Shadow Brute: Dark Mele / Super Reflexes (PvP)
Haven't read it, but you might want to adjust your choice of colors. The dark blue is somewhat hard to read on the blue, hero background. And the purple may be difficult to read on the villain red (somewhat hard to read on the hero blue too).
this seems much more like a pve guide than a pvp guide.
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this seems much more like a pve guide than a pvp guide.
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What he said.
Duel me.
I will work on my sig pic more when I have time.

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this seems much more like a pve guide than a pvp guide.
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What he said.
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Seems to work fine for me so far. What changes would you suggest to make this for PvP over what appears to be PvE?
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this seems much more like a pve guide than a pvp guide.
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What he said.
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Seems to work fine for me so far. What changes would you suggest to make this for PvP over what appears to be PvE?
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I dunno, a lot. I'm not trying to crap on your work but the devs made pvp a completely different environment than pve in i13. Whereas before it was the same ruleset, just hyperactive, intelligent opponents so most pve crap didn't work.
I wouldn't even put the two on the same page, let alone in the same guide now.
I dunno, could just be me.
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this seems much more like a pve guide than a pvp guide.
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What he said.
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Seems to work fine for me so far. What changes would you suggest to make this for PvP over what appears to be PvE?
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I'd put more emphasis on the medicine pool. You need it in pvp if you're going to survive as an SR. Also, the AoE defensive powers can probably be rid of. I doubt many AoEs will be thrown at you in a PvP environment given their higher end costs, longer recharge, and lower damage.
Overview

The Dark Mele / Super Reflexes Brute is designed for single target combat. His goal in life is to take away your ability to hit him at all and in turn to be able to put out enough damage to handle whatever problems come his way.
This speicfic guide is targeted at the PvP build of this set. There is a very good guide for scrappers that can translate to this build on the Scrapper Forums (http://boards.cityofheroes.com/showf...Number=2116535) and will give you a bit of the same information I used here (though I didn't read this before posting my notes).
Why Dark Melee?
Well, I was going over the other builds and there are some that do a lot more damage and are just as hard to dodge, but the -ToHit secondary effect of this power is strong enough to be noticed very quickly. The other nice thing about Dark Mele is that while it doesn't have a lot of attacks, it makes up for that with some very nice buffs including a Heal, Endurance Boost, and it's own little version of Fulcrum Shift (with a +ToHit) for when you are stuck with a few more mobs than you can handle.
Other builds can do more damage, but they are going to take more too. With Dark Mele you are going to walk away with more HP and ready for the next fight.
Shadow Punch *****
Cost: 4.37
Act: .83
Rchg: 3
24.84 Smashing
37.26 Negative
-5.63 tohit for 6.0s
Best Set: Kinetic Combat
I keep Shadow Punch throught L50, I now I could probably get an extra power in here somewhere, but It's a nice quick little damage dealer that really helps the -ToHit that I'm working on witht his build. The chance for Knockdown from Kin Com is useful too and on the 4th slot we get a nice Defense for Smashing, Lethal, and Mele.
Smite *****
Cost: 6.86
Act: .97
Rchg: 6
18.60 Smashing
55.80 Negative
-5.63% ToHit for 10.0s
Best Set: Hecatomb OR Mako's Bite
The Bread and Butter of this set, Smite should be set for damage. It's recharge is fast enough that with a good set you can get it firing almost as often as Shadow Punch and the Damage it puts out can really drop someone fast.
Shadow Maul *****
Cost: 8.53
Act: 3.07
Rechg: 8
Cone: 7', 45 Degrees
80.92 Smashing (4 tics of 20.23)
80.92 Negative (4 tics of 20.23)
-5.63% ToHit for 10.0s
Best Set: Armageddon or Scirocco's Dervish
I have to admit, I originally didn't take this power simply for the 3 second Activation. I also am not a huge fan of Tic damage and want it to happen now so I can move on to the next power. But for PvE it's fairly useful if you get a few mobs stacked up, and it's a good way to fill 3 seconds of your attack chain if you are greyed out.
Touch of Fear *****
Cost: 8.53
Act: 1.17
Rchg: 8
3.0 Mag Terrorize for 2.0s
-11.25 ToHit for 20.0s
(no taunt bonus)
Best Set: Siphon Insight
Sadly for PvP this is almost skipable, the only part I like about this is the -11.25 ToHit that we get from it. The Terrorize is nice, but it just isn't worth the time it takes to cast. If you get this, slot it for the -ToHit.
Siphon Life *****
Cost: 10.19
Act: 1.93
Rechg: 10
Heal: 149.93 on Self after 0.5s Delay
121.34 Negative
-5.63% ToHit for 10.00s
Best Set: Touch of the Nictus /OR/ Touch of Death
Now this power I love. I have it Frankenslotted with both of my Sets listed above and I love it. The only problem that I've found is it's Endurance Cost. If you are using this as a heal, just use it as a heal. If you want it as a damage attack, you will need to get that Endurnace usage down. But dont' get me wrong, this baby packs a punch.
Taunt *****
Act: 1.7
Rchg: 10
Range: 70
AoE: 15.0' (5 Targets)
+400% Taunt for 10.25s
-75.0% Strength to Range for 12.0s
Best Set: Mocking Beratement
Hi, this is how we kill blasters. Knock them with this every 10 seconds or so and they are going to be crying about how they can't hit you all of a sudden. Of course, since you're Melee also, it doesn't do a whole lot (and can get you into trouble with Energy Torent). But on the bright side, they can't run and blast on their way out.
Dark Consumption *****
Cost: 0.52
Act: 1.03
Rchg: 180
PBAoE: 8' (10 Targets)
33.37 Negative
+25% endurance (self per target hit)
Best Set: Efficacy Adaptor (Frank: Energy Manipulator Chance to Stun)
Alright, This power is pretty useful. It's going to get you a 25% End Buff if you have one person near you, but if you're in the Arena you can get all of your End back real quick. Very useful for when your toggles are close to dropping.
Soul Drain *****
Cost: 15.6
Act: 2.37
Rchg: 120
PBAoE: 10' (10 targets)
41.71 Negative
+2.00% ToHit for 30.00s (per target)
+8.00 All Damage for 30.0s (per target)
+10.00 ToHit for 30.00s (once)
+40.00 All Damage for 30.00s (once)
Best Set: Gaussian's Synchronized Fire-Control OR Scirocco's Dervish
This is the self buff of our set. It gives a nice PBAoE where everyone around makes you just that much stronger. Think of it as a personal Fulcrum Shift... but with a ToHit buff. If you decide to frankenslot this, make sure you get the Recharge Maxed as you want to use this a LOT. Getting the strong ToHit boost is always the best way to go.
Midnight Grasp *****
Cost: 11.96
Act: 2.07
Rchg: 15
117.3 Negative
22.95 Negative (5 tics of 4.59)
3.00 Mag Immobilize for 2.0s
-5.63% ToHit for 20.00s
Best Set: Mako's Bite OR Kecatomb
Our final damage power and the nuke of our set. One of the hardest hitting MegaHits for the Brute Sets, this guy should be slotted for recharge and damage. It also has a nice little Immobilize, but the duration isn't that long (though it's still useful).
NOTE: All damaging attacks have a +400% Taunt to target. All powers except Taunt have a +5 to Rage.
These numbers are pulled from the In Game Detailed Information for a L50 with PvP Settings On.
Why Super Reflexes?
Super Reflexes is the ultimate "Dodge" set. And coupled with Dark Melee's -Tohit buffs, the idea of this set is that you don't get to touch me, but I get to touch you a lot. Super Reflexes has another great perk to it, and that is the four Auto Powers in the set. They all have some great buffs to them that even if your toggles drop for one reason or another, you are still protected.
In fact, the only real flaw that I see in this set is that it is a Glass Tiger. That means that it will screw you up, royally, but if it gets hit, it's hosed. It relies on it's ability to dodge most of the attacks dropped on it and if it is hit, it dies. Quickly. This is definately something to consider while planning your slots. More Defense and Resistance is always prefered.
Just so you know, you really want to get the whole set. It sucks a bit because you can't get everything, but since we don't care about the Patrons it doesn't really matter.
Focused Fighting *****
End: 0.26s
+13.88% Defense to Mele Damage
103.8% Resistance to Confuse
Best Set: Luck of the Gambler
Required power, but totaly worth the time. Get some Endurance in it a bit early on and then set it up with defense and LotG. This power should ALWAYS be on.
Focused Senses *****
End: 0.26s
+60.00% Perception Radius
13.88% Defense to Ranged Damage
13.88% Defense to Psionic Damage
Best Set: Luck of the Gambler
This is going to keep you alive while you're working on your primary. Get it right away and follow Focused Fighting for slots.
Agile *****
Always On
+5.63% Defense to Ranged Damage
.3 per Health Percentage below 60% Defense to All Damage
Best Set: (3 Slot Defense Buff) (Frank: Kismet: Accuracy)
While you CAN skip this for a few levels, I don't like to. It's more defense aganst Ranged damage so if you have to shut Focused Senses off for endurance conservation you will still have this. Get it's Defense maxed out and try to find that Kismet if you can. Don't 4 slot until you find Kismet.
Practiced Brawler *****
Cost: 10.4
Act: 1.53s
Rchg: 200s
10000% Resistance to Knockback
10000% Resistance to Knockup
10.00 Knockback Protection for 120s
10.00 Knockup Protection for 120s
10.38 Stun Protection for 120s
10.38 Hold Protection for 120s
10.38 Sleep Protection for 120s
10.38 Immobilize Protection for 120s
30.00% Resistance to Defense for 120s
30.00% Resistance to ToHit for 120s
30.00% Resistance to Movement for 120s
Best Set: (No Set, 2-3 Slot for Recharge)
Get this right away, no exceptions. This is your Toggle Power. Use Ctrl+Click on this power and never change that. It should always be on.
Dodge *****
Always On
+5.63% Defense to Mele Damage
.3 per Health Percentage below 60% Defense to All Damage
Best Set: (3 Slot Defense Buff) (Frank: Karma Knockback Protection)
More Mele defense is always nice. Not 100% required right away, but it's very useful. Especially when you get into PvP ranges. Grab it when you can, but the sooner is always better for this one. That Knockback Frankenslot is suggested, but by no means required. Practiced Brawler can take care of that just as well... if it's on.
Evasion *****
End: 0.26s
13.88% Defense to Area of Effect Damage
+400.00 Taunt Aura (10')
Best Set: Luck of the Gambler
Get this right away, now you can dodge fire. Turn this on and leave it on, by this level it's your only weakness.. and now it's covered. Not quite as important for PvP, but still, defense is defense.
Lucky *****
Always On
+5.63% Strength to Area of Effect on Self
.3 per Health Percentage below 60% Defense to All Damage
Best Set: (3 Slot Defense Buff)
Again, get it as soon as you can. Slot it up for the 3 defense, and then forget it's there. I love these powers.
Quickness *****
Always On
+20.00% to Recharge
40.00% Resistance to Recharge
+35.00 to Run Speed
40.00% Resistance to Run Speed
+13.65% to Fly Speed
40.00% Resistance to Fly Speed
Best Set: (No Set, 1-3 Slot for Run Speed)
If you are going to PvP, you need this. It keeps you moving even when they try to slow you down. If you don't have it, you're gonna' die a lot from lack of preparidness. It's also very useful for WHEN you can't jump away. It keeps your speed up so you can keep moving.
Elude *****
Cost: 2.6
Act: 2s
Rchg: 1000s
+45.00% Defense to Mele Damage for 200s
+45.00% Defense to Ranged Damage for 200s
+45.00% Defense to Area of Effect Damage for 200s
+100.00% Recovery Rate for 200s
+200% Jump Height for 200s
+175% Run Speed for 200s
-10000% Recovery Rate for 20s after 200s
-100% Endurance on self after 200s
Best Set: Red Fortune
This is your god mode. Grab this and go but do NOT rely on it. It only lasts for 3 minutes and after that you are going to drop all of your toggles and die. The only way to save yourself on this is that right after you drop to eat a blue and use Dark Consumption. Otherwise you're totally hosed.
The only reason I gave this 3 stars is because if you don't win in 3 minutes, you are going to die.
What Power Pools Should I Take?
I'm not going to tell you what to take for these because everyone has their own techniques. I do suggest getting Fighting and Fitness a bit early on, but your travel power and anything else you want is all your call. My character went for Super Jump and Healing as his other two Power Pools with no Patron Powers, I just didn't need them.
Concealment *****
Stealth: It gives a defense buff, small token of invisibility, and makes you a bit harder to hit, but not really needed.
Grant Invisibility: What are you, a support class?
Invisibility: Good for ghosting, but you can't do anything while in it.
Phase Shift: Does anyone get this?
Fighting *****
Boxing: Lower damage with chance to disorient.
Kick: Slightly higher damage, but with knockback.
Tough: This is your only chance at resisting damage (smash/lethal). Get it and use it.
Weave: Get it, Slot it, Use it.
Fitness *****
Swift: If you take Fly/Super Jump, Get Swift
Hurdle: If you take Super Speed, Get Hurdle
Health: I always 3 slot Health, but I have yet to put Health in there. I use the Prized 3 Frankenslots for this.
Stamina: I love Stamina and usually will 3 slot it with endurance with a chance to Frank it with some nice buffs.
Flight *****
Hover: Nice power, gives a bit of Defense to all types with a slow movement. Quickness and Swift can take care of that though.
Air Superiority: Nice little attack with a -fly. If you'r going for flight, take this and ditch hover... unless you really want it.
Fly: Nice travel power, slow but you can walk away from it.
Group Fly: So you fly slow and loose accuracy. Let's get this twice!
Leadership *****
Manuevers: No
Assault: No
Tactics: No
Vengeance: On... err, No.
Leaping *****
Jump Kick: If you take this(ever), you fail.
Combat Jumping: I like this, Gives you a bit of a higher jump and some more Defense. You also get Immobilize Resistance. Always On.
Super Jump: Third Fastest travel power in the game. I really like it because it's the Fastest power that is good at high levels (Spider City)
Acrobatics: You don't need this. It's nice, but not needed.
Medicine *****
Aid Other: Grab it if you want to get Aid Self. Use it rarely.
Stimulant: Meh, I say no.
Aid Self: Useful in PvP, very useful. Especially with your glass tiger motif.
Resuscitate: I guess you could get this, but why?
Presence *****
Challenge: Single Target Taunt. Can be used to pull I suppose.
Provoke: We have this power already, We call it Taunt.
Intimidate: It's cute. But really not needed. Need PvP numbers on this one day.
Invoke Panic: Kind of entertaining, but not really needed unless you want. Can be useful if you are surrounded and getting pummeled on.
Speed *****
Flurry: Small chance for a short duration Stun. Not worth it due to the long animation time.
Hasten: Bread and Butter of most builds. This is a nice Recharge buff that lasts 2 minutes and can be set to be Perma. It will contend with your Practiced Brawler for the Perma power
Super Speed: Really nice travel power that is second fastest in the game. Only drawback is you move really fast on the X/Y plane, the Z plane is where we start to suck.
Whirlwind: Yay! Low damage and Knockback with High End! Woohoo! Don't touch this. Not even as a joke.
Teleportation *****
Recall Friend: This is a nice support power if you want Teleportation and don't want Teleport Foe... or if you are nice.. but why?
Teleport Foe: Entertaining way to start a fight. Teleport the baddie, kill him, teleport the next, repeat.
Teleport: Both the fastest and slowest travel power in the game (depending on slots) I have Teleport on half of my toons and can clear any map in mere seconds due to the range and endurance redux.
Team Teleport: This is a nice power in theory, but if anyone has the prompt up, they won't go with you.