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These days there's a few resist counters in the game too. More and more stuff is being flagged as unresistible or hammering elements most armor sets aren't strong against (lots of fire, energy, toxic, and psi being thrown around. Only dark resists them all, and not very much.)
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DB is a very slot intensive primary because of all the attacks needed if you want to have access to every combo.
What a lot of people, including me, do is pick a few combos you like and get the powers needed to use them rather than try and have every combo the set can use. -
The fun thing about putting a proc into a power that is auto is that it's always on, actually. Auto powers automatically reapply themselves every few seconds (10 I believe) so things like miracle and numina's end and regen bonuses get activated then.
Things with a chance to activate, like Performance shifter's chance for endurance check every few seconds. -
Not if you want to do something besides grind the incarnate trials with your playtime. Sometimes I only have an hour to play - I *could* spend it looking for a trial (usually fast), waiting for a trial to fill (usually slower), and running that trial (yay), and often I do. However, just as often I'll take that hour and run tip missions or a few missions of a story arc or something rather than stand around goofing around with my powers waiting for a trial to start (or spend the entire time NOT getting a trial by using the LFG feature, which has happened. Spent an hour in the queue with a wait time of a few minutes while whacking cold demons for cold hearted. After I was done went to a warzone and got in a trial in 3 minutes.)
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I am not afraid to dive into any +4 (no level shifts) group with my softcapped to all types possible including psi WP tanker. Only the ACU can actually hit, and they're lieutenants on Lambda (where during the sabotage phase you can find yourself alone/first to the weapon cache despite your best intentions). Soloing those +4 crates with an /em tanker takes quite a while, for the record.
If you're at softcap and find yourself alone pop a luck rather than change your build. You shouldn't find yourself alone on a trial often enough to even burn through a row of them. Especially since in the worst case scenario you can just buy more in the hospital. -
Quote:I guarantee the only thing more unique than a claws/stone brute is an ice/ice brute.Anything /energy armor is unique. I don't think I've seen many claws/stone brutes either. Yeah my energy/electric brute still gets love and yeah it was definitely a fotm when electric came out.
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Doesn't Rooted also include endurance drain resistance and defense debuff resistance? It's the strongest/most comprehensive mez protection toggle in the game, I believe.
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Well, to be fair not having Gloom WOULD make it pretty easy to not use it a lot.
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Yup. That's a monster.
Other than swapping soul tentacles for gloom (you're softcapped to melee without it) for an extra single target attack, I would totally play that build. It's more than capable of soloing the towers.
So monitor your defense, get back out there, crush those romans, see them driven before you, and hear the lamentations of their women. It is what is best in life, according to the Proto-Brute himself. -
Granite or Invulnerability *Tankers* with hardcapped smash/lethal resistance can get overwhelmed in an ITF if you're not paying attention and let the -def build up. Best thing to do, even softcapped, is to display your base defense and as soon as it drops leap out of the spawn for a few seconds to preserve your softcap. Those Romans had to work really hard to drop it in the first place - don't let them capitalize on it when a few seconds of them running to get to you again will erase all their hard work.
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I kept Flight and Resurgence because Malin had them.
Yes, combat jumping is a much better choice than resurgence most of the time. That's actually fairly close to the build I use for my stone/wp, defense level wise. Just off the glad +3%, which I could buy any time but haven't really seen the need to especially since the incarnate stuff has come out.
I literally have SO builds that do as well as any of my multi-billion inf builds in the end game because of the way autohit. -regen, high damage, and high to hit in the trials guts them. And I don't see that changing in future trials ("Ok guys, the next trials will go back to being able to be soloed by a softcapped ss/fa, mind/fire, or a katana/wp again. Sorry for the panic of needing a team in I20!").
That's a tangent, though. If you're not in love with Resurgence and Flight I'd recommend Mauk's adjustments in a heartbeat. -
Because maneuvers is a 3% boost to defense, which is very good, and assault is a 10% boost to damage bonus (not damage)... which is pitiful when measured against the bonus damage Fury and, in this case, Rage are giving you. An endurance intensive drop in the ocean - Fury and Rage are giving you 210%. Assault gives you 10% - 220% isn't really any better than 210% for calculating damage so it really is a waste.
Plus, in this particular build, yes it's for the set bonuses.
2. Taunt - Taunt is awesome. Solo it reduces enemy range by a whopping 75%, so they'll more often than not run in to use their melee attack. On a team it's very handy for both protecting your team-mates and, because you're a brute, making sure enough things are attacking you to keep your Fury fat-happy. As for on Tankers it's a good way to keep enemies on you instead of killing someone else - ESPECIALLY when said someone else is cutting loose with all the power of a thousand exploding stars and the inherent taunt built into tanker attacks isn't enough.
Plus, in this particular build, yes it's for the set bonuses. 3% smash/lethal is huge. Also the chance for psi damage turns your little tanking or fury building tool into a potential damage dealer. Just because.
Either, or both, can be dropped in favor of something else. Hurl is handy, though not in an attack chain, and if you put the six slots from taunt into hurl instead you can slot Thunderstrike. It will boost your energy/negative energy defense and accuracy at the cost of a little lethal defense. -
Well, this is missing your pretty purples but should be a solid enough starting point for a generalist well rounded brute.
- Smash, lethal, energy, and negative energy defense are all 38%. Pop a small purple whenever you feel like softcapping (with change)
- Smash, lethal resistance is up from 33% to 55%. The Council weeps.
- Strength of will is in the build. Thanks to your t3 Cardiac when it's running you have 86% smash/lethal resist. Which is as tough as brute granite w/tough. Which is just plain sick.
- Global recharge is 40%. Hasten is available for times when you really want to pour on the damage.
- I kept energy mastery. You don't have 4.61 recovery with this build (it's still 4.3!) but you don't need it. Also I used energy mastery to slot a total of four +end recovery performance shifters. That should be overkill of the highest order.
- I only kept maneuvers. The rest of leadership wasn't really useful, even for a team.
Code:The build is terrible in pvp, but if someone told you brute wp is any good in pvp to begin with they were just hoping to farm you for PvP IOs anyways. Everyone fights at range so Rise does nothing except be detoggled every time someone looks at you funny and Heightened senses defense isn't that hot. You're just a sack of hit points waiting to be farmed.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1367;662;1324;HEX;| |78DA6593DB4E13511486F79E99527A005A0A165A684BCB9932B6EAAD31514041AA6| |813BD6C1AD8B63593699D9628773E83177AA18F65623CEBAD11F50DEA9AF56FC164| |1AD8DFEC7FFFB3661D666ACFB6E2423CBF2664EC86D3ECF71BD7BDE3810AD59AADC| |EA1080B21322C346ACA51CAAE1FF794D7A80F3CE5B606ED348EB6D423E5F695FDB0| |E338BDEE53E52577DDB622CBC0FE773176D0ED3AF64EA7D51E74DC560C3BC7DF4EF| |0F5BE6A1E29AFDFEEF4A2BCAFF7943A9ADDEE750EED6D5779AD9346ADD91F28EF04| |E9CD505ECBF45F9442FF869638F00561DC63C4EF332ED481C784AA78EF3BA5B6A7E| |9625E18653ED9BC49BB15B1B9CBA86E334A52BBC92E11DD42F402A22F20FA02A27F| |A4D5D4D1CDDBD297AC7DC6E61D46B506DC657C206308763354E4078E9418D11C906| |72CD11A4616A130B21845160BC8A2842C4AEF0CBFA0D25BC627D2223A7A649A1F78| |31014C014986A4D0314417B121FD8449CA98BE730C798D23AF71E495405E9FC9312| |17DE3D09840C31268DFE42DC60AAD496EE0D04CBEA6AC5262F20D637D831BA6F185| |D6141E68A45E18BE34F50A78C9885146D33AC7E9ACE94B4992D290CC340A9A41953| |3A83283F22CF2CDEA626661C8C09E83AF00DF577264B52F0BDF1C7C73F0E5E02B86| |FDE622D779A49F03168135B2E5F5B4F23F78148553C6E24FC061DF72177001E94F1| |077155D2E7AA50BF480278C350FE833BE937F49376109935AC6A4D630A9754C2A92| |146215C5C9D5023FB08C0647E96443B77E03232A6344E54BEC8B93C18641D8B8E71| |B6D2A7A1A15143D679D7D86F4E7BF44EB01A51250AA01E57240B9125076ACB36F78| |B81F383DB0CE3E5921598924E8AB84323C8DD2A9FCFFF4F7B922E51E776BF4014FF| |A57C0FBE75C31247A3182D7358EF7F46A8A569DDA5FB046DCAE| |-------------------------------------------------------------------|
This build is pricey, but so was the one with purples so I figure you can float it. -
It's kinda a mess.
What were your aims in putting the build together? Its defenses are low, its global recharge is low, its one good resistance (smash/lethal) is low (with tough you could have around 50%).
Powers are six slotted for very slight bonuses (physical perfection, rise to the challenge).
The one thing it's got going for it is a LOT of recovery, but it needs it as those leadership toggles are heavily underslotted so running them all costs a STAGGERING 2.26 end/sec to bleed off that juicy 4.61. -
Ah, good catch on the self heal placement. I've got elec armor on a sm/elec brute and a elec/ss tanker - the brute respecced into it because she's existed *long* before the power did, and the tanker I remember grabbing it somewhere in the teens so I got a little hazy as to where it's placed. 28 makes perfect sense, as that's where conserve power was.
And I'll call Dechs crazy, despite my love for dark armor.It has, of course, great long term potential but the things that make it awesome don't come until the late teens when this 1 to 20 is almost done. On the run from 1 to 20 elec offers similar/superior resistances to everything, especially to energy which the PPD and Resistance just love slinging around.
Also, it has native knockback protection. Who wants to invest in a kb reduction IO for a throw away character?
Dark has its day, and that day comes SOON in a career - 16 (8 on a tanker) - but specifically for 1 to 20 then done forever there are better secondaries.
edit: All that being said all you really need is a high damage primary and a secondary with mez protection. This thread is a nice thought experiment but really claws/something with a mez toggle will *rip* Praetoria a new one. Spin is just that awesome. -
They should just have Hide shed aggro.
"But if it did that people could solo almost anything in the game by killing one, running and rehiding, and then killing another!"
My response would be people can already solo almost anything in the game, and no other AT would be tempted to wait 8 seconds between each enemy in a spawn to do so (since some ATs aren't even tempted to wait 8 seconds between each enemy spawn). Not that stalkers need to... but I don't see how there could be any harm in allowing that style of play. -
Wiith /pain? In my opinion, yes. MM minions don't have the health to weather damage long enough to heal them. My most successful MMs have been the ones that have heavy debuffs (dark) or high defense (traps). In fact, I'd rate Thermal over pain because the resist shields might be enough to keep the minions upright long enough for the heal to do its job.
Then again, they might not. Especially if YOU are in the AoE in bodyguard mode.
The best way to keep your minions alive is to draw the aggro to yourself, which conceptually makes NO damned sense at all (and is ill advised unless you're Traps or FF with mez protection). The criminal mastermind who puts himself in harms way for the sake of his followers? Wha? -
The entire game isn't played at 50 with incarnate abilities. Weekly Strike Targets are from any level range, as an example, and control/support is still in demand there.
All these incarnate abilities, all this unlimited power... it's dangling keys. Sure, it trivializes level 50 content... but the level 50 content was *already easy*. I honestly believe that's why some of the Incarnate powers are 'go crazy? don't mind if I do!'. Let people feel overpowered to keep them paying at a point where many people historically have unsubbed. The only way the devs could screw up what AT balance exists is if someday in their infinite wisdom they allow the incarnate abilities to exemplar down below 45. -
Electric armor is everything you want for 1 to 20 Praetoria. It has good resistances all around, including psi resistance, with excellent resistance to energy, a self heal, and a damage aura.
If you're just looking to get the job done I'd recommend something with early blooming damage, like War Mace, heavy control like Stone Melee, or high damage and a self heal like Dark Melee. Re-reading your post... yes, Claws will do nicely as well.
Any of those + electric armor will eat Praetoria for breakfast. If you were playing past level 20 I'd throw Superstrength for consideration as well... but other than the fun of knockout blow at level 8 the set doesn't really come alive until Rage at level 18 when you're almost done.
And go with the brute. At levels 1 to 20 before SOs they heavily outdamage scrappers and the durability between them and tankers is closest to even. After SOs scrappers will out damage them and tankers will out tank them, of course, but until then? No contest. -
I think energy transfer is still the biggest single target Orange Number a brute can get (not positive on that, but pretty sure). Is that worth it? Not really in my opinion. I have an energy melee tanker and while I've sometimes wondered what a build up cycle would look like backed by fury it's never made it into play past level 8 or so.
Energy Melee needs to have its niche redefined. -
Quote:The actual numbers aren't important. If all that isn't enough to floor your recovery then I stand by my assessment... you need more recharge. That full blue bar is begging to be converted to more DPS.Only running @ ~80% before Hasten, the alpha, and the empowerment station buff, iirc.
Unless you are running the very best attack chain possible for the power set, with all toggles running, AoEing at a whim, untouchable by rage and hasten crashes no matter how long you fight. If that's the case then you are a GOD and I bow my brutish little head to you. -
Diamagnetic for a boost in survival or Reactive to do more damage, in my opinion.
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Quote:Then you don't have enough recharge.You may not need Energy Mastery. My WPs run sprint and super speed all the time and only rarely run into end issues
My sm/wp can floor his endurance recovering 4 sec and spending .5 per second - a net gain of 3.5 - going all out with hasten running and a rare spiritual alpha slotted. This is with 80% end reduction slotted in every attack.
Overall, though, I'd agree with this. Unless you're trying Stupid Scrapper Stunts like soloing a pylon Body Mastery is kind of a waste on a /wp (Hell, even if you are. I don't have it - I use soul mastery for access to Gloom and darkest night). The regen bonus isn't large, the endurance recovery isn't needed, and the attacks are lackluster.
I'll lobby for Hurl, though. Sometimes jumping after a target isn't wise or even an option:
- During the Apex task force breaking those pylons in the sewers. Those Hydra are WP kryptonite made flesh.
- Helping with the blue mitos during a hamidon raid.
- If you get two sequester warnings in the new BAF and need to leap away for a good chunk of time to avoid holding your group and want to do more than pick your nose.
All of those are common situations in the current end game. Plus, four slotted with thunderstrike gives you a nice boost to your negative energy? defense and accuracy. -
Quote:Critically it was a flop. Long time fans were disappointed at several things, not the least of which being the ending. Which is what got me: I enjoyed the entire movie until the foolishness that was the ending. Yes, the classic had a surprise ending too but this one was just annoying.Top notch special effects for movie which has a lead actor that I highly doubt people are sure he can carry a film yet. Nothing in the trailer makes me believe he can. I actually looked up the 2001 version because I thought it was deemed a huge flop. It made 362mill worldwide. Oops.
Makes me wonder why they waited 10 years to do another one.