Small Guide for now, If there's enough request, I'll get more specific.
For starters, You'll need to have someone good at Smash!
That means a well rounded Brute. Any kind SHOULD do, but being a Dark/Fire Brute, that's what I'll recomend. Plenty of good guides on the boards about building an effective AOE brute. no use re-writing the wheel.
Next, add in a healthy dose of Radiation Corruptor. As always, Accelerated Metabolism will be your friend. Try not to get hung up on the anchor debuffs. cast'm if you have time, but if you thought brutes killed off your anchors quickly before, just wait! You have attacks. Do some damage onyour own. If fighting larger groups of purple, your Brute may, MAY, need an occasional Radiant Aura. Just keep her yellow or better. She shold be able to manage the rest.
Now, add in a generous portion of Kinetics coruptor, and you're off and running. If you've made a Kinetics Villain, and made it past lvl 15, you already know your job, and do it well. Keep the Brute Buffed, and fill your time inbetween with fun stuff, like damage dealing, healing, debuffing, slowing, whatever.
If you're a real glutton for Smashtastic play, now you add in an element of control to the Smash! chaos. An ice dominator with the lovely Ice Slick is the first powerset to reach Smashtasticism. Plant, and Fire should also work, but not as well, or as early. Ice just turns the area into a playground for the brute. Nothing Dies quite so easily as something that doesn't fight back, AND doesn't run away!
There are just 3 main problems with this gang setup.
First, your brute WILL need to take a brake every 1/2 or so, to give their "toggle closest target" finger a rest.
Second, the lack of higher level Villains to skim funds from can cause some players to actually want to Sell their enhancment drops to the stores! This can cause some angst for the more well funded villain, as all that running eats into valuable Smash! time. Especially as the levels creep past 25, and more of your total loot comes from selling enhs, and less from thugs dropping spare change.
And the final, but BIGGEST problem. CAVES!
With multiple speed boosts, and AM running, even normal walking rates become unbearably fast inside of caves. We're talkingSuperspeed numbers here folks. Run paper mission, and choose only non-cave missions. You WILL appreciate it when you accidently get that first, and hopefully last, cave mission from the paper.
Well, that's my 2 Inf for now.
If you can't figure out the critical powers for sucess from this thread, or any other guides out there, I'll throw up an addendum of the "critical" powers from each set to take. We wouldn't want to get TOO perfect and precise on the builds. I still remember what happened when we figured out that 8 rad/rad Defender Vs. Hamidon trick. her's to hopin we avoid the NerfStick this time.
*The word Smash! gleefully stolen from many other threads about the subject. All other Smash! related words, well, just sounded right at the time. Apologies to any english teachers that might read this post.
Small Guide for now, If there's enough request, I'll get more specific.
For starters, You'll need to have someone good at Smash!
That means a well rounded Brute. Any kind SHOULD do, but being a Dark/Fire Brute, that's what I'll recomend. Plenty of good guides on the boards about building an effective AOE brute. no use re-writing the wheel.
Next, add in a healthy dose of Radiation Corruptor. As always, Accelerated Metabolism will be your friend. Try not to get hung up on the anchor debuffs. cast'm if you have time, but if you thought brutes killed off your anchors quickly before, just wait! You have attacks. Do some damage onyour own. If fighting larger groups of purple, your Brute may, MAY, need an occasional Radiant Aura. Just keep her yellow or better. She shold be able to manage the rest.
Now, add in a generous portion of Kinetics coruptor, and you're off and running. If you've made a Kinetics Villain, and made it past lvl 15, you already know your job, and do it well. Keep the Brute Buffed, and fill your time inbetween with fun stuff, like damage dealing, healing, debuffing, slowing, whatever.
If you're a real glutton for Smashtastic play, now you add in an element of control to the Smash! chaos. An ice dominator with the lovely Ice Slick is the first powerset to reach Smashtasticism. Plant, and Fire should also work, but not as well, or as early. Ice just turns the area into a playground for the brute. Nothing Dies quite so easily as something that doesn't fight back, AND doesn't run away!
There are just 3 main problems with this gang setup.
First, your brute WILL need to take a brake every 1/2 or so, to give their "toggle closest target" finger a rest.
Second, the lack of higher level Villains to skim funds from can cause some players to actually want to Sell their enhancment drops to the stores! This can cause some angst for the more well funded villain, as all that running eats into valuable Smash! time. Especially as the levels creep past 25, and more of your total loot comes from selling enhs, and less from thugs dropping spare change.
And the final, but BIGGEST problem. CAVES!
With multiple speed boosts, and AM running, even normal walking rates become unbearably fast inside of caves. We're talkingSuperspeed numbers here folks. Run paper mission, and choose only non-cave missions. You WILL appreciate it when you accidently get that first, and hopefully last, cave mission from the paper.
Well, that's my 2 Inf for now.
If you can't figure out the critical powers for sucess from this thread, or any other guides out there, I'll throw up an addendum of the "critical" powers from each set to take. We wouldn't want to get TOO perfect and precise on the builds. I still remember what happened when we figured out that 8 rad/rad Defender Vs. Hamidon trick. her's to hopin we avoid the NerfStick this time.
*The word Smash! gleefully stolen from many other threads about the subject. All other Smash! related words, well, just sounded right at the time. Apologies to any english teachers that might read this post.