Louis_Cipher

Apprentice
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  1. Lol man dont let me yank your chain to hard man. Truth is it is the same old class jockeying that has been going for ages. Each side wants a little be more of everything and anything prior to the kind of merge that is going to happen. Truth is brutes and scrappers are really very close in damage despite the table. Brutes may have a edge over scrapper in PvE and scrappers may have a bit of edge in PvP. Fury is nice against alot of mobs but not so good in PvP and Crits and higher damage base great for PvP. Scrappers are bit more of brust damage with the crits. Brutes its a building up damage and if they get the chance to build it up then the dsp is great. And well if you look at the top chains they all include Gloom which is a dot. With Minions and Luits you dont see the full damage off that. Might want to run a replacement and stick Mu lightning in and see how that pans out.

    finally dont pay any attention to the Doomsayers. They are never right. It never works out how they predict. They are just like the many politicains trying to scare you into beleive what they want you to.
  2. Well looks like from the damage table that the game works per design.

    Damege high
    Hit points medium
    "The Scapper is a fierce melle combatant, in had to hand, NO OTHER HERO can compare. But the scrapper is not as resilient as the tanker, and might find himself in a little trouble if he heedlessly wades into combat. The scrapper aptitude for melee is counter by a total lack of long distance attacks. Scappers posses critical strike capabilities. Their melee attak have a chance to sometimes do double damage"

    Brutes

    Damage=High
    Hit points= High

    " Brute lives to fight, an as a brute you revel is hand to hand combat. With strong offensive power sets to inflict pain and impressive defense to take it, youre THE BEST THERE IS IN A STRAIGHT OUT FIGHT. Protracted battles only make you mad, and the madder you get, the more damaging you attack become. You do lack ranged attacks, in which culd have you vulnerable to hit and run tactics without allies to cover you."

    Both description are pretty similiar but clearly the damage table posted above is by design.

    Nuff said.
  3. I doubt Rage will be change all the much. What will likely happen as said before is the Glitch/bug that allows you to aviod the crash will be fixed. The bug that allows you to aviod the crash overpowers the sets. Its a harsh debuff but its also a great power so that balances out well. Those that have it so you can aviod the crash, enjoy it while it lasts.
  4. yea its messed up. I Spent a ton. and when I saw it was 2.25 it bummed me out. Did a feed back, hoping it gets adressed soon.
  5. Try enhancing Siphon Life with 3 heal/end Hammies, a acc/dam hammie, acc/dam/rech io, and a normal damage Io. or just 3 heal/end hammies and 3 acc/dam hammies. Use it as part of your chain...it is really sweet.
  6. Get the cheapy Recharges, healing flame=5 recharge(doct wounds), Consume=effeciency adaptor 5%, Patron ranged ae=Positrons 6.25, if ya can Manage Obiliteration in Fs that will give ya 5% rech, then hit another 5 percent on Rage Io set bonus. Give ya 26.5 add hasten and you good, Then hit Kinetic Combats in you single target mellee. you can get an 18.75 def there and then get your patron ae root, cant remember the set name but there is one that gives you 4% total Leathal Smathing def, Hitting 22.75 without toggles. You will have hasten up most of the time hitting over 100 recharge and if you build cash with it you can toss LotG rechages later in you weave and CJ for another 15 percent recharge and your looking mean.

    almost forgot..
    Dont forget to slot that recharge proc in fs 100 recharge for 5 secs. It rocks in that ae. It boosts damage nice
  7. I would love if Villains had a Patron power pool that was fire to go with all fire concept but we dont . Some as indicated above adovate going for Mu's for the electric Fences and Burn combo. Nothing wrong with that it is nice. However Darkest night in the Ghost Widow is great for a lower protection set like Fm/Fa. 21 percent damage reduction and 10-16 to hit debuff. Should at least consider it.
  8. Well you want to load up on Kinetic Combat IO sets for def in single target Mellee, then focus on recharge time.
  9. Hello all. I'm returning to the game after a 2+ year absence, and it looks as though a ton has changed in base building, an area of the game that was by far my favorite. The biggest changes I see off the top of my head is the huge change in room pricing, and rent costs. I logged in to see over 4 million prestige to spend, which made my jaw drop a little. I was hoping you guys can fill me in on some of the broad strokes of other things that've changed over the last 2+ years.

    I've tried doing some homework and looking stuff up but have been getting garbled results with the search engine here, plus some of the FAQs appear to be out of date...so I hope this question will be forgiven by the type of folks who typically love to shout "read the FAQ's!" or "use the search option!" on message boards and then feel smug and morally superior. I play on the Villains side, and it appears there are 1-2 new beacon locations there for base teleporting. It looks like they finally put in Items of Power for bases? If so does owning them necessitate base raiding? (There's only 2 players with a bunch of characters in my SG) What else dramatic has happened over the last 2 years that you folks take as a given now that I might be dumbfounded to find out about? Thanks in advance for your time, and apologies if I'm like the 10th person this month to ask these questions, lol.
  10. Honestly nice Min/max build. Should be very functional. I do like Soul mastery better then Mu myself. Darkest night is just a great tool. Sweet for swarming mobs if ya want to solo a boss Ae missions and just pull ton. Aslo a Nice tool if your run into something your weak against like Psi damage and such. Pure and simple damage has a sweetness all its own so go for mu if thats your first call if ya got survivability issues and unhappy. We;; your got plenty of infamy respec it.
  11. Lol every brute that does not have Stone melee or SS wants the radius on the bpae up to 15. The fact is the smashing damge pbae get a larger range due to facing more common resists. Em has the best single target melee extreme attacks. The price you pay is the worst pbae. Deal with it.

    On personal note I think all mellee pbae should be 15 but it aint going to happen.
  12. Well these days a Brute can really tank exceptionally well if you build them to do that. You get the right IO sets and you can build a Great Tanker out of a brute but you going to give up damage and recharge boost in your sets bonuses. You can build a brute that min/maxs and come out with a Very well Balance toon, A Very good tank and a Very good damage dealer. Ya do get more then one build now and it is perfect for brutes. Ya build one with pure dps in mind. I have 182 recharge on one brute build with a ton of damage. On the other build I have him defense capped and he can tank 54 boss farms without any risk of dying. Normally does not drop below 80 percent hp. If I tried that on the Dsp build I would Face Plant. Today with Io Sets you can do either. Be an exceptional tank and solid Dps or be Exceptional Dsp and tank decently.

    Complainers: Now you can complain about the Survability of you Secondary if ya want. I can Take any brute Secondary "including Fire because I had done it" and Focus on making that Brute a TANK and guess what? You will be able to tank just about anything in this game easily. But then you going to complain ya dont do enough damage and you would be right to be unhappy with the damage on such a brute. I could build you a brute that dishes out damage that will make most scappers green but they dont complain that you cant tank. YOU BUILD the toon if your complaining about either you got the tools to fix it. You just want the DEvs to fix it for you so you dont have to give anything up. Well that aint the way it works. You dont get to Be a Tanker with Scapper DPS. Sorry. Deal.
  13. I hate to say it but Footstomp is that good.
  14. Ss/Fire is great and easy to build. I also Run a DM/fire with massive Global recharge 150, I get Soul Drain pretty close to perma and w/ Fiery Embrace....its pretty wickid. So with about 50mil in my SS/fire and a couple Billion in my Dm/Fire. Well its damn close on the ae, and single target my Dm/fire owns my SS/fire.
  15. I have gotten down to 45 secs of downtime, you can cover some of that with Demonic aura. Gave it my best shot at getting it perma. If anyone has pulled it off...he aint talking. Grin
  16. I take take tough on every Brute build I have ever had with one exception. I take weave on every brute that has a decent Def toggle. The one build I dont take tough was an expirment to see if I could get unstoppable perma. Hit 183 global recharge and 118% rech on unstoppable and got it down to 3 min 45 sec recharge. I cover the 45 sec downtime with Demonic aura. Demonic gets about 7 min recharge, so it does not work perfectly. I hate the build but I put to much infamy into to just ditch it. Great Dps though
  17. 3 slot it with Hammies. Three hammies add 20 percent per to def, 20 percent to to hit and 33 percent per to end reduct. The hammies were made for invincibilty. With the 3 you end up with like +56% to def, +56% to Hit, 95 end reduction
  18. you can get 73 resist leathal/smashing by heavy enhancing Temp invul, Tough and physical resist, then up to 75 with shield wall enhancement, then 77.25 with Cirmoria day job, finally vet pet can get you to 82.25. there is a few enhancement set bonus you can get your smashing up to 90 with. I am not sure on leathal though. If you really focused on it with enhancement set bonuses you could get close. There is always that one minute Demonic aura hehe
  19. Factoring darkest night to either a resist build or a def build is going to have a huge effect. Its a great debuff for brutes, although heavy on end but with a pricy build you can maintain it easy enough.

    Well looks like on paper they take the same damage. Neither cap taking less or more damage. Points noted on the regen factor and ruin risk factor though. But thats seems to be balance by easy of build. Soft capping def a bit easier then getting that resist cap.

    Devilprince
  20. The Point is the 90 resist brute would take 10 percent damage minus whatever the miss rate would be of the mobs. A capped defense brute would still take the 7.5 percent damage. While it looks like 10 percent damage is more then 7.5 def it does not take into account that the 90 resist brute is still being missed a decent percentage of the time.

    Devilprince
  21. I recently read some logic on one of these pages which stated Def soft capped brutes would take less damage then a resist capped brute. They were speaking on Avs and Ae missions.
    The logic was simplisticly flawed. The major flaw was it presumed the mobs in question would hit the 0 def brute 90 resist brute 100 percent of the time. Mobs base to hit is 75 percent and adjust by level but do cap at 95 percent so ever persuming a super Av with 95 percent to hit resist brute would still be missed 5 percent of time. While Defense capped brute with no Resists would still get damaged 7.5.

    Granted no brutes had 0 resists and very few have 0 def.

    I am curious as to parses if anyone has done them.

    Thanks
    DevilPrince.
  22. Louis_Cipher

    Brutes as a tank

    any decent invul brute would not have a problem with that. You get such good S/L resistants. I am confident my Dm/Fa, Ss/invul, Ss/Fire and Dm/wp could handle that set up pretty easily. Having said my Ss/invul and Dm/fa are runing 2 plus billion builds