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Erratic1

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Everything posted by Erratic1

  1. I like him but he leans more towards one of my secondary/proof of concept Brute than one I am greatly focused on, so he is only slowly moving through his 40s (think he's level 44). He works well in a highly active, go, Go, GO! playstyle. But honestly, if you have a Savage/Bio Brute already, I am not sure what you are going to get from Savage/Elec that you do not mostly have already.
  2. Absolutely fantastic!
  3. Get a couple application of 2x xp Booster after tutorial. Run DFB. If this does not get you to level 8 then run the first mission from Matthew Habashy. Run Posi 1. This should get you past level 11 Run Posi 2. This will likely push you past level 20. Run Synapse. Likely you will be around 24 or so. Run Yin. Likely you are now level 26 or so. No wasted time with farm and Task Force Commander is halfway done.
  4. Starts Concentrated Strike... ...gets up, wanders to the other side of the house, checks refrigerator, decides spring rolls would be nice, turns on oven to pre-heat, wander back to family room and turns on television, heads out to porch to check the mail, returns to television and checks what is on various channels, decides to go ahead and watch an episode of Solar Opposites, starts watching, hears the oven beep indicating oven has hit temperature, heads back to kitchen to open up spring rolls, put on heating pan, and places in oven, goes back to watching television, watches until timer goes off indicating spring rolls need to be flipped and does so, returns to television, watches until timer indicates spring rolls done, removes from oven to let cool, goes back and watches television until half hour show is over, goes back to kitchen and transfers spring rolls to plate, warms sweet sauce in microwave for 12 seconds, puts on plate, wanders back across the house, places plate of spring rolls on desk, sits back down before computer... ...Concentrated Strike completes animation.
  5. I am expecting something out of him different than on my SS/Bio. 😛
  6. My current labor of love Brute is Stj/Inv. As planned, he will be the most expensive build I will have attempted.
  7. Tankers, having better survivability than anyone had to have damage increased to be worthwhile but Brutes should not expect damage and survivability? But Brutes can be buffed!!!! So can Tankers. And already on 13 of 20 melee damage sets apparently without outside buffs they are managing higher DPS (you deal the same damage over a shorter period of time) than Brutes. But bosses!!!!! You mean the guy you come across at the end of the TF? Probably would have been most time efficient to carry as many Tankers as possible, clear the trash faster, then rely on buffed Tankers (because yes, they can be buffed) to take the boss down. With the gap seen on various powersets there should be plenty of time for the Tanker based team to come out on top. Hmm, you know...maybe that would be a way to find the true measure of things. Put together teams of 5xTankers+ 3xCorruptors/Defenders vs teams of 5xBrutes + 3xCorruptors/Defenders.
  8. Was looking at Epic powers but should your build allow, Wall of Force does look to have reasonable recycle times. I tend to lean towards (PB)AoEs because as a melee it makes it easier to hit things not having to think about adopting a position to maximize targets hit. What can I say? I'm lazy.
  9. Epic area attacks are not exactly quick recharging attacks, even in comparison to Melee area attacks. Axe Cyclone and Pendulum are up every 18s, Foot Stomp and Fire Sword Circle every 20s. By contrast Energy Torrent is up ever 24s, Bile Spray, Disruptor Blast, Ball Lightning, Fire Ball, and Dark Obliteration every 32s, Stalagmites every 64s, and Ice Storm every 120s. Tanker secondary melee attacks are going to recharge faster and hit more targets than anything a Brute is going to get from their Epic pool attacks. Probably the Tanker secondaries will do more damage too for not being pool powers.
  10. Brutes only meaningfully outperforming Tankers in 3 of the 20 sets and performing last in 13 of them, eh? Probably for the best otherwise Scrapper and Tankers will be invalidated, nobody will play them, and even if someone did play them they would not get invites.* *This does not hold for Brutes because...well, Brutes.
  11. While I nearly spoke up to object in a certain current Tanker Super Strength thread about how StJ is not a substitute for SS (I have Brutes with both), I would note that in terms of Tanker average time that while StJ is considerably down the list from Super Strength, the difference in average time is only 33s, roughly 12% longer for StJ than SS. As goes Brutes though, the difference is 56s--roughly 20%. Foot Stomp trounces Spinning Strike with more than double the radius and only a slightly longer recharge. Gotta wonder if Spinning Strike had better radius how much closer StJ would come.
  12. A lot depends on (a) one's theme and/or (b) willingness to design around the effects.
  13. The gimmicky combo system has a better reputation than the secondary you were trying. 😛 The only real downside to the combo system is it tends to promote the thought, "I cannot use that power until I have built max stacks" when in fact you can use a power regardless of stacks and sometimes should.
  14. As it happens, I have an Energy/Shield Stalker and he certainly hits hard. But I am not sure Energy Melee really delivers on the increased area boost Tankers got.
  15. Kindred spirits!
  16. Historically Teleport was the fastest travel power. City of Data suggests that with minorly longer cast time (0.07s) the Mystic Flight's teleport is the same as the original power--both of which are at roughly double the rate of displacement as Fly from what I can find. So even with the boost (50%) Fly should come in behind unmodified Teleport. The tradeoff has always been you could go to the kitchen while flying while teleport required constant interaction and cost notably more endurance (less of a problem once you're improved your recovery).
  17. If you are a melee AT with a damage field, you just wait until you see orange numbers appearing over her head. Then you go to town on her.
  18. Mystic Flight is, to my way of looking at things, the near perfect travel power. You get flight, which is the lazy man's travel power, and you get TP, which allows you to get around quickly when you want to in terms of zone travel and cheat past things in missions.
  19. You have to have a backstory to lose your temper? I never needed one for all those real-life trips to the principal's office.
  20. Rage Crash is the only bad part to my SS/Bio Brute, but I do love playing him.
  21. Did this combo back on live. I was not impressed...in fact, not very happy. Admittedly it was on a scrapper, so perhaps you will not have the disappointment of expecting to kill things only for your loooooooooong windup to still be winding up as someone else kills your target.
  22. I would lean more into the T-1000's earlier costume and colors (once it acquires clothing) with only hints of damage to facial flesh: It is hard to see in the picture above but there are hints of metallic gray around the good eye while the more damaged eye shows more robotically: Glare 6.costume
  23. I went Savage/Electric with a Brute on my most recent Savage outing and it is indeed a very active playstyle as you add the +Recharge from Lightning Reflexes to the +Recharge from Blood Frenzy stacks. And like Bio you get a DoT.
  24. A quick couple of thoughts.... Why did you use 2 slots for Perfect Zinger in Lightning Field when full slotting Armageddon would have gotten you 6% Toxic/Psionic Resistance and 10% +Recharge compared to the 2.25% Toxic Resistance you got instead? The Numina's Convalescence: +Regeneration/+Recovery works no matter what power you slot it in, but if you put it with the other Numina's you have in Energize you gain +6% to all your heals. I would swap where Numina and Preventive Medicine are placed. Placing Perfect Zinger enhancements in Power Sink is utterly déclassé but I am going to pretend I did not see it. I would slot a Recharge Reduction in Energize Not going to judge what you built so much as tweak what you have. In any event I strenuously suggest you try it on the Test server to make sure it works how you like. The primary change is Energize is now up for 30s out of every 45s as opposed to 60s. So you go from it being up about 54 % of the time to it being up 67% of the time. It also heals for 162 more health. You also have 19% more +Recharge. There are some other minor changes which I do not think will be noticable.
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