ultrawatt

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  1. Quote:
    Originally Posted by Traegus View Post
    so................. in summation,
    DM/FA works great as either a scrapper or a brute, the theoretical numbers being nothing more then internet argument fodder.
    lol, yay for stupid arguments! :P
    But yes, that.

    Quote:
    Originally Posted by Traegus View Post
    i've played both AT's with this build, i prefer the brute, because as fury builds i FEEL like i'm doing more damage, but that's nothing more then my perception. and i'm ok with that. the higher res numbers on a brute may actually help, but anyone who's played FA will know it's more about the res plus the heal, and with DM's siphon life being a great attack (if not end heavy) and a decent little heal to boot, with 2 end management powers and 2 "build ups", this is a fun, clicky, action oriented meleer. you won't go wrong with either.
    I have to agree with you here, again.

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    Keep in mind that is with equal enhancement values as well. Most scrappers will ED cap their damage slotting, while a lot of brutes rely on fury to boost damage, and use enhancements for endurance and recharge to create that endless flurry of attacks, thus keeping fury. So assuming equal enhancements is not really the best way to go about that math.
    I guess i figured at level 50 they would be pretty close, but very very good point. Specially while they are lvling up.
  2. Quote:
    Originally Posted by BashfulBanshee View Post
    Not sure why everyone is talking about 12 KB prot though.
    the 12 KB prot is only needed rarely in most things, Nemi staff comes to mind. But in incarnate stuff clocks do KB and thats all 11.5 mag
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    Meh, FE does more base damage as a scrapper, but the proc damge benefits from Brute Fury. We'll call it even until someone takes the time to do the math.
    Just did some maths, looks like your right. With fury, enhancements and FE a brute can end up dealing just a little bit less than a scrapper's pre-crit dmg (that means i didnt factor it in and average it and stuff) with an equal amount of enhancements and FE. Maybe later today i will come up with some better maths.
  4. Brutes actually benifit more from FE (if i have to explain what it does post i18 im gonna have to light someone on fire) but scappers benefit more from SD, overall i would say brute. Thanks to FE being way awesome on a brute is possible you will be doing only a little less, if not more dmg. While being a little bit tougher
  5. ultrawatt

    Judgment slot

    Quote:
    Originally Posted by Derangedpolygot View Post
    Quote:
    Originally Posted by MasterElemental View Post
    We know the Judgment slot will be Fire, Ice, Electric, and Dark aoes and you can upgrade the secondaries or something to that extent.
    We do?

    Yeah, im not sure where OP got this info. But I guess i did see someone post powers like Ion something something and Ion radial something something (Which was basically uber Chain Induction) in a channel a few days ago. But i would like to see the rest of them.

    As far as cool animations and customizable color, i doubt it. Would be great though.
  6. Interesting, not that "playable" but still.
  7. Quote:
    Originally Posted by DreadShinobi View Post
    Yes, it gets quite a bit better if you know how to build it. My /fire scrapper runs on 45% S/L defense and 65% rchg, which makes it /very/ survivable. I don't feel the squishyness of fire that most other people complain about.
    Do you still have 12 points of KB protection? Ive only got 60% rech and 45.7% def.
  8. Quote:
    Originally Posted by je_saist View Post
    Now, as to IO slotting, there are a couple of schools of thought on the subject.

    Some players go for the omgIneedsoftcappeddefensessonothingcanhitme, and yes that is typed with no spaces because that thought concept annoys me. Fact is, Fire Aura has no defense debuff resistance. According to the ParagonWiki Attack mechanics, Defense Debuff Resistance reduces how much defense a power that debuffs defense takes away. This means that all it takes is 1 single attack from a single enemy, and unless you are way OVER the soft cap for a particular damage, you are no longer at the soft-cap. Remember, Fire Armor does not have the mez aura's that Dark Armor offers, or the end-drain ability of Electric Armor armor, so there is no power that will buy time for a defense debuff effect to wear off.

    My own personal preference on Fire Armor, and the one that I have found is more effective for sustained combat, is to focus on Recharge Buffs and Hit Point Buffs. Many IO sets that buff your hit points will also buff your regeneration, such as the Numina set or Luck of the Gambler set.

    The higher your base recharge is, the more often Healing Flames will be back up.

    The higher your Hit Points are, the more attacks you can live through.

    I also recommend picking up the Winter's Gift Slow Resistance Status IO. Coupled with Temperature Protection and you'll have 40% resistance to slow. That's kind of important when you are relying on Healing Flames to be your Auto-Power, and a single slow can ruin your whole day.

    Also, on the subject of Knockback IO slotting, I've got Fire Armors with 4 kb IO's apiece for 16 mag knockback protection... and there's still stuff in the non-incarnate game that can send them flying.

    If you do not intend to participate in Incarnate content, then you'll probably be perfectly fine with only 3 knockback IO's. If you intend to participate in the Incarnate content you'll certainly want at least 4 KB IO's. I suggest putting a Knockback IO proc in the Temperature Protection, combat jumping, tough, and weave powers.

    Also, the reason I'm not posting screen-shots from my fire auras is that they are still all slotted for I18 and aren't redone for I19 and inherent fitness..
    Ok 1st off, most everything will be dead before it even hits. When i farm the wall in cim with my SS/fire only 1 in every 5 mobs survive long enough to hit me with a def debuff attack. I can basically go forever almost never having to use my heal.

    2nd Winters gift, while useful, is a waste of time. If you can fit it, great if you can't it
    Doesn’t matter.

    3nd, 3 KB IOs totally enough even for incarnate content. The only thing that has KB higher than mag 12 if i recall correctly is Director 11s mines and lately I’ve only been KBed 1 out of 3 times I’ve ran it.


    Quote:
    Originally Posted by je_saist View Post
    Finally: if this does seem a little daunting... well it is.

    Fire Aura is one of the hardest sets to play in the game, and it is NOT a set I would recommend for new players to try. Given the limitations of Fire Aura I would be very hesitant to approach the set on a purely Single Origin and lite IO base.

    I would also be very hesitant about coupling it with Kinetic Melee, especially on a Brute / Scrapper.

    The big problem in my mind is that KM has a couple of sunk animation attacks. While the -minus damage portion of KM should combo well with Fire Aura's resistances, the sunken animation costs may offset that synchronicity. The lower base HP levels of the Brute / Scrapper and the lower values of the native Fire Resistances, and the lack of any enemy mitigation effects, means you could very easily be sunk into a KM animation and find yourself dead.
    I disagree, i find that FA is BETTER on a brute or scrapper(and best on a brute because of just how awesome FE is) because FA gets its awesome from killing stuff, which brutes and scrappers are better at.
  9. S/l def is very very helpful, not sure how easy it would be to get a decent chunk of that before you are 50 though. I dont really know if i can say it "gets better" but with IOs my SS/fire has become pretty darn tough and is my favorite toon.


    Anyway, just go cheat and use a fire dmg mish in AE :P
  10. Quote:
    Originally Posted by Madam_Enigma View Post
    Just tested it in fact on my spider. Using the wolf spider attack Single Shot I fired with, and without redraw, using a stopwatch to time each attack's length between hitting the power and damage being dealt. Both times, it was 1 second. And checking the power's info, the activation time is 0.90 seconds.
    Well within the realm of error for using a stopwatch.
  11. Quote:
    Originally Posted by Bright Shadow View Post
    ....and why I think "fixing" the market is not something that can be done easily, or blamed on a small number of individuals. "Fixing" the market requires the effort of everyone who uses it, those who developed it, and the balance of the game in general. And that is, given the circumstances, something too massive to tackle with ease, unless someone somewhere comes up with a creative, cheap, and realistic solution.
    I compleatly agree with the above statement


    Anyway, I dont really think the market is that ****** up, and if it is it's not the devs fault. To me is the more expensive stuff is more i can sell it for. But at the same time to more i can sell stuff for the more i would have to buy it for as well, but i dont know thats just my way of justifiying me making all teh infs get i guess.

    Also, whats this Crazy 88s thing?
  12. You want to slot mosly for def and rech on a DM/fire brute

    Just a few other things
    You shouldnt be needing too much more recov because of consume and DC. So you could drop nrg mastery
    Slot stamina
    Fiery embrace could use at least another slot, its really just that good. (hasten could also you more slots)
    Grab consume and i recomend the rez too (its really a fun power as you are bond to die everynow and then)
    Touch of fear is a waste of a power.
    Burn is underslotted, its just that good.
  13. OPs build looks pretty solid imho. Ive never made a KM/ that got past level 10 though so im not 100% sure how you want to slot them the best to make them good but looks like you might be a little low on fire power, would you want burst slotted more or not? But you are gonna be pretty much unkillable, you dont really need that glad proc though unless you actually have the cash.
  14. On an SS/ brute i would say leave out the Acc/dam because acc is actually kind of useless against most things because your Tohit should already be close to the cap even before any acc and you will only gain about 6 dmg in KoB if you already got the other 5 in it which is at most 0.7 or so dps.
  15. ultrawatt

    Painfull Altism

    Quote:
    Originally Posted by Memphis_Bill View Post
    Well, find the characters you enjoy playing most (not just "it's cool" or "I like the name,") and concentrate on them.
    That, maybe you just haven’t found or AT yet. I think thats actually a really big factor.
    I used to have some pretty bad altitis myself. Only reason i ever got 50s was because my SG would PL meh and generally right after i got a toon to 50 (if i even to get them to 50 which didn’t happen a lot) i would make something else. But then, about a year or so ago, i found out that brutes where my favorite AT, i just loved playing them and everything from 1-50 and beyond was fun, (thousands of hours, billions of inf, and millions of prestige on my SS/fire alone). But since then the only other Toons not brutes i have gotten to 50 have been a widow and an MM that was already 40 before i found brutes and i can’t seem to stick with anything else for more than 10 or so levels.

    Within this last year I've actually gotten a kind of anti-altitis. I generally don’t start a toon unless i think/know it is going to be powerful once it’s in the end game. When i make a new toon now I’ve always got a build a set up in Mids. The name and concept for the toon? The last thing on my mind. Haven’t made anything just because of the concept or because it sounded cool in a very long time. . . I kind of wish i could just make a toon because its sounds fun.
  16. To my knowledge nothing about Rage has changed since like i10 or somthing when they made it so its no longer an only effect self (i dont remember when they changed it but is was a long time ago). And ive almost never have that much trouble the the -25 end crash. Not even on my /SD or /SR and WAY not on my /fire or /WP. I dont really know what you are doing wrong that makes your WP have trouble with end. But do what Arbegla said, thats all really really good advice.

    Also, you dont actually need any set bonuses to get Rage perma. With 3 SOs and hasten that has 3 SOs you would always be perma because of the "left over" rech from hasten even when its down.
  17. Thats not true, and its really not worth it to triple stack rage. Not only is trying to get that much +rech a waste but it just means you get rage crashes A LOT. So the more often you use rage the less the +DMG helps (im not very good at explaining it), you still end up doing more dmg technically i believe but it's just a ***** to get the crash so often
  18. ultrawatt

    Claws / SR

    Quote:
    Originally Posted by Twilight_Snow View Post
    The cost of the build seems a bit high owing to the purple and pvp IOs. Maybe it's ok for you, but I'm mentioning it in case you're not aware of it.

    For your power picks, I think it's ok. Probably you can increase the damage of your attack chain by using follow-up. The endurance usage of your build as a whole is high compared to your recovery rate. You picked maneuvers, tactics, and darkest night. Tough and tactics are not slotted with endurance reduction at all. You'll run out of endurance in no time.

    You slot your attacks mainly with procs. I think that's probably not the best idea. A more balanced way to slot an attack is to have some accuracy, damage, endurance reduction, and recharge reduction, and then add one or two procs on top of that. Ideally, acquire some IO set bonus at the same time. I suggest you to look for the guides in the scrapper and brute forums about claws. They can give you some idea on optimized attack chains, and how to slot the attacks.

    Finally, there is a "rule of 5." That is, you can't get the same kind of IO set bonus for more than 5 times in a build. There are a couple places where this rule is violated. In particular, you shouldn't use LotG set for 6 times.
    That, you so would have horrible end.
    Not to mention you arent soft capped to melee. And you REALLY want follow up, not only is it +dmg/tohit buts its also a good attack.
  19. Quote:
    Originally Posted by Carnifax_NA View Post
    As Nalrok says it's down to Fury.

    If you Crit you get 2Dam + FE because FE and the Crit are both coded as extra damage effects in every Scrapper power, but Fury actually increases your Damage Modifier so increasing it will increase both the standard damage effect of a power and the Fiery Embrace one.
    Ah, thank you for clearing that up.
    And i already knew how epic FE is on a brute, just wasnt sure how it worked on scrappers. Got an SS/fire/mu and i farm with tons of red on. . .doing some 700 dmg every 5-6 seconds just from foot stomp about 50% of the time if a beautiful thing.
  20. Quote:
    Originally Posted by Carnifax_NA View Post
    Exactly, it's the total damage with one or both those buffs up (So when FE is active case it'll be split into two orange numbers above their heads). It's the damage each would do with Burn having popped one or both of them, taken from Mids final damage figure.

    FE is absolutely amazing on a Brute now.
    So if a scrapper crits with FE up they dont get 2(dmg+FE) just 2dmg+FE? Im confused why its better on a brute >.<
  21. ultrawatt

    Who do u want?

    Having a good VEAT (ie one that actually took their leadership powers) is really epic. But even though i am a brute a lot i REALLY love having grav/ domis on my team. I just love when they use Gravity Distortion Field and then you just beat the **** out of a bunch of floating dudes that are literally helpless. Other than just fun a good rad or kin (really any buffer/debuffer) is really epic and can do wonders for a team.
  22. Imo, its not a buff, not even close. In normal mishs my fury doesnt even get anywhere near the levels it used too. But at the same time i dont notice any real decrease OR increase in damage/kill rate. I just know my fury bar isnt as full as it used to be, and that makes me sad

    But just as Nalrok said, its balance and i can totally understand why it was done.
  23. You should easily be able to solo 49 AVs, but thats not as impressive >.<
    Most brues just wont have the DPS to solo an AV because we have no debuffs (-regen or -res) without temps. But a good really high ST brute should be able to do it. Also some toons are better against certain AVs, as some AVs may already have negative res to a dmg type and may be near unkillable against others.
  24. First thing is if when just slot an alpha or swap building or something you need to zone before you get the effects, for me at least. The Alpha slot will show up in your enhancement mangement numbers, (were it says something like damage 97%, end 30% etc) here if you were already at about 95% or so rech before your alpha it should say about 110% for recharge.

    The important thing is that the alpha slot is NOT a global bonus but more like a global SO.