magikwand

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  1. I don't think it would draw any more players to the set. Not everyone is a min/maxxer. Furthermore- a lot of people are fairly happy with the way things are right now with the set.
  2. magikwand

    Brute - Dom

    Well of course we get into different forums. Didn't you?

    Please don't be a person that only does what other people tell them to do here on the forums. Your post sounds a bit sheepish. As in you would actually go and re-roll your Fire/WP as SS/inv just because people here tell you to.

    You have different character slots for a reason. Create different builds and toons of your own choice!
  3. magikwand

    Brute - Dom

    By the way, cross posting is frowned upon and just not necessary. We all pretty much venture to all of the different sections. No need to post the same question here and elsewhere.
  4. A fire/emp controller and a Fiery melee/fiery aura brute. Fortitude makes a FA brute happy. Happy, and nigh-unkillable. Mitigation.... schimitigation...
  5. magikwand

    Vote!

    Hmm... Probably Dual Blades/ Energy Aura. Both are fun concept powers with tons of room for creative play, but neither are top of the shelf performers.
    Hell, make one with a tail and teleport and have a Nightcrawler clone with anger management issues.
  6. magikwand

    Confused

    I think it is definitely more important to have fun and enjoy your concept. My main and favorite is a /Fiery Aura brute, and sometimes I just get bored when I play a /Willpower or /Invulnerability meleer. Fiery Aura is active, engaging, thrilling, and just plain rewarding if you know what you are doing.

    Not to mention the fact that you look like a rock star if you are able to do what any other primary can do on a "gimp" set. Sure, things will be tougher for you at times, especially while leveling up, but that makes things fun and prevents them from becoming stale.

    Any toon can be made tough with a good build, and that definitely includes fiery aura based ones. The opposite is also true. I have seen plenty of doms that knew their way around tanking better than stone armor tanks, and most of the time, they lived longer too.
  7. If you are talking about farming, with the best efficiency, aren't you talking about farming about lvl 50? I don't see how the late lvl acquisition of Footstomp is an issue if you are already level 50.
  8. Superstrength hands down. Footstomp isn't called one the best AoEs in the game for no reason. Mob saturated Against All Odds+Rage is a thing of beauty.
  9. It might be a bit of a jog, but you can always run to the AE building and grab some from the Vendor there in the middle of the LGTF as well.

    I agree that the no trade/gift rule for inspirations should be relaxed. Of course, with Going Rogue on the Horizon, I suspect it will be coming to an end.
  10. Funny to see all of the banter going around about brawl. I wouldn't put brawl on auto, or any other power that affects other people or mobs. The only powers I place on auto are Hasten, Rage, or Practiced Brawler/Active Defense. In fact, auto healing aura people, auto taunt, auto brawl people are just ridiculous in my eyes. If I want to attack something, I will just run up and punch/burn/maim it actively. At level 50, or hell, even 25, I normally have too many cool (and fast recharge) powers to use on a brute besides brawl. Sure, it costs 0 end, but it just isn't me.
  11. magikwand

    What to make...

    I would suggest a fire blast/kinetic corruptor. Kinetics has a handy way of being awesome on just SOs. Hell, I even suspect a kin would be good on just DOs haha.

    As a few others have said- IOs are not needed. They are not a crutch. They can make you better, that much can't be argued, but they aren't required.

    If you want to do something that could be thematically fun, roll a natural origin character that is devoid of any enhancements entirely. Personally, it sounds a bit excruciating, but some people are kinky like that.
  12. Quote:
    Originally Posted by JWatt View Post
    I'd say FA, SD, or /Elec.

    A Fire/Fire Scrapper is squishy, but puts forth a big amount of burst damage, and I also think it looks cool. Not the strongest, but not BAD. The holes in its mez protection are a problem.

    A Fire/Shield scrapper has better sustainable DPS with Against All Odds, probably even if you take the Damage Aura in the other sets out. It also gives you a great AoE attack in Shield Charge, defense that you can softcap (along with decent resistance), and really good mez protection. If you invest money into this build, you'll have a monster. The only potential issue is that it lacks a self-heal or endurance recovery power.

    A Fire/Elec Scrapper will have a damage aura, solid resistance and mez protection, a self heal/recovery click, a PBAoE endurance recovery power with a Tohit check, and an "Oh crap" button in Power Surge.

    Of the three, I'd eliminate the Fire/Fire. It's too weak compared to the others, sad as it makes me to say it. The order of secondaries listed by me, in my opinion, is /shield, /Elec, and /Fire in last place.
    Since when did fiery aura have problems with mez protection? Sure, it has no KB protection, but that is a problem that is easily fixed with IOs.

    I think most of the responses here are fairly accurate, but you aren't exactly comparing apples to apples here. Everyone knows that if you don't sink considerable resources into shield defense, it isn't quite a superb set. So if you are saying that SD is amazing with IOs, why not compare it to other builds with IOs. Namely, FA with IOs. Then you would have builds that are softcapped to s/l, tons of recharge, and of course, with KB protection.

    FA isn't bad, but it just isn't for someone who is prone to /ragequit because he is on easy mode all of the time.

    Don't forget that Fiery Embrace does wonders for fiery melee damage. Having both BU and FE is a great thing. Sure the build will be tight, but it will be active and challenging everytime you play it.
  13. I will say that I am slightly irked by the fact that there isn't any more information or details available regarding the expansion. Sure, I don't expect them to spill the milk all at once... but it has been a long time since we got any new info. on any GR stuff.
  14. Quote:
    Originally Posted by Diggis View Post
    More interaction of powers.... If a group of people were in a patch of ice and a fire blaster hits the area the ice should melt to water... hit it again and it boils... throw in an elec power and they are all fried.
    This would just be awesome. I would jump up and down to see this put into effect.
  15. magikwand

    why no psy ?

    Quote:
    Originally Posted by ArchLight View Post
    Maybe going Rouge will put a little color on the cheeks of corruptors this way.
    It already has- Going Rouge was i16. hehe.
  16. magikwand

    why no psy ?

    Would we want it really? I mean, I think it got nerfed fairly hard when it got ported to Blasters. I wouldn't care to play it on a corruptor personally.
  17. Quote:
    Originally Posted by Dispari View Post
    Oh and you're wrong on one thing. A Brute can match a Tanker in survival with buffs. But a Tanker can NEVER, EVER, under any circumstances, match the damage output of a Brute.
    Quoted for truth.
  18. Quote:
    Originally Posted by NeonPower View Post
    One of the biggest differences between the two is with damage buffs from build up and IO sets.

    Now lets say hypathetically that a scrapper did 300 damage with its attack, and a brute did 100. With full fury they would both be doing equal damage.

    Now if you add 20% damage buff from IO's the scrapper would be doing 360 damage but the brute would only be doing 320. add in 80% damage buff from buildup and the scrapper would be doing 600 damage whilst the brute was doing only 400 damage.

    see, there is quite a big difference when you look at it like that, and i know the mechanics are a lot more complex but it's that principle that makes the scrapper like a machine gun, whilst the brute is a semi-automatic rifle; the scrapper does more damage but its more likely to jam than the semi-automatic.

    And this damage thingy is why i really really really really wanna see Super Strength scrappers in the next proliferation =D

    Ps: i havn't played a brute to 50 before, but scrappers are beasts at 50. i recon there will still be scrappers and brutes running arround, although new players will be more likely to play brutes becasue of higher percieved damage with the visual damage boost from fury.
    You should play a brute to 50, toss in some IOs and compare him to your scrapper. You might view things differently then.
  19. magikwand

    New Archetypes?

    No one knows. We can only speculate. If you want pets and defense, try a Soldier of Arachnos.
  20. Quote:
    Originally Posted by GuyPerfect View Post
    No love for pistols Masterminds, huh? )-:
    Not really. A "pistols mastermind" is more than likely a gimp petless thugs MM. Dual pistols will be a different beast entirely.
  21. I wouldn't say the protection is automatically better just because the tanker has SD in his primary. After all, the defense softcap is the softcap. It doesn't get much better than that. Sure, you will have better resistance values, but the brute will kill faster.

    If you are all that concerned about end. usage, perhaps rolling the tank would be a better idea. Stamina and Physical Perfection will help you to keep costs lower and more manageable. I have a SS/SD and he is probably my thirstiest toon ever. Tons of fun and damage, but you have to be watchful of your blue bar. Toggle drops are never fun.

    It all comes down to (for the pre-GR time being) which side of the law you want to play on.
    If I were to roll a tank, this would be the combo. Your damage will be quite respectable with sd/ss. Probably the best combo for straight up damage. And don't forget that, aside from Ice Armor, you will be generating more taunt than all of the other primaries. AAO and Rage will be your right and left hands.
  22. Quote:
    Originally Posted by Bellen View Post
    While on the subject Damage output of Brutes vs Offensively slotted Tanks at later levels pre level 15 I can not tell much difference, only slightly favoring the Brutes, but tanks being a little more sturdy.
    Everything starts out pretty weaksauce IMO, but even at lower levels, the difference between tanks and a brute damage-wise should be fairly evident. Fury builds at all lvls, and does wonders even at low lvls.

    I could only arrive at a conclusion that perhaps you are not playing your brute as it might be best played if you can't see the difference. Brutes don't have the luxury of stopping and going constantly. If you want to benefit the most from fury, you would be best served to stay in combat as much as possible. Tanks can, and in most cases DO, stop or pause in between spawns. Brutes, if played aggressively, normally go non-stop.

    Also, I would venture to say it costs a lot more of your build to attempt to "offensively" slot a tank. You sacrifice durability at the cost of trying to go after scrapper lvl damage. Surely, your money is well spent if you are having fun. In my eyes, I would rather just roll a scrapper.

    When I have my brutes on SOs/DOs, I don't think I ever slot damage enhancements into attacks. It is, in my eyes, more beneficial to slot endurance reduction and accuracy than it is to slot damage. If you play your cards right, your cup will runneth over with damage from fury and you will steam have the steam and enough accuracy to ensure your hits are true.

    As far as your other discussion goes, I think the only person that would relegate you effectively to being a back line supporter is yourself. I have seen defenders on the offensive edge and still remain effective at buffs/debuff. Since you chose traps for a primary, consider the fact that traps is certainly one of the more soloable and aggressively oriented primaries available.

    It seems you are very clear on the point that offense among low lvl toons is fairly similar. Don't forget that as you blossom with most blaster builds, damage is increased straight up and directly. With defenders, you can still achieve some nice damage output, but it is achieved indirectly oft times. (through your team mates or through debuffing critters.
  23. magikwand

    Solo Brutes

    Quote:
    Originally Posted by Kheldarn View Post
    Aye, Willpower was, IMO, made specifically FOR (solo) Brutes. Rise to the Challenge is the soulmate of Fury.
    Except for when you start killing too many of your meal tickets and your regen slows a bit lol. I always like to have a perma spawn on me to keep Rttc saturated.
  24. magikwand

    Solo Brutes

    Quote:
    Originally Posted by Smurch View Post
    I have yet to play a brute I felt wasn't good at soloing. Having said that, I think EA is alright, I don't like shield very much but my favorite Brute secondaries are /Invuln and /Willpower. /WP is especially solo-able as it's got most of the bases covered with very few holes. Good defense, resistances, and regen, you're pretty able to handle most anything coming your way.

    I run my axe/wp brute on +0/x8 and can absolutely devastate everything in my path
    I hope that isn't a lvl 50 brute at 0/8. If it is, that just isn't impressive in the slightest. At 50, I run at least +2/8 or maybe +3/8 if it is a sturdy build, or if I just am feeling spunky. +0 for anything above about lvl 15 or so is not worth the effort on a brute. Not flaming you for playing how you play, but if that is a high lvl brute, I think that is a poor example of what a solo brute is capable.

    I think any primary works well for soloing. The only secondary I would stay away from on a solo toon is /stone armor. It will probably give you an inordinate amount of dmg mitigation compared to how many things you are killing and the speed at which you are killing them. It generally lacks mobility and is hideous to boot, but that is just my opinion admittedly.

    I think WP is helpful for a brute largely because it gives you an endurance management tool that is more efficient than stamina at a very low lvl- allowing you to run toggles and still use attacks without running dry as quickly as some other builds.
  25. Quote:
    Originally Posted by Lycanus View Post
    The superstrength is about 8% better at producing threat than energy melee's best effort and 48% better than energy's common effort.

    The cliff notes version of my thread is this:

    the high the damage, the more threat the power produces
    the longer the taunt duration of a power, the more threat it produces
    if a power has a debuff it has approximately double the threat as it would have if it didn't

    which is stuff we already pretty much knew

    all I was trying to do was find decent estimates for the values so that we can compare sets and against other ATs to find issues where there might be aggro issues (such as trying to keep your teammates from grabbing aggro)
    Thanks for the swift response and detailed information. That makes a lot of sense now.