TheBruteSquad

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  1. Agreed. A net gain of +2 over toggle usage is enough... sort of... for most sets - as long as you have some endurance reduction (30 to 50% for most people. I run with 80%. It's still not enough.) in your attacks. Once you get enough recharge, though, that +2 goes away pretty damned quick.
  2. A Cold/* defender. Ice shields fix electric armor's last remaining weakness (being pure resist) and the debuffs in Cold turn your two man team into a wrecking crew.
  3. Well, spiritual won't help your endurance concerns any. I'm cardiac on my dark/dark and quite pleased. Then again, with the endurance proc in dark regeneration it's not uncommon for that power to function as both a full heal and a full endurance recovery tool.
  4. Quote:
    Originally Posted by Myrdinn View Post
    You have just enraged the entire Whoverse fandom. I suggest developing either the superpowers of invisibility or invulnerability at a minimum.
    Is... that a child's art class rendition of R2D2?
  5. I'll go the other direction and say if the other primaries don't do it for you don't play them. There's now officially lots to do with a single character (there always was) so unless you're thinking of a second scrapper to avoid burning out on the one you love I'd say... kick things in the face and be merry.
  6. 2000 point ion jumps live to fight another day?
  7. I agree with Memphis_Bill: I don't even look at ATs when I build teams, taskforce or not. Send a tell, get invited. Simple as that. If a team of 8 can't succeed regardless of team composition in this game I write it off as a development failure, not a team one. So in that regard - as long as someone knows how to play their character (or at least doesn't take the team down with them when they faceplant) - Kheldians bring as much to the team as anyone else.
  8. Scrappers and blasters are better at ganking runners by far. Stand in a door and beat the everloving crap out of everything that comes out of it. Even if you don't finish a lieutenant you've at least brought him low enough that a scrapper on pathway rampage will take him out in a hit or two. Of course, since you're fighting in the door constantly your fury gets high enough that more often than not you do a hell of a lot more to said lieutenant than soften him up.
  9. TheBruteSquad

    SM/WP build

    UNless, like me, you're bound to Resurgence by concept I'd say dump it for hasten. It's ***. Pure ***. I've gotten to use it a few times on the new incarnate trials when people have been able to pull mobs off my corpse long enough for me to rez and retoggle... but without the untouchable component of several other self-rez powers mostly Resurgence is just a good way to get killed for a second time before you can even toggle (before you even finish standing fairly often).

    I'm a fan of razzle dazzle in fault. 5 slots of razzle dazzle and the force feed back chance for recharge is how I have things set up. The reason for the force feed back in fault instead of tremor is the difference in animation time - there's a little bit of an animation delay after you land tremor where the recharge bonus is being wasted. It's not much, but it was noticeable to me. Also I use fault more often - even on single targets occassionally. I never use tremor single target.

    I have the absolute amazement debuff proc in stone fist - because I have it on auto. I have less global recharge (40 to 57) but I run a t3 spiritual and hasten with less than 30 seconds downtime. Stone fist happily fires off twice each attack chain for me - I *think* Seismic Smash - Stone Fist - Gloom - Stone Fist - Heavy Mallet is the best chain possible for stone melee, and I run it when hasten is up.

    Why the touch of death instead of another kinetic combat in Heavy Mallet? The ToD proc would be better in an attack that sees more use, and your typed defenses are your stronger defenses in all cases.

    Minor quibbles which are just personal taste is why not two numina or miracle in high pain and a dislike 5 slotting reactive armors for .65 fire/cold defense. All in all it's what you set out to be - a well rounded brute.
  10. TheBruteSquad

    SM/WP build

    I call my SM/WP 'Mr Content' because there isn't a single level where he falters at anything. He's been strong and tough from the moment he stepped off the chopper into Mercy to the depths of Lambda. My fancy ss/fa is only really good at level 50 where all his set bonuses are active. My SM/WP cares not for such things - they make him awesome, but even without them he's an engine of spawn diving, fault spamming, face smashing destruction.

    I went for the 'generalist' build as well, getting myself to the mid 30s for all my defenses, enough recharge to run the best attack chain when hasten is up, and a ton of extra hit points and regeneration. It works really well, overall, though it doesn't work all that well on the new trials (that said I was soloing the containment pods in the sabotage phase of Lambda last night with the aid of purple insps taking me to softcap and doing just fine, so it works well *enough*).

    If you're feeling squishy you're either fighting too many Malta, Longbow, or Arachnos or not spamming Fault enough.
  11. At the incarnate level does anyone actually care about speed boost? Fulcrum Shift is where it's at.
  12. The trial start cap should be raised on Lambda. Any successful ones I've run have had 13+ people, not 8. It makes a big difference in the sabotage section in particular to have two teams of 6+ raiding instead of two teams of four - mostly because six people absorbing attacks from the 'ignored' mobs guarding the targets is a lot healthier than 3 or 4..
  13. Fire guy was quite dead. He was in fire form and the sand put him out. He didn't turn back into a human - he just went away. That's why Jim was upset at the end of the episode - he did it to save Stephanie, and it was clearly self-defense, but yeah - dead.

    All of the super-deaths were Disney-movie/comic book logic justified. It's ok if bad guys die due to their own villainy.
  14. Quote:
    Originally Posted by brophog02 View Post
    You forgot to mention ugly.
    No I didn't. Art tastes are too subjective to put in any kind of list. For every person who believes Pokemon is an abomination unto god (*raises hand*) there is someone diligently copying every jagged angle of Pikachu for fan art. That's life.
  15. I have yet to succeed on a Lambda, let alone think of mastering it.
  16. Quote:
    Originally Posted by Pampl View Post
    I levelled a brute to 50 a dozen issues ago before taking a break, and I'd like to take a new character to 50 and beyond to see all the new content. I didn't originally want it to be another brute but I just can't stop playing as these lovable lugs I have two in particular I like, and I think I should pick one of them instead of splitting my time. One's a dark melee/willpower brute and the other is stone melee/super reflexes. The stone melee character has a much better concept, but the brute I leveled to 50 had a lame concept and was still a blast to play so that doesn't seem to matter much to me.
    Questions:
    -On the road to 50, which will level faster soloing and contribute more to pugs?
    -Which will be better for endgame content?
    -Which will require more inf to outfit while leveling? What kind of sets should I try to score for them, taking into account my very limited budget of maybe 100m?
    -Which will require more inf to outfit in the endgame? How much farming would I have to do to get them a decent collection of enhancements?
    1 - level faster solo dm/wp. Contribute more to PuGs SM/SR.
    2 - SM/SR.
    3. SM/SR. DM/WP is good to go on SOs while leveling.
    4. DM/WP. Funny how that works: The DM/WP needs less inf leveling but in order to pursue a top end build /WP has to spend a lot more inf getting their defenses up than SR.

    At the end of the day, though, they're both solid brutes to level. I would recommend whichever set has attack animation you like more. The rest of the differences are nitpicking and easily overcome by proper inspiration use.
  17. Damage resistance provides protection from damage resistance debuffs, not -Damage unless something's changed recently. At least not that I've ever seen in all this time fighting Tsoo with their Power Drain.
  18. Getting the basic cardiac without task forces will happen fairly quickly. Shards are rare but even on a bad night I tend to get one every hour of just running tips etc. 12 shards is all it takes, so a week or two of playing your favorite character an hour or two *should* do it.
  19. Definitely. Even my previously 'worthless' Willpower rez is being used on a regular basis. After demolishing me the enemies tend to rush off to their next targets letting me stand again without being instantly one shotted while standing up.

    Now, if only global bonuses worked while defeated to get those self rezzes back even faster.
  20. Huh. I had completely forgotten you could upgrade shards. Live and learn.
  21. - Vigilance gives you a damage boost solo/on a small team. I don't know how close it gets to matching Scourge over time, but it's something to consider.
    - In a team based environment this damage boost goes away, where Scourge is VERY strong (AVs spend a lot of time below 50% hp).

    - Defender buffs and debuffs are stronger.

    - Corrupters get their attacks earlier.
  22. The best toon for i120 is, no joke, the one you enjoy playing the most and are bothered dying on the least. Because you'll be playing it a lot, and you'll be dying a lot. Hypothetically a perma-elude scrapper or an electric armor tanker with 60% or more defense to all positions would be the 'best' if you mean toughest. That's not likely to happen, though (well, the scrapper is certainly possible), so bring some inspirations and rely on your team to handle the team based trials.
  23. In addition to scaling to hit bonuses on the 9CUs there's a few auto-hit attacks in the trials as well, I believe.
  24. Quote:
    Originally Posted by Redlynne View Post
    So resistance only, no defense, makes no difference to you. Good to know.
    Warshades get all kinds of neat powers scrappers don't and if you're a spawn diving eclipse spamming monster from hell they even have a higher resistance cap (85 I believe) than scrappers (75). So no, they're not really comparable. If you want it to compare you have to agree to not use those powers. Just stand there in a spawn as a pure resist character or regen character, not doing anything, and see how fast you drop compared to a softcapped character who goes afk in a spawn.

    All will die. The softcap will die slowest. The resistances will die second slowest. The regens will die first (and will do so even if you let them use their heals).
  25. But since you can't currently *get* threads without being part of the things that give you said experience that 375,000,000 number is meaningless (aside from looking like an intimidating number to scare uninformed people into making rage posts about the game not being casual friendly any longer).

    edit: Not saying that's what the intention was. Just that I saw that number bounced around in game in beta for that purpose.