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Posts
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I also think that Consume should be auto-hit, just like every other defensive based endurance recovery/drain power. Dark consumption from the Dark Melee set requires accuracy, and this makes sense, as it is in an offensive Primary power-set. Why consume requires a "to-hit check" when energy drain from the EA set does not, is beyong me.
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if they make Consume Auto-hit it will have to sacrifice the fact it does AoE damage, that is the same reason Dark Consumption is not Auto-hit due to it causing damage.
I agree, the damage dealt is pointless compared to other powers in the set so making it auto-hit would be more useful
Also I agree that HF needs fixed -
for as fast as Power Surge recharges with Lightning Reflexes and Hasten, I don't see ever there being a time that you are in real trouble with this set in the high levels. Aid Self is perfectly fine, I even had no trouble firing it off with my Fire/Ele build. Fact is you take less damage to start with, plus you do a lot of hits fast. I kept my Fury pegged most the time, where other builds I had, could not.
I'd much rather have passive Immobile/KB protection than have a self heal that might be worse than AS and have 2 extra toggles to deal with and add into the build. -
I'm not sure who thinks the Bruiser has "subpar" damage, I was trying out a lvl 40 Thug/Dark on test and he was hitting with KO Blow for 272+ Damage and doing over 110 with Footstomp AoE.
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However, with Lightning Field giving you Fury you can avoid Shadow Punch and just stick to Smite and Shadow Maul. Siphon Life is a beautiful power - as it is just a normal part of my combo and gives unslotted 10 percent hit points back.
I've gotten a few bubs into lvl 8 and love the combo.
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Um, get Shadow Punch. It's the best DPS attack for dark Melee. Shadow Maul takes too long to animate imho.
And, for the record, Lightning Field DOES NOT GIVE YOU FURY! None of the PBAoE toggles give any amount of Fury. Only "Target Click Attacks" give a single 'strike' of Fury based on the rank of their primary target. (Using an AoE? Target the Boss to get a Boss Strike of fury, instead of a minion next to the boss)
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Does anyone else think the number of players even thinking of going fire/ or /fire just shrunk tenfold?
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Fiery Aura? Yah, but thats been shrinking since the dev's have been continously nerf-batting it. I'd say FA has been nerf-batted harder than Regeneration has.
Fire Melee? Heck naw, for I7 making a FM/ELA myself. Firemelee is a LOT of fun. Just pure damage, all of the attacks animate very fast, sure it does DoT's a lot, but, thats not a problem at all for me. Fire Melee is the first set I've found that can ignore Brawl and not take Boxing while still maxing out their Fury bar.
SS, it's Jab or Boxing to be able to max out Fury, and each time ya use Knock Out Blow you lose twice the Fury that you gain. They also lack Build Up (Sure, they have Rage, but what Rage really does, is makes SS' damage on par with the other sets, they just get max'd accuracy from it. What I mean by this, is other sets have higher max damage than SS due to SS having lower Damage Scalar's)
Dark Melee, Shadow Punch, Smite, and Boxing are needed to keep fury cranked up. Shadow Maul is like KO Blow, lose more fury than ya gain. Touch of Fear and Siph Life are on too long of a timer to help Fury gain. They also suffer from a poor PvP burst damage (Soul Drain instead of Buildup)
I haven't actually played a Stone Melee, but when CoV released, I made a SS/EA brute and my friend went SM/EA. His build was great, but he said he rarely got past half Fury bar as SM. But, despite that 'downfall' his brute still smashed enemies into the asphault.
Elec Melee seems to be a lot like Stone Melee. The timers are a bit faster, but ya definitely need Boxing to keep fury at decent levels.
Which levels Energy Melee. Well, this is still the overpowered set like Energy Blappers.
This is how I feel about the sets, they're all fun, though I don't play Energy Melee due it's FOTM'ness. I really do like Fiery Melee, especially with particle physics on, Cremate and Incinerate burn up so much ground. Your opinions of the above might differ, but I still see Fiery Melee as equal among the non-Energy Meleers.
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keep in mind that Rage for SS is up all the time with only 10 seconds of downtime. The longer span of time you test the damage done with another set compared with their only 10 seconds of BU eventually SS outdamages it in total damage dealt. this isn't even counting the fact that with Lightning Reflexes, 3 recharge and hasten, there will be a decent amount of time you'll have double Rage so the damage goes up even more.
I think DM might benefit the most from /Ele due to its lack of attacks used on a regular basis, take Lightning reflexes and hasten and have a great time always having a chain without the need for Air Superiority or boxing necessarily -
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Stone Melee with /ELEC or /EA can be VERY nice like SS can be. Even better burst damage potential and even better dps potential than SS if what I have heard is correct. I am thinking of taking this as it will mesh verywell with /ELEC in pve and with hasten, lightning reflexes and attacks slotted 2 acc, 1 damage, 2 recharge, 1 end reduc you can lay down an attack chain that can almost match EM for burst damage although it will be resisted alot more than EM is. You can rival EM's dps though or basically any sets DPS.
Tough call, I'm having a hard time deciding between EM, DM, SS, SM. They all are great for different reasons.
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If you're talkin about taking /Ele then why would you waste a slot in End redux? You have power sink and conserve power! Until they fix Fury for PvP, the only way you're getting burst damage is with 3 SOs of damage, and all the recharge you can get from Hasten+LR+a SO recharge in attacks. -
First of all, stop comparing this power to lvl 32 blaster powers and compare it to lvl 32 Brute powers.
Second, do not talk about the recharge when teaming with X AT on the team, when you do that with the powers like Fire Sword Circle as well, its still a horrible recharge for LR.
3rd, you're obviously always going to use BU when using this power, so I wouldn't necessarily use any Acc in it, can someone figure out the exact recharge with 3 SO recharge, Hasten and Lightning reflexes? How about without Lightning reflexes?
Take Foot Stomp, with Rage and 3 SO damage, it does about 10.8 BI damage AoE, 20 second recharge base
Fire Sword Circle, with BU and 3 SO damage, it does about 16.8 BI damage AoE, 20 second recharge base
Lightning Rod, with Build Up and 3 SO damage, it does about 21 BI damage AoE, 180 second recharge base
So it does double the damage as Foot Stomp, and 30% more than Fire Sword Circle, why not double or triple the recharge? Why 9 Times the recharge?? -
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Unbiased finding: I haven't read any posts so I know this has probably already been mentioned.
I say drop conserve power since we already have power sink, and add an HP booster or Heal. Let's just call it "defibrilator" for now.
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Yeah, I suggested that power and name about 30 pages ago :-) -
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I'm not sure what the point of the sleep effect is for melee attacks. YOu gotta be kidding. First of all, if I'm building fury, I'm going to unsleep the guy next hit. Also, the mob isn't trying to hit me, so not building Fury that way either. Didn't the Ice Brutes go away due to this consideration?
Some of the zero sleep effects I've run into in CoH have been nasty interrupts/toggle-droppers. It seem like this was put in for PvP only. Which is totally WRONG since PvE is the game's bread and butter and PvP just some "other thing to try out". I'm not sure what I'm getting out of this in PvE. It looks like nada since we cannot drop toggles of mobs (e.g. Longbow Warden Spines guys). And then, of course, we are paying end for the useless status effect and, as always when an attack has a status component, the attack does less damage due to the perceived benefit of the effect.
BOO on the sleep!
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Thunder Strike disorients the target, not sure on % on chance -
they need a new power similar to dull pain like..
Defibulator - Enter your whole body in a suspended state of shock, causing you to feel numb and far less pain from injury. Your overall hit points are increased. (also a heal like Dull Pain) -
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Just as an initial observation on the set, and having recently played an EA brute. I have several thoughts.
1) Conserve Power and Power Sink in the same set are redundant.
2) Conserve power with it's 90 sec up ~500 sec recharge isn't to useful except against long fights against single foes.
3) Unless this set has far more resists then fire, it will underperform without a heal.
4) Replace Conserve power with either a Reconstruction clone, Dull Pain power, an AoE foe based heal or add a +regen to one of the other toggels.
With a self heal this set will have recieved compensation for it's status resist holes.
Also how many other defensive sets don't have a heal? Two and they are both defensive, SR and EA. (Stone gets +regen and +hp). While I like the differences between powersets I also think you should ask why the other sets work or don't work and learn from that. But those are just my initial observations I haven't had time to get past lvl 3.
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Just a quick jump in...but I completely agree with this. mainly number 4 - it's EXACTLY what I was thinking personally.
anyways, caarry-on
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number 4
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