OneWhoBinds

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  1. Quote:
    Originally Posted by Xone View Post
    What's this like for a build, anythings i should change? only put in the regular enhancements.

    Villain Plan by Mids' Villain Designer 1.707

    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Traps
    Power Pool: Medicine
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Thugs -- Dmg(A), Dmg(3), Dmg(3), Dmg(7), Dmg(15), Dmg(33)
    Level 1: Web Grenade -- EndRdx(A)
    Level 2: Caltrops -- RechRdx(A), RechRdx(40)
    Level 4: Triage Beacon -- Heal(A), Heal(5), Heal(5), RechRdx(7), RechRdx(34), RechRdx(36)
    Level 6: Equip Thugs -- EndRdx(A), EndRdx(46)
    Level 8: Aid Other -- Heal(A), Heal(9), RechRdx(9), RechRdx(11)
    Level 10: Acid Mortar -- EndRdx(A), RechRdx(11), DefDeb(40), Acc(46)
    Level 12: Call Enforcer -- Dmg(A), Dmg(13), Dmg(13), Dmg(15), Dmg(21), Dmg(33)
    Level 14: Swift -- Run(A)
    Level 16: Force Field Generator -- DefBuff(A), DefBuff(17), DefBuff(17), DefBuff(29), DefBuff(29), DefBuff(36)
    Level 18: Gang War -- RechRdx(A), RechRdx(19), RechRdx(19), RechRdx(36)
    Level 20: Poison Trap -- EndRdx(A), EndRdx(21), RechRdx(37), RechRdx(40)
    Level 22: Health -- Heal(A), Heal(23), Heal(23)
    Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(25)
    Level 26: Call Bruiser -- Dmg(A), Dmg(27), Dmg(27), Dmg(33), Dmg(34), Dmg(34)
    Level 28: Seeker Drones -- Range(A), Range(43), EndRdx(43), EndRdx(43)
    Level 30: Maneuvers -- DefBuff(A), DefBuff(31), DefBuff(31), DefBuff(31), DefBuff(37), DefBuff(37)
    Level 32: Assault -- EndRdx(A)
    Level 35: Upgrade Equipment -- EndRdx(A), EndRdx(46)
    Level 38: Trip Mine -- Dmg(A), Dmg(39), EndRdx(39), EndRdx(39)
    Level 41: Dual Wield -- Dmg(A), Dmg(42), EndRdx(42), EndRdx(42)
    Level 44: Empty Clips -- Dmg(A), Dmg(45), EndRdx(45), EndRdx(45)
    Level 47: Scorpion Shield -- DefBuff(A), DefBuff(48), DefBuff(48), DefBuff(48), DefBuff(50), DefBuff(50)
    Level 49: Super Jump -- Jump(A), Jump(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 6: Ninja Run
    ...

    Yeah, a few suggestions:

    Call Thugs: Accuracy! Even with the bonuses from the Enforcers, slot some accuracy! Besides... Enhancement Diversification renders the three of those redundant.

    Web Grenade: Slot this bad boy up! You WILL be using it a lot! See, here's the thing... when you're dealing with a single hard target... say, a Longbow Ballista, for example... you want to keep them inside the cloud that the Poison Gas trap releases... which means you need to be able to reliably TRIPLE stack this power. This also helps the Acid Mortar a bit. So don't forget to spread some love to this power.

    Acid Mortar: Actually, this is going to hold true for a lot of /Traps powers. Max Out Recharge FIRST! You want this up as often as you can. The Def Debuffs? Accuracy? Sure, if you can spare some slots, but it's very good at both out of the box. 3 Recharge Reductions, at a minimum.

    Enforcers: Again, redundant damage. Spare some for Accuracy, and a Def Buff, at the least.

    Force Field Generator: Ah... no. Just no. You only need to put three slots into this. Max out its defenses, and you're golden. It recharges fast enough as is. And Six Slots? Completely unnecessary!

    Poison Gas Trap: Again, max out the Recharge before anything else.

    Bruiser: See the other pets.

    Seeker Drones: Say it with me: Max out the Recharge! This one I would recommend slotting at least one range into right away, but at least 2 Recharge Reductions are necessary.

    Dual Wield/Empty Clips: No. Don't take your personal attacks. You don't want them. You don't need them. You can spend those slots on other, better powers.

    In case you didn't get the hint... Recharge IS that important to /Traps. I highly recommend Hasten as a compliment to and Traps character.
  2. Aid Other - If you can work this into your build... do so! For a Mastermind, your henchmen are your life! A single target heal will improve your over all survivability immensely. Between that, and all the defense you can stack on your pets, you should have an easy time of things.

    Oh, and I suppose when you team with other people, being able to throw another heal out is nice there, too.

    Seeker Drones: Not absolutely necessary, but I'd recommend it. These are an excellent method for pulling enemy groups into your traps, and - more importantly, the will take the enemies Alpha Strike for you, sparing both you, and your pets, from that (and other teammates, I suppose). There are other tricks - like not needing line of sight - but those are gravy. Slot for recharge and add a little range, and you have a very nice tool.

    Detonator: No. You want things that go boom? Pick up trip mine. Hell, you WANT to pick up trip mine. Detonator sacrifices one of your henchmen (i.e. YOUR LIFE) to make a boom. But said boom will only outdo Trip Mine if you sacrifice your Bruiser... which is probably not the pet you want to casually be removing from play. Stick with Trip Mines... pull your enemies into them. It's not hard to do.
  3. /Traps, in and of itself, is very good. It provides a broad range of support, and (if you're willing to take the time) can even be used to thin the enemy ranks before you even fight. /Traps should mesh well with any primary, although the ranged ones will probably get more all-over advantage from the Force Field Generator than the melee primaries will. The only drawback to the set (in regards to a Mastermind, at any rate) is that it's only heal is in Triage Beacon - a stationary +Regen object. I recommend dipping into the Medicine pool for Aid Other as soon as it is feasible in your build.

    I don't really know Ninja/ well, other than they can do crazy amounts of damage to single targets, and have a reputation for being squishy. FFG can help add to their defense, but that would mean you are in the middle of the battle, too. On the other hand, Poison Gas Trap + Acid Mortar is a well recorded way to cripple a hard target... If you can keep your ninja alive, they should be tearing through enemies like nothing.
  4. All I can recommend is getting a download manager program that can pause and resume your downloads as necessary, and try to bull through it. It took me nearly 40 hours to download it myself.
  5. I only have two real issues with the set. And they are somewhat related.

    The first is completely personal - I didn't want the over-the-top Gun-fu BS, but that's neither here nor there.

    The second, actual game play issue is the cost of those animations. Dual Pistols pays a price in cast times to have a lot of those 'Kewl' animations... too much so, I believe. For a set that supposed to emulate being lightning quick, it is excruciatingly slow. I really don't see why my toon should be stuck in place for 5 seconds to unleash both his basic AoE attacks.

    If you can handle the cast times in this set (and don't feel like beating your own brains out trying to watch it...) then this is a perfectly reasonable ranged attack set.
  6. Quote:
    Originally Posted by Night-Hawk07 View Post
    Good Lord, eighteenth season?!
    O_o

    Guess Linkara's History of the Power Rangers has a long way to go yet...
  7. Quote:
    Originally Posted by Seldom View Post
    Hm. keeping this simple, what if they did this? (Changes in yellow.)

    Sonic siphon: -30% res, 16 sec recharge, 30 second duration
    +10% resistance to all but psychic damage. (to caster) Unstackable.
    Yeah... good luck with that one. I won't be holding my breath for a self-buff to be included. Maybe a Damage Debuff, or even a Regen Debuff, as well as the Resistance debuff?

    Quote:
    Originally Posted by Seldom View Post
    disruption field: -30% res, targeted ally
    .26 end cost
    ...

    Not going to happen. Best case scenario would be reducing it to 0.52% - on par with damage auras. Even that I think is a stretch. I do hope that the Devs reduce it somewhat, though - 1.04/second is very hard on the Blue bar.

    Quote:
    Originally Posted by Seldom View Post
    sonic repulsion: kd, (able to be enhanced to KB) targeted ally. .52 end, NO charge per foe knocked back. 10' radius Max targets: 10.
    An ally-targeted KD field that doesn't have an insane endurance cost. I like it! But it is VERY overpowered. And as such, will never happen. This could be made a Repulsion Field clone - but I'd prefer a click power, to another toggle. Either centered on the player, or an ally, whichever... hit the button, most everything unfriendly in 10' falls down.

    Quote:
    Originally Posted by Seldom View Post
    clarity: mag 13 protection to all mez, +res to all mez. +15% res to psi damage. recharge, 4 sec. duration: 120 seconds. Unstackable.
    Again, I like the idea.... I don't think it will happen. Maybe they could through some other Debuff Resistances on top of this, to make it more worthy of it's tier 8 placement?

    Just my 2 inf on the proposal.
  8. Quote:
    Originally Posted by Dr_Unholy View Post
    My /real/ issue is that it's paired conceptual love-mate secondary is only available to Brutes. Bring EA blueside, devs!
    Addendum - Fix it first, please!
  9. I've had Triage Beacon in my Bots/Traps build for a while now... but I never seem to use it. The last time I actually placed it, was during a Rikti Invasion event. I get a whole lot more mileage out of Aid Other, than I do from the Triage Beacon... leaving me the dilemma of "Why is this here?"

    So, my question is... do other people find this useful? And, if so, how do you use it?

    Because right now, I use it so little, I might as well not have it. If I had any good choice for an alternative, I would take it... but the only real other options are the two single target personal attacks...
  10. Quote:
    Originally Posted by BrandX View Post
    And others of us, didn't want a boring stand in place and shoot set.

    And out of the two options...the standing there and shooting in place, feels less superhero/comicbooky and more western shootout.
    Meh... I think Dual Pistols, I think the Shadow. And I can't really see Lamont Cranston spazzing out and going for "Kill Shots."

    Frankly, the Gun-fu action play only works when used in conjunction with choreographed enemies. Without seeing the opponents do the same, this kind of thing doesn't look Heroic (or Villainous)... it just looks SILLY.

    Still, I could overlook the nonsense animations (I already do it in other sets, though this is the only one with so many powers like that...) but I can't work with the excessive activation times - not as prevalent as it is in the set. Looking 'Kewl' is good and all, but get this functional first!
  11. Quote:
    Originally Posted by Thirty-Seven View Post
    (Emphasis mine)

    It seems like you have the problem backwards, IMO. Dual Pistols should be brought DOWN in terms of flash and flair to better match the perfect balance that exists in MA at the moment.
    While we obviously have different ideas about "Perfect Balance," I agree with this sentiment.

    Dual Pistols is just painfully slow, especially in the AoE attacks. And there's the little fact that I didn't WANT Gun-Fu... small wonder I just can't get into the set...
  12. Quote:
    Originally Posted by Player99 View Post
    it's not about traps, it's about time bomb, which universally blows.

    The power just so happens to also be in that set, so why should devices have a TB overhaul, and leave traps with the same old version?
    Actually, that's pretty likely, which is going to be a bit of a stumbling block.

    Any change the Devs make to Time Bomb in Devices, short of replacing it with an entirely different power, will most likely be made to the Time Bomb in Traps as well.

    Which means that the changes can't make the power too good, or Traps - already a very good support set - will get overpowered.

    Devises needs a close look from the Devs in general, not just in one power.
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    It should be listed in the level 30-34 range as "The Unlucky Artifact".
    And yet, it isn't.

    In fact, let me show you what I've got:





    I don't see "The Unlucky Artifact" - do you?

    Any ideas what's going on?
  14. Looking over my badges on my brute, I realized that I missed a contact that gave a mission I need for an Accolade (Bad Luck from Hard Luck.)

    So, I think to myself. No problem, I'll just pop over to Ouroboros, and run that mission quick...

    Only it isn't there. I can run his story arc, but not that mission.

    I thought all these Accomplishment badges could be gotten through the Flashback system... what gives? Because looking it over, there are a lot of these missions missing from the list of what I have access to...

    Is there something I'm missing? Or did something change, and I've lost the chance to get High Pain Tolerance?
  15. Quote:
    Originally Posted by Frosticus View Post
    Psy Blast is the Martial Arts of blast sets
    Whoa, whoa, wait...

    That is decidedly NOT true!

    ...

    Martial Arts if far and away better designed than Psy Blast for Blasters.

    (Psy Blast for Defenders, however, blows it away.)
  16. OneWhoBinds

    Dark Sux

    Once upon a time I would have agreed with the OP. (The intent, if not the blatantly wrong errors in how the powers work.)

    Then I took a serious look at it, and realized that I just needed a total of two IOs to make this set work like I wanted.

    Yes, I wouldn't want to try and play this set with only SOs. Then I would have been forced to take acrobatics, and be stingy with the heal - which, as a resist based set, is a bad thing.

    One KB protection IO (Steadfast Protection in Dark Embrace), and the Theft of Essence +Endurance proc in Dark Regeneration... as suddenly, I was golden.

    Throwing the Performance Shifter +End proc into Stamina was just gravy after that.

    The KB protection kept me on my feet until the 40s, when there were a few things capable of producing enough KB to throw me around a bit. The Theft of Essence proc fires off enough to take the bite out of Dark Regeneration's End cost. Hell, get enough people around you, and that power might refill your Blue Bar as well as your Green Bar - which, let me tell you, is pretty sweet.

    With only those three, I do not consider that build to be an 'IO Build.' But they brought me the QoL needed to make the set fun for me.

    ...now, if only I could say the same for the primary I was using... -_-
  17. Quote:
    Originally Posted by ShadowsBetween View Post
    An easy villain is one that the hero can throw into a fusion reactor without feeling bad. A *good* villain is one that can cause the hero to question everything they believe in.
    The problem there is... a "good" villain is going to be a foil to a hero. The Joker wouldn't be near as interesting without Batman. This will hold true to just about any villain you can name off the top of your head... Excepting a few anti-heroes, they all play off 'their' hero/es to make them memorable.

    You can't do that in an MMO. Even if I make a Hero and Villain that are supposed to be connected in that way, they can never really meet or fight. We can't play off of any of the signature heroes... they simply don't show up often enough to do so, even if only in your mind. This is simply the truth about CoV - You can never play a truly memorable villain as you can never have a heroic rival.

    Does that excuse the bad writing? No. They could have easily worded the contacts dialogue better, to make motivations clearer and/or make it seem like you characters are the driving force, not the contact.
  18. I like the idea of a "Probability Manipulation" power set, but I think the OP's is alternatively overpowered, or incredibly difficult (if not impossible) to implement in the game system as it is.

    Here's how I would change things up:

    1. Cursed Luck - Enemy will suffer from poor luck, making them easier to hit, and strike with less force; single target -> enemy, Defense and Damage Debuff.
    2. Lucky Shot - allies frequently hit their targets, and see things they might have otherwise misssed; single target -> ally, To Hit, +Perception buff
    3. Bad Karma - enemies frequently miss the target of attacks; cone -> enemy, To Hit debuff
    4. Serendipity - Ally's attacks will strike an enemy's weak points, and in turn, are less likely to be struck; PBAoE -> allies, +Dam, +Def (+7.5% to all at base?)
    5. Random Misfortune - Enemies will suffer from a random affliction; targeted aoe -> enemy, those hit will suffer from a long duration, random debuff - Defense, Resistance, Damage, To Hit, or Recharge. Each enemy successfully hit gets a separate check for which debuff.
    6. Lucky Break - The flow of battle turns toward your allies as the opponents seem unable to land a significant blow. Furthermore, negative status effects seem to fade much quicker; PBAoE -> allies; +Res (all), +Status Resistance (All)
    7. Haphazard - Enemies ranks are thrown into chaos as chance seems to fall against them; Toggle aoe -> enemy; alternating pulses (every second) of Mag 2 Confuse (2-3 seconds) or a Mag 2 Fear (2-3 seconds), each with a 33% chance of an additional Mag 1 of the appropriate status.
    8. Morale Booster - Seeing a battle go in your allies favor by your presence on the team increases their spirits and confidence; Toggle PBAoE -> allies, minor buff to health regeneration and endurance recovery rates
    9. Calamity - A random meteor crashes down on the enemy; targeted aoe -> enemies, smashing and fire dot as well as knockdown

    ...

    I may like the idea of a Probability Manipulation set, but I think that actually leaving too much up to the RNG is just asking for trouble. better to go with defined effects that mimic good or bad luck.

    ...

    Yeah the sets still probably overpowered... I think someone with a better idea of the numbers behind the game needs to go over it...
  19. Bah...

    My complaint isn't about the content of the arcs - I agree, that it seems we're more "City of Hired Thugs" than Villains at times, but nothing I can't work with.

    My real complaint is that... well, as I climb the ranks, it seems like I get real limited in my choice of enemies. Either Longbow, or Arachnos...

    I don't mind fighting those factions... but they seems to come up all the time, and I'd like to see a larger variety!

    I very well might side switch my highest Villains just because I am tired of seeing arcs with those two enemy groups!

    Well, okay, that will kinda depend how accolades are handled with Side Switching. (I'm about 85% the way to both Born in Battle and Force of Nature with my Brute... I really don't want to see that all go to waste...)
  20. Based on what we've heard of the power, Scrappers will probably get the most out of it. Brutes... well, it kinda depends on other factors. On a lot of my Brutes, I often covet the +To Hit in the build up powers more than the +Dam... if Power Siphon has a +To Hit component, then Brutes will give it plenty of love, even if the +Dam is just gravy.

    Tanks are sure to like it, but it's unlikely to be anything remarkable there.

    Stalkers... based on the description given, Stalkers will HATE this power. Its Defiance like description implies that it will encourages a 'Stand and Scrap' approach, which Stalkers are not particularly suited for. It will be hard-to-impossible to leverage Power Siphon into the situation that a Stalker most wants to use it in - the single big hit of their Assassin Attack from out of Hide. As such, I'm hoping the Devs have the foresight to replace the Stalker's version of Kinetic Melee with a regular Build Up power.
  21. Quote:
    Crane Kick's high kb actually gives solid support for the idea of adding some -regen to the set. If the dev's really intend for us to switch targets after crane kick then it would be nice if said target didn't go and heal back some of that damage in the time it takes them to make their way back to us. Or the devs intend for us to have near zero dps due to knocking the target away all the time, which I hope isn't the case.
    The issue here is that the Devs didn't really take that into consideration at all when they made the set. Somewhat understandable, it's something that's been a part of the game since Day 1, so they had no real appreciation of how game play would develop and settle down.

    The high KB attack of Crane Kick was an aesthetic choice, one of their ways of simulating "Movie-Fu" in the game. Which, while nice to look at, really breaks up the flow of battle, because the player IS forced to use this attack as a finisher only.

    And yes, it has been suggested that CAK be given a -KB component before, but I don't think that will ever happen.

    Personally, I'd love to see this changed so that the victim being thrown away acts as a projectile, too, carrying a narrow cone knockdown with minor smashing damage... but I think we'd have more luck getting this changed to a narrow melee cone ala Head Splitter/Golden Dragonfly. Even then, it won't change the detail that you can't reliably put this attack in an attack chain.
  22. Quote:
    Originally Posted by White Hot Flash View Post
    Options that few will use aren't really options, are they? If Patron pools are teh suck, as many claim, do you think if they were available for heroes people would take them over the awesomesauce Epics they already get? Keep in mind we still only get access to four pools total, no matter how many more pools are available to us. There's only so many powers to spread around. Subtract a travel pool and probably the Fitness pool, and you've got two choices. How many Patron pools have a good power at Tier 1? That's about all you'll have room for in most builds unless you forego the Epics.

    I can see taking Patrons for concept over Epics, but not generally for playability. Epics were designed to fill in holes that Hero ATs have. Patron pools were not.
    1st - Outside of your Primary & Secondary, you can take from up to four power pools, AND one Epic pool. I've got a blaster that uses that many.

    2nd - Patron pools WERE designed to cover holes an AT would have. The major complaint about them is that... well, they all do it in the same ways, just with minor changes from pool to pool. Take the Brute PPPs, for example. Each one comes with: a ranged attack, an AoE Immobilize, a single 'flavor' power that is unique to each set, an AoE attack, and a Pet. Scrapper APPs, however, are all much different animals - Even when they do share powers (each one has a ranged single target attack and a ranged AoE attack, for example) they are not at the same location in each set.

    3rd - Would people do these? Well, first, I think you underestimate how important Theme is to some players, but beyond that... yes, I think they would. I see a lot of high level characters using Epic pools, and don't think that adding more of them would be a bad move.
  23. Quote:
    Originally Posted by Zombie Man View Post
    Why are people so eager for Heroes to get access to the PPPs without having to cross over first?

    I thought the consensus was that the PPPs are horribly underpowered signs of just how much the Devs hate villains that they should be nuked from orbit.

    Now people are clamoring for them... without having to earn them?
    Options, my friend. For the Options.

    Anything that gives the players more options when building a character will have popular support.

    So eventually getting access to four more Epic pools, that maybe require running some story arcs to gain them first, in Paragon City? That means Four More Pools.

    That's really all there is to it. People are latching on to an arguable point of imbalance to try and get more powers available to the players.

    Personally? I wouldn't mind seeing it, myself. But not based on the big heroes... If I thought it would really fly, I'd recommend using some of the high-level Store contacts (Seraphina, Holsten Armitage, Agent Six, Mark IV, Penny Preston) as the ones giving out the pools. Have Seraphina give out wind-based powers, Armitage have some kind of 'Temporal' based pool, Mark IV provide high tech additions, and Agent Six advanced physical training, maybe?

    Just my thoughts, though.
  24. Can I ask a question regarding Crippling Axe Kick?

    What good does an Immobilize - especially one that needs to be done at melee range - do for a melee character?!

    This serves NO purpose. It can't reliably effect anything but minions, doesn't prevent the KB from Crane Kick... the victim is still there, capable of attacking you.

    The only use an immobilize would have would be to prevent runners... no, wait - anything we'd want to stop running would laugh off the Mag 2/Mag 3 Immobilize this attack can grant.

    Well, maybe good for retreating... oh, silly me. A Scrapper, retreat? Even on the off chance there exists such an animal as a Scrapper with the self preservation to run away when things get hot... a single target immobilize that can only reliably snare a minion is equally useless for a strategic withdrawal.

    Heck, the slow is pretty much the same! It's not a -recharge, so it doesn't really give... any mitigation at all.

    So really... what purpose do the Immobilize and the Slow in CAK serve? Can anyone explain why these are effects that are useful to the Scrapper using them?

    Martial Arts is a great concept, and I really, REALLY wanted to like it. But as it is, it is just - tedious. The single target focus limits my abilities while soloing, and my value to the group while teaming. The "All Over" secondary effects mean that they rarely make any kind of difference. Overall, I've got to agree with Moonlighter. This set seemed to trade off AoE potential, Mitigation potential, and any real utility... for flashy animations. And looking good just doesn't cut it.
  25. Quote:
    Originally Posted by Suneleb View Post
    I have been looking at doing an Invul Brute for a few weeks now, but can't decide on what Primary to take... I like the idea of Dark for the extra heal plust the -Acc, but then again I have a Fire Scrapper and love the damage he puts out!

    Any suggestions or experience's people could offer?
    Invulnerability is good with any of the melee sets, really. I don't think it's a bad fit with any of them.

    That said, sets that provide additional, reliable mitigation will help you a lot. You see, there is one real trick about Invulnerability - it's an awesome set AFTER you have all your main tools (i.e., the three toggles and Dull Pain, at a minimum.) It is a long, LONG road to 28... actually, make that 29, when you can get Invincibility slotted. Before that point, you are going to feel very squishy.

    Even after that, Psychic damage is all over the Rouge Isles. Perma Dull Pain is a great blessing for that... but stopping them from attacking is even better.

    So... yeah. Super Strength, War Mace, Battle Axe, Dark Melee are all good choices. Stone Melee would be perfect... but it really needs a lot of Endurance Management to work... And Invulnerability is all ready a bit of an End Hog.

    Claws is also popular, due to the (relatively) lower End costs of the attacks. Claws also benefits a lot from Recharge, so if your going for Perma Dull Pain, you won't be disappointed with the results. (The same can be said of both Super Strength and Dark Melee, for that matter.)

    Yeah... so, I'll recommend Claws, Super Strength, or Dark Melee, in no particular order, followed by War Mace and Battle Axe. Just remember to try and avoid arcs that you know will be heavy in the Psychic Damage enemies. Two or three of them at once can rip any Invulnerability Brute apart as though they had no toggles running.