Icesickle

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  1. [ QUOTE ]
    [ QUOTE ]
    With 237% recharge in total focus

    [/ QUOTE ]


    So you need
    Hasten --- 70%
    Slotting ---100%(rounded up)
    Set bonus-67%
    --------------------------
    Total -----237% recharge

    If I didnt round up you could pretty much say you need full rech slotting+hasten+another 70% from sets.

    [/ QUOTE ]

    would like to see stone melees DPS with 237% recharge
  2. [ QUOTE ]
    leaping for CJ and acrobatics...SJ is the coolest travel power, imo

    fighting for tough and weave...fills in your s/l resists nicely

    hasten is fine, but do you really need it with SS? i would say not, but your mileage may vary

    fitness pool for health/stamina and either swift or hurdle depending on your travel power choice (cj+hurdle=fast in missions)

    just a Thought...

    [/ QUOTE ]

    why on earth would a WP brute need acrobatics......
  3. [ QUOTE ]
    So I was gonna go with the popular choice of tough and weave but I'm not sure if I wan't to do that. I always preferred maneuvers and tactics because they're more team friendly. Also if I do that, there isn't a wasted ability like there would be if I took tough and weave (kick).

    In terms of the medicine pool, would you take aid other or stimulant?

    [/ QUOTE ]

    Tactics is now better than FA but maneuvers is a terrible power for scrappers, it costs more than weave to run and gives a pooptastic 3.5% defence, combat jump gives 3% and costs a fraction of the end cost or slot a steadfast +3% def for no end cost. As for being team friendly, being a scrapper means you are giving out amongst the lowest values of leadership as they run differently depending on the AT, sacrificing your survivability to give meagre buffs to team mates is not a way I would like to go. Dont get me wrong, I have leaderships on a couple of scrappers but thats because I had the room and endurance to drop them in but I dont think SD does or should have the room (just finished mine) You will get far more value from tough and weave (which cost less to run than leadership toggles) as they are stacking on mitigation that you already have.

    Let buff ATs buff, you should focus on punching faces.
  4. [ QUOTE ]
    They're timed missions, which is fairly annoying.

    [/ QUOTE ]

    The wolves became timed because they were the farm of choice, due to wolves moving very quickly it was possible to round up the map very quickly and destroy them in an orgy of burn or have the flying blaster wipe them out as wolves didnt used to have a ranged attack. I actually know some people still with the original untimed version on their characters.

    of course now with the agro cap and MA to farm whatever the hell you like the timer is totally redundant, as mentioned, its good to let the mission fail if you cba to do it.
  5. Icesickle

    */elec

    Dont do it man, /elecs not worth it, roll /shield, pick the electric shield from the elemental shields, give yourself a nice electric aura and you are ready to go looking like an elec but with a much better set
  6. dont bother with it, it got a serious bashing with the nerf stick and isnt worth the slot now, it used to have the tohit of rage now it has less tohit than tactics (and less than the +tohit kismet IO that you can drop into a defence power for no additional end cost), sure it has some +acc in it but you can easily rack up incidental + acc bonuses from even an average IO build.

    Start watching your combat log, if you are hitting 95% chance to hit mobs then you just dont need anything else as there is always a 5% chance to miss.
  7. Personally I dispise the new animation with a passion usually reserved only for bankers, this has nothing to do with the DPA, its all to do with the total lack of flow and its 2 biggest attacks taking 6 seconds to animate. I would ahve prefered ET to have had its damage slashed and/or its self damage increased. EM became a clunky and jerky set with nothing going for it, no flow and excels at nothing, mediocrity is rarely a good thing.
  8. [ QUOTE ]
    lol, sorry that was a brainfart on my part. Hasten definitly does nothing for WP, I know. No one takes resurgence? Self-rez? well, I am, mainly because I like to use self-destruct sometimes , and it would be useful for soloing. Anyway, back to the pools, I think I may go with Leadership, just because the extra Def/Acc/Dam would be a good time for soloing as well as on a team. And I find weave and tough appealing too. Would that be too many toggles going on at once tho?

    [/ QUOTE ]

    Leadership offers brutes nothing for the end costs, the +damage in assualt is laughable (10.5%) compared to what you get from fury for no end cost, tactics offers some tohit but on a even mediocre build hitting things should never be a problem and manuevers is a pathetic 3.5% defence fully slotted, buy a +def IO and call it quits. Vengence however is awesomesauce for every AT however you need a corpse to use it and if your team mates are dying you arent really doing your job very well If you want good benefits from leadership toggles roll a VEAT as their values are massive and you have no pre-requisits to pick and chose or a defender which has the highest values of the other ATs. Do what you do best, smash stuff up and make it as dead as you can as fast as you can, let other ATs buff, its what they are designed to do, play to your strengths.

    drop fly and take speed and fighting......
  9. My recently completed DM/Sheild gets lots of admiration for out-tanking tanks but this could just be the influx of crazy xp and leveling with MA is putting out poor quality tanks

    That said it was a lot of fun at all points of its life with no flat spots, highly recommended
  10. [ QUOTE ]
    Ahhhhh! missed that "minor detail" lol

    Thanks for clearing it up.

    Looks like squishy defender will be squishy.

    [/ QUOTE ]

    force field defenders can soft cap their defence for godmode and sonics can run around with resistences that make brutes and scrappers cry defenders dont have to be squishy
  11. hasten = good, it only pulls down the blue because you attack faster and if you attack faster you make things dead faster. Its only ever a good thing, it has a nominal crash but with even a mediocre IO build QR and stamina this shouldnt be noticeable.

    You wont get much from leadership

    your job is to punch things and make them less alive, rezing is what other people do

    My opinion, drop flight for speed pool and take fighting for 4th
  12. [ QUOTE ]
    And should also leave you dry right out of endurance in a few seconds

    [/ QUOTE ]

    you left out the part where there is only brawl to hit things with but good catch......lol
  13. [ QUOTE ]
    I didn't realize Fault was so good. The no damage part scared me off. Thanks for that input.

    [/ QUOTE ]

    when I made my SM i thought the same but fault is just hardcore super awesome, its what allows you to run through missions on invincible with all your secondaries turned off (which i sometimes do due to my stealth IO in travel)
  14. Icesickle

    elec/fire

    fire is a litte squishy and as its a resistence set it benefits from a primary with large mitigation abilities. electic melee doesnt have much in the way mitigation, thunderstrike is a long animation for a very small area of KB, lightning clap is annoying and insulting for a lvl 26 power and lightning rod is on a very long timer. Stone melee would do better with fire (I have a SM/Fire myself) as its mitigation abilities are second to none and has awesome damage as well.

    Elec goes best with sheild IMO
  15. this should soft cap you out to everything even when stealth supresses some of its defence when fighting

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 37 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment

    Hero Profile:
    Level 1: [Empty]
    Level 1: Focused Fighting -- DefBuff(A), DefBuff(7), DefBuff(7)
    Level 2: Focused Senses -- DefBuff(A), DefBuff(3), DefBuff(3)
    Level 4: Agile -- DefBuff(A), DefBuff(5), DefBuff(5)
    Level 6: Boxing -- Empty(A)
    Level 8: Combat Jumping -- DefBuff(A), DefBuff(9), DefBuff(9)
    Level 10: Practiced Brawler -- Empty(A)
    Level 12: Maneuvers -- DefBuff(A), DefBuff(13), DefBuff(13)
    Level 14: Tough -- Empty(A)
    Level 16: Dodge -- DefBuff(A), DefBuff(17), DefBuff(17)
    Level 18: Stealth -- DefBuff(A), DefBuff(19), DefBuff(19)
    Level 20: Quickness -- Empty(A)
    Level 22: Weave -- DefBuff(A), DefBuff(23), DefBuff(23)
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: Lucky -- DefBuff(A), DefBuff(29), DefBuff(29)
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: Evasion -- DefBuff(A), DefBuff(36), DefBuff(36)
    Level 38: Elude -- Empty(A)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  16. here you go

    [u]Click this DataLink to open the build![u]

    but the answer is yes with just SOs with the right powers picked
  17. DM/Sheild is easy leveling, shadow punch, smite and spihon life are the only attacks you will ever need

    just remember when looking at defence numbers that the +def you get from phalanx fighting is 3.75% solo

    heres mine, powers taken in order, easy leveling all the way up.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(3), DefBuff-I(3), ResDam-I(5), Aegis-ResDam/EndRdx(5), TtmC'tng-ResDam/EndRdx(7)
    Level 2: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(45)
    Level 4: True Grit -- ResDam-I(A), ResDam-I(45), Heal-I(45), Heal-I(46), S'fstPrt-ResDam/Def+(46)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(48)
    Level 8: Siphon Life -- Mako-Acc/Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/Rchg(39), Dmg-I(39), Heal-I(40), Dct'dW-Heal/Rchg(50)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(40)
    Level 12: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(17), RedFtn-EndRdx(19)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc(25), P'Shift-End%(40)
    Level 22: Against All Odds -- EndRdx-I(A), EndRdx-I(23), EndRdx-I(23)
    Level 24: Phalanx Fighting -- DefBuff-I(A)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
    Level 28: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
    Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
    Level 32: Grant Cover -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(34), RedFtn-EndRdx(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: One with the Shield -- ResDam-I(A)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Boxing -- Acc-I(A)
    Level 47: Tough -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(48)
    Level 49: Weave -- HO:Enzym(A), HO:Enzym(50), HO:Enzym(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  18. [ QUOTE ]
    So yes, I do think it's part of the Kin's job to keep SB up just like it's part of the tank's job to hold aggro. And you know what? I've always found that keeping SB up and handling all the other functions that a Kinetic/whatever may have is much, MUCH easier than being a good tanker. Somehow my 50 Mind/Kin 'troller manages to lay down controls, deal out damage, hold troublesome mobs, confuse other mobs, pop Fulcrum Shift, refill the Blaster's end after a nuke with Transference, hit Transfusion as needed, kill mobs and still keep SB up on the entire team. Come on, it isn't that tough and it has a dramatic effect on the team's performance.

    [/ QUOTE ]

    If SB has a dramatic effect on the teams performance then its a pretty crap team, fulcrum shift has a dramatic effect, SB brings nothing that a good build doesnt give you.
  19. Anyone who needs sb spam have their own problems, a kinetic is of far more use if they are playing a, you know, kinetic as opposed to a sb bot. I will actively avoid teams that broadcast "need a kin". Unless you are a stoner requiring SB is an indication of your own poor play not theirs. If you can do a better job go do it.
  20. VS should be a t3-4 power at best, making it a lvl 38 t9 is bad comedy
  21. [ QUOTE ]
    just remember to always take out the zombies first,ignore the buggers shooting crossbow bolts at you,they can wait

    [/ QUOTE ]

    always kill the mortificators first.......
  22. [ QUOTE ]
    Indomitable Will will be your favorite power, then. It offers Psi protections as well as several status effects. Plus, you can get it as early as level 6. ^_^

    [/ QUOTE ]

    lvl 10 on brutes and scrappers
  23. everything sucks against Vazhilok, they are a bit OP low lvl and I think its sad they they end so early in the game as they are probably the most interesting and versatile villain group in the game. They also have different AI with the zombies having low levels of perception and lose agro fast, pretty good representation of how zombies should be IMO.

    Anyway, having ran the posi TF several times in the last week with a couple of different scrappers the best set vs Vahz is a AR/EM blaster with hurdle and combat jump
  24. Icesickle

    Want a def brute

    [ QUOTE ]
    [ QUOTE ]
    Are shields really that good?

    [/ QUOTE ]

    SR is better at defense because you can cap defense debuff resistance without even using elude. Neither EA nor SD can come close.

    EA has superior endurance management and built in stealth.

    SD has against all odds which is a damage buff based the number of enemies immediately around you. It can be softcapped, but not as easily as SR can.

    So: Have the best pure secondary mitigation? SR
    Get the best damage buff for your primary? SD
    Act like a stalker? EA

    [/ QUOTE ]

    its worth noting that sheild comes with resistences that other defence sets can only dream about, nearly 18% res to all (but psi) before factoring in tough and one with the sheild. Also against all odds has a -7.5% damage debuff in it which is pretty nice in conjuction with everything else.

    Personally I like SR because its easier to cap out

    I like EA because its the energizer bunny

    I like sheild because it can be def capped out, have decent resistences +damage and an extra t9 attack
  25. [ QUOTE ]
    [ QUOTE ]
    well why does your concept need elec melee? Just wondering as the secondarys you chose seemed a little eclectic

    [/ QUOTE ]

    I picked the primary simply because I had always wanted to try an Electric Melee brute. I picked the secondaries I did because I want to have endurance recovery powers available to me the whole game.

    [ QUOTE ]
    Sheild plays to elec melees strengths, WP doesnt really, you would be better choosing a different primary

    [/ QUOTE ]

    Be that as it may, /Shield doesn't have any endurance recovery powers available to it. Also, using equipment of any kind is in opposition to both the concept and the look I want the character to have.

    Lewis

    [/ QUOTE ]

    well i think you will prefer a different primary in conjunction with WP but to each his own

    Just so you realise, the "end recovery" powers in WP, EA and Elec are 20, 28 and 35 so are not available for the whole game.

    The elemental sheilds are far from "using equipment" IMO, I would suugest that you take a peek at them via character creation as they are more of an extension of some melee sets than anything else, in particular the electric and dark ones.

    Regardless all brute primarys and secondaries will do fine in most situations, elec melee in conjunction with WP could have some issues with surviving alphas on full teams as the mitigation is a little lacking, LRs KD is great but the recharge means it cant be relied on, thunderstrike isnt bad at all but the radius is very small and you are floating unable to do anything else for 3.3 seconds.

    Also note lightning rods damage cap is 400% as opposed to all other brute attacks of 850% due to it being s pseudo pet summon. Also its third "tick" of damage is rather unfairly only focused on a very small radius where you land, i forget the specific size. Sheild charge which is to all extents and purposes the same power but smash damage only sends its full compliment of damage across the 20ft.

    Again I will stress DO NOT slot a proc in chain induction as this will break the power significantly.