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Posts
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Joined
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Ill consider that. I hope the dev's buff up the human form stuff someday. I like the fact that I can blast, scrap it out and have some mitigation. I don't like the forms myself. Now if they made it so you had pick a path I would consider that. I in no rush to get my pb to fifty. Thanks for the heads up.
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Quote:I am most likely going to drop weave. I like slotting the heavy hitting melee powers for good sets such as touch of death and Mako's bite. I have slotted crushing impact for melee sets on my other toons, but I only slot on powers that's do moderate damage. Gleaming does minor damage and glinting does moderate so hence my choice there. I could six slot the healing powers, however I would feel like a weak regen scrapper. Ill consider it. I just want to see if doing this is even possible and I hate the triform thing because I have take slots away from the human form to make the triform decent. The endgame content features a lot of opponents that use energy, fire and ice. I usually three slot my resistance powers anyway. I am frankienslotting them to help mitigate the lack of mez protection and kb protection on the toon.I don't think incarnates help PBs nearly as much as they do other ATs. A house built on a shaky foundation is still prone to falling over under stress. This goes especially for human PBs, IMO, since I think the optimal PB build is human/nova. So, consider that a bit of caveat emptor. PBs are pretty, they can be fun, but you may end up with some buyer's remorse in the endgame.
I'm a little confused about your build's strategy. You're taking weave and slotting defense powers with common IOs, then skipping the opportunity to 6-slot attack powers to receive defense bonuses that would stack with weave and yield better overall build results. You've got 5 slots in buildup for a 5% recharge bonus you could have gotten for swapping one of your st melee attack sets for crushing impact, and you're slotting heavily for status resistance - even though it's a weak benefit and was mildly nerfed in i13 - but you say you are aiming for the incarnate endgame where the Clarion Destiny would make those IOs obsolete.
Essence boost, reform essence, and photon seekers are critically under-slotted. The first two are your best defensive powers, and you should aim to have essence boost up permanently. Light form is badly over-slotted. I would switch glinting eye for gleaming bolt: they have the same DPA, but loaded with procs gleaming bolt's quick cycle time makes it a viable ranged attack spamming option. I'd take glowing touch, especially if its improved range is here to stay. I'm not a fan of luminous detonation, the knockback isn't justified by sufficient damage. You can easily take slots away from quantum and thermal shield to help powers elsewhere, the damage types they defend against compose about 30% of the total damage encountered in the game -combined-, and your passive level 1 defense offers energy/negative resistance already.
I'd recommend taking superspeed. It is very tactically valuable for a human PB.
I have no idea about clarion destiny and don't those incarnate abilities have a cooldown? I'll consider what you say. Its going to be a while before the toon is lvl 50 so Im in no rush. -
I am sure this has been beaten to death but I am piling on anyway. Fix the crab backpack bug please so people don't look like dorks when they do a dual build. K? Thanks
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Here's my first stab at making a human form PB. The incarnate stuff has piqued my interest and hopefully when help make them more viable as a build. I like the whole blapper concept. Let me know what you think.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Teslaforce: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Glinting Eye -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(3), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Heal%(5)
Level 1: Incandescence -- S'fstPrt-ResKB(A), ImpSkn-Status(7), Aegis-Psi/Status(7)
Level 2: Shining Shield -- ResDam-I(A), ResDam-I(9), ResDam-I(9)
Level 4: Gleaming Blast -- Decim-Build%(A), Decim-Acc/Dmg(11), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(13), Decim-Acc/Dmg/Rchg(13)
Level 6: Radiant Strike -- T'Death-Dam%(A), T'Death-Acc/Dmg(15), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(17)
Level 8: Essence Boost -- Mrcl-Rcvry+(A), Heal-I(19), Heal-I(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 12: Build Up -- GSFC-Build%(A), GSFC-ToHit(25), GSFC-ToHit/Rchg(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(29)
Level 14: Quantum Shield -- S'fstPrt-ResKB(A), ResDam-I(29), ResDam-I(31)
Level 16: Luminous Detonation -- Posi-Dam%(A), Posi-Acc/Dmg(31), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33)
Level 18: Incandescent Strike -- Mako-Dam%(A), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 20: Pulsar -- Stpfy-KB%(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/Rchg(36), Stpfy-Acc/Stun/Rchg(36), Stpfy-Acc/EndRdx(37)
Level 22: Reform Essence -- Heal-I(A), Numna-Regen/Rcvry+(37), Numna-Heal(37)
Level 24: Conserve Energy -- RechRdx-I(A)
Level 26: Solar Flare -- Oblit-%Dam(A), Oblit-Dmg(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 28: Kick -- Acc-I(A)
Level 30: Tough -- ImpSkn-Status(A), ResDam-I(40), ResDam-I(40)
Level 32: Dawn Strike -- Oblit-%Dam(A), Oblit-Dmg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Rchg(43)
Level 35: Weave -- LkGmblr-Rchg+(A), DefBuff-I(43), DefBuff-I(43)
Level 38: Light Form -- ImpArm-ResPsi(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(46)
Level 41: Thermal Shield -- ImpSkn-Status(A), ResDam-I(46), ResDam-I(46)
Level 44: Proton Scatter -- Posi-Dam%(A), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50)
Level 47: Photon Seekers -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(50), ExRmnt-Dmg/EndRdx(50)
Level 49: Restore Essence -- RechRdx-I(A)
Level 50: Musculature Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Flight-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 10: Combat Flight -- LkGmblr-Rchg+(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(23), EndMod-I(23), EndMod-I(25)
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I always take hasten. Its even more practical now since they made fitness inherent. I also take Tough and Weave to round out willpower. It doable because you get quick recovery from wp, I three slot that and stamina and also stack the physical mastery recovery powers as well. I know I am fanatic about stamina, however I like to be able to keep going without stopping my rage doesn't drop.
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Quote:Super str/WP for the win.Been away from the game for a little over a year, finally come back, finally figured out what I want to solo with...and still lost for my primary. I've been browsing the forums and see a whole lot of builds but I have no idea what I want for this one.
I've seen stone recommended a lot but I kinda think stone is ugly (although I could more than likely get over this one). I've also seen super strength as being suggested a lot for willpower but being reliant on hasten drives me bonkers, I don't want to build a super fast recharge build to try and keep hasten and rage perma-up, I would much rather focus my IO's on pumping my regen as high as it will go. I know how nasty SS can be but it drives me up the wall having to deal with two different sets of crashes.
I already plan to have a WP/Fire tank to duo with my girlfriend (although I still don't know if fire or SS is technically better AoE) so having a Fire/WP brute would be kinda end up boring me.
I dunno, after a year away from the game trying to re-learn all this is making me dizzy :P Any ideas?
[edit] And no, I'm not looking for a farmer build, just a brute who can pretty much solo and survive, well...anything.
[edit2] Wish there was a delete button after your post has been there for a while. I didn't even know we had a new powerset to play with, so... Kinetic/WP it is! Thanks if you took the time to read this ~_^ -
I am playing in my bane build with my current team at the moment *sigh*. And shatter armor is the third attack in my chain after I stealth strike, placate, and crowd control. Plus it has a kickass animation and sound.
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Quote:Still the biggest reason for not playing a crab is the stupid crab legs, that even cross over if your dual spec'ed.Yeah, you could do that. I was specifically answering to the "Grab gun or patron AoE INSTEAD of the crab AoEs" thing someone had said before, but you can always grab them all. I find that having that much AoE, though, doesn't really help me that much unless I'm fighting +4 enemies (which I don't like to do solo, and in groups I have more people to help with the AoE carnage). +1, +2 and +3 minions are dying pretty fast with just 3 or 4 AoEs (plus stacked assault and some damage bonuses) and pets and single target attacks take care of anything tougher much more efficiently. So I prefered to grab less AoE attacks (that frees lots of slots, too) and go for being tougher and having double assault and maneuvers.
As mentioned several times before in this thread, crabs can stack them too, and often do.
Those are cool advantages indeed. Plus stealth and crits, too.
Crabs can get those same three pets, which are hard to make perma, plus the three cool spiderlings, which are easily perma-ed, for a total of 6 pets. -
Quote:You can get an extra pet on your bane if you dip into the mace epic pool, and/or shatter armor which hits like a truck. I have the extra pet in my huntsman build and shatter armor in my bane build. Huntsman are superior IMHO because your stacking leadership on top of ttl skills, plus you have buildup and surveillance. I have a crab that is just sitting around right now, and quite frankly that toon gets worked over compared to my huntsman. Someone summed it up best, Crab spiders look like evil hamburger helper guys. I shred stuff with my huntsman. Top that off with three pets (Call reinforcements and the pet from the Mace set,) and I am walking demolition derby.Just because of the legs? Because aside from that aesthetical nitpick, I don't see where the huntsman superiority is... Crabs can be tougher, get a really cool extra pet option that's very easy to perma, dish out some energy damage instead of just lethal (granted, activation time for supression is worse, but still)... I've seen builds that do amazing things with huntsmen, but it's difficult to just automatically think of them as better than crabs with no explanation...
I also think Crabs are more flexible... You can build for toughness, or for even more AoE, or more pets, or mix and match, while the huntsmen builds I've seen tend to be more similar... Not sure if banes are that flexible, either.
Funny thing is, as soon as I saw the info about the SoA, I rushed to get my MM to 50 JUST so I could make a crab and have those legs everybody hates. I have really liked them for a while, since a crab boss was using them to try to beat the snot out of my very first character, a squishy defender, in Faultline. Though I agree that the dual builds bug, with the legs appearing on banes and being all useless and mismatched there, really sucks.
Attention puckerbutts: I am just poking fun at crabs. I say play what you want. I am just sharing my personal experiences. Don't clinch up out their, but if you do I have some coal that needs to be turned into diamonds. Can you help a man out? -
Go Bane. You can do a huntsman build, and a traditional bane build. That is what I did. One build is an AOE killing machine extraordinaire and the other is a mace wielding head crusher. Plus you can you can have a ranged spec and a melee spec minus the stupid crab backpack that shows up in your other build even though its not a crab build. Plus who wants crabs? They are hard to get rid of
There is a huntsman guide and some decent bane guides. -
SoA pets are disposable and like the power says-call reinforcements. They meant to help you out, and give you some extra fire power. I find them an inconvenience because they aggro someone before I have a chance to bu and surv.
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Its a stinker and reason 1234 why I don't like crabs
Its a power that could of been a contender but sadly its underwhelming at best.
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This is my Huntsman build. This is by far my favorite toon at the moment and has been a labor of love making. The huntsman is a gun toting badass from hell. I've been rolling through most stuff with this new I19 build.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Arbiter Raiche: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Build%(9)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(5)
Level 2: Burst -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(40)
Level 4: Combat Training: Defensive -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(17)
Level 6: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(15), Enf'dOp-Acc/Immob(17), Enf'dOp-Immob/Rng(19)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(19), Posi-Dam%(21), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg/EndRdx(23)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(23), RedFtn-Def(25), RedFtn-EndRdx(25)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dam%(29), Posi-Dmg/EndRdx(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
Level 18: Frag Grenade -- Posi-Dam%(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg(33), Posi-Dmg/Rng(34)
Level 20: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(34), EndRdx-I(34)
Level 22: Mental Training -- Run-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 26: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(37), AdjTgt-Rchg(37)
Level 28: Surveillance -- AnWeak-%ToHit(A), AnWeak-Acc/Rchg/EndRdx(39), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(39), AnWeak-DefDeb(40)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(42)
Level 32: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(43), AdjTgt-Rchg(45)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(45), EndRdx-I(45)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(46), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-+Res(Pets)(50)
Level 41: Mace Blast -- Acc-I(A)
Level 44: Disruptor Blast -- Acc-I(A)
Level 47: Summon Blaster -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Cloaking Device -- DefBuff-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(27), EndMod-I(27), EndMod-I(29)
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Does the alpha slot enhancement carry over between specs?
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I am still not on the bandwagon. I like what one of the posters said. Its mediocre at best. I should have went with MA, or claws. I have played dual blades and its a decent set.
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Is it just me or is KM an under performing set? Its animations are slow, and its damage seems anemic at best. Can anyone else confirm this?
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I would fix stalkers by nerfing hide in PVP and allowing them to stack stealth on top of hide. I would make only stalkers have the long animation for total focus and not penalize everyone else.
On the buff side I would make them more a team player instead of AS-Placate-attack again. Stalkers are pretty useless in a team situation IMO and my sg generally does not allow them to team with us. -
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Energy Aura is an endurance hogging, under performing set and probably one of the worst sets you could ever think of using.
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Quote:It's a huge end pig along with all leadership powers. I have it on my huntsman but I also have him slotted with end recovery. CT: Offensive gives decent accuracy to a VEAT and its not a toggle. So that maybe the reason why a lot of SoA don't take it and SoA are not meant to be buff bots. I have it on my Huntsman because I made that build to both solo and be an asset to teams.So yah...90% of the SoA I run into or team with dont have that>.< Is there some sort of conspiracy?? T_T Its in virtue server btw
If I was you I would focus on building my toon the right way and not worrying about how SoA's are built unless they totally suck. -
Quote:Wrong!!!!Just to clarify, even if I believe Bane is at the bottom of the barrier for its "purpose" in VEAT super team, it is still a very decent branch.
I absolutely hate all those 2s activation range attacks. Fillers? They are HORRIBLE as fillers. A filler is like 1s activation range attack that you use in between recharge time (even if it's low damage) but no, Bane has low recharge and low damage range attack that takes 2s. Calling them "filler" is like saying Gravity's Propel (takes 3.3s) on Dominator has a "purpose" just because it knockbacks. It just looks cool and nothing else.
I would love to have Whirling Mace and get rid of one of the aoe knockback attacks. I don't care which one. But knowing there is rule that they don't completely change existing powers, I root for increasing recharge and damage on some of the Mace attacks.
At current rate, I feel my Bane has to go melee (not because it is purely designed to be melee because 4 out of 8 attacks are RANGE!). You are not going to convince me that Bane is simply a "Melee" AT with some range attacks. Bane has 4 range attacks and one range Hold power. That's 5 powers that don't mesh well with Bane's "hidden" (Stalker style). In fact, if you watch enemy Bane, they start with range attacks and then placate for Executioner Strike. The current Bane style is literally hide and then go in for mace attacks.
Night Widow is the premier Melee branch, not Bane...far from it. Bane doesn't have the melee defense to begin with and while having a bit higher HP (other branches can make it up by getting 3 accolades), VEAT in general has very low base HP (dominator level only?). However, I have no problem with Bane's survival issue. I only have problem with Bane's style in general and how almost every power takes 2s to activate. If you play NW and then switch to Bane, you feel like your Bane is in slow-motion.
Has anyone playing Bane without Cloaking Device? I feel Bane's versatility is hindered by feeling the "need" to hide for critical. Maybe it is more beneficial to use web hold on somebody to start the fight (but you lose hide). Maybe it is better to use aoe range attacks in the beginning of the battle instead of running in for mace attacks (you lose hide).
I enjoy my current all melee Bane (Shatter Armor and Shatter) but I feel that's not Bane's strength.
The bane melee attacks are vastly superior their ranged attacks with the exception of Venom ray. I have 5 attacks with venom ray. I don't need a lot of attacks to be effective, and my recharge is just fine. I see the bane as being a stealthy heavy fighter type class and the widows as being fast/light fighters/assasins using a combination of mental training and poison, I don't expect the ranged attacks from the bane and mace mastery pools to be devastating. Its just not going to happen. If you want a ranged Soldier roll a huntsman or crab. Banes are fine as they are. Hit points are fine, damage is fine.
How come I don't see "Khelds human forms needs a buff?" I put one up to get a reaction and the zealots went through the roof. I feel like people are pissing on a gift every time I see a "Banes need a buff thread." I am often the first to criticize the devs but I have nothing to complain about when it comes to banes. -
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Quote:Agreed on all fronts. I made the mistake of taking it and its a dog.I think the big issue with Energy Aura is that it is armor plating over tissue paper.
It provides some good defense values... and nothing else. The Resistance Values you can get out of the auto powers is meaningless. The only utility powers the set provides are Stealth (often considered counter-productive to Brute game play, and yet needed to enhance your defense...) and Endurance Management. While the basically unlimited blue bar is nice, Energy Drain and Conserve Power don't add much to keeping your Green Bar intact.
(Yes, a heal was added to Energy Drain. No, it doesn't really make a difference until you actually achieve the soft cap)
This doesn't even go into the wasteful powers... the end result is that to GET the proper amount of protection, this set needs to run 4 toggles, where most other sets use 3.
If you want a defense-based character, Super Reflexes provides far more coverage, and has actually useful utility powers. If you want unlimited Endurance, Electric Armor is a far better choice, providing actual protection from Endurance Drain as well as essentially unlimited endurance.
I have seen the set played and working great... but it requires a lot of time, effort, and significant IO investment. For that last reason alone, the set should really get another look at and overhaul... -
Quote:BS/Regen is a bad combo. Regen is a bad set period. Claws/regen, Dark/regen maybe. If you want a good blaster build try dp/mm. Trollers Grav/Rads, defenders Ice/Son as a debuffer. Empath for any healing and buffing. Stone tanking is the worst tanking set in the game. Your uber power lets you turn into a big piece of granite, your slow as hell, and your damage is gimped. My sg has a no stone tanker rule, but I am not sure about that. If you want a good tanking combo try wp/anything, SD/SS, I heard fire was good and now we get to brute.Greetings I am a long time player who just recently reactivated, not because of Going Rogue, but because I felt like it. In fact I wasn't aware of Going Rogue until after I activated.
Anyway, so my quest in this game is to make the AT-est AT of each...AT. It's not necessarily the most efficient, for I find builds only built for efficiency to take the fun out of the game for me. I am pretty much set on what I want with heroes. I will give you an example of my heroside plans just to give you a general idea of what I want.
Blaster-Fire/Fire. Blasters in theory are supposed to be glass cannons who can destroy entire cities if they don't die. So in this respect I chose fire/fire, ignoring any defenses I may have and taking any sort of thing that might cause damage (ie: Hotfeet and Burning Aura, which in all regards are taunt auras) and slotting IOs Primarily for damage, Secondarily for Recharge, and avoiding defense.
Controller-Earth/TA-Simple, it offers a crazy amount of control. I also plan on getting presence so I can fear them.
Defender-Sonic/Sonic-Sonic/ seems to have the most to offer a team. While emps are considered the poster child of defenders, they don't offer debuffs, which I believe is what defenders should do as well.
Scrapper-BS/Regen-BS is a boss killer, which I believe that scrappers should specialize in, as they are supposed to be one on one killers.
Tanker-Stone/Dark-Stone of course is all defense no offense and dark for the recharging heal that it gets plus the -tohit.
As you can see, while some, like the scrapper, would be efficient, I plan on only strengthening my strengths and ignoring my weaknesses so they continue to be a problem, which in turn makes the game more fun to have that risk of death.
So now, I ask you, the bruting community, what the brutiest brute is. I was considering SS/WP since it seems that nothing is more brutish than some strong guy who is too dumb to know he is hit. If you have any other suggestions let me know. Also, if you could give an explanation of what you think a brute's role on a team should be (obviously not a true tank, but not a scrapper, but a brute). Finally, if you can suggest what to aim for slotting purposes (just general, I don't need actual builds) in IOs that would be wonderful.
Anyway, take care, and thank you for all your help.
SS isn't all that because its smashing and lethal and most anything has resist to smashing and lethal. Its a fun set though. I don't see brutes as stupid morons. Brutes generate rage when they fight but they could be translated in battle lust, or something else. SS/SD is a good combo, dark/sd has good synergy. Fire/fire is good etc. Play around with some of the other stuff is advisable. brute offense/wp is good because you can stack qr with stam and keep that rage full.