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ArchLight

 

Posted

I cant figure out a Brute to build and play,i may end up with either SM/ or SS/ as a primary,but does the secondary even really matter for a brute?They all seem...well...underperforming in one massive way or another.I guess this can be said about all ATs and there armor sets.

Im trying to make 1 of every AT,hero side and villain side,and play them till lvl 50,not concerned with alts,however,funtionality and fun factor come into play.

So far iv only come up with 2 AT mixes that i like alot.A Electric Armor/Ice Melee Tanker,and a Traps/Elec Blast Defender.The rest im having issues with deciding on,so i need some input from the SMASH community on this one.I have odd tastes when it comes to power combos,but,i think ill go with the before mentioned SM/ or SS/ as a primary on this build....just seems to have that Brute feel for me,with the Ka-POW! and CRUNCH! effects and sounds they give.


 

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Super Reflexes is a pretty easy Brute secondary if you can IO yourself out around 30 to cap your defenses, it makes the ride to 50 pretty smooth.

Willpower is also considered a fairly fun armor set.


 

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Originally Posted by Fire_Minded View Post
I cant figure out a Brute to build and play,i may end up with either SM/ or SS/ as a primary,but does the secondary even really matter for a brute?They all seem...well...underperforming in one massive way or another.I guess this can be said about all ATs and there armor sets.
As to primary: SM and SS are both super fun primaries. I love the screen shaking smashiness of SM, and Rage, KO blow early, and the glory of Footstomp makes SS a perennial favorite. You'll love either of 'em.

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Originally Posted by Barbie_Ink View Post
Super Reflexes is a pretty easy Brute secondary if you can IO yourself out around 30 to cap your defenses, it makes the ride to 50 pretty smooth.

Willpower is also considered a fairly fun armor set.
Willpower performs well from 1-50. Very well rounded, not exceptionally expensive to make solid. SR is a different beast. Like most defense armors it starts off feeling pretty squishy. Early on you'd want to carry lots of Lucks and team with Bubblers and Colds as often as possible. I've never seen an SR cap defense around 30 as Barbie_Ink mentioned above, but SR does go from mild to wild once softcapped.


Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.

 

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As far as primaries you can't really go wrong...they're all fun and have a strength (ok..except one...but I won't go there). I'm personally fond of SS and SM as well. I have a SS/ELA and SM/ELA in the 40's and I can say that even without heavy IO slotting they're pretty solid. My SS\ELA is an AoE monster with lightning field, foot stomp, and dark oblit. The thing is that ELA can feel squishy...so add in tough and weave....it really does make a difference. And since ELA has Power Sink and energize (and end drain resistance)...endurance isn't an issue. So my pick would be one of those personally.

I have other brutes, including willpower brutes, but for me, ELA with something like SS, SM, or even WM would be quite strong. You get decent resists (add in tough\weave), endurance drain resist, PSI resist, END management tools, +Rechange, a self heal, slow resists, an AoE damage aura that can be slotted not only for damage\acc\end, but with a disorient proc, which I've found to be invaluable (especially on my fire\ela brute).

In the end though, there is always something that a secondary won't do well. For ELA that's toxic damage, which is relatively rare. In my opinion, ELA can be made into quite a beast...even with light IO slotting.


The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?

 

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While I agree with Krom on Electric Armor and enjoy the heck out of it myself. I have noticed that a lot have not figured out how to play it well. Most of the people I have meet are not very good at it.

For a newer player I would recommend Will Power or Super Reflex (see mild to wild comments above). INV can be pretty tough but red side but it has some situational issues late blooming being one.

My comments to the OP is each AT has its own strengths and weaknesses as well as each power set there in. The beauty of the game is your not shoved into a specific role. You can preform a role of your tailoring. Some obviously do this better than others.

Maybe if we understood how you felt they were under preforming it would help to give advice and help you pick a set that works well for you.


Pinnacle
Arch light L50 INV/SS
Psiberia L50 Kin/Psi
Screaming Mentallica L50 Sonic/MM

Infinity
Arc Voltinator L50 SS/Elec
Mind Fire Kinesis L50 Fire/Kin
Flaming Screamer L50 Fire/Sonic

 

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You'll need to get past expecting your brute to behave like a tank. WHile it is possible to achieve high levels of mitigation (we have the same caps), our base levels are lower, which means it takes a bit more to get us to where we need to be.

I agree with the powerset recommendations. I'd avoid defense sets until you get the hang of the AT - those sets shine when you dump a lot of IOs on them. WP is the generic and is very beginner friendly. Quick Recovery/Stamina will spoil you. As will electric's endurance tools.


 

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I was having issues at first on my /WP brute, got him to 30 and realized that I wasn't liking him like I liked my scrapper. Then specc'd him into the fighting pool and got weave and it did make a big difference, I started to like him a bit more and he was a lot more survivable, although I still perfer a scrapper, it is still nice to play other options. Overall, I would say check out the fighting pool on certain sets, really gives them that extra mile.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

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Well,i still havnt decided on a Brute build yet,but,im noticing Scrappers seem fun,just like Brutes...sure..they dont get the UGH SMASH! kinda feel to them,but when you run into a mob with a Spines/Elec Scrapper,it is FUN!

That and iv decided on what power sets for a secondary armor i wanna use for the Brute,but,i cant quiet make up my mind yet.The Armor sets on the table are.....

Fire Aura
Dark Armor
Rock Armor

I have also added Energy Melee to the list of Melee Choices for the Brute,which doesnt over shadow my previous 2 desired picks for a Brute melee set.


 

Posted

The sets all do feel different.

Other people can talk relative potency much better than me, so I won't. Any set and set combo can work solo in this game, so don't worry about it.

Super Strength is a very solid set. It feels huge, until it stops, and it stops a lot. If not hitting things constantly irks you, don't play SS. If you like feeling like a destructive force, it's great. It's also a stronger set if that matters.

Claws is really good. Fast powerful attacks. It doesn't have the brutality of SS, but it feels much quicker. It's extremely damaging, but very heavy on the endurance, so keep that in mind for the secondary. If you hate having to stop for endurance breaks, you'll need a very specific build.

Dark is a more 'tactical' Brute set. It isn't as outright damaging as most, but it has a lot of useful tricks in it, like craploads of -ToHit, a heal, +end, and a really really nice +dmg +ToHit. If you've got an active secondary it'll be hard to manage both, but it's a great match for a passive set.

Dual Blades is... not the best. It's got decent single target, better AoE, but others are better at each. It's a lot of fun to watch for a while, but it tends to grate on you, because it neccesitates pretty specific attack chains and no variation. Three of the four combos are good, and Vital Strike is fantastic. It's a set to play for concept or fun, not efficiency.

Electric Melee is a great AoE set, but pretty light on active damage protection compared to anything else. Low-power sleeps are dodgy. If you pair it with a good damage secondary, it's a powerhouse. Single target suffers.

Energy is good. Those who say it sucks outright are pretty much wrong. It's not as strong as it was, but it used to be preposterously good. It's very single-target, and good against fewer foes, because of stacking stuns. It's not much good at all for AoE.

Fiery Melee is damage, damage, and more damage. It's fantastic at AoE and pretty good at single target. It destroys the end bar, so you need a good recovery secondary for it. You also need a survivable secondary because it has no damage mitigation except for killing the enemy first. It feels really good to play at the later levels, and a bit slow early on.

Stone Melee is the SMASHiest of the sets. It feels slow, but massive. It's very good at single target and AoE, depending on how you build it. It's also got good mitigation, although you want to avoid knockback. You pretty much need a stamina-boosting secondary for this because it's absolutely voracious.

War Mace is not as huge as Stone Melee in feeling, but it still feels very powerful. IT's quite good at single target and does small-group AoE very well. It's got a whole mess of mitigation, too. It's not too end-heavy, either. It's a pretty good all-round choice. If you're looking for help with a build be careful, because it got enormously buffed a while back.

Axe used to be an okay powerset, just a bit better than War Mace, until War Mace got huge. It's not as nice to play as most other sets. It's still playable, but the only real reason to go with it right now is because you want to hit things with an axe, which is a very respectable reason.

Which secondary you play is actually wuite important, because they feel ver ydifferent. The right combos just flow fantastically.

Dark Armour is very strong, but pretty damned bad at low-levels. It's furiously end-hungry before you get Stamina. It's got decent resistances and fantastic Psi protection. It's also got some strong control powers in it, and a good damage aura. The REAL reason you want it is because of Dark Regeneration, which is pretty much heal-to-full every thirty seconds BEFORE slotting. This all makes it a very 'tactical' set, and quite active. It goes well with simpler primaries, especially end-light ones. If you want an apocalyptic death machine that sucks endurance like water, Fiery Melee is your man. Pity it has a Tier 9 resurrect.


Electric armour is a very passive set, and damned tough in resistance. It's great for endurance, with a cost reduction AND an energy drainer. It's pretty passive, so even better for active sets. Your knockback protection is tricky, though. Recently a small heal was added to it, saving the need for Aid Self. It's also got a good damage aura, making it a natural choice for end-heavy primaries. I can't give much advice on how to combo it, though I suspect Fiery or Electric would be good choices, or anythign that stands to gain from the recharge boost. Be careful with the Tier 9, it's potentially worse than not using it.

Energy Aura isn't very good. It used to be interesting for being the only pure defense set, until Super Reflexes said hi. There's a good bit wrong with it, not the least that the SFX really grate, too much to go into here. It's not much good except for concept builds.

Fiery Aura is very active and very, very angry. It's a resist set that's not that tough and has mez holes in it, but it has one of the best heals in the game really early. You mostly want it for the damage aura, end-drainer power, and the fat damage boost it has, which works twice as well for Fire damage. It also has a Tier 9 resurrect ,which is a letdown. Go Fire, or maybe Elec, and make a damage-dealing king. Dark is the way if you want to make it a bit more survivable.

Invulnerability used to be a little worse but got buffed recently. It's a good survivability set because it has high resistances, some defense, and a massive but slow heal and HP booster. It does nothing for endurance, and the Tier 9 is not nice. It's very passive, so good for active primaries. It's extremely resistant to the most common damage in the game, and has decent defensesbut anything Psi will eat your face. It's not better or worse for any particular powerset, but I like it with the weapon sets.

Shield Defense is absolutely fantastico for an offensive build. Unlike the Tank version it's damned hard to make it super-tough, so I don't worry about that. Instead, I look at the supreme carnage you get with a damage buff that gets bigger for every enemy in range, and an AoE attack that I would swap any two primary powers in any set for. It's a bit active, and not helpful for endurance, so not much good for some sets, and you need some mitigation to live. Its Tier 9 is damned helpful. Even though it's not that much resistance, it's got a solid HP boost and, very luckily, a fat recovery boost. It's the premier secondary for an AoE build. This thing plus Super Strength is the most fun I've ever had with any character in-game. You're basically an unstoppable force of nature with two damage buffs and two huge AoEs who by all rights should be dead but survives because the enemy has to live longer than three seconds to kill you. It's not SMASH, it's what SMASH wants to be when it grows up. Just remember, in teams you have to play like a Scrapper, not a Tanker. SMASH!

Stone Armour is preposterously tough. You can have vast resistances AND defense AND a huge HP boost al at once. The problem is it's a damned slow thing. You're almost immobile unless you take teleport and use it to move in combat. You're also very end-heavy and a late starter. It's very awkward to play unless you build it just right, so you really need to seek advice from the veteran Stoners. Also, it's end-heavy, so as tempting as it is to combine with Stone Melee, only do it if you don't mind needing a full tray of blues for the rest of your life. It's the Tanker's Brute.

Super Reflexes is supremely hard to kill, since it has massive positional defenses and really high resistance to defense debuff. It also gains slight damage resistance as you lose health, to give you time to pop a green. It has no heal ,which is a nuisance low-level, and is a late starter. The biggest weakness is that it just doesn't feel right for many Brute concepts. It's an easy set to use and end-light, so goes well with active primaries. It's damned good with Claws.

And finally, Willpower. It's a strong standby set for any primary, with a light mix of defensive options. It takes a bit of work to make it really tough, but once you do, it's TOUGH. It also has a massive boost to recovery and the best regen power outside Regen. It's a very passive set, so good for active primaries, and despite the lack of damage aura, still good for AoE primaries. It works with everything, but it's best with Stone, because it compensates the horrendous endurance costs.

The most important part about playing a Brute is that there are som many different flavours of SMASH. Find the one you like, and keep rolling until you do. When you find it you'll be bewildered at just how fast the thing levels up, because the game will fly past you're having that much fun.

And one last thing: your costume is more important than anyone will admit on the forum. A costume you really like will make even the crappiest build fun to play, and make fun Brutes awesome.


 

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Originally Posted by Fire_Minded View Post
but does the secondary even really matter for a brute?They all seem...well...underperforming in one massive way or another.\
A SS/WP brute can solo any +4 x8 mission you throw at them, this statement is 100% falce.


 

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Originally Posted by uberschveinen View Post
Other people can talk relative potency much better than me, so I won't. Any set and set combo can work solo in this game, so don't worry about it.
Just a few comments that need clarification on your extensive post.

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Super Strength is a very solid set. It feels huge, until it stops, and it stops a lot. If not hitting things constantly irks you, don't play SS. If you like feeling like a destructive force, it's great. It's also a stronger set if that matters.
That's often because people slot too much recharge in rage and try to double stack it. Also remember, if you have the vet attacks, you can keep on attacking without worrying about things (it's also a great time to clear your inspiration tray)

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Dark is a more 'tactical' Brute set. It isn't as outright damaging as most, but it has a lot of useful tricks in it, like craploads of -ToHit, a heal, +end, and a really really nice +dmg +ToHit. If you've got an active secondary it'll be hard to manage both, but it's a great match for a passive set.
DM/SD and 'tactical' are only in the same sentence if you call a DM/SD brute a tactical nuke. Dark Melee has incredible single target damage output, and shadowmaul in the right hands can do some impressive AoE. It also adds a heal into the attack chain which is very handy on some sets.

As for kill-speed, because DM has such a high damage output, it can kill surprisingly fast compared to some AoE sets - especially if you pair it with shield.

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Electric Melee is a great AoE set, but pretty light on active damage protection compared to anything else. Low-power sleeps are dodgy. If you pair it with a good damage secondary, it's a powerhouse. Single target suffers.
Thunderstrike alone offers plenty of mitigation if you know which enemy to target in a cluster. The mini-nuke of Lightning Rod is also quite impressive.

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Energy is good. Those who say it sucks outright are pretty much wrong. It's not as strong as it was, but it used to be preposterously good. It's very single-target, and good against fewer foes, because of stacking stuns. It's not much good at all for AoE.
Dark is better than energy at single target damage output, and the stacking to-hit debuffs and siphon life arguably offers better mitigation. Energy Melee is a shell of what it once was, and the animation increases significantly reduced the potential sustained DPS of the set. It still can output damage, but it just doesn't compare with what you can do with other sets anymore.

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Fiery Melee is damage, damage, and more damage. It's fantastic at AoE and pretty good at single target. It destroys the end bar, so you need a good recovery secondary for it. You also need a survivable secondary because it has no damage mitigation except for killing the enemy first. It feels really good to play at the later levels, and a bit slow early on.
With claws now available, Fire may not be the best at DPE, but it used to be the ranking set.

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Electric armour is a very passive set, and damned tough in resistance. It's great for endurance, with a cost reduction AND an energy drainer. It's pretty passive, so even better for active sets. Your knockback protection is tricky, though. Recently a small heal was added to it, saving the need for Aid Self. It's also got a good damage aura, making it a natural choice for end-heavy primaries. I can't give much advice on how to combo it, though I suspect Fiery or Electric would be good choices, or anythign that stands to gain from the recharge boost. Be careful with the Tier 9, it's potentially worse than not using it.
Actually, electric armor performs best when treated aggressively. End-drain is a very effective source of mitigation, as it prevents enemies from using some of their heavy hitting attacks.

Sets with knockdown or dark melee work best with electric, due to added mitigation. Fire Melee has no knockdown and works better on secondaries that are more-self sustaining. However, since elec now has energize, fire melee would be a little more tolerable on it.

[QUOTE]Fiery Aura is very active and very, very angry. It's a resist set that's not that tough and has mez holes in it, but it has one of the best heals in the game really early. You mostly want it for the damage aura, end-drainer power, and the fat damage boost it has, which works twice as well for Fire damage. It also has a Tier 9 resurrect ,which is a letdown. Go Fire, or maybe Elec, and make a damage-dealing king. Dark is the way if you want to make it a bit more survivable.[QUOTE]

Minor nitpick - it's a recovery power, not an end drain, as consume deals damage instead. SS/Fire was the old standby for the TV nemesis farm, and is still incredibly effective at what it does.

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Stone Armour is preposterously tough. You can have vast resistances AND defense AND a huge HP boost al at once. The problem is it's a damned slow thing. You're almost immobile unless you take teleport and use it to move in combat. You're also very end-heavy and a late starter. It's very awkward to play unless you build it just right, so you really need to seek advice from the veteran Stoners. Also, it's end-heavy, so as tempting as it is to combine with Stone Melee, only do it if you don't mind needing a full tray of blues for the rest of your life. It's the Tanker's Brute.
I am thinking that your endurance issues come more from whatever primary you played than the secondary. If you stay in granite, you aren't going to be running many toggles (maybe tough/weave). With IO's you can do just about anything but jump.


 

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Originally Posted by MondoCool View Post
A SS/WP brute can solo any +4 x8 mission you throw at them, this statement is 100% falce.
A SS/WP cannot solo any 4/8 mission.

The Snake Temple

Now if you decide to try it, don't just grab a few snakes from the back room, make sure you have at least the aggro cap on you. It's what I do on my DM/SD when I'm in the mood for a serious challenge. That DM/SD needs orange inspies and demonic to survive, and an IO'd DM/SD is far more sturdy than a SS/WP. A SS/SD might fare a little better than my DM/SD, simply as the snakes are vulnerable to KD.

But a WP is going to get hit by large amounts of AoE toxic DoT attacks, which will quickly nullify your regen. At +4, you'll last long enough to pop demonic, and empty your inspiration tray, so about 4 minutes in the back room. Maybe a few more if you're good.


 

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That's often because people slot too much recharge in rage and try to double stack it. Also remember, if you have the vet attacks, you can keep on attacking without worrying about things (it's also a great time to clear your inspiration tray)
It's just what I've noticed on a few SS characters. It's tricky to build one that doesn't suffer from the Rage collapse, even when you don't stack it. You can work around it without too much effort, but it's still there, and it's still a problem. Fortunately SS is so much fun to play it's easily forgiven.

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DM/SD and 'tactical' are only in the same sentence if you call a DM/SD brute a tactical nuke. Dark Melee has incredible single target damage output, and shadowmaul in the right hands can do some impressive AoE. It also adds a heal into the attack chain which is very handy on some sets.
Yeah, but that's Shield Defense. It turns single-target sets into AoE sets and AoE sets into distilled carnage. Dark Melee is inherently more 'tactical' because it has more tools to use, less direct damage, and takes more thought to get the most out of it. It's damned good after you put the thought in, but you have to put the thought in.

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Thunderstrike alone offers plenty of mitigation if you know which enemy to target in a cluster. The mini-nuke of Lightning Rod is also quite impressive.
Lightning Rod is half the reason the set excels at AoE. Being able to drop int oa spawn and kill every minion anywhere nearby is more useful than it should be. It still isn't all that good at mitigation, because it's mostly sleep. Fair enough, too, otherwise it'd be too good.

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Dark is better than energy at single target damage output, and the stacking to-hit debuffs and siphon life arguably offers better mitigation. Energy Melee is a shell of what it once was, and the animation increases significantly reduced the potential sustained DPS of the set. It still can output damage, but it just doesn't compare with what you can do with other sets anymore.
Energy Melee is not unplayable is mostly my point. It still does good ST damage, and has good ST mitigation. It's not the automatic best at everything ever powerset for Brutes any more, but that doesn't mean it's an automatic reroll sentence.

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Actually, electric armor performs best when treated aggressively. End-drain is a very effective source of mitigation, as it prevents enemies from using some of their heavy hitting attacks.
Really? My experience with endurance drain has been that it doesn't work all that well. Minions attack rarely, and bosses or higher regain endurance so fast there's not much difference.

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Minor nitpick - it's a recovery power, not an end drain, as consume deals damage instead. SS/Fire was the old standby for the TV nemesis farm, and is still incredibly effective at what it does.
I know that, I just think if you start talking recovery the natural reaction is consistent more end per second, not a whopping fat boost. Everyone knows what the drain powers are, in comparison.

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I am thinking that your endurance issues come more from whatever primary you played than the secondary. If you stay in granite, you aren't going to be running many toggles (maybe tough/weave). With IO's you can do just about anything but jump.
Yeah, but IO sets make everything okay depending on what you're willing to put in. Assuming that everyone playing the game is willing to spend hours working for infamy to buy ridiculously expensive enhancements leads to people with builds they can't afford. I've got a fistful of characters high enough to IO out, and only one of them actually is. He only got that because I got damned lucky on mission and found two Hecatomb drops.

It irks me that you can afford to fully IO out a toon, even at the stupendous prices of the good sets, with what some people are willing to pay for one single recipe. Do peopel really enjoy farming that much?


 

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[/QUOTE]It irks me that you can afford to fully IO out a toon, even at the stupendous prices of the good sets, with what some people are willing to pay for one single recipe. Do peopel really enjoy farming that much?[/QUOTE]


OMG!Someone finally said it!

SOOO FREAKIN TRUE!

Alot of us dont like to farm for endless hours to IO toons,and most of us "Cant",due to i dunno...work....jobs...and possibly a life outside the game?


 

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Yeah, but that's Shield Defense. It turns single-target sets into AoE sets and AoE sets into distilled carnage. Dark Melee is inherently more 'tactical' because it has more tools to use, less direct damage, and takes more thought to get the most out of it. It's damned good after you put the thought in, but you have to put the thought in.
Both /Fire and /Elec also round out Dark's lack of AoE with a dmg aura. Never underestimate how much damage that can do over time. Also, do not forget the patron pools. I find dark is much more suited to deal with its lack of AoE potential than NRG. Some of that has to do with soul drain and dark consumption. I also don't see how dark needs any more thought than NRG melee. If anything, NRG requires a lot of thought into dealing with self-damage.

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Lightning Rod is half the reason the set excels at AoE. Being able to drop int oa spawn and kill every minion anywhere nearby is more useful than it should be. It still isn't all that good at mitigation, because it's mostly sleep. Fair enough, too, otherwise it'd be too good.
I agree LR is effective, but with thunderstrike and chain induction offering effective AoE and Jacob's offering a satisfactory cone, LR has a lot of AoE (it just isn't quite enough to match what a purpled footstomp can do). .

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Energy Melee is not unplayable is mostly my point. It still does good ST damage, and has good ST mitigation. It's not the automatic best at everything ever powerset for Brutes any more, but that doesn't mean it's an automatic reroll sentence.
I'll agree to that, but then, I don't think any brute set is necessary to reroll. It's just that NRG used to be king of ST damage and it has fallen from that pedestal, which I don't think it deserved (but that's a dead horse).

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[on end drain] Really? My experience with endurance drain has been that it doesn't work all that well. Minions attack rarely, and bosses or higher regain endurance so fast there's not much difference.
The issue traditionally with the layered mitigation of end drain is that it is less effective when fighting levels higher than you - exactly when electric armor needs the most mitigation. However, at difficulties +2 and below, end drain is a very effective means of mitigation and prevents the the AI from using the hardest hitting attacks. Lightning field maintains the end drain (as does picking up the mu patron pool with the many AoEs). You don't even need to be an elec/elec/mu to effectively sap, nor do you have to intentionally build to sap for it to mitigate. Solo, I've been able to sap a +1 AV on my elec/elec/mu, but it took about 10 minutes.

Lt's and Minions are done in the first powersink. The second finishes off the bosses. If you're running 2/8 spawns (or managing to herd up to saturation), you'll find that you'll get at least 3 firings of powersink before you're done, providing you've slotted it moderately.

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Yeah, but IO sets make everything okay depending on what you're willing to put in. Assuming that everyone playing the game is willing to spend hours working for infamy to buy ridiculously expensive enhancements leads to people with builds they can't afford. I've got a fistful of characters high enough to IO out, and only one of them actually is. He only got that because I got damned lucky on mission and found two Hecatomb drops.
Most of my end-game builds do not require purples to perform well. It takes a lot of thought and time, but you can achieve impressive results without breaking the bank.

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It irks me that you can afford to fully IO out a toon, even at the stupendous prices of the good sets, with what some people are willing to pay for one single recipe. Do peopel really enjoy farming that much?
Completed 50s:
-Elec/Elec Brute
-SS/Elec Brute
-Mace/SD Brute
-Rad/Kin Corr
-Nin/Nin Stalker
-Crab Spider
-Elec/SD/Blaze Scrapper
-Fire/Nrg Blaster

In spite of all that, here are my 6 bids for 6 lvl 53 obliteration sets at one billion each. Inf is ridiculously easy to come by.

For example, I just purchased an absolute amazement triple for 65 mil inf blueside. I login today to put in bids to finish the set, and I see players spending 150 mil on that same IO. Traditionally, I would immediately list that IO to ensure it sells for a profit (though not listed at 150 mil), and then sell the IO I just needed to finish my toon. I'd then purchase another one for 65 mil, and be a good bit richer.

The point is, if you are patient and plan ahead, you don't have to spend a lot of inf, and can potentially make inf back while you're working your character up to 50 without investing a lot of time. It's because there are a lot of impatient people in the world that have to have that IO right now, and I'm willing to give players that IO right now, if you are willing to pay extra.

Today, in two hours of gameplay, I made about 200 million inf from drops and aggressive marketeering. If you want to make inf, head to the market forums and start reading. It takes more time to learn techniques than it does to actually do it. Even the rather simple rule of thumb of buy 2 of everything. Slot one and craft one will often pay for your build.

Many of my builds pay for themselves. I've invested about 600 million into my elec/sd/blaze scrapper. I've gotten a few useful drops on the way to 50 and slotted those in. Then I've sold about 1 billion inf in profit back, having a blast along the way. My elec/elec/mu brute probably cost about 200 mil back in the day. Since then I know I've made ten times that playing that toon.

If you refuse to market or farm, just play your characters when they hit 50. Buy and list intelligently, and you'll be surprised how much inf you can make.


 

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Quote:
Originally Posted by Fire_Minded View Post

OMG!Someone finally said it!

SOOO FREAKIN TRUE!

Alot of us dont like to farm for endless hours to IO toons,and most of us "Cant",due to i dunno...work....jobs...and possibly a life outside the game?
Without farming, you can easily make enough inf to get a lot of decent sets. The number of hours you play a week doesn't really matter, since the inf i make is mostly from 1 to 50. Sure i might not level that in one week like some people, but after a month or two, my brute will be 50 anyway, and it'll be pretty much all IOed.


Just by doing the arcs, and each TF once, you'll easily have around 100 mil and almost 250 merits (enough to buy any one recipe).


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

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Want to afford those IO's?

Step 1: Get a second account!

Step 2:

Step 3: Profit


 

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I agree with Tonal and crew I have been able to play my main L50 with out a lot of farming I tend to avoid the farm teams or most farming missions as I have done them to death. I will go street hunting in RWZ or get a team together and run a series of Paper missions or WZ missions. In doing this I have also paid for every IO project on this server. About 16 full builds plus surplus. I am not a marketeer or very into the aspects of Market PVP that earn others a lot of INF. But I do bid carefully and protect myself from some of the salvage cost manipulations. Last week I past the 1 B mark. Granted I have a few new concepts to IO out and that will drop below.

My message is that just having fun playing your main L50 can bring in plenty of INF. If your careful with the market. I do not have any purples on any character I sell every purple I get. My builds are still very effective with out them and I still have a lot of fun.


Pinnacle
Arch light L50 INV/SS
Psiberia L50 Kin/Psi
Screaming Mentallica L50 Sonic/MM

Infinity
Arc Voltinator L50 SS/Elec
Mind Fire Kinesis L50 Fire/Kin
Flaming Screamer L50 Fire/Sonic

 

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Quote:
Originally Posted by ArchLight View Post
I agree with Tonal and crew I have been able to play my main L50 with out a lot of farming I tend to avoid the farm teams or most farming missions as I have done them to death. I will go street hunting in RWZ or get a team together and run a series of Paper missions or WZ missions. In doing this I have also paid for every IO project on this server. About 16 full builds plus surplus. I am not a marketeer or very into the aspects of Market PVP that earn others a lot of INF. But I do bid carefully and protect myself from some of the salvage cost manipulations. Last week I past the 1 B mark. Granted I have a few new concepts to IO out and that will drop below.

My message is that just having fun playing your main L50 can bring in plenty of INF. If your careful with the market. I do not have any purples on any character I sell every purple I get. My builds are still very effective with out them and I still have a lot of fun.
Hmm,well,ill have to try that method,iv never used IOs past a stealth IO,and KB IO before,but then again,i left shortly after the IO exspansion occured anyhow.So i guess some studying is in order for me.

As for difficulties in the new brute build,iv made up my mind,after jumping around on a Stalker,and watching other players that have a brute,iv decided on a old school build.

Im going Dark/Dark for my Brute.That combonation seems to be very rare,to none existant now days.I havnt seen any Brutes,Scrappers,or Tankers using both Dark sets since iv been back,and rarly see Dark Melee being used either.

Most the brutes i see have mainly Shield,Willpower,and Stone Armor sets,and tend to use the 3 Melee sets i was eye balling.So,i decided,why not make a build that in recent days,is now rare used and left out in the cold?

So far,im not that high of a level,but,it does seem like a fun Brute to me.I havnt changed any of the power colors,however,i did change a single power in the armor set so i can still see my character. I guess its mainly fun because its a build even i didnt try in the past,and it being rare sight to many,and extreemly new in concept and 100% new to me,im acctually waiting in antisipation for level ups!


 

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I have a for fun Dark/Dark I made long ago I take out to have some fun with. He is my Super speed undead pirate. Yes super speed on a peg leg. Smite with the Hook or Siphon as a finishing move is cool looking.

He is nearly suicidal in +1 - +2 missions. With siphon life and Dark regen it takes some hard hitting to put him down. My alt build I went with a fear monger and took the presense pool and have four useable fear powers. I have three IO sets of two in each to jack my Fear duration through the roof. Touch of Fear lasts forever.

He is a lot of fun but I do not plan on ever taking him to 50.

Of course half the fun is talking like a pirate in chat.


Pinnacle
Arch light L50 INV/SS
Psiberia L50 Kin/Psi
Screaming Mentallica L50 Sonic/MM

Infinity
Arc Voltinator L50 SS/Elec
Mind Fire Kinesis L50 Fire/Kin
Flaming Screamer L50 Fire/Sonic