KM/FA Brute?


BrandX

 

Posted

I have jus started a KM/FA Brute and was wondering if anyone has one to tell me what there like im familiar with FA but KM if completely new to me. i was wondering how the siphon power works ive read the description and used it on mobs but i dont get the stacking is it AoE and you need 5 enemy to get it to work? Also what is the level 18 power AoE like? Just generally what people think of the synergy and also some tips on KM cause im a little lost.


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Posted

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Originally Posted by _Fox_ View Post
I have jus started a KM/FA Brute and was wondering if anyone has one to tell me what there like im familiar with FA but KM if completely new to me. i was wondering how the siphon power works ive read the description and used it on mobs but i dont get the stacking is it AoE and you need 5 enemy to get it to work? Also what is the level 18 power AoE like? Just generally what people think of the synergy and also some tips on KM cause im a little lost.
PS is a click that modifies all of your KM attacks to reduce dmg to each thing you hit, and for each successful hit it gives you a dmg buff. Each dmg buff is on the order of 30 something percent maybe and is on a timer. The effect will stack up to 5 times in total, but usually it rolls between 3 or 4 as some expire before new ones take effect.

The effect fades before the dmg buffs do, so with decent recharge it can be kinda perma.

Burst has too short of a range imo. It has around the same animation time as spine burst, similar dmg, and smaller area of effect. Seems a tad neutered to me, but I imagine others will disagree. Having said that - on a brute with all that autotaunt happening that will be less of a problem than on my scrapper. Even then it's decent and worth taking. FE+Burn+Burst could do some wicked things.

As far as synergy - I've thought about km/fa for the added AoEs and the added dmg buff from FE. Honestly, talking about it makes me want to revisit the idea.

Counterintuitively, the tier one is worth taking, the KD makes for nice mitigation, and you want a smooth, quick attack chain for both fury and PS. Pop PS while you run into a spawn (doesn't root), cycle fast attacks (not pools or inherents or vets, they won't add dmg) then drop AoEs or heavy hitters when the buff is full up. QS helps with that early on, though I want to say folks keep it. Dunno yet, my km scrapper is only in his late 20s


 

Posted

Quote:
Originally Posted by MayorOfAngrytown View Post
PS is a click that modifies all of your KM attacks to reduce dmg to each thing you hit, and for each successful hit it gives you a dmg buff. Each dmg buff is on the order of 30 something percent maybe and is on a timer. The effect will stack up to 5 times in total, but usually it rolls between 3 or 4 as some expire before new ones take effect.

The effect fades before the dmg buffs do, so with decent recharge it can be kinda perma.

Burst has too short of a range imo. It has around the same animation time as spine burst, similar dmg, and smaller area of effect. Seems a tad neutered to me, but I imagine others will disagree. Having said that - on a brute with all that autotaunt happening that will be less of a problem than on my scrapper. Even then it's decent and worth taking. FE+Burn+Burst could do some wicked things.

As far as synergy - I've thought about km/fa for the added AoEs and the added dmg buff from FE. Honestly, talking about it makes me want to revisit the idea.

Counterintuitively, the tier one is worth taking, the KD makes for nice mitigation, and you want a smooth, quick attack chain for both fury and PS. Pop PS while you run into a spawn (doesn't root), cycle fast attacks (not pools or inherents or vets, they won't add dmg) then drop AoEs or heavy hitters when the buff is full up. QS helps with that early on, though I want to say folks keep it. Dunno yet, my km scrapper is only in his late 20s
Kin Melee's attacks have -DMG effects whether you use Power Siphon or not...though, does Power Siphon increase the -DMG effect? I didn't think it did.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
Kin Melee's attacks have -DMG effects whether you use Power Siphon or not...though, does Power Siphon increase the -DMG effect? I didn't think it did.
Hmm. tbh I'm not certain. In Mids the effects tab shows the -dmg and +dmg, and since the latter is only on when PS is up, it's difficult to tell. Tangentially speaking: mids also doesn't show the resultant dmg buff on attacks when you toggle PS on and ride the slider around. Not a big deal, but I'm mentioning it in case any of you awesome Mids team folks stumble in here.

In help chat someone mentioned that one (or more) of the attacks always have the debuff, while the others only have it under siphon. Grain of salt that one, as it could be inaccurate.

Interestingly, mids shows Burst to have twice the debuff (11.3% vs. 5.63%) of the other attacks and the torrent (according to mids) carries no debuff at all.

Ah, there I found it. The mouse over description of the KM set declares that "All attacks in this set reduce the damage ...." So it sounds like you are probably correct.


 

Posted

Quote:
Originally Posted by MayorOfAngrytown View Post
Ah, there I found it. The mouse over description of the KM set declares that "All attacks in this set reduce the damage ...." So it sounds like you are probably correct.
Well that's how I remember it playing KM on my stalker. And I swore it did the same for the other ATs. Not sure if PS increases the -DMG effect or not though.

RT doesn't have the -DMG, and yes, Burst had the biggest -DMG debuff. Figure add that to help /FA's survivability plus the knockdowns (back in the case of RT, which gets skipped by lots of people).


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by MayorOfAngrytown View Post
Hmm. tbh I'm not certain. In Mids the effects tab shows the -dmg and +dmg, and since the latter is only on when PS is up, it's difficult to tell. Tangentially speaking: mids also doesn't show the resultant dmg buff on attacks when you toggle PS on and ride the slider around. Not a big deal, but I'm mentioning it in case any of you awesome Mids team folks stumble in here.

In help chat someone mentioned that one (or more) of the attacks always have the debuff, while the others only have it under siphon. Grain of salt that one, as it could be inaccurate.

Interestingly, mids shows Burst to have twice the debuff (11.3% vs. 5.63%) of the other attacks and the torrent (according to mids) carries no debuff at all.

Ah, there I found it. The mouse over description of the KM set declares that "All attacks in this set reduce the damage ...." So it sounds like you are probably correct.
KM attacks always have the debuff, whether or not power siphon is active, and the debuff never gets stronger or weaker. The exception is repulsing torrent, the cone attack, which does not have any debuff effect at all, nor does it boost your damage when power siphon is active.

A lot of the confusion comes from the real numbers display in game - all the attacks (other than RT) show the following info (example taken from the scrapper powers - brute/stalker/tank powers will have different debuff values but are otherwise the same):


Code:
+Grants power Power Siphon to KSiphonMode
-5.63% strength to smashing damage for 5.00s on target
Ignores buffs and enhancements
unresistable

-5.63% strength to lethal damage for 5.00s on target
Ignores buffs and enhancements
unresistable
... and so on for each type of damage

Because the debuff info comes right after the power siphon effect listing, everyone assumes that it means that the debuff is only active when power siphon is active. But its just an oddity of the display - if the debuff only worked when power siphon was up the info on it would be included under the dropdown + for the power siphon effect (which lists the damage boost if you click on it in game.


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