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Funny thing is that aid self used to be 'mandatory' on elec brutes before energize got introduced. Two powers from Medicine, two from Fighting (weave was considered a waste of endurance on a pure resistance set since it would be the *only* source of defense. No IOs.), three from Fitness. Dark armor and fire aura had it worse, though... two from fighting, three from leaping (acrobatics was the only source of kb protection), three from fitness.
Ah, the innocent days where SO builds were the vast majority of all builds, with HOs being for the super dedicated (people who ran STFs or yellow dawn filled Hamidon raids. No market.) -
He's saying that capping S/L is easy, but since it's only s/l if he gets hit by another type of damage he's screwed, so he prefers positional because it protects against all ranged attacks, all AoE attacks, all melee attacks instead of just one type. He's not saying that fire attacks strip away his defenses (unless I'm wrong).
He wants SR or Shield. He's just being a little reluctant about committing to one of them. -
Well, the only thing that comes to mind is drop Mu for Soul if you mean 'super damage' as in single target. If you mean super aoe then keep with the Mu - but gloom is one of the highest DPA powers a brute has access to. Stacked Rage and gloom are lovely together.
edit: Just noticed you mean to pop it onto a tanker. Um. Well. Ok, I got nothing. Willpower does *nothing* to enhance your offense. Only Invulnerability does less. Why not stick to the softcapped build? It's got rage perma'd and I'm sure it has some global recharge. Gutting it for a bunch more global recharge to try and turn a wp tanker into something it's not probably won't even be noticeable even in casual play. Still, it's your character and time. Gloom is still a kick *** single target attack so I still recommend it for your purposes. -
I think his 300 DPS build had something to do with it, too, which has everything to do with Fire Aura... but little to do with the objective of this thread. I just posted the link because someone had referred to it: I consider it off topic.
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Quote:Can you link me to the thread? You do realize it is nigh-impossible for a Fire Aura brute to solo an STF right? In fact, at this point I don't know of any AT that _has solo'ed an STF
Well, now you do. -
Sure is. And you don't even need an endless supply of critters to do it. All you need is a secondary with very few clicks (willpower if you skip/don't use the tier 9, inv if you don't need the heal often, sr has its mez protection clicked every two minutes, energy armor if you don't need the energy drain), no pool powers like hasten, and you can keep hacking away practically all day. Also no patron attacks/debuffs.
For that matter if you pre-draw the weapon before starting a fight (just click on an attack out of range or with no enemy selected) you even get rid of the very first 'draw' hit before you launch your first chain.
Really the redraw is only a 'problem' when you're playing a clicktastic secondary like Regen (which brutes don't have), Fire Aura, or Dark Armor... or if you're using gloom to raise your single target DPS. -
Those are my thoughts on the 'pass the softcap' idea as well - any time you'd really need it you'd be on a team . While that's not guaranteed to give you defense bonuses it does mean that *you're on a team*. Surely someone somewhere on the team would be doing something to make you more survivable (even if it's 'make all the enemies fall over dead before they can do lasting harm to me').
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The fire/sr build you posted. It will do everything you want it to.
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When the defense is stripped away WP is actually pretty squishy to anything not smashing/lethal. The regen and extra health, of course, are nice - rivaling Instant Healing as a toggle - but I'd guess that in a situation where things are going to hit you as if your defense isn't even there an /Inv or /Elec would hold out longer. By a few seconds.
Like Werner I can't see them arbitrarily invalidating several armor sets. I would guess if anything they're trying with the new content to bring softcapped defense back down to resistance set levels of survival. A good non-tanker resistance score is usually between 40 to 60%. Softcapped 'equals' 90%. 15% under softcap (enemies with 65% to hit, which is what the new DE and Battle Maiden have I think) is back to that 60%.
Of course it kind of pooches non-softcapped defenses (even these days not everyone uses inventions for set bonuses). It also kind of pooches said resistance sets by increasing the incoming damage they need to resist dramatically: An /elec facing Nemesis (no -def) lasts a lot longer than an /elec facing Cimerorans (oh god everything hits me on a 2!). -
Normally Gutters ranges from 'quaint' to 'pretty good', but they did miss the mark on this one. People have been making Captain Planet jokes since the first mention of the White Lantern.
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Well, most enemies have a 50% chance to hit, and no amount of defense or to hit debuffing can reduce an enemies miss chance to below 5%. So for most enemies 45% in defense is good enough. Some enemies run Rage or use build up or have a higher than average to hit bonus... that's where the 'overkill' defense comes in, keeping them floored regardless. They're really, really rare though so for *most* of the game building to be so far over 45% is a waste of money and slots.
Your build, however, looks perfectly playable... and if being one of the most agile guys in the game is what you want I don't think you'll be disappointed. -
Since Inv already has resistance and kinetic melee does -damage I'd say that KM/INV would be a fine combination. KM doesn't really do much to help SR but it's SR... it doesn't really need any help from the primary once fully built.
Have you considered km/wp? It kind of splits the difference - it has resistances (mostly to smash/lethal) to benefit from the -damage but it's mostly a defense based set. It has extra health and its main form of healing is a toggle so it doesn't get in the way of hasten.
My own km is sr, and she's a lot of fun. There's something elegant about those attack animations combined with the 'dodged' messages floating above their head. -
Elemental sets don't have redraw. The weapon is created during the attack, not before it.
Weapon sets play a 'drawing the weapon' animation before an attack without the weapon already out is used. This used to not affect DPS because each weapon attack had a pause at the end of the animation equal in length to the redraw animation, which has been removed. Now the creation of the weapon model (redraw) does affect DPS (run a search on the topic for a full explanation). -
It could be that pretty much everything axe can do mace can do too, without the lethal damage vs robots 'problem'. Also if you've played broadsword the animations are very similar (perhaps shared) so if you don't like the feel of repeating powersets it could grate at you in the back of your mind.
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Quote:Wickedly overkill on the defenses, but if you're serious about things and hoping to counter the +toHit of some of the new enemies in the game this build is certainly playable. But wickedly overkill on most things in the game (all things in the game on any team involving a traps or forcefield powerset, or a soldier of arachnos, or even just a few people running maneuvers.ok so after trying the BA/SR i decided the redraw and such wasnt for me so i whipped this up on midi's and i think ill stick with it,im fond of fire melee,tell me what you think
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I don't have a lot of experience building SR (have one, barely softcapped, called it a day) so maybe one of the experts on the set will chime in.
I heartily endorse fire melee/sr, though. It's a fun combination and it won't let you down (like battle axe may have late game when you fight a LOT of robots, most of which are highly resistant to lethal damage). -
If you don't like it, don't use it. It's good damage over time and a good way to soften up enemy groups so you can single target them down faster but not if it annoys you.
Have you tried recoloring it to dark black/dark black? It's barely noticeable if you do (the costume builder display for black/black is much worse than it actually is in play)... very easy to tune out/lose against the other effects on the screen. -
All that is true but the only combination brutes *really* fall behind on, natively, is /shield (and dark melee: forgot about soul drain for a sec). I'd second the dual blade/* brute because you can and will achieve that 150% (with glorious 200% using Frenzy every once in a while) and no secondary that can be paired with dual blades grants bonus damage.
Extra hit points and toughness, especially on something like /wp or /inv, is always handy. Running WP's skippable tier 9 and toughness pushes your smash/lethal resistance to 85%. That's a lot more potent than the scrapper capping out at 75%. Invulnerability also can pass that 75% scrapper cap with team buffs, orange inspirations, or running Unstoppable.
It is a good point about the incarnate abilities, however - though I thought I heard the nuke at least was the same damage regardless of AT? Any damage buff powers, though, would favor the scrappers definitely. -
In the end it's the Defense penalty from Rage crash (which I think you can still work around by stacking Rage) that turns out to be the painful bit. ONce your endurance use is under control you'll barely notice the endurance crash side of things.
If you can softcap smash/lethal I'd say go for the ss/elec. Layering defenses is always a good idea - strong defense, backed by strong resistances, backed by a strong self heal would make for a hell of a brute. However, softcapping the SR to everything would make for a more rounded defensive character and be cheaper. Both are good choices if you intend to be serious about them (IO sets, etc). -
As a follow up my newest Incarnate (DM/EA) owes her status to this thread. It did get me thinking about EA. In the end a simple change in playstyle did much to patch up my biggest complaint - I'm using the -toHit from Darkest Night even when softcapped to 'absorb' defense debuffs. It's made a huge difference... now it's rare for more than one def debuff to get a chance to stack.
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Nope. It's not uncommon to pass into the 'red' zone when slotting a power. Just avoid slotting extra when you're already into it. For example if you're slotting a power that has a 95% enhancement to damage with another IO you won't get much use out of slotting something that is damage/recharge for example. You'd be better off looking for another IO that was endurance/recharge or accuracy/endurance.
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The 'Batman makes everything funny' thing is a pretty old internet thing.
Behold 2005 and understand a universal truth.
But being old doesn't make it any less true. Picture those old spice commercials with Batman voiced by Kevin Conroy. -
Several slots, mostly use for raising the fire defense, were dropped in during the 30s, but yes - very nice. And for those of us who can't afford a 3% def gladiator piece you can drop maneuvers in at level 24 instead and keep the softcaps.
The nice thing is that by swapping in taunt for follow up any primary can pull this build off, minus the three maelstroms in focus (most primaries don't have a ranged attack). Including War Mace. Hmm. -
Quote:I like it on my tanker for burst damage. There's really nothing wrong with a tanker doing 1000 damage in the 10 second window of build up. Depending on resistances and bruising it can even be upwards of 1200. It's fun but not exactly sustainable.Is EM really that bad? I remember it putting out some solid numbers on BillZ's "the results are in" threads and it seems capable of solid enough DPS. Is this hate mostly directed at AoE or what?
I think it's better than people give it credit for, still hurt over the changes to energy transfer, but still middle of the pack at best. Everything recharges slowly.