' that is advertised is about as good as the blaster's version - i.e. it's more of a random discount of endurance costs of a power than any actual drain.

    You just can't count on it to do anything except lower the other guy's endurance. You WILL need stamina until conserve power and power sink, and even then i'd have it so I won't have to depend on those powers.

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    Well, most folks don't usually slot 3 end mods, so I figure I'd go out on a limb and experiment a lil bit.
  8. One thing that I have noticed from playing an Elec/Elec is that it is very much like shooting pool, for lack of a better analogy. With Jacob's Ladder, you have to line them up in a row, with Lightning Field/Thunderous Blow, you have to have them all bundled around you, and with the chain lightning (I forget the name) you have to have them bundled close by to do the strikes. After which point, you are solely bent on your damage mitigation. With the lack of a proper heal, Elec's will need the KB/Immob protection. With DM, you almost want to be knocked out of the bunch so you get enough time for you to throw out a heal in passing, and Fire the damage is done as soon as you drop the DoT.

    I honestly think if you have to be in the middle of the mix, getting thrown out is more than annoying, it completely neutralizes more than half the damage. There are no debuffs mixed in the mess you left behind.. so I think too it completely justifies it.
  9. [ QUOTE ]
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    Actually, from the EndMod spec'ing camp, with 3 DOs in it, it is starting to show a little promise. I still get my butt kicked by 3 even mobs, but I tear down bosses pretty quick. It is not so much damage mitigation against LTs and minions, but since bosses/heros use more end for their powers, it goes away much quicker.


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    And remember they changed the way End drain works for I7 (PvE at least)...It now takes a straight percentage no matter what the mob's base end. So if it ake 15% from a minion it will take 15% from a boss. I've been finding most bosses and even some Lts are out of end long before i kill them.

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    I got my toon up to 20 this morning and tooled around a little bit in SC. I may seriously have to respec Stamina in sooner than I thought. One on One fights with the NPCs there, I was huffing and wheezing (no end) after one fight. This does not bode well. The endurance drained off with 3 End Mod DOs was not substantial enough to keep going, and do not seem to give any return whatsoever. In order to keep grinding at the same speed, I'll probably have to get stamina until the level where I can get the endurance transfer power, then respec with something else in mind after that.
  10. [ QUOTE ]
    Is anyone else really bothered by the fact that the main secondary effect of Elm, i.e. end drain, is still pretty much useless or has someone managed to figure out a way to make it pay off?

    edit: Ok, let me make this a little more constructive:
    Apologies if this has been suggested before but looking at how lackluster this set is for PvP and how little an effect the end drain seems to have in PvE what about adding a -rec effect to all of the powers?

    In addition is there any good explaination as to why Lightning Rod is the single brute attack in any set that does not get buffed by fury? I'm not seeing damage output in the rest of the set that would justify it. Even Burn is getting a rage fix (nice to see a tiny bit of love coming through for /fire).

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    Actually, from the EndMod spec'ing camp, with 3 DOs in it, it is starting to show a little promise. I still get my butt kicked by 3 even mobs, but I tear down bosses pretty quick. It is not so much damage mitigation against LTs and minions, but since bosses/heros use more end for their powers, it goes away much quicker.
  11. [ QUOTE ]
    Thunderstrike... It's "ok". I think that all sets need one big heavy-hitter for PvP, and it would be nice if this was given a bit more... The Blaster version is both AoE and pretty punishing, how would it be unbalancing if the Brute version was the same? As long as it does less damage, and perhaps use more Endurance than Total Focus, whats the harm, right?

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    Build Up + 75% Fury bar does a good 3/4ths of the mobs HPs at even level minions for me.. with 2 KBs slotted (no damage). Thunderstrike is one of the few powers I don't actually have as much of a beef with.
  12. [ QUOTE ]
    I only got to about level 8 or so with my electric brute but it isn't very inspiring outside of it looks spiffy. Just another rehash power. More of the same with slight variations. GIVE US AN ACUTAL NEW POWER SET NOT DUPLICATIONS OF WHAT IS ALREADY OUT THERE WITH NEW ANIMATIONS!!!!!

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    Well, lemme think here:

    Art-Design: 2 months
    Motion Capture/Armature Time : 3 months
    Collision Testing : 6 months

    I'm more of an instant gratification-type person and don't really want to wait the amount of time it takes to satisfy your UPPER CASE WHINING.

    I'd rather they spend the time adding new zones, adding more villain/hero NPCs, y'know.. more world affecting stuff.

    I would like to see Elec balanced out more than anything else. The same animations with different flashies is good for me.
  13. [ QUOTE ]
    okey if they can't up the damage then at least up the END Drain..or something...this set as currently is...NEEDS SOME MAJOR loving

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    To be honest, I believe if they are going to add the End Drain as a secondary effect on a good portion of the powers, they need to make it count. It is much easier to fight a boss than it is to fight a minion, taking into account they use higher endurance cost powers.

    I've gotten my Elec/Elec brute up to 13 and have 3 End Mod enhancements in Charged Brawl - Jacob's Ladder - Lightning Field and the only real results I can see on the bosses. I was hoping to see something significant with the DOs on Lightning Field, but overall it is 'Meh.'

    In contrast, I could point out things like Debuffs on Fear, Disorients on a slew of powers, as well as sleep duration on secondaries are much more reliable than offensive endurance modification usage.
  14. [ QUOTE ]
    I actually think that Electric Melee set is alright with the exception of Chain Induction's no exp for acr kills/hits and the 3 minute recharge on Lightning Rod. It gets hard to get a good attach chain goiong with just the Electric Melee set powers and would rely on AirSup and Boxing or other commonly picked attacks from the Power Pools to fill in more.

    I think that Charged Brawl, Havok Punch, Jacob's Ladder, and Thunder Strike do decent damage with the training enhancements I had in them.

    Yea, the Jacob's Ladder cone is small, but I did manage to get 2 mobs a few times with it. Mostly as they ran at me and were in a line.

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    I've been practicing herding groups of 6 -1's together, and with Jacob's Ladder I've gotten up to 3 at one time. This is with strictly TO End Mods on it as well.

    I'd almost plea to the devs that they take a deeper look at the end drain component of the powers. There is more than one way to damage a mob, and I think it would be startlingly more devastating with End drain. After all, you can't pop dull pain too terribly often if you don't have enough end for your shields, attacks, and then heals. And most folks only keep 3 - 4 blues handy (they stack a whole bunch of BFs and Greens tho)
  15. [ QUOTE ]
    The Korean players are getting a lvl bump. So in essence the Devs are saying: "We're trusting -them- to test this stuff this time. You guys have to grind out on test and not enjoy your time on the Live servers you're paying for just so we can get the numbers we need."

    The conclusions I draw from this are two-fold: Either they [the Korean testers] aren't testing (game is new over there..why test when you can be on Live?) or they don't see the same problems we do having not played all the other powersets extensively.

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    I could be sly and say because over there you can make money playing MMOs on eBay... and they are the very best at what they do. Probably testing how easy it is to PL.

    *EDIT* Now that I think of it, it's probably because their heroes don't camp the villain base 24/7.
  16. [ QUOTE ]
    Fully agree. Endreducers will totally be better than the EndMods in attacks, if you have end probs with your attacks.

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    I wasn't going to go past 3 end mods anyhow, but I was thinking possibly 2 accs and then an end redux for the rest.
  17. [ QUOTE ]
    That is dassapointing. I was looking forward to a possible stamina free brute by slotting endmods in all my attacks. Guess that is down the hole unless it gets help.

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    Well, these were also Training Origins.. so that may change with DOs and eventually SOs, if I could ever get to that level before I7 goes live. I don't, however, see it scaling very well. The Elec secondary 6th tier (7th? 8th?) also has an End drain.. so if it is any good as the EA one, you could consider that a possibility, but late in the game.

    I don't think many folks are testing the end drain build, so I'm kinda winging it.
  18. [ QUOTE ]
    Wow,

    I've only read the last few pages of this thread. From what I can tell, this mele set really needs a lot of love.

    I thought electricity should have a -End component. Doesn't this set have such an ability? Does it work?

    Malakim

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    I've 3-slotted Jacob's Ladder, Charged Brawl, and Lightning Field with TO End Mods. I have not really noticed the end recovery, but the bars above the mobs head seem to be neck-and-neck with each other all the way to the bottom. I still need to slot them with end reduction because after every mob group, I'm out of endurance before the last one goes down. The end mod is certainly not dramatic enough to justify not slotting damage or accuracy, that is for sure.
  19. If they can't camp the villain/hero base, they camp the bot spawn points.
    If they can't camp the bot spawn points, they camp the turrets.

    This zone is very camp heavy. The biggest part of why SC was fairly successful in preventing this was the hotspots were overrun with arachnos and longbow. The prevented in a way the smaller groups to stand back a bit and evened out the zone with the possibility of debt. This was not so much a deterrant for heroes, however, because at 50 you only accrue debt and lose it with the exemplaring.

    This is quite a predicament. I see this zone becoming more fun when sec level 50 villains are more populous and the dual/triple boost enhancements are available. Then the debt payback/prestige will seem more appealing to the villains. This may be more 3:1 with heroes dominating the zone until everyone is up to snuff. I think the AVs popping up at the bases is a good facsimile for the hordes of mobs, but it may also be a farming aspect as well.
  20. No one ever admits that they TP Gank folks unless the are SiDu or GoV, and they just say it to flamebait people.

    Also, in game, villains can no longer info a hero. All we see is *someone* TP Ganking and make the broad generalization and drone anyone camping the base.
  21. Villains generally hide in the base because the turrets are camped, the base is camped, the bots are camped, and they want to go for the single targets but get omgbbqpwned whenever they leave the base or do the other fun stuff. Most of the time it is just hanging out waiting for the heroes to leave the base alone.
  22. So the MMs and Brutes cut bait while the Corruptors and Doms do the fishing. For some reason, this still doesn't sound appealing... or like PvP to me. Sounds oddly enough like PvE. Pardon the sarcasm, but in the grand scheme of things, I would have to say that if a scrapper/blaster can do enough damage to be a frontliner, why is something that is supposed to build up more damage the more s/he gets hit and hits... sitting in a bubble pointing guns at people? You have seriously got to admit that something is way wrong here. I thought villains were supposed to be more offensive fighters, while heroes are on the defensive? Where is this damage/accuracy thing supposed to be? How is it that the healers/buffers/debuffers/ranged attacks are the ones that are the only capable fighters in RV? The only good set to play is the most defensive?
  23. So... get vent, roll a corruptor, team with other corrupters and a dominator = win RV. Gotcha.
  24. What he said: I got an Earth/EA Brute that spends most of the time stuck on the ground. If I wanted to beat squishies, I need flight. But being Earth, I suffer the same problem all MMs do, which is I can't attack flyers with my knockdowns, and hurl boulder isn't as effective because they see it a mile away and back off so I still have to run to them (most of the time through mobs or around buildings) to smash them. By then, suppresion drops and they are flying again. It's a gimp build, so I gotta reroll another brute that can take on flyers.
  25. [ QUOTE ]
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    There are plenty of resists for damage

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    Not AS damage.

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    AS can't 1-shot a tank.