Dark Melee/Energy Aura/Soul: Near Godhood


Dizzy_Dazzler

 

Posted

DM/EA/Soul is the most powerful Brute I have ever created. Having just soloed +3 Carnies and Arachnos for 8 players using very few inspirations makes me not want to ever roll another melee character. I do not even have Incarnate powers yet.

Understand you are not a God though. Soloing Psionic enemy groups at max difficulty is very challenging but if you play smart and use Darkest Night you can prevail. No character can be a God but playing a DM/EA/SOUL Brute in my opinion is the closest condition to being a melee GOD that the game allows. Does not reach the ideal but it comes close and is certainly worthwhile.

This build is very late blooming so its not for players who like to spend a lot of time in the earlier levels. You do not get a heal until 35 but once at full strength with IOs you are very powerful. You can have soft-capped defense to all typed damage except Psionic, good Status Protection, a fast recharging heal which serves as a back up, endurance recovery with Energy Drain, a Stealth power which gives a little Psionic Defense, a second back up in Overload which gives HP, endurance recovery and , most importantly, more Defense Debuff Resistance while not having a very severe crash. In Energy Aura you also get +Recharge, and additional things like Slow resistence, Defense Debuff resistence, and Endurance drain resistence.

High Defense, Status Protection and a heal is not enough to attain Godhood so I paired the set with Dark Melee and took Soul Mastery. These reduce enemy accuracy which synergies with your Defense secondary and significantly boosts your survivability. This is especially the case against Psionic enemies who you are not soft-capped to and enemy groups who reduce Defense. Darkest Night is a godsend which allows you to solo very hard content. I added a -tohitdebuff in Dark Obliteration as well so I can better debuff multiple enemies at once. I did not take Touch of Fear though as I discovered myself never using it. Attacking an enemy is enough to debuff him usually so I removed TOF to add the more fun Soul Tentacles.

Despite what you have may heard about Dark, the single target damage is excellent too with Midnight Grasp, Siphon Life, Gloom and Smite. Fast animations better build Fury and I hit like a truck. I have not really noticed lack of AOE. Dark Obliteration, Soul Drain and Soul Tentacles are fun enough for me.

My next step is to get the Destiny Incarnate so I can have Psionic protection and near permanant God Mode when combined with Overload.

Anyway I wanted to share the build with you and inform you that it is worthwhile and in the end better than the traditional DM/Invul


http://www.cohplanner.com/mids/downl...58FB2F5F78C513


 

Posted

Dizzy the build looks solid but Maneuvers is superfluous and its better to replace that with Overload. You should be able to find a way to soft-cap yourself without Maneuvers. Plus having all those toggles is taxing. On my build I have 7 toggles and it drains you fast. With Maneuvers you will have 8 toggles, so your endurance will drain even more rapidly.

You are pretty much almost at the soft-cap without Maneuvers and at that point 2.5 percent more defense given to you in Maneuvers is important but not as important as the huge defense boost given to you in Overload. Overload more importantly gives you 34.50% more Defense Debuff Resistance which makes it very effective when fighting enemy groups with defense debuffs. Maneuvers will not help protect you from cascade failure like Overload will. Overload provides an HP boost too as well as unlimited endurance and like I said the huge defence it provides and defense debuff resistence makes it harder for enemy groups to debuff your defense by causing defense cascade failure. Its much harder for enemies to debuff my defense when I am at 90% defense in Overload than it is if I am at 45% outside of Overload.

Despite me being at the soft-cap, Overload does make my character hella stronger still so I would not skip it. Plus it looks cool too.

Move a few more things around and see if you can soft-cap without Maneuvers. Taking Overload is necessary for attaining Godhood.


 

Posted

This might help you. I replaced Maneuvers with Overload ..and Soul Tentacles with Shadow Maul and I am soft-capped to everything except Psionic and thats is not even factoring in the defense from Energy Drain. I also have Overload as a back up when things go south.

I might respect into Shadow Maul and replace with with Soul Tentacles later. Soul Tentacles is fun but does not reduce enemy accuracy.



http://www.cohplanner.com/mids/downl...6BFC05EA10C6E8


 

Posted

If you want to keep Soul Tentacles while having Shadow Maul for more fun .. here is another build. Soft capped to everything except negative and negative defense is close enough. Defenses do not consider Energy Drain.

Most importantly you have Overload still.



http://www.cohplanner.com/mids/downl...357F016409C8F2


 

Posted

Yes maybe replace Maneuver for overload but i was aiming for high recharge in mine build when 3 a 4 mobs are in Entropic Aura Energize and soul drain become perma and energize gives a nice 59% end redux for 30 secs and with Energy Drain around 16 secs end problems will not be that bad


for def i wanted it high when in i22 small team incarnate content comes that you can easy go to iTrail soft cap higher max HP i wanted to make Energize regen more usefull. Just my thoughts

Replaced Maneuvers with Overload

http://www.cohplanner.com/mids/downl...00FB04FECDDD07


Dizzy


 

Posted

Looks great. You focused a lot more on recharge than me.


I just respeced my DM/EA/Soul and removed Shadow Punch for Shadow Maul and I have Soul Tentacles as well. Shadow Punch just seemed superfluous on my single target attack chain. With SHadow Maul, Soul Drain, Dark Obliteration and Soul Tentacles. my character is fun as hell.


I took a slot out of Soul Tentacles and added another in Energy Drain. I had to slot Energy Drain with both End Mod and Endurance reduction. Often you are fighting and you see your self at 6% endurance but you cannot use Energy Drain because it cost too much endurance and will cause you to crash before it recovers you. So I discovered it was logical to add Endurance Reduction.


Good Luck on your Demi-god. DM/EA/SOUL is a beast level 35 and beyond.

Here is my current build:

http://www.cohplanner.com/mids/downl...76CD5F356FC980


 

Posted

Can you tank effectively with Poweset combo? I have a DM/Regen scrapper that I love, but would like to tank sometimes, too (I almost could on him, but would prefer a more traditional tanking AT). I'd like to have a solo build and a tanking build with a DM/EA Brute, but want to make sure DM is not too single-target heavy to be effective for a sometimes-tank.

I'm also a bit worried about getting sick of the DM Poweset, but I love the debuffs it provides, and it fits well with my char concept.

Thoughts on tankability of this combo?


- Xyzor, Lightning.Rod, Kagyx - Rubber Mulch / Wholesale Candy - Freedom Server

 

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Quote:
Originally Posted by New_Dark_Age View Post

Good Luck on your Demi-god. DM/EA/SOUL is a beast level 35 and beyond.

Here is my current build:

http://www.cohplanner.com/mids/downl...76CD5F356FC980
While DM/EA is certainly a great combo, your build has a lot of improvements that could be made.

First off, you've purchased a lot of expensive enhancements for little to no return on the investment. I see a lot of 2-slotted purple sets that aren't really getting you squat. Dropping hundreds of millions for .04 end/sec isn't worthwhile. You've got an end recovery power that's up every 20 secs... do you really need to focus so much on recovery!?

Also, you chased defense bonuses that focus more on position than damage type. For EA, that's a waste. More often than not, positional defense bonuses require more slotting, and not only that, the damage type bonus is half as much. Use sets that reward damage type first. It will open up more slotting for you. 6-slotting Oblits or Thunder Strikes just isn't worth it.

Here's my build for my DM/EA/Soul. He's hit the soft-cap for everything but Psi. He didn't have to get the PVP Def IO, and he's got more recharge bonus to boot. I've got more attacks from DM, and I'm able to solo AVs at a decent pace. Take a look. It's much more affordable with the sets I've used.


Click this DataLink to open the build!


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Appreciate the help Rylas. I made some much needed improvements since I made this post and I have over 35% defense to psionic. Just had to drop Soul Tentacles.

You have to understand that logically not taking Overload is unacceptable as is any Tier 9th God Mode. You need it to break the game... all the IOs in the world cannot make up for a good power. It is a very very very effective back up when you are fighting enemies with defense debuffs and looks cool too.

I will show you my current build. I did not take out the purples yet like you said so I might move things around later although I have difficulty following your logic. I have to fill two slots up with some damage enhancement so it might as well be hectacomb for plus 4 recovery. I build for self-sufficiency and all the recharge and damage in the world means nothing if you do not have the endurance to sustain it. Currently I have Cardiac Left Tier 4 so with all the end mod and recovery I can fight straight for 2 minutes with Hasten before I have to use Energy Drain. Tested it on the dummies in RWZ.

Unfortunately, I also must respec out of Combat Jumping to take Tactic to fill my perception hole. Soloing plus 4 arachnos for 8 people with no inspirations and no pets is almost impossibile cause of all the BLIND powers Ararchnos has. More importantly ..all the blind powers turn off Darkest Night...making it impossible to use in a fight. So now that I have Barrier.. I can afford to lose the 2.5 defense from CJ to fill my Perception Hole


I build like a paranoid maniac. Why do you have taunt when you have 17.3% Psionic defense? its not good enough and arachnos will destroy you. Shoot for above 30% Also recharge is slightly better on my current build although its very expensive.

You will find that , at least at high lvls, Shadow Punch is not needed and you probably lose damage over time by adding it in your attack chain.


This is my current build before Tactics. 35.2% defense to psionic is sweet. Once I get tactics it will lower to 32.5 though but at least I can use DN against Blinders.



http://www.cohplanner.com/mids/downl...ADFD0FF9F3C0EA


 

Posted

Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

D a r k A g e: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Energy Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), GS-Acc/Dmg(5), GS-Acc/End/Rech(7)
Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
Level 2: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(13), Sciroc-Dam%(13)
Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 6: Super Speed -- Winter-ResSlow(A)
Level 8: Siphon Life -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(17), P'ngFist-Acc/Dmg/EndRdx/Rchg(17), Hectmb-Dmg/EndRdx(19), Hectmb-Acc/Dmg/Rchg(19), Heal-I(21)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
Level 14: Kick -- Acc-I(A)
Level 16: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/Rchg(37)
Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 20: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 22: Dampening Field -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-EndRdx/Rchg(29), S'fstPrt-ResDam/Def+(31)
Level 24: Energy Protection -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), GA-3defTpProc(33)
Level 26: Soul Drain -- Oblit-Acc/Dmg/Rchg(A), C'ngBlow-Acc/Rchg(33), Sciroc-Acc/Dmg(33), FotG-Acc/Dmg/End/Rech(34), AdjTgt-ToHit(34), AdjTgt-ToHit/Rchg(34)
Level 28: Energy Drain -- RechRdx-I(A), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod(36), S'dpty-EndRdx/Rchg(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 32: Midnight Grasp -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(37), P'ngS'Fest-Dmg/Rchg(37), Hectmb-Dmg(39), Hectmb-Acc/Rchg(39), F'dSmite-Acc/EndRdx/Rchg(39)
Level 35: Energize -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(40), Mrcl-Heal/Rchg(40), Mrcl-Heal/EndRdx/Rchg(40), Mrcl-Heal(42), Mrcl-Rcvry+(42)
Level 38: Overload -- RechRdx-I(A), RechRdx-I(42)
Level 41: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(43), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(45), Apoc-Dam%(45)
Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(46), Ragnrk-Acc/Rchg(46), Ragnrk-Dmg/EndRdx(50)
Level 47: Darkest Night -- EndRdx-I(A), DampS-ToHitDeb(48), DampS-ToHitDeb/EndRdx(48)
Level 49: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(23), Efficacy-EndMod/Rchg(48)
Level 1: Brawl -- Acc-I(A)
Level 1: Fury
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run


 

Posted

Quote:
Originally Posted by Xyzor View Post
Can you tank effectively with Poweset combo? I have a DM/Regen scrapper that I love, but would like to tank sometimes, too (I almost could on him, but would prefer a more traditional tanking AT). I'd like to have a solo build and a tanking build with a DM/EA Brute, but want to make sure DM is not too single-target heavy to be effective for a sometimes-tank.

I'm also a bit worried about getting sick of the DM Poweset, but I love the debuffs it provides, and it fits well with my char concept.

Thoughts on tankability of this combo?

Well my most recent build is softcapped to all damage except Psi which is at 35.2%. If you want to remove a power for Taunt, not sure how it would work out.

But to answer your question, yes EA anything can Tank. Dark Melee however is very single target oriented. You do use the Power Soul Drain for a Dam/Acc buff which causes damage and has an AOE feel to it but other than that I have Dark obliteration and the cone Shadow Maul and the long recharging Void Judgement so it might not be enough AOE for you.

If you are looking for good of AOE go Super Strength/EA , Stone/EA or Fire melee/EA. Either way it can Tank...but not until lvl 35 really when it gets its heal.

My advice if you roll DM..forget Taunt and play like a heavy scrapper and only Tank when you need to .


 

Posted

Quote:
Originally Posted by New_Dark_Age View Post
Well my most recent build is softcapped to all damage except Psi which is at 35.2%. If you want to remove a power for Taunt, not sure how it would work out.

But to answer your question, yes EA anything can Tank. Dark Melee however is very single target oriented. You do use the Power Soul Drain for a Dam/Acc buff which causes damage and has an AOE feel to it but other than that I have Dark obliteration and the cone Shadow Maul and the long recharging Void Judgement so it might not be enough AOE for you.

If you are looking for good of AOE go Super Strength/EA , Stone/EA or Fire melee/EA. Either way it can Tank...but not until lvl 35 really when it gets its heal.

My advice if you roll DM..forget Taunt and play like a heavy scrapper and only Tank when you need to .
My thoughts were to have a DPS build and a Tank build. I would have to invest a ton of time and inf into this char if I go that route, and I am not sure I will, but I like the idea of it, at least.

I loathe Shadow Maul as a power, btw. The animation is SO long...


- Xyzor, Lightning.Rod, Kagyx - Rubber Mulch / Wholesale Candy - Freedom Server

 

Posted

Quote:
Originally Posted by New_Dark_Age View Post
You have to understand that logically not taking Overload is unacceptable as is any Tier 9th God Mode.
So... Using logic to explain why I don't take a tier 9 is... unacceptable...

I think you'll find that many people who build efficient IO characters often skip the "God Mode" power. Being at the softcap makes any defense from Overload mostly wasted. That leaves the considerable HP boost. Now, while that's a great thing, it's not going to mean much if your defense is being negated. I'd rather just build for more damage output.

If I have no problem soloing AVs without it, I don't see the point in making it crucial to the build.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Rylas View Post
So... Using logic to explain why I don't take a tier 9 is... unacceptable...

I think you'll find that many people who build efficient IO characters often skip the "God Mode" power. Being at the softcap makes any defense from Overload mostly wasted. That leaves the considerable HP boost. Now, while that's a great thing, it's not going to mean much if your defense is being negated. I'd rather just build for more damage output.

If I have no problem soloing AVs without it, I don't see the point in making it crucial to the build.
This is basically my thought on it. The ONLY T9 from an armor set I've taken is Power Surge from /Elec, because it gives you tasty Toxic resistance, and I use it just for the lolz sometimes to be stomping all over a spawn as pure lightning.


 

Posted

Quote:
Originally Posted by New_Dark_Age View Post
Well my most recent build is softcapped to all damage except Psi which is at 35.2%. If you want to remove a power for Taunt, not sure how it would work out.
I can tell you how it would work out. Perfectly fine.

You see, you have a a minimum of 25% defense to all position types. While a small, small amount of Psi attacks have no position tied to them, you'd still have some defense to help with Psi just from that. And going from 35% to 25% won't greatly reduce your survival.

Also, you're still chasing Positional defense instead of Typed defense. So many slots are wasted there.

And why, WHY do you seriously need to worry about any recovery bonuses? Are you that bad at using Energy Drain? I think you'd be better off swapping out those 2 slotted purples for Pounding Slugfist for regen bonuses.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

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I was kinda thinking about doing this build but is this the most updated build you have dark age?


 

Posted

SHHHH!!! It's our little secret!! Don't want too many people finding out!!

I have a LOT of characters to choose from and many of them are level 50. I don't reach for any faster than I do my Dark Melee/Energy Aura/Soul Mastery Brute named Adam Not So Quick.

My current strategy is this: Run around and anger ANYTHING AND EVERYTHING in sight (yes, there's a cap, but as the baddies start falling, the others I've angered quickly run over and take their place), hide around a corner, jump into the middle of the mob once they are nicely packed, and then the fun begins. I hit them with Soul Drain to start things off. At my current setting (+2 X8), my health generally isn't even an issue at this point. *By the way...is there a better sound in this game than Soul Drain hitting a huge group??*. Follow up Soul Drain with Dark Obliteration (minions start falling at this point because of the Soul Drain boosted Obliteration as well as the Fury boost to it), but just to drive my point home I hit them with Dark Consumption which not only saps them of end, it also adds to mine AND does a good amount of damage. As more baddies start rolling in (either from my initial irritation or me going out to get more), I hit the group with the Energy Aura end return PBAOE (forgot the name..) which I use mostly as it gives a defense boost for each baddie hit. Rinse and repeat as powers pop back up. Hit those left standing usually only once and down they go.

One of the huge bonuses of this combinaton that people don't usually talk about is the +recharge you get for each baddie around you. This is an INCREDIBLE boost for a player like me who spends his days surrounded by the limit. Yes, I understand that people's concern is the lack of AOEs, but with this recharge boost I have Soul Drain, Dark Consumption, Dark Obliteration, *the +def end-return aoe (forgot the name...no damage) , AND pyronic judgment up for literally EVERY mob. If these aren't enough for you, which I promise you they are, then you could always supplement with hand grenades or plasmatic taser temp powers. (Both could be used at the end of the chain for any that are left standing...which after SD, DO, DC, and/or Judgement is literally only one or two IF THAT). In the rare situations where five or so are left standing, a side-step-to-line-em-up Shadow Maul puts them in their place.

I was running some Tips missions today (same setting +2 X8)...baddies were Freaks, Carnies, Crey, Arachnos, and some Nemesis. Every single group was so laughable that at one point I was looking over my power trays and realized.....OMG...I haven't used Overload in probably a week!!! This combo is really that good. Note: I definitely didn't have time to look around my power trays whilst fighting the Arachnos!! Ouch!

After reading this post, though, I think I'll make a respec change. I currently have Gloom, Dark Obliteration, and the pet from Soul Mastery. Gloom and the pet were helpful to me as I was leveling up and doing a lot of boss fights at the end of missions. Now, she's completely useless and dies rather quickly. Gloom was used to pull much earlier on in levels, but as you can see...pulling isn't really necessary now. Per your recommendations above, I think I'm going to go with Darkest Night (i'm actually curious if this can be used as a pull technique...) and tentacles (all that practice setting up an effective Shadow Maul should come in handy as I try to get as many as possible in the tentacles).

I'm VERY curious to see where this toon can go. He's currently slotted with IO sets, but nothing fancy. No purples, no ATOs, no LoTG +rech, etc. Just a few Crushing Impacts and Scirrocos, etc. I didn't put much thought into the bonuses and stacking def, etc. Can't wait to see what he can do when I have some high dollar sets that actually make some sense! I'm not very good at planning builds as I, to this day, still don't get what bonuses to go after on defensive toons like this (ranged? s/l? aoe? etc...). It's reassuring to know that even without TRYING to make him "Godlike", to me he's pretty much there!!

And ps...I can't, for the life of me, figure out why people are so high on SS/? brutes. I'm sure the rage + fury + knockout blow = SICK amount of damage, but if the argument is SS>DM because of AOEs, then that's an argument I don't understand because what other AOE does SS have besides Foot Stomp?

Thanks for helping to shed some light on the game's best kept secret, New_Dark_Age! Don't shed TOO much, though...or else we're going to end up seeing more Dark/Energy brutes than what we're seeing today with SS/Fire!


Main servers: Victory and Justice. Main account: @Justice29 Secondary account: @Clever One

 

Posted

Quote:
Originally Posted by Justice29 View Post
And ps...I can't, for the life of me, figure out why people are so high on SS/? brutes. I'm sure the rage + fury + knockout blow = SICK amount of damage, but if the argument is SS>DM because of AOEs, then that's an argument I don't understand because what other AOE does SS have besides Foot Stomp?
My only guess would be they are referring to the benefit of SS via Rage to AOEs your secondary provides, like Burn or Shield Charge, what with Soul Drain being periodically down as you're levelling and its boost being variable.

As for godhood. . .well, I've got my own little secret going right now which is close enough to DM/EA to make this a worthwhile thread to follow.


Under construction

 

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Quote:
Originally Posted by Erratic View Post
My only guess would be they are referring to the benefit of SS via Rage to AOEs your secondary provides, like Burn or Shield Charge, what with Soul Drain being periodically down as you're levelling and its boost being variable.
Rage is one big bonus for SS/, but the other part is Foot Stomp. The AoE range and damage amount is unparalleled. On a high-recharge build, that makes its AoE potential extremely better than other sets with only 1 AoE.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Rylas View Post
I think you'll find that many people who build efficient IO characters often skip the "God Mode" power. Being at the softcap makes any defense from Overload mostly wasted. That leaves the considerable HP boost. Now, while that's a great thing, it's not going to mean much if your defense is being negated. I'd rather just build for more damage output.
I agree: most of the time you are survivable enough without the crashing god-modes and I'd rather use the power pick for something that I can always benefit from and that won't crash my end and detoggle my armors (yes, even when I can just siphon it back if I eat a blue and there are foes around). In the rare moments when I need extra survivability, that's why I carry insps: they are practically free, drop plentifully and carry no crash. The godmodes aren't terrible powers... But they are often quite skippable on the good builds that hardly ever need them.

Quote:
Originally Posted by Kazz View Post
This is basically my thought on it. The ONLY T9 from an armor set I've taken is Power Surge from /Elec, because it gives you tasty Toxic resistance, and I use it just for the lolz sometimes to be stomping all over a spawn as pure lightning.
Well, One with the Shield carries a very light crash (can't even call it a crash, it's only 60% of your end and 30% of your recovery), Strength of Will's crash is even less noticeable (and you don't even need to throw slots at it for recharge, great power with just 2 or 3 slots total) and I just can't imagine playing a Regen character without MoG in its current incarnation (though most people don't count a 15s crashless godmode as an actual godmode)... Other than those exceptions, I agree with you. I actually find more use out of my T9 rez powers (in the very rare cases when sh*t does happen) than out of the godmodes (I just hate the idea of crashes and having to stop destroying stuff for longer than a couple of seconds - it's probably why I haven't joined the Rage-abuse-wagon yet).

Quote:
Originally Posted by Justice29 View Post
And ps...I can't, for the life of me, figure out why people are so high on SS/? brutes. I'm sure the rage + fury + knockout blow = SICK amount of damage, but if the argument is SS>DM because of AOEs, then that's an argument I don't understand because what other AOE does SS have besides Foot Stomp?
Quote:
Originally Posted by Rylas View Post
Rage is one big bonus for SS/, but the other part is Foot Stomp. The AoE range and damage amount is unparalleled. On a high-recharge build, that makes its AoE potential extremely better than other sets with only 1 AoE.
This. Foot Stomp is that good, it's all the AoE you need in that set. Pity it comes so late. Spin from Brute Claws is another example of a single power that is good enough it could pretty much satisfy your AoE needs (but doesn't need to since claws has more options) and it can still look inferior to FS despite Spin coming 32 levels earlier, recharging faster AND doing more damage... simply because FS has twice the radius (and thus covers a MUCH larger area). Add rage (and more: stacked) to that and you have a winner (if you don't hate FS's crash).

Add Fiery Embrace, Burn and Blazing Aura and you realize why SS/Fire is so crazy at damage even for normal content. Then keep in mind that, despite Fire often being called the squishiest armor, it can cap your fire res and you can use it to farm enemies that only deal fire damage, and it looks even better for farming (which I think is dreadfully boring, but it's a popular activity nonetheless)... A lot of the SS/Fire brutes you see around are built specifically for farming, they are today's fire/kins. :-)


Playing CoH with Gestures