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Posts
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It depends. Seriously. On many factors. As much as I love Energy Mastery, it may not be necessary for every brute out there. For example, a claws/wp brute may find Energy Mastery redundant and not needed. You may decide that Quick Recovery and stamina pushing a relatively light end usage primary doesn't need further endurance help. You might decide Pyre Mastery is more your speed.
On my SS/SD, the best thing I could have done was grab Energy Mastery. Superior conditioning allows me to have more endurance and Physical Perfection allows me to gain my endurance points back faster and more reliably than I could have imagined solo. With a thirsty primary and secondary like that, or maybe dark armor, it is a dream come true.
So... there is no single "best" APP. It depends on what your primary, secondary, playstyle and slotting. For what it's worth, Energy Mastery has powers that complement bruting better than most of the other pools. (IE- assisting you to live the SMASH lifestyle you've always dreamed of without running short of endurance.) -
Quote:Additional HP still makes a difference and it not just a noob buffer. Additional hp can mean the difference between living or being defeated. If an AV hits you for 2000 pts and follows up quicky with a hit for 300, and you only have 2100 hit points, you have just been defeated. If you have 3200 hit points, you're still in the game, and have a chance to come back.wut? hp caps? If you're down to the point where your extra hp is actually going to come in handy, you're pretty much on your way down anyway(eg. you failed).
Unless there's like 10% of extra damage mitigation I'm missing somewhere tankers are basuically brutes with a weaker soloing game.
Extra hp is just a noob buffer so your new lv 50 tanks can survive sometimes where your new lv50 brute wont. When both are at the top end it dont matter.
the only exception I think is pvp because of the psychologoical advtange that comes with a tanker (eg you're harder to take down.)
If you are making the argument that the extra HP isn't exactly needed, I could pretty much agree with you. However, the hope is that new endgame content will be added that will make this a more favorable attribute.
Having extra Hp is a form of mitigation in itself. -
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Willpower is a good choice for many of the reasons already listed. Multi layered defense built in, native endurance recovery for prolonged smash sessions, great regen rate built in, and many conceptual possibilities.
I would have to say I think that WM or BA would be a good pairing. Both will lend great mitigation (mega KD) and damage to go with the secondary. Fire is a decent choice, but some may find the lack of mitigation disturbing. -
Quote:I see you are quite pleased with your corruptor's performance, but I have to say that the performance between the two is not nearly as disparate as you make it out to be.I have to disagree.
The Corruptor is VERY capable in a large team of delivering huge amounts of damage. I was helping in a team running the Dreck mission and I was tanking, herding 2 groups near a 3rd group so I could cheat the aggro cap- well due to a little side aggro the other 7 stopped to deal with a single group someone strayed too near.
I then proceeded SOLO to defeat the entire 3 groups pull of freaks. I was never threatened, never out of the green and it was EASY. Not as fast as the other 7 helping - but I was never in any danger.
I have never seen a defender who can do that with such ease.
My Dark/Ice defender could do it with Blizzard and in time - but not with such speed. There is a vast difference in a fully IO'd corruptor and an IO'd defender. -
Nothing annoys me more than the sound of healing aura on auto. Of course, there have been pain doms putting their healing aura on auto since pain debuted, so this is a playstyle problem that is perpetual.
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Corruptors will still do SCOURGE type damage to enemies with waning health. Defenders get a damage boost that reduces with the number of people on team. Solo, I would say they are about equal damage wise. Teamed, the damage slider might tip in favor of corruptors. Debuffs/ buffs still will favor defenders as they have a higher mod value for such.
The only difference I see between the two is just a few sets and their Primal Earth starting points. Fire blast, thermal radiation and pain domination are still corruptor exclusive, while empathy, force field, and psi blast are still defender exclusives. If you wanted to roll one in Praeotoria, you start out neutral and choose your path.
On the whole though, I would say these are the two ATs that are almost completely interchangeable. I welcome a well played corruptor or defender with open arms on just about any team I am running. -
Some of those sound decent, while others sound just bad. The first one is largely redundant for most melee classes and would be useless. (unless we're talking pvp effects)
Regardless, I commend your creativity. -
You should take a gander at the new Consume. It is more useful now than it has been in recent times. I never found /fa to be much trouble with consume in your arsenal.
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Quote:Well put- this is a power that not only makes no sense, it is also designed impossibly poorly. WTF.
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Oh- I would not reroll personally. Why not keep both?
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Without going into your builds ( I am no mids master) I can tell you that SD/SS rocks almost as much as ss/sd when it comes to damage. It will be sturdier thanks to the improved resistance and higher HP totals now. As you mentioned, it is easier to softcap. Defense debuffs will still suck, but it seems like you will enjoy sd/ss alot. You are taking one of the best and most damaging primaries and secondaries and rolling them together- sounds like a winning and fun combination to me.
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Quote:You are definitely right there, T. I like for a build to be efficient enough to where I am not popping insp of any sort like a junkie. I rolled a km/sd scrapper. The build seems nice enough, and I think Km is lighter on end than SS for sure.I would call "using a lot of blues" an endurance problem.
You can't count on them dropping so best not to coutn on using them when you need them.
I'm betting the person you quoted also doesn't like to have to rely on inspirations either.
I am having no endurance issues on my shield brute, even before stamina. I'm rather shocked by that because all my other toons have had endurance issues.
I can't wait to see what this km/sd brute does later on.
Regardless of how quickly stuff dies Edana- SS/SD is an extremely thirsty combo. With a notoriously thirsty primary and a secondary full of toggles, and needing more from pools to softcap, and no way to recover endurance outside of inspirations or outside buffs, things get sticky from time to time. I was ecstatic to switch to energy mastery, and feel it is the greatest gift I could have given to my brute. Inspirations are there to use, but they are not something I like to rely on. -
My ss/sd has been one of my favorite toons since I rolled him, but I did suffer from ED (endurance dysfunction) like you and many others. It was embarrassing. I was always out of steam, and he seemed to suck more end. than Senator Larry Craig in an airport restroom. Then, I respecced into Energy Mastery and picked up both of the powers that would help my blue bar. Now, life is good!
Seriously though, my ss/sd was basically kin dependent before the change. If there wasn't a kin or rad or cold on team, I wouldn't be playing him. I was super ecstatic when they made this available to us, and it was the very first change of any of my toons I made post-i18. Thanks to both of the powers, I was able to turn my beast into a beast that could run solo at full steam. In my opinion, there isn't a better thing you could do for your ss/sd than put him into the Energy Mastery Pool. -
Too bad those mindless "help me make a farmer" threads will pop up until the day this game goes under. They are the worst.
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Quote:This is stated very very succinctly. I am annoyed about having to respec some of my older toons, but I certainly think the benefits will outweigh the cost of doing so.I have to fall back on the wise words of a friend of mine; when a thing becomes so commonplace that its absence is a form of aberrant behaviour, and where that aberrant behaviour is unhindered by being given the thing, the thing should be standard.
The developers are making it trickier to make bad characters. I recognise the caution this creates, but it's a very prudent thing to do, in a design sense.
To date- I have only made one character that didn't take fitness pool. My first villain to 50; a MM that I subsequently deleted.
Everytime this or just a stamina related discussion surfaces, there is always some element that appears that seems to say "I'm a better player than you because I don't need to take stamina on any of my toons." Said player is now feeling shafted because that smug superiority and over-inflated sense of self worth will be wiped away the first time he or she rolls a new toon in i19. To that, I say: Get over it!
I don't think a player's skill level can be determined by whether or not they take stamina on their toons. The only thing that is really going to change is that the people who might look down their noses at players that choose the fitness pool will have to look for a new reason to feel superior. -
Single target is lackluster for electric melee. Electric armor has good resistance, but lacks defense. So if you are going for IOs later in the build, things will work out well for building for defense and recharge. Energize is the new(ish) hotness, so get that thing slotted for a bit of recharge and you will be good to go.
It seems like there is a lot of psi damage being doled out in Praetoria, so be ready for that. I can't recall if electric armor gives psi defense at the moment. (Haven't had my morning caffeine injection), so that might be something to think about. -
Quote:Not sure what the regen rate of my mr em/sr is, but she is well into the softcap range. Her stats put her above 48% defense in all 3 positions. The main problem I have with this combo is that the heaviest hitter in your arsenal will cause you to take consistent and notable damage. I have died probably about 10-15 times while using ET. (Cool concept, I suppose, using the last of your own life to take out an enemy, but definitely not cool when the enemy survives and you don't.) Sure, it was a bit of negligence on my part, but the problem is still there. If you are planning on using ET a lot, SR will suffer because it just doesn't have a way to dynamically regain lost HP. SR survivability is superb, but coupling it with EM is not the best plan, IMO.Thanks. Can I ask what your Regen rate is, and if your EM/SR is at soft-capped Def? I don't mind so much about the drawbacks of EM, just trying to get an idea of the survivability.
If you can do it- why not roll an EM/SD? At least with AAO boosting your offense, ET will hit harder than it does with SR. I have only seen one EM/SD, and the person said he liked it well enough. -
Quote:I have played this combo and I must say that I disagree wholeheartedly with the above statement. Although I suppose it depends largely on how much you plan on using ET, but that attack takes constant and notable chunks out of your health bar. I absolutely despise my EM/SR. Namely because of the EM part. I don't have any problems with SR really, but the pairing lacks any synergy.
As for EM, the health drain from ET is negligible at best. Carry a few greens, or even better, purples for turning on temp-godmode.
Without any means of recovering health outside of carrying greens (not reliable) or taking aid self, SR is probably one of the last secondaries I would recommend to pair with EM. EM does much better with a secondary that gives the user the ability to regenerate health instantly (Dark Armor, fiery aura) or passively (WP or energy aura). Believe me- the constant dings to your health will become an issue if you use ET a lot. And with that being of the heaviest hitters in the set, why wouldn't you want to use it as often as possible?
I would recommend taking anything else/SR. Yes, I said anything/sr. Anything else will likely give you more DPS, AoE, and utility. Sure, it hits hard on a brute. Is it worth it? No. If I didn't feel so bad about it, I would roll a KM/SR brute to replace my EM/SR. Too bad stripping her down would be so costly. -
I will jump in the boat and say I agree with the above poster. SS/SD is just not strong until you pour tons of cash in. I have one, and he is great, but it was one of my most costly brutes to date to invest into. The build will be tight. I still don't have a travel power. Luckily, dropping a run speed IO into a sprint type power and the run power from fitness will get the job done.
There are lots of problems that won't get solved with SS/SD until you are heavy with IOs. Not just common IOs, either. Expensive ones.
Lack of recharge is problematic for Active defense and rage. Rage crashes can create issues with a defense based secondary. The build is extremely thirsty with little means of recovering endurance. And all of that on top of the fact that softcapping Shield defense in itself is tricky and extremely costly. Some people would contend the build can still be effective without hitting the cap, but I would have to disagree.
My fire/fire was my workhorse until I was able to get enough cash to make a ss/sd effective. I suggest you look into ss/fire or ss/wp for other options. -
Quote:You are wrong on some of your technical data- Invulnerability (not invincibility) is a hybrid set. It is primarily resistance, but defense is abundant if you are near enemies and take Invincibility.Well, there are several reasons for this.
- Willpower is nondescript. It is the "Generic" Defense set. Willpower, Regen, Invul, and even SR and Shields are easy to just "slot in" to a character. Other defense sets, like Fire, Dark, or Stone, require you to explain exactly why you can light yourself on fire. Willpower, with it's good blend of Regen, Defense, and Resistance, is easy enough to just explain away.
- I play a Telekinetic who uses Kinetic Melee to represent telekinetic strikes. Willpower synergizes perfectly with this concept, as it represents him focusing his psychic powers inward. Auto-hypnosis and Psychosomatics and all that.
- Willpower is an easy fall back set. It's the Mario of defense sets. Each set has a hole built in, like so:
Willpower is not only good at what it does, but it's weakness isn't exactly crippling. WP Tankers and Brutes can (and have) taken Alphas with ease. It's a very strong set, and when it comes to testing a new set like KM, it's a safe bet.- Firey Aura: Minimal Cold Resistance, No Psionic defenses, No KB protection.
- Invincibility: Pure Resistance, No Psionic Defense. Taunt Aura comes later than normal.
- Stone Armor: Granite and Rooted. Enough Said.
- Shield Defense: Pure Defense. Sometimes, you're invincible. Then you run into something with -Def or +To Hit (or worst of all... the ability to ignore defense).
- Willpower: You allegedly can't take Alphas as well as some of the other sets, and your taunt aura isn't very taunty.
Shield defense is primarily defense, but you have a bit of predictable resistance as well.
I agree on why wp matches up well with Km though. -
DB is fun, but I think it is better suited to the other melee classes. It just doesn't seem to have a really heaving hitting attack- instead of that, you loop combos together to get nice damage. I think you should try both, tho. Either one can be great for concept. DB looks great on a flying character however. Some of the attacks looks better in mid-air than on the ground.
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It may have been an endurance heavy thing in the past, but now with Energy Mastery open to brutes- all of your blue bar problems should be gone. Hell, my ss/sd is a beast now. Well, without a kin, that is...
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Stalkers offer burst and single target damage that most other ATs envy. (Nevermind the fact that AoE is valued over ST damage...) Also, stealth can be fun! Nothing like one shotting an annoying LT or near one shotting a Boss in a nasty fight.
If you are going that route, it is generally agreed upon that defense based secondaries favor stalkers most. A resist based secondary like /dark armor may not be quite as durable as you like. It certainly won't touch the survivability of the scrapper or brute due to the massive difference in the amount of HP between the three.