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Posts
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Okay, after running my poor scrapper ragged I decided that it was time to try something a little more in tune with my regular play style (suicidal charges into groups of mobs, followed by lots of hitting things powers being used).
The Brute seemed to fit the bill perfectly (me and tankers don't get along, too much getting hit and not enough making things fall over quickly for my liking) and after teaming with a friend that seems addicted to the Energy Melee sets (both the blaster one when we teamed on CoH and the Brute and Stalker ones on CoV) I decided to give it a try, along with the Electric Armour set just because it looks, well, ace
So I humbly ask that you far more experienced members of the Brute community cast your critical eyes over the proposed build below, pointing out my no doubt numerous glaring errors
Level: 50
Archetype: Brute
Primary: Energy Melee
Secondary: Electric Armor
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01) --> Energy Punch==> Acc(1) Dmg(9) Dmg(19) Dmg(27) EndRdx(40)
01) --> Charged Armor==> EndRdx(1) DmgRes(3) DmgRes(3) DmgRes(5)
02) --> Bone Smasher==> Acc(2) Dmg(9) Dmg(19) Dmg(27) EndRdx(40)
04) --> Lightning Field==> Acc(4) EndRdx(5) Dmg(17) Dmg(17) Dmg(31) Acc(37)
06) --> Build Up==> Rechg(6) Rechg(7) Rechg(7)
08) --> Air Superiority==> Acc(8) Dmg(13) Dmg(25) Dmg(29) EndRdx(40)
10) --> Static Shield==> EndRdx(10) DmgRes(11) DmgRes(11) DmgRes(13)
12) --> Swift==> Fly(12)
14) --> Fly==> Fly(14) Fly(15) Fly(15)
16) --> Grounded==> DmgRes(16)
18) --> Health==> Heal(18) Heal(25) Heal(39)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Total Focus==> Acc(22) Dmg(23) Dmg(23) Dmg(29) Rechg(37) EndRdx(50)
24) --> Lightning Reflexes==> Fly(24)
26) --> Aid Other==> IntRdx(26)
28) --> Aid Self==> IntRdx(28) IntRdx(34) Heal(34) Heal(34) Heal(36)
30) --> Conserve Power==> Rechg(30) Rechg(31) Rechg(31)
32) --> Energy Transfer==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(37) EndRdx(46)
35) --> Power Sink==> Rechg(35) Rechg(36) Rechg(36) EndMod(43) EndMod(43) EndMod(43)
38) --> Power Surge ==> Rechg(38) Rechg(39) Rechg(39)
41) --> Conductive Shield==> EndRdx(41) DmgRes(42) DmgRes(42) DmgRes(42)
44) --> Mu Lightning==> Acc(44) Dmg(45) Dmg(45) Dmg(45) EndRdx(46) Rechg(46)
47) --> Ball Lightning==> Acc(47) Dmg(48) Dmg(48) Dmg(48) EndRdx(50) Rechg(50)
49) --> Assault==> EndRdx(49)
PS. Please note that I left Aid Self until the 20's due to trying to fit in all the usual stuff like my travel power (yeah, I know Grounded doesn't work in the air but I don't intend to be doing much ariel combat, hopefully stuff will be too busy inspecting the floor at point blank range to fly away) and Stamina. Also, with the impending double Exp weekend I should be more than capable of making it there quick enough to avoid it being too much of a problem. Hopefully..... -
Would love to join this raid (since I've missed all the previous ones due to working perma night shifts)
Veskit : Claws / Invuln scrapper at yer service -
Just be sure to remember that people will be giving you advice on how THEY do things.
I always hate giving people advice about powers etc as everyone will play differently (my main is a prime example, most Claws Scrappers love Shockwave to bits, while I detest it and refuse to take it as it knocks mobs out of Invincibility's radius for +Def sweetness)
Take ALL advice with a grain of salt (yes even this advice) and don't be afraid of making a few mistakes along the way. It's part of the learning process, and your toons will be all the better for it -
What should also be taken into consideration is the fact that just coming from the Rogue Isles doesn't make someone a criminal.
What's to say that the Brute or MM standing in Pocket D leads a life of frenzied crime apart from the narrow minded view of the heroes that also frequent the club?
It would be perfectly possible for the afore-mentioned CoV toons to have a very heroic life, dealing tough justice to many of the groups of enemies available in the Isles (after all, there's so many Arachnos squads walking around, it'd be a shame not to beat them up, and the Skulls, and the Hellions, and the CoT. Hopefully you get the picture that we fight common foes by now)
Just because the Isles require a more 'enthusiastic' method of crime prevention, does not mean that every one you meet from there is a bad person. Hell, after seeing some of the things that have happened at GG I'm sure half the hero community belong in the Zig. (wasn't too long ago there was a fight breaking out almost every night, in public, with a large group of heroes stood watching like children in a school yard) -
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How many attacks should I have?
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How long is a piece of string? If you've got a good solid attack chain then that's plenty IMO.
Also of note, Eviscerate is a real useful attack, and really comes into it's own on larger teams. The attacks cone of effect can (and will) flood your screen with those delightful orange numbers when you pick a target with a few other possible victims between them and you, making it very easy to catch severel mobs.
Like I said, this is easier to do on larger teams with a tank herding large groups of mobs together in small spaces, but that doesn't mean that it's of no use solo or in small teams. Just get used to dragging groups round corners to bunch them up ready to get their [censored] handed to them -
Okies, been playing my Claws / Invuln scrapper for quite some time now (he was my first toon bless him) and love the power set combination to bits. And then the other day I hear of the new patch on test had some alterations to Invincibility, one of which is.......
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Invincibility was looking at the wrong table for its inherent taunt ability. It now looks at the correct table, which will bring its taunt functionality more in line with other Taunt Auras. Additionally, the Magnitude of the Taunt was increased so that it matches the other Taunt Aura powers.
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Now the thing is, I know that the general stats of the scrapper version and the tanker version of the power will undoubtably vary ( I assume differing values for Res and Def granted from the powers in the set to keep things nice and balanced ) but can anyone tell me how this increased taunt magnitude will affect my life in teams?
There have been times (and I know it's not big and it's not clever) when I've dragged aggro from a tanker on some teams, granted it's usually down to the tanker relying on the taunt effect of Gauntlet and their Aura to consolidate aggro and not having / using their taunt power. And as we all know, on some missions that means you become a messy smear on the floor
Now before anyone starts yelling about waiting for the tanker to call for the team to attack I'd like to point out that I always do in PuG's or with tankers that don't work with me often as I prefer a happy team, 'cause happy teams stay together longer and that means more stuff for me to hit
I'm just worried that this increase might cause problems for the guys and gals I enjoy teaming with, something I'd very much like to avoid if at all possible.
So.. If any of the many wiser and more number-crunching folks out there can put my mind at rest it'd make my day. -
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Just to let you know, the Fearsome Five is already a group of villains in DC Comics. Could get you petitioned if you actually create a SG with that name.
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Amazing isn't it, players get stung with naming rules like this, yet the powers that be managed to pull off the Hellions without too much trouble -
As I said at the time mate, gratz once again.
That's 2 I've seen you drag to 50 so far, though was unable to get a screenie to match EQ's ding pic due to the stupid number of clowns getting in the way.
Never mind, there's always next time -
*sulks*
Where was my invite to help with the last ding?
Eh? Eh? Eh?
Gratz hun, just wish you'd let me come along to watch -
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Just wondering why you skipped follow up that's all.
Cause with hasten running and a few recharge reducers you can stack the effect at least twice. Thus adding some serious extra damage and acc to you're attacks.
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Follow Up is just one of those powers that I don't really like, kinda like Shockwave. It's merely a personal thing, but after trying it out on my main when I started him off, it just didn't grab me like I'd hoped it would.
Another thing I had to consider was the other powers that I wanted / needed to fit in the build. Didn't leave much room for powers that might not meet my expectations. -
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I can see it: Akkarin and Mephiston dangling someone from their feet, Stone Giant hulking behind them, Meadom pointing with a finger and laughing, Alfred and Richard picking up falling coins and Kitmarch giving a lecture "Next time there's an order to charge it means everyone!"
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And since Ves, Kat and Jane didn't get a mention it's safe to assume they're giggling somewhere while deciding which explosives to stuff the new guy's pockets with. -
The easiest way to join an RP SG is to just meet a few of the members and see how you get along IC.
This way you get to see if your RP styles gel and if your characters get along as well. It might not sound much but finding these things out early can save future troubles and fall outs.
P.S. In case you wanted a little more information on the Fletched Alliance.....
A generally friendly gang, often several members can be found at GG being all chatty and such. This makes IC meetings a nice simple affair. (To further simplify matters do one or both of the following.. 1: be female (Alfred will almost instantly begin offering chocolate and general schmoozing) 2: have a thing for tails (this should help out those of you not ambushed by Alfred, since Kit and Cloe are frequent GG visitors))
However, the FA isn't for everyone (sorry but them's the breaks) We have traditions and a reputation to uphold
Those of you with dreams of growing old and retiring with a family to look after you in the autumn years, sorry to tell you that you're better off looking elsewhere, a near suicidal disregard for your own personal well-being is pretty much essential (or the mean members will laugh at you for being a wimp and steal your dinner money) -
Just a quick thought on the Claws powers, my Regen experience being a tad more limited.
No Spin? Granted not the greatest AoE attack on the market, but a handy one all the same. Since you'll probably be setting up camp in the middle of the mob group, I find it a handly little power for hurting everything in range without having to worry about positioning of mobs to try and catch as many as possible in the cone radius. Just fire it off when you're surrounded and job's a good un.
Shockwave Kinda like Spin, this is one of those powers you either love or hate. Personally I hate it, though I mainly base my opinion on my time as an Invuln scrapper where knocking the mobs out of the +Def effect radius of Invincibility just seemed like a dumb thing to do. However.... This power can be a handy exit maker if the fight goes to pot and you need to get the hell out of the area speedy quick. Fire it at a large group of mobs that are in the way and watch as a tunnel through is created.
I'd strongly suggest trying out any new build on the Test server first though, better to get any bumps smoothed out before doing it for real. -
Strange indeed. Anyways, here's the build I'm using for my Claws / DA toon, works nicely so far, though a little End hungry pre-stamina
Level: 50
Archetype: Scrapper
Primary: Claws
Secondary: Dark Armor
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01) --> Strike==> Acc(1) Dmg(15) Dmg(17) Dmg(19) EndRdx(31) Rechg(34)
01) --> Dark Embrace==> EndRdx(1) DmgRes(3) DmgRes(3) DmgRes(5)
02) --> Slash==> Acc(2) Dmg(15) Dmg(17) Dmg(19) EndRdx(31) Rechg(34)
04) --> Death Shroud==> EndRdx(4) EndRdx(5) Acc(9) Dmg(31) Dmg(37) Acc(37)
06) --> Murky Cloud==> EndRdx(6) DmgRes(7) DmgRes(7) DmgRes(9)
08) --> Combat Jumping==> DefBuf(8)
10) --> Obsidian Shield==> EndRdx(10) DmgRes(11) DmgRes(11) DmgRes(13)
12) --> Spin==> Acc(12) Dmg(13) Dmg(25) Dmg(40) EndRdx(50)
14) --> Super Jump==> Jump(14)
16) --> Swift==> Run(16) Run(42) Run(42)
18) --> Health==> Heal(18) Heal(39) Heal(39)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Dark Regeneration==> Acc(22) EndRdx(23) EndRdx(23) Acc(25) Rechg(37) Rechg(40)
24) --> Focus==> Acc(24) Dmg(29) Dmg(33) Dmg(33) EndRdx(33) Rechg(34)
26) --> Cloak Of Darkness==> EndRdx(26) DefBuf(27) DefBuf(27) DefBuf(29)
28) --> Acrobatics==> EndRdx(28)
30) --> Eviscerate==> Acc(30) Dmg(39) Dmg(40) Dmg(42) EndRdx(43) Rechg(43)
32) --> Aid Other==> Heal(32)
35) --> Oppressive Gloom==> Acc(35) DisDur(36) DisDur(36) DisDur(36)
38) --> Aid Self==> Heal(38) Rechg(43)
41) --> Petrifying Gaze==> Acc(41) Hold(45) Hold(45) Hold(45)
44) --> Dark Blast==> Acc(44) Dmg(46) Dmg(46) TH_DeBuf(46)
47) --> Tenebrous Tentacles==> Acc(47) Dmg(48) Dmg(48) Immob(48)
49) --> Soul Transfer==> Heal(49) Heal(50) Heal(50)
---------------------------------------------
01) --> Power Slide==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Empty(2)
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Cheers MaX, never too sure on the technical / numbers side of things myself
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Okay, this might sound a little daft, but......
Is Hasten's recharge reduction effect (when activated) calculated using a powers basic slotted recharge time, or the modified recharge time (which has been altered by Quickness)?
As far as I can tell each case would result in differing figures (though not slept in a while so could be wrong) and the differance is rather significant.
This would also prove interesting to know when taking all other -recharge buffs into account -
Dude, count me in for Fake Nem pummelage,
As for PP's, thats what the Manticore TF is there for (which if I'm not greatly mistaken a few of us were planning to do over the weekend, though probably at some insane hour at night like usual)
The spelunker one can be easily aquired with the assistance of one of your alts that has the mission and a friend to team with, then a quick toon swap once the mission has been selected and thats 2 toons with the badge for the work of 1 -
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Awww cheers guys, never knew you cared
Just like to thank everyone that helped drag my lazy behind (damned board censors) those final few lvl's, MD, Nefhel, all the crazy folks in LLoD and you to Ringy
Now the only problem I have is deciding which scrapper gets there next........ -
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Might as well take the plunge. Time to roll me up a claws/invul...
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Dude!! About time, I've only been trying to convert you away from blasters since Febuary. -
Hehehehe
I expect another post here once you pick up Invincibility to celebrate your improved godlyness
And then another when you pick up Unstoppable for the same reason, just shinier -
Okies, I just started an Mind / FF 'troller, he's only lvl 6 at the moment, but seems fun thus far. However, having little to no experience with either powerset I can see me making a few stupid mistakes as I progress, which is something I'd prefer to avoid.
Are there any powers I should REALLY avoid?
Are there any powers I should REALLY get but would be best off waiting until later to pick up? (Kinda like some of the */Rad debuffs which are hellish to take before stamina due to End draining)
I'd be thankful for any advice available -
*Waves to Red Saint*
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On a side note, something I've noticed. Quite a few of the lists here have Super Jump. Is this personal preference, or is there a reason for it?
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It's purely a personal thing mate, unlike some builds (most notably anything / DA ) there's no actual required travel power. Ves has TP, I gave him that after trying Flight, respeccing to SS so he wasn't always the last one to the mission (seriously, what kind of scrapper is always late for a fight? ) and eventually getting bored of having to go the long way round half the zones just to hit things.
Having said that, I'm considering respeccing again soon and swapping TP for SJ, as it's highly enjoyable just bouncing around some of the zones for a while, leaping from roof top to roof top, and it looks cooly as hell -
RP teams are all about finding ways to overcome the odds stacked against you with the abilities available.
Personally I find teams that lack what most people would consider esential members and AT's a whole lot more fun to be a part of than the purpose built exp grinding teams (Tankers? Who needs 'em, lets just throw a bunch of Defenders in at the deep end and have fun, we might not hurt the bad guys much but we'll last a lot longer than they will, hopefully anyway)
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Some of the best RP teams I've been on were the Apache Longbow SG ones, where each member has one of the archery powersets ( either Archery or Trick Arrow ) and so is either a blaster, defender or controller.
These teams were huge amounts of fun, requireing a completly new way of playing for me (just look at my Sig to see why) And made even the most mundane of missions in the starting zones immensly fun.