Best PPP for a Fire/Fire Brute?
well if you are going to be doing quite a bit of PvP i would go with the mace patron, mainly coz of that really useful -fly -jump attack But if PvE is what you have in mind then i would probably go for Sirocco as well i find brutes lacking in endurance when they get into full swing
Thanks for the reply,
Yeah, I'm mainly pve, and endurance is top of my limited number of issues with that char.
I'll prob take the mace with my bot/dark "science" Mastermind though, either that or Ghost Widow.
You got end problems with consume?
You should have some fuel leak or something
Im trying the PPP on test with my ss/fire and I got to agree with Danzaiber.....BU(or Rage)+Fury+FieryEmbrace+Burn(not affected by FE)+Blazing Aura+inmobs+slows from Mace PPP is...... ....almost artistic(getting Burn at last because I finally got some use for it).
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Im trying the PPP on test with my ss/fire and I got to agree with Danzaiber.....BU(or Rage)+Fury+FieryEmbrace+Burn(not affected by FE)+Blazing Aura+inmobs+slows from Mace PPP is...... ....almost artistic(getting Burn at last because I finally got some use for it).
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Sounds quite tempting. I'm still really torn over which PPP to choose for my L40 Fire/Fire brute - concept-wise about the only one I can really justify is Black Scorpion's set, but I'm not overly excited by any of the PPP powers for brutes in gameplay terms.
For my Fire/Fire I'm not sure an immobilise will be any use to me - BU + Fiery Embrace + Fury + Fire Sword Circle + next Blazing Aura ticks = most of the minions dead and the lieuts just need a tap on the nose to finish them off (and usually a stalker or another brute is dealing with the boss). In the meantime I'd rather my enemies were in melee range than immobilised /shrug.
But that does sound like a nice combo, Tchalla, especially for a brute that lacks a massive AE like Fire Sword Circle.
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In the meantime I'd rather my enemies were in melee range than immobilised /shrug.
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They are not incompatibles arent they? What I was doing was aggro a lot of mobs,go to a corner and wait for the whole group to cross the corner and be packed,shot the inmobs and there it is...every mob on a 10-12 ft area and inmobilized.
I had my fears the process of aggroing and retreat will get my fury down but I didnt notice a significant decrease of fury while running to the corner(mostly because of a lot of mobs hitting me).When I get to the corner the fury is usually high enough to make Burn one-shot +1 minion(real sad the short(8ft) AOE radius )
Mako, you can't beat spirit sharks for coolness
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In the meantime I'd rather my enemies were in melee range than immobilised /shrug.
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They are not incompatibles arent they? What I was doing was aggro a lot of mobs,go to a corner and wait for the whole group to cross the corner and be packed,shot the inmobs and there it is...every mob on a 10-12 ft area and inmobilized.
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Not incompatible, no, but why do you need a whole spawn immobilised in the first place? Cant you just kill them? Personally if Id herded up a whole spawn, like in your example, then Id rather just use Fire Sword Circle + Blazing Aura boosted by BU/FE to kill the minions, then kill the lieuts (one attack will do it after the AEs), then finish the boss.
The only benefit I can see is if you dont have any high damage AEs in your primary (e.g. Stone Melee, Energy Melee, Super Strength, Dark Melee) and want to use Burn from your secondary, like you say. But my Fiery Melee has a higher damage AE than Burn (and Fire Sword Circle doesnt need to tick over 8 seconds to do it) over a wider area - I think Electric Melee does too. I guess an immobilise could also be handy if you want to use powers that do knockback, without the knockback actually taking effect (e.g. if you were fighting on a gantry/walkway), but I dont.
So what benefit would I get from having a whole spawn immobilised? To stop runners? I dont have a problem with runners solo or in small teams - you can usually kill them before they get far - and even if they get away they wont bring friends back (no chain aggro in this game) unless theyre a debuff anchor (and the debuffer should have seen that and either finished off the runner or clicked off the debuff) - and runners soon return.
Ive been considering Mu Mastery, simply for another AE attack (Ball Lightning) so I could perhaps finish off the lieutenants as easily as the minions after using Fire Sword Circle - so I looked at that and the AE immobilise Electrifying Fences (which does slightly less damage) and both cost 19 End - that's more than Fire Sword Circle for half as much damage! I spent 40 levels End-balancing my brute to play non-stop and that End-use would have a huge impact in terms of downtime. So Im not sure how often Id actually need/use either of the PPP AEs - theyre just not that efficient and I cant see a need for an AE immobilise on a Fire/Fire that doesn't have/need Burn.
From what I could figure out it seems that the Scirocco PPP set's endurance drain is more like a discount on the powers that transfer it back, rather than actually going over the power cost and restoring your end.
Of course I didn't confirm that personally.
I took Mu because the two AoEs are AoEs, the others have at least one cone. One happens to be an Imob so I just have to time it better is all
"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!"
I can, correct
"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!"
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From what I could figure out it seems that the Scirocco PPP set's endurance drain is more like a discount on the powers that transfer it back, rather than actually going over the power cost and restoring your end.
Of course I didn't confirm that personally.
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Yeah that would tie up with my experiences of playing an Electric/Electric Blaster in CoH, on whose powers I believe at least one of the Mu PPP powers are based on (and some of the brute Electric Melee attacks too).
My Electric blaster certainly didn't feel like he was getting a lot of End back, just occasionally one of his powers would cost a bit less than I expected (really only noticeable with Ball Lightning, which the Mu PPP shares) - not enough to make a massive difference (not at his low level, anyway), but a bit of a help over time.
Since i7 is finally upon us, I've gotta ask....which PPP do peeps think is best for a fire/fire brute, I'm leaning towards Sirocco (the Mu Powers) at the mo, simply because I think the end drain might be handy.