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The numbers in both the prima guide and the builder are wrong on Lightning Rod, as has been discussed in length on the brute forums.
Its actually 6.3 (3.6 & 2.7) with a chance to do an additional 2.7 for a total of 8.9. Pretty close to the first number you suggested. The 8.9 doesn't happen all the time, but often enough, and certainly on atleast a good number in any large group thats hit. Unslotted with around 80% fury and build-up it was enough to one-shot yellow minions. A group of yellow minions. -
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So, run Power Surge 50% of the time, and crash down to 1hp between each recharge? Yeah, no thanks =P
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Power Surge's crash drops you to 0 end and 10% hp just like Unstoppable.
Overload (EA's) power drops you to 0 endurance.
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Wrong that may be what the text says but from actually using the power it drops you to 1 hp.
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Yup thats how it was whenever I used it. Crash... no health at all... any minion can faceplant me. 0 end means all your shields shut off, so you're defenseless with 1hp, you're not gonna live long if theres anything near you. Ive heard sometimes you can get lucky and get an endurance tick exactly as the crash happens and keep shields, but all the same, 1hp...
Powersurge does fill in just about any and all problems with the set (it also grants amazing protection to immob/knockback =P), but its not something you can use all the time, its something you use when you have to and then wait somewhere safe for it to run out. -
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1. Lack of toxic resistance.
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According to Hero Builder, Power Surge with 3 Res SOs will provide 70% Toxic Res. (unless that is wrong)
With Hasten and Lightning Reflexes it can be up a little over 50% of the time.
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So, run Power Surge 50% of the time, and crash down to 1hp between each recharge? Yeah, no thanks =P
Invuln and Energy have their uber armors too, ours is already balanced out with the nuts penalty at the end (which the blinky icons should help with, but trust me, you'll die a few times from it hah). You can't justify weakness in the set by its end power.
Personally, I think given the number of weaknesses, at the very least they need to make grounded work even when you're not on the ground, if only because the game handles determining what the ground is so poorly. The weak magnitude is enough, having it not work because the game engine sucks at figuring out when you're actually on the ground is too much of a penalty on the skill.
Edit: Oh, and another thing. Adding 3 resistance SOs into Power Surge is a bit of a waste of slots, given that with this power base + your other shields you're pushing or at 90% resistance to everything else, why use 3 slots just for Toxis resists? 1 I could see, as it'll ensure you max out resists, but 3, nah. -
Actually the game does differentiate between melee and ranged damage. Some classes do higher melee damage some do higher ranged damage. Meaning, if you gave the same power to a brute or corruptor, a ranged attack, the corruptor will do more damage with it because its a ranged attack, give that same brute and same corruptor a melee attack and the brute will do more, because they specialize in melee. Dominators actually fall into the melee category, which is why their melee attacks do far more damage than their best ranged.
I cannot remember where it was said now, but a red name did say they were switching a few of the PPP ranged damage powers over to the melee damge pools for the brutes and doms and other melee damage classes. I think that was the point? -
Repost from Brute forum, but hadn't seen anyone mention this specifically, a problem I noticed with grounded....
Anyone else notice this problem with Grounded?
You need to be on FLAT ground for it to work, not just not in the air. It seems any little slope or bump makes the protections worthless. I accidently tested this by running around in The Gutter in grandville. A web grenades hit me when I was on a slope and I started to slide, when I hit bottom it instantly went away, I took one step up the slope and it came back, not from another throw, but from the same one. This happened for about 20 seconds straight, as soon as I stepped on the slope I was immob'd, as soon as I slide to flat ground, gone.
Bumpy areas are a nightmare. Running around the gutter its a mess, I was getting pummeled with web gernades and they'd hold for half a second, i'd hit "flat" ground instead of a small hill and gone, step onto the next bump, back. Magnitude seems high, I was shrugging off 4-5 greandes in a row if I was on flat ground, but one on uneven ground was enough to shut me down.
Seems Grounded really needs an increase to what is considered "near the ground". Perhapes a jump height above ground. At least enough so uneven ground doesnt count as "air" =/