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Erratic1

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Everything posted by Erratic1

  1. I have a new Water/Kin Corruptor it would thematically have fit. But the quest for better defenses means taking Power Mastery instead.
  2. Making the Bio effects blue so they look like sparks...bravo!
  3. While I enjoy using Repel to go Bowling for Nazis when things are getting out of hand, it is rare that scattering a group is of benefit to a team. But Knockback->Knockdown is something you can add to your knockback powers and then foes simply get knocked down in place. While I have not used KB->KD on Shockwave on my Kin/Sonic I do have a Kinetic Melee/Bio Armor scrapper who has used it in Shockwave's cousin Repulsing Torrent and it works wonderfully. Its not something which makes a spawn just simply die and its utility to a team is not necessarily obvious but things on their butt are not making attacks.
  4. Not sure how much fun the Council had, but I had a blast. Thx for running!
  5. Without a lengthy description, the RPG Feng Shui has one time line and a few points on those timelines where history can be changed with different groups ruling the world (secretively or not) between those points in history and trying to make sure they continue to exist. One of the junctures is a future where cybernetic apes are used in warfare, and some of their names are The Orangutank, Battlechimp Potemkin, and Furious George.
  6. Tell me you never played the RPG Feng Shui. If you have a Battlechimp Potemkin I am going to be sure you did.
  7. I had an Ice Tanker back on live with the name Whirling Ice. You can guess what power he had.
  8. Thx for taking the time to do the actual work.
  9. I am curious why the opinion that Tanks are too close if (a) both ATs are surviving and (b) Tankers are coming in behind Brutes in clearing? Yes, there is extra mitigation on the Tanker side, but what does that mean except in situations where the Brute would not survive but the Tanker does? Do you have any numbers you would care to share on the performance differences?
  10. Electric Armor instantly became one of my favorites back on live when I made a DM/Inv Brute who was pretty unstoppable. Hmmm...maybe I should reconsider him ala Tanker.
  11. It worked for us, primarily because he was the only alpha taker in the group, he was well built and able to quickly herd things up, and with things all bunched together we ranged attackers could blow them up quickly with AoEs. Mind you, we were running on /8, so there were plenty of opponents to be brought together and it was good having the ranged gathered up as I described as opposed to feeling free to hammer on us squishies. It was a mid-30s team, so survivability of non-melees was not exactly something in place via copious IOs. Edit: In fact, as I recall it was him, a Fire/Kinetic Corruptor, my Water/Kinetics Corruptor, a blaster (whose build escapes me) and at one point a brute did join us but the routine remained the same (and when the brute got ballsy the brute's health suffered for it).
  12. There are considerably more situations in the game with corners than without them. As for how the game is generally played, repeatedly on the team I was on yesterday the Tanker said, stay here, I'm pulling them to this spot. He was corner pulling just as I described. Edit: I will grant the above varies. A later team I was on with a different character featured 2 Brutes (one of them mine) and a Tanker. That team was much more run forward and pound things down.
  13. Pull and go around a corner. Ranged enemies will come to around the corner, right to where you are waiting, to establish line of sight. All the melees of course will gather to you too.
  14. If you don't include Brute's Fury naysayers will say you undercut the Brute's damage. So Brute's Fury should be on the table. Exclude Tanker ATOs short of needing them for set bonuses.
  15. Wow, Fire and Ice don't give a lot of options for modifying, do they? When you say additional looks, do you want to stay close to what you have or are you looking for entire new concepts? I went more conservative, trying to stay close to your original but wanting to play up on the character's electrical nature and the crystal part of the name:
  16. Wanted to ask for direction on my Water/Kin and though I do not have farming in mind, figured I should avoid putting up a new thread with a Water/Kin thread still showing on page one. I am trying to avoid the expensive and rare IO sets while levelling with an eye towards having other than miserable defenses/resistances. Not sure I have succeeded here or not. If anyone is willing to look this over and suggest improvements, I'd appreciate it. This Hero build was built using Mids Reborn 3.0.2.18 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Aquaria: Level 50 Mutation Corruptor Primary Power Set: Water Blast Secondary Power Set: Kinetics Power Pool: Teleportation Power Pool: Fighting Ancillary Pool: Power Mastery Hero Profile: Level 1: Aqua Bolt -- ScrBls-Dmg/Rchg(A), ScrBls-Dmg/EndRdx/Rchg(3), ScrBls-Acc/Dmg/EndRdx/Rchg(3), ScrBls-Rchg/+End(5) Level 1: Transfusion -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(5) Level 2: Hydro Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(11) Level 4: Siphon Power -- RechRdx-I(A), RechRdx-I(13) Level 6: Water Burst -- Artl-Acc/Dam(A), Artl-Dam/End(15), Artl-Dam/Rech(15), Artl-Acc/Dam/Rech(17), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(19) Level 8: Teleport -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(19) Level 10: Siphon Speed -- RechRdx-I(A) Level 12: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Dmg/Rchg(21), Thn-Acc/Dmg/Rchg(23), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(25) Level 14: Whirlpool -- Artl-Acc/Dam(A), Artl-Dam/End(25), Artl-Dam/Rech(27), Artl-Acc/Dam/Rech(27), Artl-Acc/Rech/Rng(29), Artl-End/Rech/Rng(29) Level 16: Combat Teleport -- RechRdx-I(A) Level 18: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(31), Thn-Dmg/Rchg(31), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(33), Thn-Dmg/EndRdx/Rchg(33) Level 20: Speed Boost -- BlsoftheZ-ResKB(A) Level 22: Tidal Forces -- GssSynFr--Build%(A), RechRdx-I(33) Level 24: Boxing -- Empty(A) Level 26: Steam Spray -- MlcoftheC-Acc/Dmg(A), MlcoftheC-Dmg/Rchg(34), MlcoftheC-Acc/Dmg/Rchg(34), MlcoftheC-Dmg/EndRdx/Rchg(34), MlcoftheC-Acc/Dmg/EndRdx/Rchg(36), MlcoftheC-Rchg/Dmg%(36) Level 28: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(36), RctArm-ResDam/Rchg(37), RctArm-ResDam(37), GldArm-3defTpProc(37) Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(39), RedFrt-EndRdx/Rchg(39), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(40), RedFrt-EndRdx(40) Level 32: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(40), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(42), Artl-Acc/Rech/Rng(42), Artl-End/Rech/Rng(43) Level 35: Transference -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(43), PreOptmz-EndMod/Rech(43), PreOptmz-EndMod/Acc/End(45), PreOptmz-EndMod/Acc/Rech(45), PreOptmz-EndMod/End/Rech(45) Level 38: Fulcrum Shift -- RechRdx-I(A) Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(46) Level 44: Force of Nature -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(46), RctArm-ResDam(46) Level 47: Total Focus -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(48), CrsImp-Dmg/Rchg(48), CrsImp-Acc/Dmg/Rchg(48), CrsImp-Acc/Dmg/EndRdx(50) Level 49: Temp Invulnerability -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(50), RctArm-ResDam/EndRdx/Rchg(50) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 1: Brawl -- Empty(A) Level 1: Scourge Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod(A), EndMod(11), EndMod(13) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1387;643;1286;HEX;| |78DA6594596F125114C7EF30C3529622B485D2B263A514C1E21730B62E699484181| |31FEB14063A1167E830A87DF483B8BEF9D2CFA146638C3E19DFD5B8BEB935C1C39C| |7F288649E077E7DCB3FCCF993B53BF732E7870F1EE19218537BB6ABFBFBD695AD6A| |0679B96AF3EB0555B370D4197F7ECDE40B574D54BEBE4D865FB8A6A74B456F59A6A| |6BD6F606C5DBF1A3CD8D41BB5DBDA41B9AAD37FB22DA30CD6EF5AAD6D57AA6C5894| |38EE982DED9B575A3F3FF5DC4B9DB326EE97D7D47EFEAF67EF47C4F6F561BE66D2A| |55A74A9AB59F203579FADD28D09F34D23994454611A2A608570ECC339502F385E3E| |7F84AE2B3CC7B5F98DD02D288A15BBA271C9BE73EF880E97B083E62FA1F335F52A0| |EC440F25B9CCB6207893F2BA91D72DBB1DDBAC02BA99C73CA09719F5318B34722FF| |47ADFB978EF3DF315959BE19A6206B57A542B805A01F4308F1EE6D1430C3DC4D0C3| |227A30283684D810742E42E712742E4167123A93D079824486395684A1658FF2459| |02F022D696849434B1A5AB2D0928596D7D4D61CF2CDA15F93F22DF07396169EB02D| |8B5A12D58FC33F3EA44B58E49D606F77A2C54F38A7816DB0C32CEC823A53A66CCB1| |CAB2CC76991A2BD34B1A888E319300F9EC629A29814EAA5FC124F250006C110B338| |0B86997DD29AC1A432987C11932F61F2254CBE84C9AF61F26F247E0B46B1F99F7CC| |AD77E81BF9927FF807FC143E65B8A5DC1095AC1249F523BAB3871ABB055C0033A1E| |65DE7395318F0AE651C13C9E537C957D94EA758E3BA5823B6093596B319F51CC3AC| |FCEB58EBC35E4ADE5981F62E33777F87162FD69629D54C6EBD12D9D822D65FC6D18| |5E9EDA6D28E3375E488EE5AB9F2CD2A4E5FB94E5DB94E5C791C52579088A2CFC601| |0FC07CFC4D82F| |-------------------------------------------------------------------|
  17. Considering (a) I play brutes and (b) 13 posts before yours said I don't consider Brutes useless, I am not sure what you're arguing against. As for what Infinitum said, I wouldn't know since he is on my ignore list.
  18. There is a definite joy to attacks falling 1-2-3 one after another. Rad Melee hits slower but harder. I've toyed with doing a Rad/Energy Aura build to (a) help with recharge and (b) help with endurance consumption. I could repurpose my DM/Rad's name, Collapsar, take Fold Space, and drop spawns on myself to immediately get density and the boos to Recharge from foes being close. I don't know. . .that could be too gimicky.
  19. You speak for every person who plays Brutes?
  20. ??? That sentence doesn't parse. Feel free to post the numbers on kill times.
  21. So your positions hps are not meaningful to surviving? That's rather discrediting of your argument. And again, 8% greater clear versus 21% more health is what was demonstrated.
  22. It is at least a data point. What data point do you have that argues otherwise?
  23. The bring higher damage per hit but area means something. A Brute who could one-shot opponents faced with 1000 opponents takes 1000 swings to kill them. A tanker who hits 5 foes at once for 50% of their lives does not hit as hard but he is dealing more damage over time because 5*50%=250% versus 1*100%. The increased area of the area attacks on Tankers directly translates into extra damage done over time over the case of not having the extra area. So it is misleading (intentional or not) to only point at raw damage scales. What I would prefer is a feeling of honest argument. Nothing is compelling you to reply.
  24. Amazing how it is all about the numbers when discussing Brutes vs Blasters and Scrappers but it gets all qualitative when its Brutes vs Tankers--"well enough". And if the clearing speed difference between the two ATs is at 8% difference with the Tanker having 21% more ability to survive damage, clearly there is a realm in which they do not survive well enough or Tankers don't need the survivability as its useless and it can be trimmed. Which is it?
  25. Actually it was that Brutes could, with sufficient support, reach higher damage. On their own they did not. I do not have a problem with Brutes doing less damage than Blasters or Scrapper (who have less survivability) even when supported. That extra survivability means something. Now, apply that principle vis-a-vis Tankers and Brutes.
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