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Posts
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Joined
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I look forward to this change.
I logged on my old lvl 29 ss/elec brute last last night(been at 29 for 2 years), In Cap a rikti invasion and dearthsurge was happening at the same time. He did very well agaist both.
However, I will wait till i16 to play him again, one reason so i can respec out of aid self(man i hate that animation) Two, So I can use the ground punch animation. Reason is, My brute has a One huge robotic arm(where his super stregth come from) it looks great with knockout blow, But foot stomp would make little sense for him concept wise. I would also like a one handed hurl. Also I believe haymaker was changed too.
Man, I am a sucker for concept charcters. -
Maybe I am wrong on this, But isn't the first round of invite the lightest. SO only the a trusted few get in the first week. Then it ramps up.
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Quote:We are getting spots in Going Rogue's beta. Good enough for me.Ya know, I think us 60+ monthers deserve closed beta slots. I've been around for nearly 63 months, and I've yet to get a single invite to a closed bet. That 'other' game gave me one...but the game I have been so loyal to the past 5 years? Something seems backwards there:P
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Of all the alternate MA and SS animations, the only one I can even tolerate is the ground punch for Foot Stomp. And even then, I like Foot Stomp better.
You'll have my Popeye windup when you pry it from my cold, dead hands!
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I am hoping for mix and matching. -
My SS/SR brute will love this, Theses new animations will fit her concept better of a ex-Professional wrestler gone insane.
Viva Luca Libre
I hope one can mix and match animation. -
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Correct me if I am wrong (and I do not think I am) back when Dominators first got /electric assualt in beta it had power sink in the secondary. In beta this caused a huge issue since power sink was also available in the Scirocco Patron powers at lvl 41. Enabling a Dom to have power sink twice. To remedy this the devs pulled power sink out of electric assualt.
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The initial beta of Electric Assault was the exact same power list as Electric Manipulation - so yes, it had Power Sink.
It was pulled out of Electric Assault because it wasn't ever really in it, they just cut 'n' pasted the Blaster powerset (complete with ST immobilize and melee-range hold) initially and called it a Dominator secondary.
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yeah I remember that, When I first saw it I was like Where the range attacks?
With the sounds of Stone Assault set coming I might be saying that again. :P But then a melee heavy set might be fun.
We will find out (well some of us)next week. -
my only problem with /regen is
No regen debuff resist(not a huge deal mostly concept wise is)
And the self rez is weak. (At least it should get an quick on your feet animation) Like a kick up if on your back or a Spinaruny if on your front. :P
That and the Christmas tree green glow(Hopefully i16 will cure that)
But those are nitpicks really. -
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We need an all Energy damage TF.
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You mean like the LGTF?
As to the ITF... yeah... nothing says loving pain like -50 defense after the first wave of swords smacks you. Scaling defense wouldn't mean much at that point without debuff resistance.
EDIT: Sigh... beaten to the LGTF comment!
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Oh yeah the LGTF, That tf never leaves a lasting impression on me , Every time i do one seem to me like Fail, port, kill Ebs, fail, kill hami, port, kill AVs. well that 40 minutes was fun -
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The problem with electric armor is that unless you're facing energy attacks, you're still taking a massive amount of damage from a heavy hitter's smashing/lethal alpha attack (with our without tough).
SR was all defense and was given scaling resists (except to Toxic and Psi) to help somewhat with Sudden Death Syndrome. Electric Armor is all resists so scaling defense (say 5 percent at 50 health, 10 at 20 health per toggle armor could work.) would be a neat otherside of the coin.
One issue I get is if an attacker uses -Res powers... oy. Longbow Sonic Grenades sometimes double and triple stack their effect if you stand in them. I wish there could be a "resistance to -res" effect for ELA.
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Scaling Def could be nice, Still think it won't save you on the ITF. Unless it came with def resist as well.
We need an all Energy damage TF.
I will be sad if it just get a straight port with out getting looked at. I mean it didn't get looked at when it was ported to stalkers.
Decided in i16 to make an BS/elec scrapper(Parry oh hells yeah) and DA/elec melee tank(which I want CP APP on) -
I have a lvl 50 DB/wp brute, He a blast to play and look like a very nimble brute.
DB has 2 cones and One AoE and with /Wp herd them up a kill them in bunches using your AoE to the fullest
DB has the gimmick of combos with can increase your survivability if use right.
It can generate fury well.
Down side to DB , it not a burst damage set. Most of the attacks are DoT.
It all lethal damage and can be resisted by many different mobs
Skippable power i find can be Blinding Feint( good power just need need on a brute IMO)
Taunt(skippable if your not making an tank brute)
Animation are very nimble so it may not work with some toon concepts. -
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Have we heard if we can change the powers customization based on the costume slot, or is it going to be one set of power color customization for one character?
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Powers can be individually customized per costume slot, but not supergroup mode.
[/ QUOTE ] Awesome, I hope i can uses darker muted colors in my Civi outfit , then bam full eye blinding brightness for hero time.
Also, I hope someday SG mode will get a revamp. MAybe act like a sixth costume slot but with only preselect outfits made by the SG's leadership.
And also an off switch for all outfit altering options but would let me stay in sg mode earning Prestige. -
I just hope that I don't lose CP from the Tank and Scrapper APP. I have a few planed builds that use it. My SR scrapper and old regen build lived off that power.
My shield brute still made that she can't get access to it.
If the Dev won't replace the power Can't they make that CP at least be mutually exclusive. ( can't that both)
And give all brute and access to CP -
Works great now, I believe the issue with it before was the jump count was random, and the damage was not effect by fury or dam buff but by what ever CI jump of from (CI off an AV will do alot of dam, a minion not so much.)
Now the jump count is always four (unless it kills with ever it had jump too, not a bad thing)
Damage of jumps is now effected by dam buff( since they took out that effected by target)
Chance to procs dose kill the Chaining. Something about it changing the Chaining effect from auto hit too what ever the procs chance of working is.
I forgot about the XP thing(reduces xp). I forgot if the still effect xp. I think that was change too. -
Take Dull pain and love it. It increase your HP and it a heal.
Resist Energies I would take, Energy damage is the 3rd most damage type in the game and also has end drain resist.
I would skip
Taunt(With invincibility has a taunt)
Build Up(Nice to have but With fury Build up more of a 10 second to-hit buff )
Stun(no real damage, just get TF of you want a stun and big damage)
As for long animation moves ET and TF. I take them but save them and unleashed them when enough fury is built up. Like saving them for bosses and LTs. -
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Power Boost.
It's an optional power; if you want to build into effects like drains, you can, and Power Boost can help. It requires minimal slotting to be effective. It's THEMATIC to both sets, AND it's a great power without being painfully broken.
k I'm done, sorry
Edit: I am aware of PBoost's effects on Energy Aura's defenses. All I've got to say to that is...finally...
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Brilliant...I take it reduced version of PB with a longer recharge still that can work and fit the sets themes.
I go one better for /elec
Power build up(since/elec lack def)
I still think grounded need a HP and regen added then I can see me trying this set again.
Btw any set that needs a heavy reliance of power pools or IO sets to be made "fine" should be look into.
Also /shield and /EA get big boosts in HP with their tier nine powers. -
Range it not really the issue with BoF it is it Arc size and animation time. That the real reason I find it skippable on a brute.
For to be classified as a melee cone it would need to be reduced in range from 15ft to 8ft and it range become non enhanceable. -
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Also Violent Rise, if Combustion on brutes would be overpowering...I guess you've never played a /Fire Dom. They have both and the cone is 40ft...lol
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Can't really say BoF replaced Combustion. I do believe Cremate has the honor.
Dom's can't really herd mobs and AoE it to death...(well I haven't played a dom in a white could have changed.)
Also like comparing /fire blaster to a fire/ brute and complaining they get both Combustion and hot feet. -
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parry/Da is melee/lethal defense.
No love versus smashing, but there is a lot of lethal out there, including a lot of ranged lethal.
Yes, BS and Kat can deflect bullets.
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There is alot of lethal out there, so yes, it will help with that. I forgot that it did defend against lethal, just not smashing. Still backasswards if you ask me lol. You'd "think" it'd defend against "smashing" attacks moreso than "lethal" in the sense that smashing represents hammers, fists, kicks, pipes, etc whereas lethal adds to the mix...bullets...lol, odd, but there are alot things that simply do not make sense in this game...so oh well...
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Deflecting bullets with a sword is classic comicbookery.
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Sure it is. -
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What goes well with FM? The only thing I won't take is SD... too sick of it. But I'm open to any other suggestions. But please give at least a bit of a reason.
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Funny thing is i have a fire/SD brute she fun to play.
One thing about Fire Melee it has none of the damage migration found it other sets(knock downs mezs, debuffs etc). In fact the secondary of effect of fire is MORE damage.
/ea and /SR can be good if you plan on adding some extra defense to them aka Soft capping) /SR being the easier of the two,
/EA as almost endless endurance with it end drain also has a small heal. However it type def has little protection from psi and little resist from toxic.
/SR has more Defense and it positional(melee, range, aoe)
Also come with Quickness , it increases recharge and movement.
However, /SR can be a tight build. I suggest skipping taunt, build up , and BoF for stamina. Also early on grab Air superiority, help def set with soft controlling bosses.
/fire can be deadly for the mobs and yourself
But with fiery embrace(extra 100% fire damage boost for 30 sec) and build up and full fury. It can be glorious
It lack of knockback protection hurts, and it tier nine is a self rez(the coolest rez) With /fire it kinda like "kill them before they kill me" but atleast it gives you the tools to do it. Unlike....
/elec.....moving on(sorry I don't endorse /elec and yes i try it)
/stone can be good but only if you can make it to level 38 then your god like.(as long as there a kin near by)
It has alot if survivability with earths embrace, regen power, But it can be hard to deal with the slows being a brute
/invul recently buffed and it is solid set. Great S/L resists. Has Dull pain, Unstoppable. Overall very balanced set
/WP great out the box with good resist, good def, and regen. Also has Quick recovery add stamina and endurance is a non issue
/dark is the most end hungry set and can cause the most issues in ability to generate fury . With two toggle AoE powers with cause both fear and stuns Enemy will attack you less while keeping alive but also making for less fury. Also it tier nine is a self rez(requires enemy target to be near by) Also lacks knockback protaction.
/dark while not being a bad brute set and IOs set can help with the end issues and knockback. /dark needs to be played as a thinking brute set, toggling on powers when there needed not run as alway on.
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Which raises the question; what can you put in CP's place that won't horribly overpower the set?
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I say give Shocking Grasp to /elec at 35
and give Energy Thrust or an PBaoe KD to /EA at 35.(Basicly energy Punch the ground)
Gives both sets a bit of control.
Or give both sets different versions of Grant Cover, that way we can still skip it. -
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IIRC, CP was originally in Mu Mastery... but they realized this would allow CP to be available twice on some builds and took it out.... Never did replace it with another power, either.
I seriously hope they don't do the same for Heroes. FIX ELEC ARMOR PLEASE.
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I doubt the Dev's would remove CP form the tank and Scrapper APP, Since It had that before there was a CoV. -
Well depending on the secondary and what your building for, BoF can be good option for IO sets.
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I found it to be skippable on a Brute, Now don't get me wrong I love that power on my Scrapper.
My scrapper is a flyer. I love BoF from above.
However, my Fire/Shield just has no use for it. She just can't hit enough targets with it to justfy it. That and Build up +Shield Charge +AAO+ FSC = most of the mob dead.
Sure Combustion would work better for my brute. I still like Puking fire on people. Hell I tempted to pick it up at 49 put for fun. -
I agree with Grounded having Regen added to it, Maybe add an +HP too. Also move power sink into CP spot.
CP has to go and on /EA too, I like to have CP added on a PPP(Scricco) for other brutes can enjoy.
I like to see something original done with the power spot. Maybe add an attack Or a hold what is blaster elec melee hold called. I take that instead of CP. -
My question how will PPP/APP work if there side switching.