Ready for SMASH? A darkmelee/invuln guide
You should at minimum mention powers like Tough Hide that are in a set. Listing the build of your character isn't enough to make a guide, that would be a summary of your character. I would suggest skipping the inflamatory remarks about Scrappers (even if you didn't mean it that way).
I can't figure out if this is a PvP guide with your comments on Touch of Fear or what the overall goal is. Some talk of strategy would be good too. I know you talked a bit about how Shadow Maul is best after you get Fury up, but more would be nicer. How to use Soul Drain perhaps. Shadow Maul cone setup. Dark Consumption doesn't heal unless I've been hit on the head more often than I thought.
You may want to mention the great animation times on the first 2 dark attacks as great to build Fury with. To me a guide should at minimum cover all the variations on one style, or even as much as it can about a Powet Set combo. What if I wanted to skip Shadow Maul? How would this change me?
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unlike scrappers who usually need a crutch (tanker) for most damage dealing
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...I stopped reading here.
Well, It depends apon the scrapper, I like the build concept, but I didn't like the scrapper part.. Some scrappers, mostly regens, can hold their own. I have a BS/Regen and a Spines/Invuln that can pretty much hold their own without a tanker, looking beyond that that;s the only thing I see wrong.
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unlike scrappers who usually need a crutch (tanker) for most damage dealing
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...I stopped reading here.
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Agreed
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
You really need to try a more proffessional approach. I was looking for more serious information on combining these two powersets in a brute than what you provided.
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unlike scrappers who usually need a crutch (tanker) for most damage dealing
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...I stopped reading here.
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Agreed
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Yep, over before it started.
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[ QUOTE ] [ QUOTE ] unlike scrappers who usually need a crutch (tanker) for most damage dealing [/ QUOTE ] ...I stopped reading here. [/ QUOTE ] Agreed [/ QUOTE ] Yep, over before it started. |
hell i can TANK with my DM/INVULN SCRAPPER better than most tanks can.
crutch indeed
@taveren, @pikey
defs : ff/psy/psy, kin/son/pow, dark/elec/dark, storm/dark/dark, cold/ice/pow
others: dm/invuln, fire/wp/body
nrg/nrg/force, arch/fire/fire, fire/mm/fire
ill/ta/ice, plant/rad/fire, earth/kin/fire
earth/ice/elec dom, ninja/dark mm
in the works: dp/ta/mace, fortunata
Heh, Scrappers reading in Brute guides and getting their feelings hurt. See, that's the whole problem with scrappers, too thin skinned. Heh, see, I just made a funny, and it related to scrappers abilty to take damage. See, that's funny.
seriously though, Dark/Invuln is stupid strong, and I can see where Scrappers could do a close approximation of tanking with it. But in truth, Even a Brute with it can still struggle to hold a high rolling (+4/X a lot) team's agro. But again, Dark/Invuln will do it if anyone can. The set is stupid strong outta the box, the synergy incredible. I have started one for I18, planning to badge with it, doing a lot of exemplaring, flashbacks, TF, etc. And it should still serve very well as my main for level 50 TF and a nice platform for the I19 content.
Anybody have any really sweet build ideas for a Dark/Invul Brute, high end (high cost) build out, focused on maximizing basic defenses, using purples/procs, etc. Planning on soloing a lot of EBs and a few of what they call AVs on solo (glorified AVs). Thanks.
If you don't have much experience with Brutes here are some things you should know
ONE: Brutes are NOT tanks: Brutes are not very effective for tanking as their HP is not nearly as high as tankers, also, their resists are much lower than tankers as well.
TWO: Brutes are NOT Scrappers: Scrappers in CoH are the ones who do the damage while the tankers soak it. The Idea behind brutes is that their job is to smash all in their way. Usually they do this quickly enough and can absorb enough damage in the process unlike scrappers who usually need a crutch (tanker) for most damage dealing
Ok time for some bread and butter, dark melee/invuln has great synergy, As you not only have a maintence heal (Siphon life) and dull pain. Dull pain is very much your panic button for a long time. So get it ASAP And slot it.
A note on endurance: This set (the way I build it at least) Is incredibly efficent when it comes to endurance, especially at higher levels.
Now ready for the powers? You sure? Ok then.
Dark melee:
Shadow punch: This power is a good power in terms of decent damage but the recharge isn't worth the damage in most cases, endurance is decent, but the split negative energy/smashing can keep enemies guessing.
Recommended slotting: 3 Dmg, 1 acc 1 recharge
Smite: This is the best power in the set in my opinion. The damage can be great for the endurance cost and recharge. This is a MUST GET. Once again the acc de-buff is a plus.
Reccomended slotting: 3 Dmg 1 recharge, 1 acc 1 end
Shadow maul: This is a fury user, the damage can be quite horrible for the endurance, recharge time, and accuracy. This is a great power -- if you have high fury, but otherwise I don't reccomend it for usual use.
Reccomended slotting: 3 Dmg, 1 recharge, 1-2 endurance 1 acc
Touch of fear: This is your most powerful de-buff power, and can cripple a squishy long enough for you to finish them. Also an excellent base accuracy rate and highest debuff. However I do reccomend slotting with 2 endurance SOs as it can drain greatly overtime
Reccomended slotting: 2 end, 1 Acc, 1 recharge, one debuff
Siphon life: This is an excellent power in two ways: one it has a damage/heal. And 2 it has a decent recharge downside is lower than average accuracy, damage and endurance cost.
Reccomended slotting 1 acc 1 recharge 2 end, and 3 heal (if you want to slot heal, it's entirely optional)
Taunt: If you want to be a tanker, go ahead and take this, although invincible has a built in taunt.
Dark consumtion: This is a good end heal power, however there's a gigantic recharge timer.
Reccomended slotting: 1 acc 3 recharge
Soul drain: This is your build up power, it drains from surrounding enemies, and increases damage and accuracy. buff varies depending on how many enemies you hit.
Reccomended slotting 2 recharge (Endurance cost may be worth slotting)
Midnight grasp: This is a immobilize move, it has a decent Aoe and above average damage. And a decent recharge. However, the immobilization seems to not work on many occasions, could be the enemy has resistance to it.
reccomended slotting: 1 end 2 damage, 1 acc. (recharge is optional, not essencial)
Invulnerability: This powerset's synergy really comes in with invincibilty, and tough hide as defense adding to the debuff can make you very difficult to hit. This is really shown in 1v1 pvp
Resist physical damage: Not much of a choice a decent base resist, but nothing spectacular, I do not reccomend adding any slots
Temp Invulnerability: Decent smashing/lethal resist (22% base)
reccomended slotting 3 resist 1 end
dull pain: This power is very much a panic button when it comes to toxic enemies and psychonics. I highly reccomend six slotting with heal and recharge, although recharge is very bad on it however.
Resist elements: I don't reccomend taking any passive resist powers, (other than the one you have to take) as the resists aren't worth it
Unyielding: This power is a very important one as it will be your primary resist for several other damage types, around 12% resists for other than smashing /lethal and roughly 3% for smashing/lethal take note it does not protect against psychonics
reccomended slotting: Depends, 3 resist, 1-3 endurance
resist energies: A passive energy resistance power, not reccomended as it is insufficent in terms of resistance.
invincibility: This power increases your accuracy and your defense depending on how many enemies are within melee range, Reccomended slotting: 1-3 end 1-2 defense (possibly accuracy as well, also note the aoe taunt built in)
Unstoppable: In the late 30s, survivabilty at higher difficulties is poor at best. This power can effectively change that due to it's "god mode" property, it can help a lot in pvp, against high damage squishies (blasters)
This combo in Pvp Is excellent in 1v1 pvp against brutes, tankers blasters and scrappers. I've gone for about a half hour against a spines/regen scrapper before getting defeated.
Travel power: I reccomend picking fly due to air superiority, and the pure tactical advantage.
This is my first guide so please leave feedback
Sources CoH Cov character builder.