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Seroster01

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Posts posted by Seroster01

  1. Title summarizes the fundamentals. Serpent Drummer has a mission (I believe it's the 4th in the chain) called "Defend Portal Corporation". Prior to the patch the portals were simply decorative mission objectives, not spawning anything & simply existing to be destroyed. Post patch they appear to be continually spawning Boss & LT level Rikti before I even see them, resulting in packs of 20+ bosses by the time I make it to any portal after the first, who subsequently insta-gib me, and I mean that literally. Engage>Dead, before I can even register my HP going down. As I lay there dead watching the portal it summoned probably 5-10 MORE boss Rikti over the course of a couple of minutes. It might be due to my difficulty scale (+1x8), but it's a mission I've solo'd on this setting dozens of times across my characters & if this is intentional it seems completely unnecessary & renders what was previously a solid mission basically un-completable. Spawning bosses after the portals are engaged might be ok, but if they're going to continually spawn things before we encounter them they should be minions & LTs. 

    Screenshot (91).png

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  2. There's a lot of discussion here about not using travel powers in combat; are these things that won't work in Hover/CJ? Like the fly protection unique looks prefect for Hover-based characters (basically all of mine, I love it for combat movment). IDK how useful the jumping unique is & I understand that SS has no equivalent to either, but Hover specifically seems like it could get a lot of benefit from grabbing at least a 2/3 set bonus worth for these.

  3. 18 minutes ago, aethereal said:

    I've run bio tankers, stalkers, and brutes to 50, and I've found that all of them struggle against Praeotrian clocks and IDF.

    For reasons I don't really understand, IDF in particular is one of the few groups that gives my current WM/Bio a fair amount of trouble. BP are the only other group that seems to cause a decent amount of trouble, but it's much less. I haven't tried to solo much Cim content so IDK how well he'd hold up there but praetorian clocks haven't given me any trouble to speak of.

  4. Some additional notes: 

    I actually moved the stealth run IO to sprint so that I could drop a lvl 50+5 run speed IO into SS. That might be overkill, but between it & the Musculature alpha i hit the cap for running speed w/ both up. 

     

    Depending on your primary you may not need to invest as heavily in endrdx & +recovery as i did; WM is very end-heavy.

     

    Hover is taken bc you need one of CJ/Stealth/ Hover to hit 40% def before Barrier & it's my personal preference for in-combat movement. You could replace it w/ one of the others if you like, which would allow you to devote most of those slots elsewhere (hover is slow & end intensive w/o some slots and/or build support). 

     

    That's all I can think of atm.

  5. I almost never export builds so IDK if this will look "good", but this is my current WM/Bio scrapper that's had about as easy of a time soloing stuff as any character I've made to date:
     

    Spoiler

     

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: War Mace
    Secondary Power Set: Bio Armor
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Pulverize

    • (A) Superior Blistering Cold - Accuracy/Damage
    • (3) Superior Blistering Cold - Damage/Endurance
    • (3) Superior Blistering Cold - Accuracy/Damage/Endurance
    • (5) Superior Blistering Cold - Accuracy/Damage/Recharge
    • (5) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
    • (7) Superior Blistering Cold - Recharge/Chance for Hold

    Level 1: Hardened Carapace

    • (A) Unbreakable Guard - Resistance
    • (7) Unbreakable Guard - Resistance/Endurance
    • (9) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (9) Unbreakable Guard - +Max HP
    • (11) Steadfast Protection - Resistance/+Def 3%

    Level 2: Jawbreaker

    • (A) Kinetic Combat - Accuracy/Damage
    • (13) Kinetic Combat - Damage/Endurance
    • (15) Kinetic Combat - Damage/Endurance/Recharge
    • (15) Kinetic Combat - Damage/Recharge
    • (17) Touch of Death - Chance of Damage(Negative)

    Level 4: Environmental Modification

    • (A) Shield Wall - Defense/Endurance
    • (17) Shield Wall - Defense
    • (19) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (19) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 6: Inexhaustible

    • (A) Performance Shifter - EndMod
    • (21) Performance Shifter - Chance for +End

    Level 8: Clobber

    • (A) Hecatomb - Damage
    • (21) Hecatomb - Chance of Damage(Negative)
    • (23) Hecatomb - Accuracy/Damage/Recharge
    • (23) Hecatomb - Accuracy/Recharge
    • (25) Hecatomb - Damage/Endurance
    • (25) Touch of Death - Chance of Damage(Negative)

    Level 10: Adaptation 


    Level 12: Hover

     

    • (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range
    • (27) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
    • (27) Winter's Gift - Slow Resistance (20%)
    • (29) Luck of the Gambler - Defense/Increased Global Recharge Speed
    Level 14: Kick
    • (A) Empty
    Level 16: Ablative Carapace
    • (A) Panacea - Heal/Endurance
    • (29) Panacea - Endurance/Recharge
    • (31) Panacea - Heal/Recharge
    • (31) Panacea - Heal/Endurance/Recharge
    • (31) Panacea - Heal
    Level 18: Whirling Mace
    • (A) Superior Avalanche - Accuracy/Damage
    • (33) Superior Avalanche - Damage/Endurance
    • (33) Superior Avalanche - Accuracy/Damage/Endurance
    • (33) Superior Avalanche - Recharge/Chance for Knockdown
    • (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
    Level 20: Evolving Armor
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (47) Gladiator's Armor - End/Resist
    Level 22: Tough
    • (A) Unbreakable Guard - Resistance
    • (34) Unbreakable Guard - Resistance/Endurance
    • (34) Unbreakable Guard - RechargeTime/Resistance
    • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime
    Level 24: Weave
    • (A) Shield Wall - Defense/Endurance
    • (36) Shield Wall - Defense/Endurance/Recharge
    • (36) Shield Wall - Defense
    • (37) Luck of the Gambler - Defense/Increased Global Recharge Speed
    Level 26: Shatter
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (39) Eradication - Chance for Energy Damage
    • (37) Eradication - Damage
    • (39) Scirocco's Dervish - Damage/Endurance
    • (37) Superior Critical Strikes - RechargeTime/+50% Crit Proc
    • (39) Fury of the Gladiator - Chance for Res Debuff
    Level 28: DNA Siphon
    • (A) Superior Scrapper's Strike - Accuracy/Damage/Recharge
    • (40) Superior Scrapper's Strike - Damage/Recharge
    • (40) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
    Level 30: Hasten
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 32: Crowd Control
    • (A) Armageddon - Damage
    • (42) Armageddon - Chance for Fire Damage
    • (42) Armageddon - Accuracy/Damage/Recharge
    • (42) Armageddon - Accuracy/Recharge
    • (43) Armageddon - Damage/Endurance
    • (43) Eradication - Chance for Energy Damage
    Level 35: Genetic Contamination
    • (A) Superior Scrapper's Strike - Damage/Endurance/Recharge
    • (43) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
    • (45) Superior Scrapper's Strike - Accuracy/Damage
    Level 38: Maneuvers
    • (A) Shield Wall - Defense/Endurance
    • (45) Shield Wall - Endurance/Recharge
    • (45) Shield Wall - Defense/Endurance/Recharge
    • (48) Luck of the Gambler - Defense/Increased Global Recharge Speed
    Level 41: Zapp
    • (A) Thunderstrike - Accuracy/Damage
    • (46) Thunderstrike - Damage/Endurance
    • (46) Thunderstrike - Damage/Recharge
    Level 44: Ball Lightning
    • (A) Ragnarok - Damage
    • (48) Ragnarok - Damage/Recharge
    • (48) Ragnarok - Accuracy/Damage/Recharge
    • (47) Ragnarok - Accuracy/Recharge
    • (49) Ragnarok - Damage/Endurance
    Level 47: Build Up
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 49: Super Speed
    • (A) Celerity - +Stealth
    Level 1: Critical Hit 

    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Swift
    • (A) Empty
    Level 1: Hurdle
    • (A) Empty
    Level 1: Health
    • (A) Panacea - +Hit Points/Endurance
    • (11) Miracle - +Recovery
    Level 1: Stamina
    • (A) Performance Shifter - EndMod
    • (13) Performance Shifter - Chance for +End
    • (46) Endurance Modification IO
    Level 49: Quick Form 

    Level 49: Speed Phase 
    Level 50: Musculature Radial Paragon 
    Level 50: Freedom Phalanx Reserve 
    Level 50: Portal Jockey 
    Level 50: The Atlas Medallion 
    Level 50: Task Force Commander 
    Level 10: Defensive Adaptation 
    Level 10: Efficient Adaptation 
    Level 10: Offensive Adaptation 
    ------------

     

    Some build clarifications: I use the PVP Def IOs both for their set bonuses & the fact that you can boost them & still retain their set bonuses at any level, ala purple IOs; this allows me to cap defenses & get decent endrdx +a LOTGF with only 4 slots in each power.

     

    I put the 50% crit proc into Shatter bc the way I have it slotted is about 50% proc chance & has a chance to proc on every mob in AOE.

    I might get on & talk more in a minute, but ye baby is awake now...

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  6. Green is powers taken, yellow is powers you CAN take but haven't, what you're calling purple i always considered Grey; they're "grayed out" because you haven't met the prerequisites needed to take them. In the case of your SS there you're not eligible bc you need to take more powers in the TP pool to qualify for the last 2 powers... there might also be level requirements but I'm not sure (level is the requirement for primary/secondary powersets & I feel like pools used to have level requirements but IDK if they still do.

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  7. 1 hour ago, I-Dirty said:

    Shit I better not do bio then. Im not a smart man Jenny. I have a tendency to run in and swing away. Thats why I dont play Blasters and such...because the way I play it would be Plastered....as what I would be

    I disagree that Bio is super squishy, though I'll say upfront that it takes a pretty sizeable investment to take full advantage of it. If you can afford the winter & scrapper IOs & do some smart slotting (divide the ATO that gives 5% S/L def as a 3-set into 2 powers for one), & pick up the Barrier destiny you can get softcapped to all the mainstream damage types (S/L/F/C/E/N). Layering that over some decent regen & a very good Absorption shield (my shield is about 1k when my max HP is around 1700-1800, lasts for 30s & recharges at about the same time) makes for a pretty tanky character. It is relatively weak to the old CDF problem, but that isn't out of the ordinary overall. 

  8. 2 hours ago, Sovera said:

    The T9 is Mass Levitate, not GPS.

     

    In a better world we would be able to track buffs and keep an eye on Insight and only use GPS at the very last second to consume the buff. Too much hassle though. tests can be re-done but last time someone got the same numbers by only using GPS at the last second of Insight, and then not using GPS at all.

     

    Which makes sense since if we are using one attack every 30-40 seconds then it will not have a large impact.

    Ah, you're right of course.

    More to your point, I don't think I'd like it any better if the only change was making it easier to track. It would be nice of course, but one of the biggest problems w/ PM is that Insight is unreliable AND has pretty poor uptime. If GPB is going to continue to consume Insight then Insight itself needs some type of overhaul. My preferences would be for either significantly reducing/completely removing the lockout time for it, or some combination of those & a reliable way to proc it. I seem to have touched on this earlier in the thread, but I think something that could really help the set is for Concentration to grant Insight (ignoring the lockout if that mechanic is retained). Several other sets have their BU equivalent fill or proc that set's resources upon activation, not sure why Psy doesn't. Don't know how much this would actually increase uptime, but I think it would be a great help to be able to reliably cast a couple of Insight'd Mass Levs to start combat.

     

    Anyone else got some suggestions? We've talked a lot about what's wrong with the set in this thread, IDK that we've had a lot of suggestions on what we think would make it better.

  9. 4 hours ago, JnEricsonx said:

    I will admit, Psy Melee's T9 power doesn't necessarily FEEL like I'm hitting like the truck a T9 should be.  But that could be just my perception.

    I actually feel somewhat the opposite. Especially after sticking 2 purple damage procs into the power it seems to hit pretty hard... but it's slow & my bigger concern is that it consumes Insight. In most combat encounters I'd rather have Insight boosting multiple AOE damage attacks instead of giving a single extra hit to an already pretty strong ST attack, which gives me motivation to NOT use it. IMO this is the biggest fundamental design flaw in PM; Insight seems better used buffing multiple attacks than it does being consumed to cause an already strong ST attack to do more ST damage, which makes you not want to use an attack w/ potentially 2 strong procs & that seems intended to be the main source of DPS in its attack chain.

    OFC the issue is compounded by the issue of resistances, so it depends a lot on you're attacking. Due to the discussed resistance problem & the damage split for GPB, there's an unfortunate # of mob types that can make it feel like you're attacking w/ a psy-powered Funoodle...

     

    I've mostly given up on changes for PM in the short term, because every time I think about whether it's going to get changed soon I immediately think "Really, they should probably do something about EN first..." Since I haven't heard even a hint of anything to that effect, I'm mentally twiddling my thumbs on this issue...

  10. 8 minutes ago, Sakai said:

    Did we have Psionic on Live or was it here when we came home?  Fuzzy on that one. 

    Not really sure either, but I thought it was one of the last sets released on live, or one of those that was on the PTR right before shutdown... But this is based solely on a vague recollection of someone on these forums saying the Live devs didn't do a great job on it, so take that with a grain of salt.

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  11. 5 hours ago, Coyote said:

     

    When you are balancing sets, you generally look at DPS balance... and a power that does double the damage on double the recharge is generally balanced vs the other power. So if Savage Leap does double the damage of Mass Lev but has twice the recharge (higher, actually, because you spend more slots in it for damage procs to get the damage), then overall they're pretty comparable. And Mass Levi takes FF, which is a nice bonus.

     

    Also, damage isn't everything that's balanced... as I say about Savage Melee, it has almost negative mitigation... it has little in the way of knockdowns and nothing else, and has DoTs that allow mobs to attack even though they're effectively defeated. Meanwhile, Psy Melee has a Confuse, a Hold, and a guaranteed knockup. When you're balancing sets, the one that has more mitigation SHOULD do less damage. If you're playing in steamrolling teams where mitigation doesn't matter, then the truth is that you're playing a set that has a strength, but you're in a situation where that strength doesn't matter. But if you solo difficult scenarios like Praetoria to First Ward to Night Ward, like I'm doing with my Psy Stalker, the damage mitigation IS appreciated.

     

    You're right, in a way... if you're going to be in situations where damage mitigation isn't relevant, and where damage output of the team is so high that having Mass Lev available within 10 seconds is irrelevant because the spawn is mostly erased by then, then Psy Melee is completely crappy. But that's putting the character in the exact scenario where Savage Melee's weaknesses (longer recharge on the AoE and lack of damage mitigation) are irrelevant, and its burst AoE damage is front and center, and using that to argue about how SM > PM.

     

    For the record, I do think that SM > PM... but not by that much. Psy Melee is really good for soloing and for soloing hard content where you LIKE having the ability to Hold nasty bosses (with a Chance to Hold proc added to GPB), Confuse a LT who has unpleasant buffs or debuffs, etc.

    But like I said, Leap will 1-shot almost minion it hits. Recharge doesn't matter when they're all dead instantly. Even if it didn't, following it up w/ Rending Flurry will DEFINITELY kill any minion they both hit, well before a 2nd Mass Lev is available. CC & mitigation aren't terribly important when you can insta-gib most of a mob group before they can even attack you.

    Secondarily, even sets w/ similar or better CC have significantly more damage than Psi. WM is chock full of Disorients, KD, & KU abilities, has more AOE & is still one of the top performing ST sets. It does Smashing, which is probably one of the only damage types worse than Psy, but it's ST DPS is around ~21% higher than PM's attack chain so that barely matters. Best that can be said for PM over WM Is Mass Lev is easier to hit more targets with than Pendulum, but it's not like Pendulum is difficult to aim & still hits a large # of targets with relative ease.

     

    Like I said before, anything Psy melee does, another melee set does as well or better & w/ more damage to boot. Thus my consternation, as it's like they penalized PM's damage output for having a "good" damage type, even though it's not that great of a damage type in PVE content...

     

    Edit: I said Pendulum, I meant Crowd Control...

  12. The 2 strongest characters I've made in my CoH time are both SM/Bio; ones a Brute & the other is a Stalker. The Stalker is significantly better at ST damage because Hemorrhage from hide is just nuts & w/ the Hide proc ATO you can stick a hiden Hemo on a mob every few seconds. The Brute is better at basically everything else, and it's not like his ST is bad, it's just not as ridiculous. Survivability is the biggest difference, and it's a very significant step up, but that's to be expected with a Brute vs. a Stalker. The important bit is to stick at least 4 damage procs & the -Res proc into Leap. On my Brute I did all 5 available damage procs & the -res, and on my stalker I did a +5 Armageddon: Damage, but others have suggested putting some accuracy and/or -rech into that slot is more to their preference. I can't remember the names of anything, but the rotation is the 5-1-2-5 or 5-1-2-1-5 (where the # is the tier of power) depending on your recharge speed.

     

    I have a hard time playing other melee sets now because SM has spoiled me...

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  13. On 6/4/2020 at 3:18 AM, Zeraphia said:

    I'm also going to tell you that not every set will be Titan Weapons. That's a bit of an exaggeration, but expecting a set to be the "best!" at something would be a little bit disingenuous seeing as how we have more than 20 different melee sets spread across the ATs! Not every set is going to be a clear victor over anything, that's just how it will always boil down to, but I can definitely see them fine-tuning the Insight Mechanic and possibly improving some of the "lower" attacks.

    My point was more that the damage output is pretty poor to start with (the only sets that have lower base DPS are Elec w/ a better damage type & the 2 sets that have a perma-buildup mechanic), then it has a damage type that's oddly weaker than most competing sets, AND THEN, on top of those things, it also doesn't do anything particularly well when compared to other sets. That's a trifecta of blah, and AFAIK it doesn't even have any pure-Psy attacks to bypass the more common defenses. GPB is nice & all, but the animation delay is so long that in groups, mobs will frequently die from team damage before the hit comes in from GPB. The <10s difference in CD (with a full lvl 50 build) between Leap & Mass Lev doesn't seem like a particularly big deal when compared to the 5 ft larger radius & almost 2x the damage of multiple types due to Leap having ~90% chance to Proc anything put in it. Recharge doesn't matter all that much when the alpha strike from Leap 1-shots almost any minion it hits.

    What it feels like the set really needs is either a shortening of animation and/or recharge times, primarily on GPB (ideally it would do somewhat lower damage but result in a net gain in DPA) or more to my preference, a significant overhaul of mob resistances to make Psy actually a solid damage type (an idea I'd file under "unlikely to ever happen"). Other things I'd settle for are a better functioning Insight having no lockout and/or not be consumed by GPB, having Concentration grant Insight even if it's on CD, or even shifting a larger portion of damage done to S/L (which is far more COMMONLY resisted but doesn't seem to be quite as heavily resisted).

     

    Anyway I'm just kinda frustrated cause there's a lot of stuff I like about the set, but it just seems like when you take everything together it's probably the worst Scrapper set we have available...

  14. I've made a Psy/EnA Scrapper that's up to 28 right now & while I like the animations & "feel" of him pretty well, I already feel like his damage is going to be lackluster later in the game. Both my current in-game experience & the info on the Scrapper spreadsheet lead me to believe that it has relatively low ST DPS & doesn't seem to do any one thing particularly better than any of the other melee options. Tack on that Insight has pretty poor functionality & Psy being a great damage type vs. player characters but not that great vs NPCs & we've got a set that seems particularly underperforming relative to its competition.

     

    This lead me to pondering why the set is so lackluster. Mass levitate looks nice, but it doesn't seem appreciably better than, say, Footstomp on an SS Brute. I'd say it's just outright worse than a properly slotted Savage Leap, and Sav. Melee has both more AOE than PM & much higher ST damage to boot! Nothing else in the set seems particularly noteworthy, certainly nothing that would warrant it being the 2nd lowest performer in ST DPS AND having a mediocre damage type. 

     

    Anyone got some insight here? Have I missed something that makes it all worth it? Should we start a feedback thread to ask for buffs and/or explanations as to why it's in this state? I really want to like it, but there just doesn't seem be a good reason to pick it over another option other than I like the way it looks (& that can only go so far.) OFC Energy Melee is probably in worse shape & it doesn't seem to high on the list of things to be fixed either, so this may be fruitless...

     

    Looking forward to some feedback here. 

  15. 17 minutes ago, Riverdusk said:

    Claws and Martial Arts leap to mind.  Pretty much for the reason @Without_Pause says.  Losing spin from claws is a crime and MA just loses all its aoe entirely.

    I'll add on that Stalker Claws looses Follow Up in favor of BU & I'm not sure it gains anything for that trade. So I'd probably throw Claws in as another worse version.

  16. 1 hour ago, Rikis said:

    Is there a melee set that is certifiable worst on Stalker than the other melee ATs?

    I think Stalker MA & EN are the worst version of those sets. Energy Melee is bad already, but on Stalker it replaces the set's only AOE with AS. Hard to say that's anything but a downgrade. MA's in the same boat, but I don't hear as much about that set & I've never played MA myself, so I can't say how much of a loss that one is.

  17. 20 hours ago, Papaschtroumpf said:

    I'm soloing x8+1 in the early 40s (Tina's "army" arc. It's become a "tradition" for me to solo it), so I'd hardly call that ineffective, but my fire corruptor or archery blaster would tear through x8+4 at the same level.

    I find myself stealthing on this character because because killing is a bit slow.

     

    I always use attuned enhancements (I examplar a lot after 50) and they scale as I level up. I always use the non-purples that offer similar benefits just in smaller quantities (like Positron Blast instead of Ragnarok or whatever it is), so while purples and superiors push it up a notch, the 40s do feel a lot like what 50 will (the biggest difference being builds that have perma Dom or perma Hasten at 50 but doi quite get there until then).

    On a per-set basis the difference may not appear that significant, but if you've got 5 +10% Rech bonuses instead of 5% or 6.25% you've gained ~20% recharge to all of your powers. What I've felt like was a bigger deal with Purples is most of them have a very good damage proc in them, so adding a 5-slotted purple set w/ a damage proc + a 2nd non-purple damage proc to a few powers (Water Jet) can increase performance quite a bit. A secondary aspect is that you get a lot of slots in the 40-50 range to flesh out stuff for set bonuses. Of course YMMV, but i always feel like my characters get a big boost after switching to their lvl 50 build.

     

    (Also like to clarify that you do know purples retain their bonuses at any level & are thus perfect for exemplaring, yes? Just making sure.)

  18. As Oldskool mentioned I've never been just terribly impressed with Water's ST damage, which is one of the reasons that character is semi-retired. What I will say is that leveling through the 40s commonly seems to be a lull point for many of my characters. If you have the resources for a full build at 50 things will feel a lot different simply due to how impactful the various purple IOs are on a build. Resetting Water Jet is very important for ST DPS, and if you're doing that well then it also gets a significant boost in effectiveness when it gets slotted with multiple procs (getting 2x the proc chance for a single CD). Other things to consider are switching out something in Dehydrate for an Achilles proc. I'd thought about doing this in the build but never did for some reason that I can't recall (& since I can't get on my PC cause I'm having to entertain my nephew, can't examine it right now to find out.)

  19. 9 hours ago, Vea said:

    I think I have to disagree with you here. Bio is probably more survivable too. 

     

    Defense is just one layer of survivability, you will still be hit through soft-cap defenses. I'm not eniterly sure how much resistance you can get with EnA but I'm pretty certain it's not much. When I was building my brute I originally started with EnA and ended up with Elec just based on the resistance numbers.

     

    The saving grace of EnA is that you don't need end drain or the T9 so that's two one powers spare, where in comparison Bio you kind of need to take all of them.

     

    I'm an advocate of SM. So for me it's SM/Bio. SM/EnA if you are bored of having too many Bio toons!

     

    I was playing around this morning with an SM/EnA build & I had it at softcapped to the normal damage types, 50%-ish S/L resist & I think 30%-ish to F/C/E/N. The S/L resistance  is only about 5% less resistance than Bio after taking Off. Adaptation into account, and Bio offers no res for any of the other damage types (which are further hurt by the hit from Off. Adaptation.) Combine the above 74% DDR & it'll be pretty hard to kill when fully built.

     

    The counter argument is that it has no HP or regen until it picks up Energize at 35, and even then it will end up with less max HP, a lot less regen, and no Absorption. I think Bio may win out in a lot of circumstances, but it's always gonna be very susceptible to CDFs, which is about the only thing that kills my characters these days anyway. 

     

    Taken as a whole, the offensive bonuses are probably a big enough difference that I think Bio will probably be the better option. Gonna have to brainstorm on how to get him closer to softcap in Off. Adaptation, since that's about my only concern there. I'll fiddle with it when I get home...

  20. Thanks for the responses! SM sounds like a good option, I love to hear that. Does anyone have experieqnce and/or an opinion on Energy Aura for Brutes?

     

    I hadn't thought much about the bonus toxic damage from Off. Adaptation & how that would likely make a noticeable impact on SM's purely lethal damage output. Seems like it'd certainly be the better option for damage output... but I'm having a hard time finding a slotting that I likefor SM/Bio, largely because the 6-set bonuses for brute ATOs seem very nice on the survivability front (those are some big chunks of Resistance). Unfortunately if I go for a 6-slot then I can't double-slot the 3p bonus for 10% total S/L defense & thus end up well short of the softcap, or even 40% to cap it with Barrier Destiny. I will say that I'm not sure if one of these procs is a global, and I can't recall which 6p goes w/ the 5% S/L. Examining those factors closer might change my mind a bit, but I'll have to look at it tomorrow. 

     

    EnA seems like it may be more survivable because it has pretty high DDR combined with much higher defenses & is thus a lot easier to cap & to cap multiple (most) damage types. but for multiple reasons I think Bio will have a significant advantage in damage output & maybe even survivability after factoring in Bios advantage in Regen, max HP, & Absorption.

     

    Not sure which route I prefer at this point. I'll have to think about it...

  21. I'm thinking about making a brute for my next alt, and there's 2 primaries & 2 secondaries I'm thinking about for him. Primary would be either Savage Melee or Claws. Secondaries in consideration are Energy Aura & Bio.

     

    I've got a ton of Bio characters cause I like it a lot on Scrappers, Stalkers, & especially Sentinels. I'm not sure it would be as big of a deal on a Brute given that Offensive Adaptation seems like it would be a drop in the bucket after factoring in Fury. OTOH, some of Bio's stuff seems like it may work better on a brute since it's got a significant amount of things that would work better w/ higher max HP. EnA is a set I've wanted to play quite a bit on some character, but I haven't found a build that really thrilled me with it as a secondary. So, how does Bio stack up for Brutes vs. the other ATs? Is EnA as well rounded here as it seems to be for the others?

     

    I have a SM/Bio Stalker that I think is my most powerful character ever & I really want to try SM on another AT. I read some things saying that it wouldn't work out very well on a Scrapper bc most of the powers don't interact well with Crit. I then considered a Tanker, but it wouldn't get Leap until 38, so ultimately I didn't care for that option. By process of elimination I was left with Brutes. Im really interested in feedback on Brute SM, since I really haven't seen much positive talk about SM for anything other than Stalkers & as a result I've been hesitant to pull the trigger on a brute with it. I also have a Claws Scrapper that I like pretty well & I've heard some good things about Claws Brutes, so I'm curious to hear if people think it has any noticeable upsides/downsides compared to the Scrapper version of Claws.

     

    If I had to sort the combos this creates by relative interest I'd say SM/EN>CL/EN>SM/Bio>CL/Bio. I'm really curious about what folks have to say on this, please give me y'alls impressions of these sets!

  22. 5 hours ago, Papaschtroumpf said:

    I tried to rework the slotting from scratch to get maxed S/L defense and perma hasten but was not happy with the holes it left in that attempt. 

    Yeah I didn't like the results when I tried to get to softcap. IDK if you did this or not, but if you want to work towards this you could try just getting to 40% & running Barrier Core for a Destiny, since Barrier Core will always give at least 5%.

  23. 57 minutes ago, Papaschtroumpf said:

    Thanks for the long but well considered answer. I think you sold me on Steam Spray.

    Why do you care is the Kb->kd procs when it's not slotted in a power with KB?

     

    I tried to rework the slotting from scratch to get maxed S/L defense and perma hasten but was not happy with the holes it left in that attempt. 

    The OF KB>KD is extra unique, as in addition to doing that stuffs to KB powers, it will actually ADD a chance for KD to a power if it doesn't have it already. Thus my small discussion of how often it procs.

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