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Posts
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I have fitness, hasten, teleport, and aid self on both my lv 50 brutes. Hasten helps speed up your large attacks, aid self, and tier 9 shield, such that by the time Ive got fresh inspirations in PvP my shield is back up
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I have power sink, lightening field, 1 end red in jab & punch, then the rest of my attacks 2 acc, 3 dam, 1 rch. I only have jab & punch & KO blow before power sink (and brawl ofcourse), the only exception is hand clap and footstomp which I have slotted slightly differently in both cases.
My point is with all the above (OK, I do not have tough as an additional drain, but) > I do not have end problems. I think its most important to slot the attacks that u spam the most to build fury; with an end reducer. -
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On the route to 50 I didn't find a single time with my brute where I needed a heal without someone to heal off of.
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Obviously saying /da needed aid self would create a couple of different opinions. I believe I put it that personally I would get aid self for any brute, since sometimes I will definately be fighting lvls or numbers that without running to heal I will definately faceplant.
I quoted you to ask if u have the invader accolade or the force of nature accolade. These would necessitate having fequently taken mayhem missions (where if u dont practice good damage mitigation tactics you can get damaged faster than u can heal). Also what is ur PvP rating? Since /DA is only effective if someone wants to go toe-to-toe which in my experience is not often unless they have overwhelming numbers.
Also Max says that tough is better than aid self, well not according to this guide (who backs up his opinion with numbers):http://boards.cityofheroes.com/showf...Number=4591283
Ive played a /DA stalker to lv41 I have a good idea what to expect from the brute version & played a DM brute which has a heal with similar characteristics.
As for aid self only being worth taking for a /inv brute after he gets invic? Hum well I must be gimped cause I have aid self and am not planning on taking invinciblilty any time soon. I prefer the lower endurance drain and extra attack I have over my /elec brutes. With hasten and force of nature ( available in sirens for me), then I have a trick to help with /inv lack of end drain protection and lack of end recovery options in /inv (aside from blues).
This game is 99% of grind and what concerns me the most is downtime, aid self reduces downtime significantly; and can be used effectively in battle with moderate skill.
I took aid self on my ice/thorn dom at lv14, and getting to lvl 14 is so much harder and longer without being able to heal. Even on a team I found myself having to ask players who could heal me to do so; and was told by one /rad corr that he only had a self heal. Id rather have a self heal for solo'ing and not having to waste my breath on "less informed players". -
Its not a must - but put it this way, in a rush to get lvl 50 I bet I could gain xp alot faster than you would. I ground out 45-46 on 1 mish solo on my DM/elec brute just because I like to push the envelope and go beyond what is supposed to be possible, with any method I have at my disposal (herding a platoon of nemisis soldiers behind a rock to use shadow maul on at least 5/30 with 15 reds). I died a few times on this mish but it also got me to figure out a way of timing when power surge is going to drop.
Ive played the /da set, albeit on a stalker and I was really fearful of getting in over my head. Frequently I needed to heal from the last spawn and I tried once or twice to jump into the middle of the next spawn to heal but the rooting stopped your escape, therefore I chose aid self and always will. Same thing in mayhem missions, in a couple of seconds u will know if your dark regen is going to be enough, and if its not u need to run. Then aid self really shines, but imo I would just exit the mish to lose aggro; or area attack them when they are bunched up after coming though a door after u
I teamed with an /elec brute and actually felt quite sorry for him that he had gone 40 lvl with nothing but greens to help. Its the time when you are not in control and things go bad - u need a heal with doesnt require u to expose yourself to more damage; at best you will be left in a healing cycle unable to fight back but normally just plain face planted.
OH - Just thought - how useless with /dark regen be against a kiting opponent in PvP? Assuming u have taken a travel power which leaves you exposed to slows or even web nades.
Just to be clear, dark regen is a great power along with /dm siphon life, just I would get aid self to make myself a rock hard brute! -
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To get high fury, they herd all the spawn, so they 'tank', but hey, if things go wrong, 'im not a tanker'... A bit ironic...
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As MaX said u dont need to herd to build fury. Got to say, aid self has a factor to govern its effectiveness, brute's factor is 1.4 higher than any other ATs factor; thats how relevant aid self is to a brute. If u suck as a brute, its *NOT* because aid self is a useless power. -
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1) i think we all know how the brutes works, so plz try to add sumthin else than how fury works.
2) That is still ur opinion, i could say that if u teamin a lot and u face big spawns (that is when u gonna use aid self mainly) its pretty difficult to use it, but ey, it is just my opinion.
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Maybe I should add it to my sig that I have 2 lv 50 brutes. *ponder*
First of all u sound like the kind of person who says "OMG u noob u ran, ur a brute and u ran!" in broadcast in PvP zones. Footstomp = delay sufficient to use aid self, ditto * 3 hand clap; thats if ur under very heavy fire or the rate of incoming damage is more than u can heal.
Also I guess it would be a chore to explain to u that on a big team with a large spread out spawn, that pulling is the best option (yes I know Im still a brute), because u can get mobs tightly packed for maximum AoE coverage.
Yes brutes are not tanks, but then if u had an AT that can outdamage just about anything else in the game, who could tank group sized spawns what would be the point in you as a squishy?
Why are u even trying to convince the majority that aid self doesnt work in teams?
Im playing a dom atm, and I cannot wait to get aid self because I *hate* asking a thermal corruptor on my team for a heal when its his job (and when I am playing my thermal corruptor u can bet healing is a priority and anything else I can do is a bonus)! Im doing my best to limit incoming damage (as I see that as my role on the team as a DOM), then he should be healing me. I shouldnt need aid self if I had faith in my healers. Same for a brute. Teaming alot and big spawns, then there should be no need for a brute to aid self if others were competent enough to do their job -
SS/inv will be great until u meet lots of end drain around lvl 40. Still knock down is the best defence against that for a brute with no end drain protection. A SS/elec brute will find it the easiest thing to grind on mu end drainers, since they do pitiful damage till you're drained and without shields. However /inv will be easier to play against the majority of enemies; and for a brute beginner likely to be more forgiving with dull pain and good smashing resists. Its my opinion that what ever armour u choose u should get aid self as a priority; it will prevent otherwise unavoidable deaths and cut down time (i.e. rest) to only the times when u run out of end.
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If the only reason for getting this power is to bring flyers down, I wouldnt recommend it. Usually the reason flyers are brought down is not because of KB (KB causes the flip animation). Having thought about it, only disorient brings down flyers without sticking a -fly on them. If u try to knock an empath longbow out of the sky them will do the flip and not likely to be disorientated (at least with super strength); but a true -fly (air superiority, web envelope, web cocoon, web nade, certain peace bringer attacks) will 100% bring a flyer down.
In a mayhem if u have a dozen longbow flyers after u (which can start to hurt fast on relentless or in a large group), web nade is the way to go.
Dunno if u wanted the toxic damage move, which may or may not be any good.
Difficult to comment further without knowing your template or more specifically your power pool choices. -
Ive played a fire/em dom till past lv32 and I vaguely remember getting a big hit ranged attack which I was thoroughly unimpressed with after having total focus. I believe this means that your lv38 power can be missed for something more useful. It also has a very short range, probably double melee range; so I think its 1 of the worse lv38 powers Ive seen.
I havent seen anyone else praise total focus but with domination its double damage, u cant really go wrong. When I was playing this I was a noob and though flurry looked cool, so I can comment on how fast this would build domination compared with my current lv11 ice/thorns. I left arctic air till lv26 (in place of the AoE hold with too long a recharge and -20% accuracy penalty). I like to think that on a team I can contribute with arctic air and mitigate some incoming damage with a -65% recharge debuff; it takes a bit of finese to use as an alpha and not face plant though. When I get ice slick and aid self by lvl 14 I should comfortably be able to take the alpha strike or at least assist the brute on his alpha.
I do think a dom is a team orientated build (especially out of the box with AoE power and no defence or healing).
Oh and I solo'ed a villainous vampiri elite boss, from Angello Vendretti's mish; easily when I had domination. Only realising it was an EB when he was held with half health. Id say there is some pretty good damage potential in ice/spines. -
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Incinerate builds domination faster than flares, faster animation time. It also builds domination faster than breath of fire, same reason.
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It looked like u were suggesting that the damage potential of an attack was a factor in building domination; when I went back to read what all the fuss was about. -
Ive also heard Doms have better damage modifier to melee according to no future 0.09 infact. The same as corruptors, and doms ranged modifier is 0.07 and corruptor's is 0.1. Brute's modifier is 0.1 according to nofuture; maybe its a different scale they are using cause i heard brutes base damage was 0.75.
I checked nofuture and every attack seem to add "8 to rage", so as I would have originally thought any attack builds dom; the same as any attack for brute builds fury.
I have 6 attacks (5 which do damage), and its quite a change from a brute where since I take hasten I have only 3 attacks in my chain including brawl till past lv24. Im only lvl 11 too. Obviously its because I dont have any shields.
For me its more fun than my brute, stalker and corruptor; and I havent got ice slick yet. Never used a powerset with the spines animations.
I was jealous of ice slick when I had a fire/em dom; and I understand that iceslick is getting a bit of loving in the graphics department, and ofcourse Doms get a bit of a buff in I8. Good time to roll a dom I think. -
My last at which is at lv 28 now, had about 7 min remaining on travel temps between jump pack, flying pack from mayhems and marshall brass's goldbricker rocket pack; and that is after getting all the halloween GMs and all. There is even a mish in the late 20s which gives a rocket pack out.
Currently lv 6 and already have 3 slots in scewer, for your reasons. Builds dom fast and doesnt drain the domination bar as fast as fury would. -
Had a go at using thorns as primary. It looks cool like spines or claws, and it has a synergy with ice/ since it does -recharge, and immobilize. Ive picked up chillblain as another source of -rch, but Ive had to drop hasten. :/ I have impale, chillblain, shiver, and arctic air as -rch. Fling thorns cone might be nice for lvling but cant fit it same with thorn burst. Could drop chillblain for thornburst, but an area attack at lv4 probably will just get me defeated.
Bear in mind slotting might not be optimal, Im gonna roll this one; enough of the drawing board!
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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: Slippy Q
Level: 41
Archetype: Dominator
Primary: Ice Control
Secondary: Thorny Assault
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01) --> Block of Ice==> Acc(1) Acc(3) Hold(7) Hold(7) Rechg(9) Rechg(11)
01) --> Thorny Darts==> Acc(1) Acc(3) EndRdx(25) Dmg(36)
02) --> Skewer==> Acc(2) Acc(5)
04) --> Chilblain==> Acc(4) Acc(5) EndRdx(23) Dmg(33) Dmg(33)
06) --> Aid Other==> Heal(6)
08) --> Shiver==> Acc(8) Acc(9)
10) --> Impale==> Acc(10) Acc(11) Dmg(19) Dmg(23) Dmg(25)
12) --> Ice Slick==> Rechg(12) Rechg(13) Rechg(13)
14) --> Aid Self==> Heal(14) Heal(15) Heal(15) IntRdx(17) IntRdx(17) Rechg(19)
16) --> Hurdle==> Jump(16)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Combat Jumping==> EndRdx(22)
24) --> Super Jump==> Jump(24)
26) --> Aim==> Rechg(26) Rechg(27) Rechg(27)
28) --> Arctic Air==> EndRdx(28) EndRdx(29) EndRdx(29) ConfDur(31) ConfDur(31) ConfDur(31)
30) --> Acrobatics==> EndRdx(30) EndRdx(33)
32) --> Jack Frost==> Acc(32) Acc(34) Dmg(34) Dmg(34) Dmg(36)
35) --> Ripper==> Acc(35) Acc(36) Dmg(37) Dmg(37) Dmg(37) Rechg(40)
38) --> Thorn Barrage==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Domination==> Empty(1)
02) --> Rest==> EndMod(2)
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I`m using spirit shark now since 3 levels and dropped all flying units with it i encoutered with expection of the longbows aircrafts (don't know the name right now) guarding the ships in some missions .
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Id still take black scorpion for PvP, spirit shark will be effective in PvE with its KB effect to down flyers but in PvP most people will have KB protection and that makes the KB effect redundant. Black scorpion is also AoE, good for grounding a gank squad for a possible counter gank. -
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So i decided to take a cone attack to be able to hit more mobs.
The Question is Fire Breath from Fiery Melee or Bile Spray from the PPP. Never had one of this used before.
I have only noticed that Bile Spray has a long recharge of 32 sec and high endurance costs, so would Fire Breath be better ?
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Thats a good question, Ive noticed that bile spray does toxic damage; but is the cone counted as melee or ranged attack (since there are damage modifiers for ranged and melee depending on your AT)? What is the size of the cone? If its a ranged attack and with range enhancements slottable that would be my first guess, then is the 33 total toxic damage going to be significant with fury? I would probably slot it 2 or 3 ranged enhancements. Its unlikely that anyone will be in the position to recommend 1 over the other so I'd recommend when u get to lv47 copy your toon twice to the test center and pick both; and since u already have chosen your patron (?) then you wont waste much time deciding between the 2. -
Thanks for the reply, Ive taken on board what u have said; and now quite fancy the following build with the side note that, I would do a straight swap of jack frost for shiver for PvP. I know it would be better to get earlier but I think hasten is blocking it from entering the top 30, since that improves my slow charging powers, my healing and my heavy hitters (if any
). Edit: Actually Ice slick is basically the main reason I wanted ice/ but how usefull would it be in PvP (if I am foolhardy enough to try it)? I might swap it out for shiver, which I add from the power descriptions has a -65% recharge debuff, added to a similar effect of arctic air would be quite potent in the melee range. Ice slick would be nice with TP foe (a personal favorite of mine), but need the hold protection I get from acro. Could be an idea to put TP foe and ice slice post lv30 for PvP. Im all for PvP cause its a nice break from the grinding, in this overly simplified MMORPG (yes Im a closet trader).
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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: Slippery Pain
Level: 41
Archetype: Dominator
Primary: Ice Control
Secondary: Fiery Assault
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01) --> Block of Ice==> Acc(1) Hold(3) Hold(7) Hold(7) Rechg(9) Rechg(9)
01) --> Flares==> Acc(1)
02) --> Incinerate==> Acc(2) Acc(3)
04) --> Fire Breath==> Acc(4) EndRdx(5) Range(5) Dmg(11) Dmg(11)
06) --> Hasten==> Rechg(6) Rechg(15) Rechg(15)
08) --> Aid Other==> Heal(8)
10) --> Arctic Air==> EndRdx(10) EndRdx(25) EndRdx(25) ConfDur(29) ConfDur(29) ConfDur(31)
12) --> Ice Slick==> Rechg(12) Rechg(13) Rechg(13) Range(23) Range(37) Range(40)
14) --> Aid Self==> Heal(14) Heal(17) Heal(17) IntRdx(19) IntRdx(19) Rechg(23)
16) --> Hurdle==> Jump(16)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Combat Jumping==> EndRdx(22)
24) --> Super Jump==> Jump(24)
26) --> Fiery Embrace==> Rechg(26) Rechg(27) Rechg(27)
28) --> Glacier==> Acc(28) Acc(31) Hold(31) Hold(33) Rechg(33) Rechg(34)
30) --> Acrobatics==> EndRdx(30) EndRdx(33)
32) --> Jack Frost==> Acc(32) Acc(34) Dmg(34) Dmg(36) Dmg(36)
35) --> Combustion==> Acc(35) Acc(36) Dmg(37) Dmg(37)
38) --> Blaze==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Domination==> Empty(1)
02) --> Rest==> EndMod(2)
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I was doing a mayhem, I have melee def from /nin and when the Swat boss with grenade launcher AoE my brute team mate I got knocked back. I have 3defbuff in melee def. If a swat boss can AoE without fail (Ok, I have lv 25 enhancements at lv27-28), then its safe to save heros will hit u. While I have melee def Im planning to respec out of it and flurry which I took by mistake too.
The reason is that danger sence is ranged def, AoE def, +perception, and its in the guide Im reading on the US forums by Elernet. Also due to a spine scrapper being able to see throuh my hide and temp stealth (only lv28), Im pretty sure he could also hit through melee def and any def slots in hide. However the same scrapper was making my 3ToHit raged up brute miss him alwell and then other times able to hit easily, so he could just be an inspiration king.
What would a scrapper need to see a stalker with hide + temp stealth? Do they have inbuild perception too, never heard tactics go off either. -
Someone mentioned to me that invisiblility was "capped" (as in limited, to less than its full potential) in sirens and warburg whereas hide was not, is there any basis to this?
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This is a purely PvE build for now.
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Ofcourse, it offers no damage mititgation short of holds which are resistable in PvP, unlike the ice primary with 2 -recharge (resisted by /elec brute, but still highly effective against them); and ofcourse painfully obvious lack of self heal.
Instead of intimidate I would get grant invis, invis, and phase shift to up the survivability of a toon with no healing. Ive seen a blaster in warburg melee 2 brutes with the use of phase shift and hiberate, but suckily power sink spoiled his day eventually. -
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Why would you want aid self that early and travel power that late?
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In a large part due to the handy temp travel powers u get from mayhem missions, but ofcourse 2 power pool powers can easily be swapped round if u desire.
Personally Id rather get through a mission than have a faster way of getting back from the hospital!
For me the most annoying thing about a toon that needs to keep going (i.e. domination, fury), is having to rest and lose it all because u cant heal, to me there is absolutley no question that aid self should be taken asap.
What was your reasoning for that comment? How would you build a template? Easy to sit back and fling mud when u offer no alternatives. -
Granted slotting may be off since this is a theortical template and I have no experience with the secondary but I tried to follow guides for slotting... By all means copy my post and edit it for the correct slotting if it pleases you.
Fireblast is a ranged attack, not essential IMO when Doms get a weaker ranged damage multiplier and a stronger melee damage multiplier.
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Couldnt help pull out my friend hero planner, Ive even used the fire primary before. I like the sound of doing alot of AoE damage, and I know flashfire works well, hit fiery embrace and drop combustion, and line up a fire breath. I cant remember if they all run about after disorient, an AoE immob would help if they did; and I remember having smoke which might give some small effect combined with CJ. That would help aidself go off uninterrupted. I cant see alot that is missing that u havent already got by lv30, even hasten fitted in. Unlike the ice/em Ive been trying to work acro into. Might run through how ice/fire looks in hero planner. .....Just did that and I notice I lost 2 harsh -recharge powers that are good for PvP.
-Edited for slotting:
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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: DoubleFire
Level: 32
Archetype: Dominator
Primary: Fire Control
Secondary: Fiery Assault
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01) --> Char==> Acc(1) Acc(3) Hold(5) Hold(11) Rechg(11)
01) --> Flares==> Acc(1)
02) --> Incinerate==> Acc(2) Acc(3) EndRdx(5)
04) --> Fire Breath==> Acc(4) Acc(7) Range(7) Dmg(9) Dmg(9) Dmg(19)
06) --> Hurdle==> Jump(6)
08) --> Combat Jumping==> EndRdx(8)
10) --> Aid Other==> Heal(10)
12) --> Flashfire==> Acc(12) Acc(13) Acc(13)
14) --> Aid Self==> Heal(14) Heal(15) Heal(15) IntRdx(17) IntRdx(19) Rechg(23)
16) --> Fiery Embrace==> Rechg(16) Rechg(17) Rechg(23)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Super Jump==> Jump(22)
24) --> Cinders==> Acc(24) Acc(25) Hold(25) Hold(27) Rechg(27) Rechg(29)
26) --> Hasten==> Rechg(26) Rechg(29) Rechg(31)
28) --> Combustion==> Acc(28) Acc(31)
30) --> Hot Feet==> EndRdx(30) EndRdx(31)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Domination==> Empty(1)
02) --> Rest==> EndMod(2)
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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: Captain Freeze
Level: 50
Archetype: Dominator
Primary: Ice Control
Secondary: Energy Assault
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01) --> Block of Ice==> Acc(1) Acc(3) Hold(37) Hold(37) Hold(40) Rechg(43)
01) --> Power Bolt==> Acc(1)
02) --> Bone Smasher==> Acc(2) Acc(3) EndRdx(5) Dmg(11) Dmg(11) Dmg(23)
04) --> Chilblain==> Acc(4) Acc(5)
06) --> Hasten==> Rechg(6) Rechg(7) Rechg(7)
08) --> Shiver==> Acc(8) Acc(9) Slow(9) Slow(23) Slow(25)
10) --> Aid Other==> Heal(10)
12) --> Ice Slick==> Rechg(12) Rechg(13) Rechg(13) Range(19) Range(46)
14) --> Aid Self==> Heal(14) Heal(15) Heal(15) IntRdx(17) IntRdx(17) Rechg(19)
16) --> Hurdle==> Jump(16)
18) --> Swift==> Run(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Super Speed==> Run(22)
24) --> Arctic Air==> EndRdx(24) EndRdx(25) EndRdx(46) ConfDur(46) ConfDur(50) ConfDur(50)
26) --> Glacier==> Acc(26) Acc(27) Rechg(27) Hold(36) Hold(36) Hold(37)
28) --> Total Focus==> Acc(28) Acc(29) EndRdx(29) Dmg(31) Dmg(33) Dmg(34)
30) --> Power Boost==> Rechg(30) Rechg(31) Rechg(31)
32) --> Jack Frost==> Acc(32) Acc(33) Dmg(33) Dmg(34) Dmg(34) Slow(36)
35) --> Provoke==> Acc(35)
38) --> Whirling Hands==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
41) --> Power Sink==> EndMod(41) EndMod(42) EndMod(42) EndRdx(42) EndRdx(43) EndRdx(43)
44) --> Charged Armor==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45)
47) --> Intimidate==> Acc(47) Acc(48) Fear(48) Fear(48)
49) --> Invoke Panic==> Acc(49) Acc(50)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Domination==> Empty(1)
02) --> Rest==> EndMod(2)
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Came up with that build, I like my hasten and my aid self, but with all the powers I wanted, needed to make do with SS as a travel power. I dont really see me taking this into PvP, I was planning on acrobatics but it was tough to fit in before lv 30 and all the attacks I wanted.
Id really like to choose another assault set since this would be the 4th toon Ive used energy melee on. Id like a set which can do as much damage as a Dom is capable of, and so I discounted PSI assault. I like the power boost and both nrg and ice assault have it, I heard fire was good damage but it doesnt have power boost it has fiery embrace. Id take plant assault (although imo sounds the most naff), if it could do the same damage as nrg. Im looking for more melee attacks than ranged too.
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Power boost buffs the KB distance but never magnitude. I practise this by knockng skulls about 100 yds in Atlas.
Only power in the entire game to affect magnitudes (in effect, not literally) is Domination. (energy doms dont get power thrust though)
I can try the power boost effect when I get back into the game though. I didnt use power boost in the grounded experiment.
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As Ive said before Ive got 2 lv 50 /elec brute, 1 of which has 275 PvP rating mainly from soloing. If u want to show me how Im "gimped" without acro and not a "true PvP build", then we can meet on test, contact @dark pulvatizer.
Oh and btw, energy Doms DO get power thrust, and PSI doms get telekinetic thrust; although some other dom sets lack a KB power. I have played an fire/energy dom to lv32 on US trial.
So many posts discussing the KB protection of grounded, 1 advantage u have over acro is that its an auto power unlike the end heavy toggle acro (which can be knocked off). All in all grounded is the way to go, and if u disagree prove me wrong on test!
Quite simply playing 2 /elec to lv 50 Ive been KB a handful of times of both and probably two hand full if u include times I left the ground. In PvP, Ive been knocked back a handful of times with attacks including jumpkick (animation time is as long as the knockdown animation), and power thrust; which with lightening reflexes u can get back into melee range in no time.
Additionally even, if u can KB me enough to prevent me from killing u on test (excluding using other tactics including hibernate and intangibility), I still dont care! Having grounded has never made me want acro instead. IMO /elec is the best brute 2ndary, with its end drain protection/attack, run speed increase, resistance based, tier 9 shield, specific resistances to all damage types, being highly resistant to energy attacks, attack rate increase. Its lack of heal is accomodated with getting aid self (and knowing how and when to use it), TP can let u escape from heavy mob fire to heal away from the action. U either learn to use aid self, or u sit on the boards complaining about it; with me for one wondering if u have the capacity to actually learn from your mistakes.
This to me reminds me of that UK based overclocking e-company (which shall remain nameless since Ive had bad experiences with them although I still shop with from time to time, praying I dont have to return anything) graphics section where some people always chip in saying nvidia rocks and ati sucks (and some vice versa); and try to influence anyone who has no prior knowledge with completely wrong, biased information and down right lies!In fact both ATI and Nvidia will give u good results but some people will always have a preference one way or the other; hence mirroring acro/grounded.
Perhaps this grounded sucks, acro ftw attitude stems from the fact that they prefer the leaping pool as a travel power, whereas I dont; its very hard to stop a toon who wants to TP away, unlike the leaping pool where 1 temp power webnade spoils your day! -
Problem is that power sink comes at lvl35, conserve power at lv28; quite late compared to when u can get stamina, and dark consumption is not auto hit. Although if u try it, let us know how u get on. Also I think the general consensus is to 3 slot health for regen/invul but Ive personally tested 3 slotting health (letting 2 SO go red), and the effect between 1 and 3 slotting is minimal taking a minute+ to recharge health to half for both within seconds of each other. From early experiences there is a noticeable difference between health and no health (especially if u dont have a heal yet). If ur considering super speed as a travel power though probably best to take hurdle.
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[ QUOTE ]
Thinking about running a Dark / Elec
This is what i got, any tips??
[/ QUOTE ]
SuperJump and Grounded dont mix, conserve power is a waste with power sink + hasten, power sink up every 21sec.
In a previous build (grinding up), I had shadow maul and web envelope; pulling and using web envelope u can go to town on the cone effect of shadow maul (which is ridiculously small).
Only problem with dark melee is that u dont have any big hitting attacks, as soon as I hit 50 on this I rolled a SS/elec brute. It can be effective in RV in group PvP when the fear start getting flung out, u can fear and drain and stop em flying or jumping; sooner or later the team will take them down. U dont even need a shield when u perma fear everyone.
This is my current build but I want a respec, thinking about dropping the ranged damage attacks and keeping web envelope; maybe swapping in lightening field although it wont be quite the same without rage. Past 40 its up to u, but pre-30 apart from swapping hasten for boxing + tough (however with lightening reflexes + hasten the gremlin lookalike shield is up every 5min).
Oh and static shield you will want at lv 10 since I couldnt wait for unyielding at lvl 16 on my current brute, seemed too late at 16 for such a fundamental tool for a brute. The lost are pretty difficult without mezz protection and they are around at lv 10.
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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: Dark Pulvatizer10
Level: 50
Archetype: Brute
Primary: Dark Melee
Secondary: Electric Armor
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01) --> Shadow Punch==> Acc(1) Acc(15) EndRdx(19) Dmg(46)
01) --> Charged Armor==> EndRdx(1) DmgRes(3) DmgRes(3) DmgRes(9)
02) --> Smite==> Acc(2) Acc(15) EndRdx(19) Rechg(23) Dmg(31) Dmg(34)
04) --> Conductive Shield==> EndRdx(4) DmgRes(5) DmgRes(5) DmgRes(9)
06) --> Hasten==> Rechg(6) Rechg(7) Rechg(7)
08) --> Siphon Life==> Acc(8) Acc(13) Heal(17) Heal(17) EndRdx(23) Acc(37)
10) --> Static Shield==> EndRdx(10) DmgRes(11) DmgRes(11) DmgRes(13)
12) --> Stimulant==> IntRdx(12)
14) --> Aid Self==> Heal(14) Heal(21) Heal(21) IntRdx(25) IntRdx(25) Rechg(27)
16) --> Swift==> Run(16)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(27) EndMod(29)
22) --> Teleport Foe==> Acc(22) Acc(40) Acc(43)
24) --> Teleport==> EndRdx(24)
26) --> Touch of Fear==> Acc(26) Acc(29) Acc(31) Fear(31) Fear(37) Rechg(37)
28) --> Grounded==> DmgRes(28)
30) --> Lightning Reflexes==> Run(30)
32) --> Midnight Grasp==> Acc(32) Acc(33) Acc(33) Dmg(33) Dmg(34) Dmg(34)
35) --> Power Sink==> EndMod(35) EndMod(36) EndMod(36) Rechg(36) Rechg(40) Rechg(40)
38) --> Power Surge==> Rechg(38) Rechg(39) Rechg(39) DmgRes(39)
41) --> Soul Drain==> TH_Buf(41) TH_Buf(42) TH_Buf(42) Acc(42) Acc(43) Acc(43)
44) --> Mace Blast==> Acc(44) Acc(45) Acc(45) Dmg(45) Dmg(46) Dmg(46)
47) --> Disruptor Blast==> Acc(47) Acc(48) Acc(48) Dmg(48) EndRdx(50)
49) --> Web Envelope==> Acc(49) Acc(50) Acc(50)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Fury==> Empty(1)
02) --> Rest==> EndMod(2)
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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:
http://uk.boards.cityofvillains.com/show...true#Post632423