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Posts
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Because an ipad doesn't sit nicely in my pocket, and while I don't use my phone alot as a phone, I still use it. I make generally around 3-4 calls a day.
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Quote:Well I upgraded from a Motorola Razor to a Motorola Droid when they came out from Verizon and frankly I would be happy to throw the droid away and go back to my Razor.
Comparatively the Iphone is better but having had a smart phone now I wouldn't bother with one of those either if they became available from Verizon.
I don't like the fact that it pretty much has to be always on. It isn't that useful frankly the one thing I would use it for daily doesn't work right on the droid. I like the clear channel I heart radio app but it has some kind of buffering problem and basically starts stuttering badly when I try to use it. I know the app works because my Ipod Touch has the same app and it works perfectly for the apple device and sucks as the android app.
Use Pandora. I have yet to have any issues with buffering on stuttering on my Motorola Droid. -
I detest software keyboards, and I LOVE the keyboard on my Motorola Droid. I would recommend going for the Droid 2 if you have a similar feeling with Keyboards.
As for the Smart Phone haters...
My phone acts as my MP3 player. It acts as my camera. It acts as my Netbook. It acts as my Gameboy, it does pretty much anything I want it to do. I have D&D apps on it for when I am DMing. I have multiple PDF's I can quickly access on it. It acts like as my GPS device. If I ever lose it, or it gets stolen, I can remotely activate and lock it, and track it's movements.
Smart Phones are Omni-Tools that are quickly replacing virtually all electronic gadgets.
Calling them a *Phone* is almost silly these days. The part of my Phone I use the least is the actual phone. -
Quote:I have been playing my Elec/Kin exclusively in large team environments, and I can safely say that your opinions are not even remotely my experience.Static Field is subpar sorry to disagree with people, but my nature is to be the counterpoint guy. In solo/duo play it has merit, but once group play comes with all of it's AOE goodness, even Gremmies with their damage aura makes it inept.
Compared to ST, and EQ...based sole on the fact it's a pulse effect is fair enough. Yet both ST/EQ those offer further mitigation by debuffing to-hit , and also -def in the case of EQ.
True it sets up containment, but most APP(if you are waiting this long for the power to have actual damage boosting implimentation) powers have DoTs associated with them with a couple exceptions, which would render the sleep ineffectual and again the gremmies at this time would also damage surrounding enemies.
SF has a slowing component which if they fall back to sleep in the next pulse seems wasted effect (of course no numbers on the effect either, and don't think it's enhanceable). The +end component for allies may be the best effect, but without access to any numbers may prove to be a non-factor...
This power isn't all that great....of course this is IMHO. I'm sure there are those of you that disagree.
I'm playing Elec/Rad in case you were wondering....
The sleep effect allows teams to safely engage any mob without fear of an alpha strike, which is especially important for Elec, since has little in the way of hard control. This allows the team to break up a mob into more easily destroyed chunks. Even with AoE's flying around, you will have mobs still being put to sleep, and preventing damage.
The +End aspect of the power is significant. When my teammates learned of the +End, and stood in the patch, their end bars did not even budge. Keep in mind this is around lvl 18-19 or so, so all teammates were Pre-Stamina.
It also functions as an excellent way to negate *Oh $^#%* moments by being able to stop an enemy mob dead in their tracks.
So far, Static Field has proven to be a jack-of-all trades power that has proven it's worth to be one of the best powers in the set. -
The FF proc would work excellent as well. Currently I have 5 Armageddon +FF in my SS/Fire, and it is working very nicely. Just make sure you take the Armageddon proc, because it is a real beauty.
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DM does very, very little to protect an squishy aggro generator like Fire/Kin. The AoE's are on long timers, and /SR doesn't get their taunt aura until lvl 20. And again, the single target damage is *not* the best. Fire takes the cake there. The main *perks* of Dark Melee is the self heal, Dark Consumption, and touch of fear, all powers that become obsolete when teamed with a Kinetics.
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Quote:A Claws/Inv or Claws/Fire would be awesome. I would recommend Claws/Elec, but since the OP is paired with a Kin, alot of Elec's best stuff(Awesome Endurance management) are not really needed.This is correct: You have been given bad advice, sorry. Single target DPS, self-heal, and end management are DM's claims to fame, NOT AOE damage.
For the combo described, nearly the ideal setup would be claws/inv. ?inv on a brute is a tough leveling experience due to endurance issues....which your buddy can help out with enormously.
Claws does excellent damage if you can keep it fed, whcih holds aggro. Once you get invincibility, well, all bets are off.
At the top end, you can take Mu for even more damages, or you can take the new energy APP and not have to rely on your friend for end any longer.
The same can more-or less be said for a fire/shield brute, or even moreso for a ss/fire.
A ss/fire is...fearsome.It might not hold aggro like an ibvuln, but it should do alright.
Fire/Shield would definitely be an excellent choice as well, same with SS/Shield. Aggro aura is pretty early for shield, and is a good one.
SS/Fire is always good, and with Blazing Aura, it holds aggro pretty well early in the game.
Stone for Primary might work out really well to. It has top-notch single target damage, and can keep the Kin buddy alive by using Fault. Kin also solves Stone Melee's issues. AoE damage is lackluster, but Fault allows the Fire/Kin to spend more time blasting, rather then trying to heal. -
Specifically, this issue seems to happen with multiple Electric Control users, specifically with Static Field and Chain Fences.
We had two Electric Control users, and when Static Field was down and we both used Chain Fences, FPS plummets like a rock. All members of the team were reporting this issue, and some were reporting FPS of *3* when this happened. The game basically becomes a slide show.
In general, Electric really needs some graphic tweaks, but this issue specifically is far beyond most minor graphic issues. -
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Dark Melee is not nearly as good as Bright Shadow is making it out to be. Especially not when paired up with a Fire/Kin.
The Heal and the Fear is unnecessary for you, since you got a buddy with Transfusion waiting to go. The set has little to no AoE, while it does have good single target DPS, it DOESN'T have the best. Fire has the best single target DPS, which I believe is followed by Claws. -
I recommend slotting it as an attack, with a to-hit or two in it. The primary reason you want FU is the To-Hit buff, not the damage buff. Accuracy doesn't calculate the same as To-Hit. You can have a gazillion Accuracy, and still not be able to hit an enemy that has a Defense buff up.
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If you are teamed up with a Fire/Kin, you want to be able to hold aggro. Trust me. Your Fire/Kin friend will DETEST you if you don't hold aggro, because Fire/Kin is squishy, and aggros like nothing else.
My recommendation for Primary would be Superstrength, Fire, or Claws. All have top notch single target damage, especially with a Speed boost on them, as well as having excellent AoE.(Because again, your buddy will want to kill you if you don't hold aggro)
For secondary, anything other then Stone or Energy really. I personally like Fire, due to the extreme damage it brings, but all the others are excellent choices as well, depending on taste.
::edit:: If you pick Superstrength, be sure to pair it with a secondary that has a taunt/damage Aura early. Superstrength doesn't get it's AoE till 32. -
Agreed with Clutch. Please take a look at the guides for Fire/Fire brutes to start. Because this is either a troll thread, or you really don't understand the basics of the game.
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Quote:SS/Fire isn't expensive. Just get the Behemoth farm and go to town. It farms well on SO's vs Demon Farm.It's certainly possible to build a Dom farmer, but it's not the farm god it once was. I'd recommend SS/SD brute or SS/Fire brute. They both cost a lot: you need to get softcapped for SD and you want a combo of good defense and high recharge for Fire. If you want to farm on a budget, probably a Fire/Kin controller is still your best bet. They can farm decently on just SOs.
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The only change Hand Clap needs to be useful is to change the Knock Back to Knock Down. Ta-da, now Hand Clap is more similar to Fault, an *incredibly* useful power.
Of course, I would actually be *against* this change, simply because I think SS is already to powerful as it is, and buffing it anymore would be silly. -
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Quote:lawlzI'm strictly referring to damage AoE which Hand Clap is not. The gauntlet radius of Knockout Blow is also irrelevant seeing as Gauntlet does not help you defeat enemies.
As to the person that said Super Strength is the most overpowered melee set in the game I have to disagree highly. Energy Melee does consistently more damage than Super Strength unless you are on a Brute in which case SS is very powerful.
If Hand Clap did the same damage as Whirling Hands it would not be overpowered being Whirling Hands does terrible damage as it is since its smashing damage over energy damage.
You're hilarious Novella with your Energy Melee fixation.
SS is miles better then Energy Melee due to Rage and Footstomp. -
Quote:And I have a SS/FA/Mu that I have at 50, and have been farming with for years.I'd take the Flight pool over Leaping, just to get Air Superiority which is a great single target damage mitigation tool. If you're not taking Leaping to get Acrobatics for KB protection, then Flight is the way to go IMHO. Punch and AS are a nice 1-2 punch as they have the same base recharge time. I'd also just stick with Electrifying Fences and Ball Lightning and drop Mu Lightning to keep your focus on AoEs. That's just my take on things. I've got a SS/FA/Mu at lvl 44 and that's the route I've been going.
Air Sup is totally unnecessary. Punch, Haymaker and KoB are more then all the single target damage you need.
Mu Lightning is incredibly useful for catching runners. It also deals significantly more damage then Air Sup. Out of all of the single target attacks, I use Mu Lightning the most when farming. -
Archery is hands down better then DP, in most situations. DP has a bit better damage mitigation, but Archery has significantly more damage.
It is unlikely that Archery will be nerfed at all, although there is a *slight* chance Dual Pistols may get buffed(Unlikely, since it is a very "average" set).
However, there is no accounting for Tastes, and DP does have cool animations, even if they do make the set slower. -
Your slotting is still very weird, alot of things are slotted unnecessarily, and some not slotted enough. For instance, Ball Lightning is a real attack, and should be slotted as such, not just having 1 Damage in it.
Also, you have no KB protection.
Just because something CAN be slotted with Purples, doesn't mean you SHOULD slot it with purples. That 10% +Recharge isn't worth it if your other powers are undslotted.
Here is a much more streamlined, and ultimately cheaper build.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- Hectmb-Dmg/Rchg(A), Hectmb-Dmg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dam%(5)
Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(27), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam/Rchg(40), S'fstPrt-ResKB(50)
Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 4: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13)
Level 6: Healing Flames -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(15), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal(17)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(21)
Level 10: Hurdle -- Empty(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23), Mrcl-Heal(25)
Level 18: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(27), ImpArm-ResDam(43), S'fstPrt-ResKB(46)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(29), P'Shift-EndMod/Rchg(31), P'Shift-EndMod(31)
Level 22: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/Rchg/EndRdx(33)
Level 24: Consume -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/Rchg(36), ImpArm-ResDam(46)
Level 30: Burn -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(37), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dam%(39), Erad-%Dam(43)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(40)
Level 41: Mu Lightning -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dam%(43)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Knock%(46)
Level 47: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Rise of the Phoenix -- Amaze-Stun(A), Amaze-Stun/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
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Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 5.63% Defense(Psionic)
- 6.75% Max End
- 4% Enhancement(Heal)
- 86% Enhancement(Accuracy)
- 78.8% Enhancement(RechargeTime)
- 10% FlySpeed
- 151.8 HP (10.1%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 4.4%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 30% (0.5 End/sec) Recovery
- 26% (1.63 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 10.4% Resistance(Fire)
- 10.4% Resistance(Cold)
- 10% RunSpeed
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I'm going to be brutally honest. That build is terrible. You have absolutely no single target damage for handling the occasional boss, and your AoE isn't even good.
Weave, Taunt, the ENTIRE body pool, Handclap, Temp protection, ALL of that needs to go. Replace them with stuff that is actually useful, like Haymaker, KoB, Lightning Bolt, Elec Cages, and Ball Lightning.
SS/Fire is insanely easy to farm with vs Fire opponents. My SS/Fire is on the Behemoth Farm right now, it is barely IO'ed out, and I can farm +4x6.
Don't bother building for anything other then +Recovery, +End and +Recharge. If you are facing Fire enemies, you don't need anything else. -
Quote:Superstrength is the most overpowered Melee set in the game.No Mac. I am not ignoring Foot Stomp and all its wonderful glory, but waiting 32 levels as a Brute or 38 levels as a Tanker for your only area of effect power is a bit extreme in my opinion.
Most other sets have an area of effect attack earlier in the build and Super Strength has Hand Clap which could be changed to be an area of effect and still not make the set over powered.
You can have Hand Clap do AoE if you turn Rage into Build Up. Then it would still be insanely powerful. -
Heh, this was in my local newspaper, since the commercial studio is from my town.
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I don't even understand this thread. I am assuming most of you players have not gotten Fiery Embrace and Burn yet?
My SS/Fire is godlike right now. I can kill faster then blasters. Am I the toughest guy out there? No, that is what my Stone/Inv brute is for. BUT I CAN KILL FASTER THEN BLASTERS.
Fiery Aura trades damage mitigation for damage, and after the recent buffs, that damage is in the absurd range.
I've been taking my SS/Fire through the tip missions, all at +2x3. Now I realize that may not be the hardest settings out there, but considering the amount of Carnies I am fighting, and Malta, and Knives, I'd say soloing +2x3 without any major issues is doing pretty darn good.(When I am farming, it's at +2x8) Especially considering the only IO's I have in my SS/Fire are fairly cheap common ones.
So to put it simply, I do not understand how you guys cannot be loving Fire. IMHO, it is one of the best armor sets in the game currently. Not for staying alive, but making sure everything around you doesn't.
(And yes, take your self-rez.)