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*sigh* my SS/fire cant seem to get up to 300dps (stuck at about 295ish). Even WITH t4 spirit, reactive, and ageless.
Anyway, brutes are able to be roughly 250% tougher than a scrapper thanks to their higher res cap. But thats not being very realistic. -
I'm not sure what i will be making, i was thinking BS/ but i really dont like weapon sets...
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You end is going to be awful. Unless you get ageless. And i really recommend barrier rather than ageless for the most part.
You might be lacking a bit in STdps as well, i dont know if that matters to you though. (i for one care about AoE more but seems a lot of people like those pylon tests) -
It was awhile ago but my SS/WP had roughly...140 dps >.<
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As far as i know. Model size doesnt affect how much "space" you take up so being taller or shorter shouldnt affect anything.
But my guess is that it would use a center point. If it's anything like collisions into a wall it is around the waste for taller toons and head for shorter toons.
The whole idea of CoH is that your characters appearance doesn’t affect your strength in anyway. -
Quote:1. You want enough def to keep you alive, then as much +rech as you can get. generally at least 32.5% s/l1. In my mind, recharge = damage. Is defense a better thing to build for? Let fury do what it's designed to do and build for defense?
2. Are brawl, punch and kick commonly used to build up fury? They have quick recharge off the top, use little end and help to build the fury bar..
3. When in the life of the brute do you fit taunt in the build? I was level 25 on a moonfire taskforce, and kept looking on my power tray for taunt, and I hadn't picked it for some reason. Other powers seemed more critical. (tough, weave, fire sword circle...)
4. If I'm going to play a brute - I should not play it like a tank, unless there is no tank on the team....right? The game has definitely changed. Only very rare occasions make a tank necessary for success. A tank just covers up a teams weak spots, in a way. Does a brute just play like a scrapper?
2. They are useful during the lower lvls, not so much afterwards. The thing is, people attacking you builds most of your fury. Adding brawl into an attack chain can lower DPS if you are IOed.
3. This depends, i do think you do want it though. 4 slotted mocking is really awesome. It it also a great utility for getting ranged critters to come closer, so you can then light them on fire.
4. You should find yourself tanking, but not because you are actively trying to keep aggro off of the "squishy" toons. You want aggro on you to build fury and create as many dead bodies as possible. As a brute it is more important you keep up the dmg, as we all know dead things do no dmg. You killing stuff NOW means both you and your team are safer.
If you want to be a brute i would recommend SS/ over fire. On tanks FM is better as they get 2 PBAoEs. But broots only get the one either way, and SS gets the epicness that is rage. -
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Not great end, so i recommend ageless if you can. -
Quote:Pretty much this.Cold is probably one of the best support secondaries, if not the best.
However, which would be better for a team all depends what the current team already has. Colds will stack better regardless of what's on the team, but if the team already has some debuffers, the kin will be more useful. More than one kin on a team isn't that useful since you can keep everyone damage capped with one. -
*facepalm*
You are just...so wrong.
Looked again and gloom does have a higher DPA though.
The alpha strike IS the only problem. After that most of any mob is dead and between darkest night, other -tohit, barrier, your heal, and possibly demonic aura. You simply wont be dying thanks to the fact that all the def you have meant you didnt get hit enough to send your def anywhere near the red. If you even got hit at all.
I often run against carnies, archnos, and seers in iTrials and psi is NEVER the problem. If anything it's pure nrg dmg that might have -def. -
id recommed fire/dark as well. You are an AoE god at like...lvl 6
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Haymaker is actually a better attack than gloom, gloom is still epic though and soul simply is the best there is for content builds.
But you are simply wrong; my SS/fire went for s/l def, rech, and then recov. I am able to act as the main tank for LRSFs without any form of buffs coming from someone else at all. I have acted as the main tank for every high end TF and trial, the STF is the only one were i still need outside buffs.
You aren’t weak to psi at all, you have the 2nd best selfheal in a brute secondary in the game (darks heal being the best) and it gives you something like 70 hp/sec. Add darkest night to the mix and barrier and you are fine. Not to mention gloom and dark oblits -tohit.
In truth /Fire’s weakness is actually nrg dmg that has -def in it. It is just so clear you have no idea what you are talking about.
Let’s not forget the s/l def covers almost ALL yes, almost ALL melee attacks in game. With most of the others you might run into being pure fire...and that’s not a problem at all. AND it covers a very large chunk of the ranged attacks as well.
Def is better than res. I have a WS that runs at 85% res all the time but has very little def and an SR broot that has no res but tons of def....guess who is tougher.
And don’t give my some of this "–def is gonna floor your def faster than you can say DDR" crap. That is bull. As an SS/fire the only thing you should have to worry about is the alpha strike (AVs are different but one at a time doesn’t have a chance at killing you) is something survives much longer than that you ****** up. -
Quote:There are many things wrong with this. Just...wow.To all your builds:
Aiming for S/L cap is in my opinion a mistake for a jack-of-all-trade build. FA is weak vs Psy and ONLY vs Psy (Tox goes to the roof staking Healing Flames). Caping S/L basicly enhence the toughness versus something you are already strong against (is that even english?).
I build my SS/FA for maximum Psy res unique and I try to go for Ranged/Melee defense.
Some of you dont take Darkest Night and Dark Oblit (some dont take Gloom but it cannot help them anymore): its a MISTAKE.
Dark Oblit is -5% to hit AoE, even if you slot for damage, and its a good AoE. Darkest night is a whooping -15% to-hit and -20% damage. Seriouly would any of you pass over 15% def and 20% res?
As for end usage Ageless rk3 make Endurance a non-issue and gives recharge. Barrier looks pretty but even rk4 is only steady 5% defense. -
Quote:That doesnt give lvl 50 bosses 100% unless you maybe use the WP rez, but that actually makes them hit harder than if they had a single s/l attack i believe.Why are you facing S/L damage?
Scorch, Incinerate, Fire Breath, and Fire Blast give you the attacks you need to keep xp at 100% and they are pure Fire damage.
Set it up with minions getting Scorch and Fire Blast, LTs getting Scorch, Incinerate and Fire Blast, and bosses getting all 4. -
build looks exactly like what you are shooting for. However...i highly recomend trying to soft cap s/l/e/n. All those hit points you added is maybe...1-2 attacks from a boss and 30 or so hp/sec regen.
Now without going into some overly complex maths i dont feel like typing, if you were to soft cap s/l/e/n. You will end taking roughly 1/3 the dmg than that current build takes, at least during the alpha strike. -
Quote:This. Of course, i still like the original CoT better, but these edits are MUCH better.This is what I am pushing for, done with AE custom edits.
The reason for them being so dull is that they looked silly in their more colorful incarnations, when put next to the demon and ghost NPCs within their ranks. After testing a lot in the open air maps and Oranbega tunnels, the more dull tones help them to look like they belong while also having varied colors. -
claws/ gets AoE at lvl 6 i think, so claws/anything lvls up really well.
Overall though, a DM/ or SS/Fa will lvl up really slowly if you dont cheat and use AE. They are REALLY squishy and they dont get good AoE until 28. But in the end its worth it. -
I would have to say claws/wp, it gets really good AoE very early.
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I think PPPs should be a redside only thing. Heck, it's one of the only "advantages" there is to playing redside rather than blue.
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Quote:I disagree.
You wouldn't give Tanker SR less debuff resistance because it would be overpowered to be unable to debuff a tank's defense, would you?
If an aspect of a set is enhanceable for one AT that it is available for, it should be enhanceable for ALL ATs it is available for.
Tanks are supposed to be crazy tough compared to scrappers/brutes while lacking dmg. Brutes are supposed to slightly tougher than scrappers with slightly lower dmg. With regen they are...more than slightly tougher. Considering they can VERY easily run with 600+ more HP than the scrapper, run at about 10 more hp/sec at all times, heal at least 100 more HP every 15 or so seconds, and reach (as far as i know) as much as 70 more hp/sec with IH. Oh, and they can reach 90% res rather than 75% with MoG, which can get down to about 70 second rech without too much trouble. In MoG them means when they get hit they take what? 250% less dmg? -
I would think it is intended, if it had the same amount of regen resistance it would, imo, be a little OP.
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I have an SS/fire and SJ/regen and after some tests, it seems that SS/ pulls ahead (dont worry, i made sure to not use /fire attacks) in AoE buy quite a bit.
I did a lot of testing against cims and i can tell you this. +tohit is epic, SJ can end up having some trouble hitting but SS will almost always be at 95%