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Posts
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Im lvl 15, what is the average now? Ive missed 2 days too. Oh and before SOs there will be a little down time, but the team size *should* easily cope with the spawn albeit at a slower rate. The reason not to team with less than 5 is because unless u are behind anyhow (say without DOs yet), you will create a larger lvl gap.
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I slotted 2 accuracy and 3 ToHit in rage, whereas I would slot 3accuracy without rage. Some would say this is overkill, but its great for PvP; u will hit everyone except a storm troller or a bubbler (2 or 4 acc insprations will be enough for them, given there rarity).
U may be able to go 1 accuracy in attacks, but I have not tested against CoT specral demons or any mobs which give you -accuracy. I would slot 3 ToHit in rage ASAP since this is the edge that SS has over all other sets which have only 10sec of high accuracy.
I mention accuracy since if u miss this will be equivalent to starting off with lower endurance in the first instance.
I have a SS/elec and a EM/inv but generally I recommend:
<ul type="square"> [*]1 end in fast cycling attacks that are part of your fury building attack chain [*]I would recommend 2acc 3dam 1 recharge in KO blow, however since u dont have power sink, Id swap out 2 damage for 2 end reducers (if u still have end problems after addressing the rest of the points).[*]footstomp 1acc, 2 end, 3 damage (this is how I have it even with power sink).[*]I have only temp invunerability and unyeilding on my lv36 em/inv, so I have saved some endurance there [*]1 end in your defensive toggles [*]Always 3 slot stamina, no more no less... [*]With a set which has no end recovery powers, get the force of nature accolade ASAP for a get out of jail free card. [*]Id get aid self in your build, dull pain can heal a boat load of damage at once but has a very long recharge [*]/inv is a good set but u really need to take care of the slotting with your end costs, slotting for damage comes after accuracy and end costs. [/list]
Ive got an EM/inv brute and I the only place I had spare slots for damage was in energy transfer. End is alot more precious to a brute because fury > damage slotting
Damage enhancements are a constant and fury does not effect them. Fury multiplies the base damage of the attack. You will put out alot more damage with a full fury bar and 75% end bar than a full fury bar 3 damage slotted SO and a 10% end bar.
This is one way of reducing end costs, some may say that no end in small attacks is fine and heavily slot KO blow for end. YMMV. -
With 3 resists in all 3 basic shields (1 resist in grounded), 1 resist in power surge, hero planner gives 100% resist to most with energy being 257% resist. Cap is 90%, I cant see this bothering anybody who has power surge. Although if they did nerf us a little then they should put our disorient resist higher since Im pretty sure its not in line with /inv disorient resist.
Just rolled a fire/fire on defiant (day before the patch), I have my freespec; and improved healing flames. Not too sure if the blaster dot tick effected brute's firey melee though. -
Ive got an EM/inv brute to lv 36 now. Barrage and energy punch I slotted 3 acc 1 end, and a recharge in EP, no damage just yet. TF I have 3acc 2end and 1 rechage. ET I have 3acc 1 recharge and 2 damage. TF has come down from 18end cost to around the same as ET which has 10 end cost. With my secondary I dont have the recharge buff of lightening reflexes but I can take alot more damage pre-unstoppable that my /elec brutes; and dull pain cancels out alot of health lost from ET spammed. My end is pretty good, but I have got force of nature pre lv24 so it gives me an end recovery option; and recharge rate buff. I have hasten too.
I took taunt at lv 35 over stun or whirling hands. Taunt is very annoying for me in PvP and I hope to return the favor sometime. -
The US post talks about whole spawns going down in 4 seconds, which is exactly what our team found.
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Im 100% behind Solar Flash on this
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As I recall u put up a post suggesting stamina should be taken... And for the same kind of reasons, it may turn out that maneuvers is redundant too, especially if we try to max our damage and wait till we get LR. Let me know what ur alt is called cause I dont see your name in the list.
As for your point about flashfires and "immob & stun", rain of fire is better than a immob and about the same as a stun because it forces mobs to run in "fear"; not only that its actually doing damage unlike flashfire. The slows from RoF stack, and they will also stack with Lingering radiation and lets not forget that if everyone throws a lingering radiation then mobs will be rooted and there recharge rate zero!
Also AM has a status "resist" not a status "defence". Your toggles will be knocked off instantly and it WILL take 15 seconds to get back to full defence offence status. The only thing that is reduced is the need to carry BFs since u will be broken free instantly minus your toggles (without your toggles u have zero defence).
I see alot of people did take maneuvers and it certainly wont harm at all but its not absolutely necessary going on my experience of the group. Added to that, its the weakest buff out of the 3 tactics, assault and maneuvers. U get about 3% defence from one person (3 slotted!) whereas corruptors give 15.7% acc from tactics 3 slotted (*8), and 15% damage from assault (no slots). As I said, there were only a couple of times where we even needed to heal.
I thought the whole idea was to have a team of 8 blasters, with a side order of the best heal in the game.
All Im saying is that lv7 is a bit early to decide that u lack defence.
Edit: it may be obvious to some people but slot rain of fire 3 * range and slot lingering radiation for 3 x range, 3 x slow. This will keep mobs from running too fast outside our AoE attacks. -
On our team, not 1 person got blitzed on an alpha. I got RI at lv6 and I would call out my anchor (/bind u "team $target is my anchor"), usually a boss. RI has about 4 seconds before it aggros anything, so EF can be dropped without any aggro but immediatly u get all the agro. However when the leader calls the target, the whole team should be ready with RoF or fireball, so no 1 person is singled out.
We were on ruthless - 1 down from relentless; which we agreed would be best till we get mutation. We obliterated everything and even cleared 1 mayhem map cause we were on a roll.
RoF is your damage mitigation, and when on the few occations we pulled 2 many spawns with bosses; our healing was more than enough. The only problem is if people leave the healing range which can happen on a mayhem and its up to the leader to make it clear what the group is doing.
Also looking at what the template from the US forums is, u find they dont mention manevuers:
"By level 20, everyone has Assault (required) and some other team oriented powers. Assault stacked 8 times gives us a +120% Damage bonus, or +280% with AM which nearly caps our damage. A couple people should have Tactics to help us hit with Flashfires (among other things). Several people should have Lingering Radiation (LR) to help debuff AV Regen. A couple people should have Grant Invisibility to help us stealth TF missions. A couple people should have Mutation (a Rez), just in case. Enervating Field (EF) will help take down AVs faster. ...."
The leadership pool is quite nice however (in that its area not individually applied), taking 2 leadership toggles and 2 debuff toggles pretty much forces u to take acro. On my lv 43 sonic/rad even with a tray of purples and BFs I couldnt solo the mayhem mission mechanical boss (to get the pet), since 4 toggles takes about 15 sec to setup again and by that time the boss's hold has recharged. Its ok for my corr since I expect to hide behind a brute, but not for an all corr team.
Id personally like to take recall friend & mutation but Id also like acro on a team like this (for KB and hold resist).
I felt that I needed another area attack at lv 12 (with travel powers now no longer a requirement), since up till then I hadnt seen anything that the team couldnt easily handle.
Its also worth noting that LR and RoF are both area slows. -
If the only thing acro offers is KB protection then Ill stick with hover for my KB protection.
Bab and states are melee and Id avoid meleeing them for too long as a corr. The whole reason Ive got power sink is so I can spam EMP without worry. I cant change that now, so Ill be using the -1000% or -500% regen (depending on who u believe), and power sink to even out my own dip in end after using it. Slotting power sink for end wont be necessary now that I cant fit my nuke in my build, with the patron shield, patron hold, and vengence.
Might go for something like this, where I can spam sleep, hold, and disorient:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Lingering Touch_no_acro_Screech
Level: 50
Archetype: Corruptor
Primary: Sonic Blast
Secondary: Radiation Emission
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01) --> Shriek==> Acc(1) Acc(3) EndRdx(17) Rechg(40) Dmg(50)
01) --> Radiant Aura==> Heal(1) Heal(5) Heal(5) EndRdx(27)
02) --> Scream==> Acc(2) Acc(3) EndRdx(17) Rechg(37) Rechg(43) Dmg(50)
04) --> Accelerate Metabolism==> Rechg(4) Rechg(9) Rechg(9) EndMod(11) EndMod(11) EndMod(13)
06) --> Hasten==> Rechg(6) Rechg(7) Rechg(7)
08) --> Assault==> EndRdx(8) EndRdx(15)
10) --> Enervating Field==> EndRdx(10) EndRdx(13) EndRdx(15)
12) --> Swift==> Run(12)
14) --> Health==> Heal(14)
16) --> Radiation Infection==> TH_DeBuf(16) TH_DeBuf(19) TH_DeBuf(23) DefDeBuf(23) EndRdx(25) EndRdx(25)
18) --> Siren's Song==> Acc(18) Acc(19) Sleep(29) Sleep(29) Sleep(31) EndRdx(45)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Hover==> Fly(22) Fly(43) Fly(46)
24) --> Super Speed==> Run(24)
26) --> Screech==> Acc(26) Acc(27) Rechg(34) Rechg(34) Rechg(34) EndRdx(36)
28) --> Lingering Radiation==> Acc(28) Acc(31) Rechg(33) Rechg(33) Rechg(33)
30) --> Tactics==> EndRdx(30) EndRdx(31)
32) --> Amplify==> Rechg(32) Rechg(36) Rechg(36)
35) --> Vengeance==> DefBuf(35) DefBuf(37) DefBuf(37)
38) --> EM Pulse==> Rechg(38) Rechg(39) Rechg(39) Hold(39) Hold(40) Hold(40)
I dont slot accuracy since I never have seen a miss on +3 bosses and spawn whilst using RI and build up, and tactics wont hurt either.
41) --> Power Sink==> EndMod(41) EndMod(42) EndMod(42) Rechg(42) Rechg(43)
44) --> Electric Shackles==> Acc(44) Acc(45) Hold(45) Hold(46) Rechg(46) Rechg(50)
47) --> Charged Armor==> EndRdx(47) DmgRes(48) DmgRes(48) DmgRes(48)
49) --> Mutation==> Rechg(49)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Scourge==> Empty(1)
02) --> Rest==> EndMod(2)
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If u really have to go without stamina, Ive seen it done. I was surprised when I looked at a brute who was lower than lv 30 and had tough and a travel power (maybe aid self too), then I realised he didnt have stamina. I think its entirely possible if u forego damage slotting (as I have had to do with my EM/inv brute, only damage I have is 2 in ET). Stick enough end in attacks (first slot the low lvl attacks with 1 end) and u will make it work Im sure. Actually aid self burns quite a bit of end too, u tend to notice things like that having 2 lv50 /elec and a 3rd /inv with no end recovery.
Remember the damage u lose by not slotting is not worth the fury u lose by resting. -
Anyone with experience of RSF with a corruptor and no acro? Do u get held by Positron if u stay far enough away? Sister Psych or Numina does a AoE disorient when on about 10% health, does this effect u if at range? Ill need to move into melee range to use EMP (for the -regen effect) and thats the time Im also likely to use power sink which is also melee.
4 toggles will take a long time to put back on when I could be doing more useful things. Would acro even prevent me getting toggle dropped by an AV?
I went on test and I found that with RI up and meleeing a single red con minion, I was hit alot but when I slotted hover for def then that single minion's hit rate tailed right off. I tested for about 20 sec each way and I decided to slot hover for def, maneuvers has the same bonus but is for the whole team (but I guess with RI, hover and maneuvers I wont need to waste slotting hover for def). Last time I was on RSF it was a pretty poor attempt at the final mish, but the thing that was failed on was 1) we didnt do enough damage 2) we got hurt too much; so tactics doesnt really help with either of these 2. -
Very good crank call, have u heard the one about Mr. Walls?
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Powers
* Brutes attack powers will now generate Fury faster against high ranking enemies (including players in PvP).
http://uk.boards.cityofvillains.com/show...;gonew=1#UNREAD
Thought u might be interested in that 1! -
Ive killed the sea witch quite a few times on various alts, but when I held her it was the easiest time I ever had. Ok it was villainous but I had 1 MM lked to my lvl and a lv19 stalker lkying a lv12 brute. Ive also been on a team with about 3 or 4 corr (2 ice/, 1 dark/), and a relentless lvl PSI hero was held before I had finished debuffing with EF and RI.
Are dom's now able to contribute in the RSF (with the 3 copied holds u get in domination)? Which would have the side effect of making stalkers more useful, especially if there is no danger with hero being held.
If they have GM lvl hold resistance in the final mission though, it will make a mockery of the improvements Doms have had, in terms of being able to contribute in the final mission of RSF. -
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Sirens Song is a great solo/small team power but a bit lackluster in big AoE-heavy teams.
It has no resistance debuff.
Shout will be buffed to 40 feet with the next patch.
Edit:
The vengeance buff only shortens the time you are mezzed - and it's inferior to AM in that regard.
It offers protection only to fear,knocks and repel.
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Thx for the info on shout, am I correct in thinking its on test now?
http://www.nofuture.org.uk/cox/power...ship/Vengeance
Doesnt seem to tally with the limited set of buffs u say.
http://www.nofuture.org.uk/cox/power.../Sirens%20Song
This does agree with what u said but this builder disagrees:
http://sherksilver.coldfront.net/index.php
With regards to sonic not having alot of control, its true, same with fire; however I do seem to put out alot of damage in teams which is what I need for RSF and also have "the best AoE hold in the game" in EMP (and have a patron hold lined up). With RI and buildup Ive not noticed missing any mobs at all (even bosses) with no accuracy. I was on a team of 6 or 7 doing rescue garrod, and those 3 holds really came in handy with the ammount of time it took to clear 1 particular ambush. -
I guess what it boils down to is - do u get held/disorientated whilst doing the final mission in RSF? AM has a minor resist to hold, immobilize, disorient, sleep, and end drain; and vengance has about the equivalent of a brute's status protection. If im far enough out of range will this help me miss the AoE disorient some heros have? ...Or in your opinion must I take acro?
I was in melee range of positron and got held in a normal mish with my current build, with 2 debuff toggles and 2 team buff toggles; I think its the most important aspect of this build to consider. I might swap out shout for screech, increasing my normal range from 20feet to 60feet.
I cant see a problem with siren's song, if someone wants to break the sleep; let them. If its a brute with AoE then Ive added a 13%res debuff. If its another squishy, then the aggro will be directed at them; but having played in PuGs to lv41 Ive never once complained that my sleep was broken. I have a bind to ask for the glowy one to be left till last. Sleep is a perfect attack if u want to debuff a whole mob either solo or in a group and not attract too much attention. In combination with RI and 2 acc I find it 100% reliable on minions and lieutenants. Its a really spammable attack. Its up every 10sec with AM and hasten and can isolate 1 enemy from a mob in defensive mode, or it can just be thrown in before a brute uses footstomp or lightning rod ect. The best power in sonic imo and has a great duration unslotted. -
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I just re-read the requirements and saw that we have a team cossie. Given the restrictions on powersets and build i'd like to come up with my own cossie for this. I hope that this isn't a problem, it's just that I would like some individuality.
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Wont really be a problem cause u can have team colours and ur individuality with the halloween salvage and the witch is back (2 cossie slots at lv1). -
Global @dark pulvatizer, toon called Team FireRad. Has got the tutorial badge
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Hit lv 41 last night and waited till the end of the first arc of my patron Scirroco to choose power sink. It was a hard decision between black scorpion's shield and power sink (+ possible MU resist shield), likewise between hasten/ hover/acro.
Black scorpion's shield is the only one that is defence based and I figured that "stacking" with RI ToHit debuff would work well. However I chose power sink, relying on a combination of RI, siren's song, and EMP pulse as my damage mitigation tools (plus the new patron hold which I havent got yet). Id like the MU shield, but since this is a team and LRSF build, I hope to be able to do without it.
I consider the order in which I took hasten compared to RI a matter of personal choice and since Im lv 41 not something I want to dwell on.
Also power sink is not how I have slotted my /elec brute(s) because I dont need recharge with AM it takes a long time to drain my end bar.
Ill bear in mind what I just read in another thread about EMP have -1000% regen as it says here:
http://www.nofuture.org.uk/cox/power...ion/EM%20Pulse
Is it worth getting acro for hold protection (yet it doesnt protect against longbow nullifier's stun grenade, right?), over recall friend and the survivability of tp (which negates immobilizes), plus the benifit of hover and being out of melee range whilst at once being able to heal the melee toons? Bearing in mind that no matter the leveling difficulties, this is a toon built for the RSF's final mission.
Here is a respec build with protection against mezz (although iirc stun still hits):
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Lingering Touch
Level: 50
Archetype: Corruptor
Primary: Sonic Blast
Secondary: Radiation Emission
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01) --> Shriek==> Acc(1) Acc(3) EndRdx(17)
01) --> Radiant Aura==> Heal(1) Heal(5) Heal(19)
02) --> Scream==> Acc(2) Acc(3) EndRdx(15)
04) --> Accelerate Metabolism==> Rechg(4) Rechg(5) Rechg(9) EndMod(11) EndMod(13) EndMod(13)
06) --> Hasten==> Rechg(6) Rechg(7) Rechg(7)
08) --> Shout==> Acc(8) Acc(9) Range(11) Range(15) EndRdx(31) Range(34)
10) --> Enervating Field==> EndRdx(10) EndRdx(17) EndRdx(19)
12) --> Combat Jumping==> DefBuf(12) DefBuf(42) DefBuf(42)
14) --> Hurdle==> Jump(14) Jump(34) Jump(37)
16) --> Swift==> Run(16)
18) --> Super Jump==> Jump(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Lingering Radiation==> Acc(22) Acc(23) Rechg(23) Rechg(25) Rechg(25) Range(43)
24) --> Acrobatics==> EndRdx(24)
26) --> Maneuvers==> DefBuf(26) DefBuf(27) DefBuf(27) EndRdx(33) EndRdx(39)
28) --> Siren's Song==> Acc(28) Acc(29) Sleep(29) Sleep(36) Range(36) Range(36)
30) --> Radiation Infection==> Rechg(30) Rechg(31) Rechg(31) DefDeBuf(33) DefDeBuf(33) DefDeBuf(34)
32) --> Tactics==> EndRdx(32) EndRdx(39)
35) --> Amplify==> Rechg(35) Rechg(37) Rechg(37)
38) --> EM Pulse==> Hold(38) Hold(39) Hold(40) Rechg(40) Rechg(40) Rechg(42)
41) --> Power Sink==> EndMod(41) EndMod(43) EndMod(43) EndRdx(46) EndRdx(50)
44) --> Electric Shackles==> Acc(44) Acc(45) Hold(45) Hold(45) Rechg(46) Rechg(46)
47) --> Vengeance==> DefBuf(47) DefBuf(48) DefBuf(48) TH_Buf(48) TH_Buf(50) TH_Buf(50)
49) --> Mutation==> Rechg(49)
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01) --> Sprint==> Run(1)
01) --> Brawl==> EndRdx(1)
01) --> Scourge==> Empty(1)
02) --> Rest==> IntRdx(2)
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Here is a build that I would end up with without a respec (I always planned on a respec so took choaking cloud to test it, which I find is near useless at least with 1 slot to hold, especially since Im always lining up the next siren's song, sleep/-res which is a cone and the hold is PBAoE):
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Lingering Touch
Level: 50
Archetype: Corruptor
Primary: Sonic Blast
Secondary: Radiation Emission
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01) --> Shriek==> Acc(1) Acc(3) EndRdx(17)
01) --> Radiant Aura==> Heal(1) Heal(5) Heal(19)
02) --> Scream==> Acc(2) Acc(3) EndRdx(15) Dmg(17) Dmg(19)
04) --> Accelerate Metabolism==> Rechg(4) Rechg(5) Rechg(9) EndMod(11) EndMod(13) EndMod(13)
06) --> Hasten==> Rechg(6) Rechg(7) Rechg(7)
08) --> Shout==> Acc(8) Acc(9) Range(11) EndRdx(15) Range(31)
10) --> Enervating Field==> EndRdx(10) EndRdx(33) EndRdx(34)
12) --> Recall Friend==> IntRdx(12)
14) --> Swift==> Run(14)
16) --> Health==> Heal(16)
18) --> Hover==> DefBuf(18) DefBuf(37) DefBuf(37)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Lingering Radiation==> Acc(22) Acc(23) Rechg(23) Rechg(25) Rechg(25) Slow(34)
24) --> Teleport==> EndRdx(24)
26) --> Amplify==> Rechg(26) Rechg(27) Rechg(27)
28) --> Siren's Song==> Acc(28) Acc(29) Sleep(29) Sleep(36) EndRdx(36) Range(36)
30) --> Radiation Infection==> Rechg(30) Rechg(31) Rechg(31) DefDeBuf(33) DefDeBuf(33) DefDeBuf(34)
32) --> Dreadful Wail==> Dmg(32) Dmg(37) Dmg(39) DisDur(43) DisDur(43) DisDur(43)
35) --> Choking Cloud==> Hold(35) EndRdx(50)
38) --> EM Pulse==> Acc(38) Acc(39) Hold(39) Hold(40) Hold(40) Rechg(40)
41) --> Power Sink==> EndRdx(41) EndMod(42) EndMod(42) EndMod(42) EndRdx(46)
44) --> Electric Shackles==> Acc(44) Acc(45) Hold(45) Hold(45) Rechg(46) Rechg(46)
47) --> Fallout==> Dmg(47) Dmg(48) Dmg(48) TH_DeBuf(48) TH_DeBuf(50) TH_DeBuf(50)
49) --> Mutation==> Rechg(49)
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01) --> Sprint==> Run(1)
01) --> Brawl==> EndRdx(1)
01) --> Scourge==> Empty(1)
02) --> Rest==> IntRdx(2)
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Aid self before u attack, it will give u a slight protection to disorient. It might be a co-incidence(very likely) but Ive never been disorientated after applying this self +res disorient buff. Remember though that unstoppable will give u a virtual complete counter to disorient. Also if u know ur going to get disorientated with your current lvl or protection pop a BF as soon as u see the disorient symbol in your icons. 30sec should be enough for the team to kill minions surrounding u.
As suggested, try to pull; but I always have trouble trying to get people to co-operate when u suggest this. I think alot of people dont recognise that 30sec preperation is better than 5min downtime after a teamwipe, and play the same in a team as they would solo... -
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Here is a post I made which was meant to be a guide but I dont know whether anyone found it useful or not since there were no replies:
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Probably because its an awful build with 2 attacks lol
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Excuse me if I dont act surprised that u cannot count.Even at lv 4 it has more than 3 attacks.
@Ayres, with all due respect if u read another thread conserning the substitution of acro for grounded then u wouldnt be completely wrong u ninny.Grounded has some undocumented stun protection that u dont get with acro. Its been tried, tested and failed. Believe me u will want all the stun protection u can get with elec, and aid self's disorient bonus helps too in my experience. BTW I have 2 lv 50 brutes and a 3rd at lvl 34, I would be very surprised if u knew anything at all I don't about brutes.
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Im lvling an EM/inv toon atm, and its good that u can hit dull pain and get an 800hp heal; especially when u will be loosing health (even against the weakest mobs) in a long fight when using energy transfer. Dull pain does kindof counter the health point loss from ur best attack; so bare that in mind.
However what u would lose in ease of use from /inv with lightening reflexes u would have even faster recharge of your big hitting attacks which cant be bad. Id be inclind to stick with my original choice however; u wont get anywhere if u keep changing ur mind and rerolling. I waited till lv 50 to start a new brute which could do damage which is what DM lacks. -
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You want 3 rchg in Rage , to make it perma.
Also, consider putting a 3rd dmg in KO Blow, I know a lot of brutes don't slot dmg at all on their attacks and rely purely on fury, but those are the same people that usually cry when you pull out a 900+ KO Blow with 3dmg + full fury on an AV.
That 3rd rchg on power sink isn't really needed either imo, it already comes back pretty damn fast.
I'd also say drop 2 heals in Health, and slot boxing a bit more so you can use it instead of auto brawl, it costs less end than brawl, and actually does dmg, for the same recharge time.
And overall I'd slot at least 2 dmg in each attack, but that's just me. Fury is all nice and well, but doing dmg with zero fury is nice too.
Last but not least, I'd prolly drop the dmg in lightning field and slot a taunt in it, but that's a matter of playstyle.
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Ive slotted my SS/elec with 2 acc/3dam/ 1 end or rch in regular attacks; with rage with 3 ToHit buffs I can hit anything short of a storm troller in PvP(for which I go and get 2 or 4 yellows and chase them out the zone). For my em/inv Ive had to 3 slot acc since the ToHit buff is only 10sec long. I do notice a large difference between 2 and 3 acc just in PvE. When I solo on relentless and am bang away at a purple boss the last thing I need it to miss, since its often a balancing act with end/health. 3acc/2end in total focus and probably a recharge next; Id like to keep the same recharge on TF and ET so I might slot that 3acc/1rch/2 dam or 1dam & 1 end. I really need to keep my end looking well since I have no power sink using /inv. I dont want to run out of end just as I reach fully fury too.
Slotting damage is great aslong as u can get away with it, its like a red inspiration; the damage itself doesnt scale like fury, the damage from a damage SO is a constant. -
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Again I have been branded a (N00B, NEWBIE etc...) Just because i AS'ed him into the ground needless to say he wasnt a happy camper but the best part is when he called me a n00b i relpyed with i am lvl 28 not excatly a and i quote "NOT REALLY A NEW PLAYER" to his replay being n00b doesnt mean new player which has now left me confussed does any other pvp stalkers out there that get branded this or am i the only one
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[Removed - Bridger]
#3: From Wikipedia:
"Newbs are simply newcomersnoob and n00b, on the other hand, generally mean someone who is obnoxious, annoying, or breaks the rules or cannot play effectively; whether they are actual newcomers or not is mostly irrelevant. Therefore, a noob may be someone who has been around for a long time but still engages in behavior that he or she should have learned is unacceptable. Noobs are generally confident in what they are doing, but in reality are annoying others. "Newb" is not necessarily an insulting word, but "noob" usually is. If someone makes an unintelligent comment on a forum or asks a question that even other newbies could answer then it is said that they are making a "noobish" comment or asking a "noobish" question."
(Emphasis mine...)
And couldn't that sentence be taken to mean that ALL stalkers are n00bs, since they're usually both confident and annoying? (at least in Sirens...)
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What is being proclaimed to be the essence of "noob", sounds more like lam0r to me. The bit about being annoying and not playing by the rules or just using the most obvious tactic over and over where there isnt much of a counter to it. , to me describes a lam0r. -
Ive been made leader of Rogue Ilse Elite by default, or more accurately one of my lv 50 alts: Smashtastic. Ive got 3 more alts in this SG with the other 2 alts in E.V.I.L. and Archon's Killing Machines.
Im posting to promote the SG and hopefully get a few new members.
Although this is a relatively new SG probably only about 2months old it has gained through hard work of its
members:
<ul type="square"> [*]Teleporters to every Location in Rogue Ilse
[*]7 Room base exquisitely decorated
[*]Arcane's equilvalent of the mission computer - where u can start the Silver Mantis task force.
[*]Medical Bay - any time u die u can opt to teleport direct to base, useful on task forces.
[*]Salvage, enhancement and inspiration bins (which are under lock & key for new members due to the game's
inability to properly punish players who join, clean out the SG and then leave).[/list]
We have about 20 members at present.
The next thing on the list of to do's is to get "cathedral of pain" ready, only obstacle is the large
ammount of prestigue required for this.
The first thing I look for in a super group is utility, i.e. making the game a little easier to get things
done. Ive been in other games and I enjoyed to PvP and do dungeons with like minded people, so this is
something Ill be organising once we have enough members in the lvl ranges and who are willing to
participate.
I hope this doesnt look too shabby next to other SG pimp posts, and that I havent forgot to mention anything
vital.
We dont have a website, I can make one but it would look very basic with my webpage skillz but its an
idea...
Contact @Dark Pulvatizer or @Statics ingame. -
This badge is from destroy school books from the television lv 45-50 contact. Im sure I have an alt in need of this. @dark pulvatizer.
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Just play a granite then, you won't need a heal, ever
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Are u forgetting about that blasters have 30% unresistable damage, and that assassin strike does a critical which is 100% unresisted? The cap for damage resist for tanks and brutes is 90%. Having played 2 brutes to lv 50 and seen a stone armour brute doing the LRSF one shotted (as it looked to me), after pulling and this is not even the last mission of LRSF; I dont understand this attititude.
Alot of the time when a brute is using tier 9 shield they look invincible but fortunately/unfortuately than are not.