Yet another template (SM/Inv)
I guess it's good then ^^
Unyielding at 24?!
Can't seem to find Invincibility...
First of all, get Unyielding much much sooner i.e. take it at level 16 when it becomes available. That power is your best friend and will make fighting enemies with hold powers (mesmerize, sleep, etc) and enemies stunning you about 100 times more fun
Combat Jumping is a waste of power in my book, it just doesnt add enough defence anymore. I would go for jump kick in stead - its really usefull to keep Bosses, Heroes and Arch-Villains on their backsides while you pound them into the ground
Drop Acrobatics - when you have Unyielding you are not going to be knocked over.
Get Invincibility - that extra accuracy while fighting multiple enemies is very very nice.
Also, consider switching Build Up for post-level 20 - that will allow you to get Stamina at level 20, and you REALLY want that, believe me
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[...] Combat Jumping is a waste of power in my book, it just doesnt add enough defence anymore. I would go for jump kick in stead - its really usefull to keep Bosses, Heroes and Arch-Villains on their backsides while you pound them into the ground [...]
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They fixed Jump Kick?
I disagree about combat jump. Get it, and swap swift for hurdle. It lets you rush between groups in a mission like a loony, which keeps the fury up. I wouldn't slot either of them though.
However, I agree totally about swaping acrobatics for invincibility, and moving unyielding foward to 16.
Dead Calm's Defender Manifesto
First of all I am lvl 40 already and doing my respec so I don't have to worry about what powers I take before lvl 24 etc.
But.. You say that Acrobatics is useless when I got Unyielding cuz' I will not get knocked over, does that apply to Hold aswell? cuz' I care much more about not getting held and not so much weather of not I get knocked over.
Invincibility, ok I didn't know this power gave me extra accuracy, but basically I rarely miss monsters in PvE so is it really usefull in PvP aswell when fighting 1 or 2 heroes?
And I don't think you give enough credit for combat jumping, first of all I've not once been Immolilized since I took it and the extra jump distance is actually great when you're fighting ppl in PvP. It might give a little extra defence but it's also almost free in endurance cost compared to the other shields.
Thanx for the info!
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They fixed Jump Kick?
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I've been kicking over bosses and heroes/avs since i respecced to get it around level 26 when i realised that combat jumping was completely pointless
Actually kept the Back Alley Brawler on his backside for a good deal of the fight against him with JK on auto-fire - which was a good thing considering the amount of hurt he was laying down when he was up and hitting.
Combat Jumping is probably a matter of preference then - I never PvP so that just doesnt factor into my way of playing the game - but for PvE CJ is dead to me; for moving fast I have SJ
I must say I cannot recall the exact numbers of resist on Unyielding vs Acrobatics, but I know that Acrobatics gives 1 mag of resist and I am fairly certain that the numbers on Unyielding is better. The only time I have experienced being held was with 2 Family Consiglieries who was both chainholding me and had 1 Singularity out each - after about 40 seconds they had stacked enough holds on me to actually kill my toggles.
At any rate, that's my 2 cents worth
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They fixed Jump Kick?
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I've been kicking over bosses and heroes/avs since i respecced to get it around level 26 when i realised that combat jumping was completely pointless
Actually kept the Back Alley Brawler on his backside for a good deal of the fight against him with JK on auto-fire - which was a good thing considering the amount of hurt he was laying down when he was up and hitting.
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It used to knock mobs down/back... with the rule more than the exception that the mob would get back up instantly while you were finishing up animation.
But if it doesn't do that anymore, I guess it's actually a (more) useful power now (not that I'd ever take it over Combat Jumping myself)?
Acrobatics is mag 1 hold and Unyielding is mag 3-6 ish I'd guess, but it works for Holds, Disorient, Immobs and Sleeps.
Combat Jumping is useful for 3 reasons,
1) greater combat mobility
2) immob protection
3) small stackable def bonus.
For an inv you can use 1 and 3, unyielding makes the immob resist mostly pointless. The def bonus is only useful for high defence builds, so if you have invincibility and tough hide running it will make a difference when you are surrounded. For this reason my tank has both Comabt Jumping and Weave.
My brute ( Fire secondary ) has Combat Jumping for reasons 1 and 2, small defence is useless if you have no other defence.
However if you don't use the extra combat mobility it does become a less good power.
@Unthing ... Mostly on Union.
I'd always take CJ over Jump kick, but I like the control over positioning it gives you. I wouldn't take acrobatics unless knockback protection was seriously missing in your powersets (IE DA or Fire) it doesn't really give enough of a return. Invincibility is fantastic, cause when there are more mobs around you it gives you what you need, more acc and more def.
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
Let's say you were only gonna play PvP. Would Invincibility be a power worth taking? Or is it only good when you have 5-6+ mobs on you?
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First of all I am lvl 40 already and doing my respec so I don't have to worry about what powers I take before lvl 24 etc.
[/ QUOTE ]Are you telling me that you're never going to exemplar down? Even if they add new TF's/trials below L24?
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Are you telling me that you're never going to exemplar down? Even if they add new TF's/trials below L24?
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The only thing you need in low lvl PvE is attacks really. Im not worried about being held in PvE cuz' mobs suck and allways follow a pattern. In PvP on the other hand I don't wanna be held, cuz' some players are really smart and even the worst player can do unexpected things. So if they do TF's lower than lvl 24 I don't think it matters if I have unyielding or not, I've not had any trouble xping to lvl 40 without it at least ;>
And I don't think they're planing to make any PvP zones for low lvls are they?
Another question.. How much +acc does Invincibility give? Is it worth 6 slotting it and put 2x dmg res and 3x to hit bonus 1x end red? And use it as a +acc toggle even on only 1-2 mobs? :>
I'm thinking of respec since I didn't pick unyielding this first time, anyone have any major opinions about this spec? I'm not totally sure about the slotting but I think I will do like this..
Archetype: Brute
Primary Powers - Ranged : Stone Melee
Secondary Powers - Support : Invulnerability
01 : Resist Physical Damage damres(01) damres(17) damres(25)
01 : Stone Fist dam(01) acc(3) acc(7) recred(9) recred(11) endred(15)
02 : Stone Mallet dam(02) acc(3) acc(7) recred(9) recred(13) endred(15)
04 : Heavy Mallet dam(04) acc(5) acc(5) recred(11) recred(13) endred(17)
06 : Temp Invulnerability damres(06) damres(25) damres(27) endred(37)
08 : Dull Pain hel(08) hel(27) hel(29) recred(29) recred(31) recred(31)
10 : Build Up recred(10) recred(40) recred(40)
12 : Combat Jumping defbuf(12) defbuf(33) defbuf(34)
14 : Super Jump jmp(14)
16 : Swift runspd(16)
18 : Seismic Smash dam(18) acc(19) acc(19) recred(21) recred(21) endred(23)
20 : Health hel(20) hel(33) hel(33)
22 : Stamina endrec(22) endrec(23) endrec(31)
24 : Unyielding damres(24) damres(34) damres(34) endred(37)
26 : Boxing dam(26)
28 : Tough damres(28) damres(36) damres(36) endred(39)
30 : Air Superiority acc(30) acc(40)
32 : Acrobatics endred(32)
35 : Tough Hide defbuf(35) defbuf(36) defbuf(37)
38 : Unstoppable damres(38) damres(39) damres(39)