Kinetic Melee/Super Reflexes: Brute or Scrapper?


BiohazardZero

 

Posted

I've always preferred brutes over scrappers for the extra survivability added in and of course, fury. However, after looking at Super Reflexes, I'm noticing that the set offers no difference whatsoever between the 2 ATs, so I'm trying to decide which AT would function better with Kinetic Melee (which I'm only choosing because the -dmg complements defense sets quite well). I've heard that Power Siphon isn't that great for Brutes because of the lower base damage, and some people are saying that Kinetic Melee is too slow to build fury effectively.

Ultimately, would KM/SR be better suited for a Brute or a Scrapper?

On another note: I've read that Nemesis have a base tohit of 55% instead of 50%, and Devouring Earth's Quartz pets increase nearby DE's tohit by 100%. How effective is SR going to be in general for PvE?


 

Posted

SR offers Brutes a lot Scrappers don't get: a far better power ordering (Scrappers have to wait until late-midgame for any AOE protection at all), a Taunt Aura, and Brutes' higher Health means the Scaling Resistances of SR work better for the Brute than for the Scrapper. SR is better on Brutes hands down. If Tankers ever get SR, I may die of joy.

Kinetic Melee...I hear that does work better on Scrappers, but if you prefer playing Brutes, I think Brute KM will still be very competitive.

Devouring Earth, especially the Praetorian variety, can catch a new SR player off guard. The key is to simply pull them away from their Quartzes, and kill the Guardians first. If the Guardian starts to put another Quartz down, RUN and get them away from it again (trying to stay and kill the Quartz will often get you killed instead). I play my SR Scrapper on +0x7 vs Devouring Earth and this strategy makes that possible (you can also just lower the difficulty if you want to steam roll, but I enjoy a challenge).

P.S. Nemesis are no trouble at all, just make sure to get rid of Bosses, then Minions, then Lts.


The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.

 

Posted

I hadn't noticed the power ordering was different for the level 20 and 28 powers, and I agree that Brutes do get a better ordering. The higher base health is nice, and I didn't notice that Evasion even had a taunt component. I thought SR just lacked a taunt aura, but that will help offset the feeling of being a scrapper with fury.

One final question: How important is aid self to SR? I'd still carry around a couple greens, but if it greatly boosts survivability I'll probably try to redo my build. This is what I have so far: nothing spectacular.

Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Midnight Dodger: Level 50 Natural Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Quick Strike -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(15), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(17), Hectmb-Dmg/EndRdx(19)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(5)
Level 2: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(9)
Level 6: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(50)
Level 8: Body Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(36)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
Level 14: Kick -- Acc-I(A)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(46), Aegis-ResDam(48), Aegis-ResDam/EndRdx(50)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(25)
Level 22: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(25)
Level 24: Dodge -- GftotA-Run+(A), GftotA-Def(27), GftotA-Def/EndRdx(27), GftotA-Def/Rchg(29)
Level 26: Focused Burst -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/EndRdx(50)
Level 28: Agile -- GftotA-Run+(A), GftotA-Def(29), GftotA-Def/EndRdx(31), GftotA-Def/Rchg(31)
Level 30: Lucky -- GftotA-Run+(A), GftotA-Def/EndRdx(31), GftotA-Def/Rchg(33), GftotA-Def(33)
Level 32: Concentrated Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(48)
Level 35: Quickness -- Run-I(A)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-End%(42)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Super Speed -- Winter-ResSlow(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9), RgnTis-Regen+(13), Numna-Heal(13), Mrcl-Heal(15)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11)


I just threw together a quick end-game build to get an idea of what numbers the class could get. Having no experience playing defense-based sets (other than stone, but that doesn't really count), I wasn't sure how far to push the defense. I only managed 98% defense debuff resistance, so I wanted a little cushion against mobs with debuffs. I didn't really feel like trying to go for the optimal slotting so I opted for the lazy route and grabbed physical perfection and superior conditioning. I know my endurance recovery is way more than I need, but again, I was lazy with the build. The one thing I know I'm lacking is aid self, which I could squeeze in there pretty easily and maybe get 5 slots in it.

And yes, I am aware that I broke the rule of 5s and picked up 7 of the same type of set bonus, but I like Crushing Impacts and LotG's. Not really a big deal, but I wanted the recharge and accuracy set bonuses. I know there are better ways to slot this.


 

Posted

Quote:
Originally Posted by BiohazardZero View Post
I only managed 98% defense debuff resistance, so I wanted a little cushion against mobs with debuffs.
Actually, you've only got 95% DDR. Mids' has a bug where it forgets to cap Defense Debuff Resistance, but it can't go any higher than 95%. Don't sweat it though - I've got characters with exactly 45% defense and capped DDR, and they rarely fall below 42%.


@Roderick

 

Posted

While SR is more then likely better on a brute (I have 2 SR brutes that I'm quite happy with), remember for KM that on a scrapper when concentrated strike crit's, instead of doing crit damage, it instantly recharges power siphon. Just something to consider.


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

 

Posted

I'd always prefer a scrapper KM toon over a brute one because scrappers get more bang out of KM, both because of more damage from Power Siphon and because of Concetrated Strike recharging PS on a crit.


 

Posted

So far, I've gathered that KM is better on scrappers, while SR is marginally better for Brutes. It all just seems to boil down to personal preference it seems, as the differences probably won't be too pronounced.

On another note: How important is Aid Self to a SR build like this?


 

Posted

Quote:
Originally Posted by BiohazardZero View Post
So far, I've gathered that KM is better on scrappers, while SR is marginally better for Brutes. It all just seems to boil down to personal preference it seems, as the differences probably won't be too pronounced.

On another note: How important is Aid Self to a SR build like this?
In all my SR brutes I had aid self until the mid 30's, basically until I could slot things enough to get me over 40% defense. After that I respec into a non-aid self build. Now with the inherit fitness, there may be room now for aid self just 'in-case'. That's just how I do it anyhow.


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

 

Posted

Quote:
Originally Posted by BiohazardZero View Post
Ultimately, would KM/SR be better suited for a Brute or a Scrapper?
I vote brute. I was on a RSF where the /SR Scrap tried to hold hero agro and died over 10x.


 

Posted

Aid Self to me is a Necessity.

I REALLY like my EA brute because he has 2 heals (Energy Drain and Aid Self). He just feels tougher than my /SR scrapper (true, the extra HP helps as well) but I just have one extra tool I can use on my EA brute.

Healing is very important on a defensive toon, if you are going to do anything crazy. Otherwise, you might need to duck behind a corner to regen a bit if you don't have a green.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.