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FUBARczar

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Posts posted by FUBARczar

  1. On 7/12/2022 at 7:51 PM, ChromeFamily said:

    Elec/Storm?

    Definitely a good and natural combo. But of you have a problem with bouncing heals off something, how do people feel about no heal?  I think it's fine because of the extra damage that storm brings.

     

    Another good match is Kinetics to help with the endurance drain and damage.

     

    Cold and Thermal also have synergy with -End/recovery.

     

    Other than that Elec body is good enough on its own to pair with anything.

     

  2. I often am asked about what to build for the harder content.  So, just to put this out there and to welcome the contributions of others, here are my recommendations for buff/debuffs sets for Relentless Aeon and Invincible ITF:

     

    1. It's good to have more then one of these as either a Corr or Defender so you can dress appropriately according to the needs of the team 

     

    Depending on the team any one of these sets can be good, and fit in well.  But truth be told not all sets were created equal for Relentless and Invincible.

     

    2. T1 Sets typically are looking to buff and debuff and heal.

    Cold - absolutely fundamental +def for team along with great debuffs 

    Dark - adds a little Def, resist, stealth, and AoE heal & Rez.  Also strong -Regen, -res, -acc, and -dmg

    Kinetics - debuff enemy DMG and +DMG, +rech for the team and strong AoE heal that promoted the team staying a bit tighter.

    Nature- very strong team buffs, adds absorb shield, Regen, resistance, tohit, DMG

    Thermal - does everything, buff, debuff and heal.

     

    T2 - does something really well while weaker in other areas.

    Elec Affinity - sure it's strong but most players either fall into the buff too much/ not stacking enough trap (b/c of the flashiness?) Or the bus are poorly/never placed. But @Voltak you are welcome to bring yours 😛

    Pain - like thermal but with limited debuffs and slightly better healing.

    Poison - strong debuffs

    Rad - solid and useful but not as much to offer survival as T1

    Storm - Sone debuff and adds to Dmg

    Time - great buffer, +Def, tohit, recharge, recovery.  Mediocre heal and debuffs 

    Trick Arrow - strong debuffs

     

    T3 - Limited more than T1&2 in either strength, utility or diversity 

    Empathy - Awesome healer, no debuffs, usefulness is there but scope is narrow 

    FF - strong +Def and that's it, narrow in scope 

    Sonic - only resist shields, not even the best -resist debuffer

    Traps - limited, slow (the force Fields should be a back pack) 

    • Like 1
  3. On 9/4/2022 at 9:23 PM, Bill Z Bubba said:

     

    Nor mine. The fury generation is taken care of with my attack chain. The +regen/recovery is dealt with through proper slotting. Compared to the scrapper/tank ATIOs, the brute's are downright complete crap.

     

    And, yes, I bounce between 2 and 3 stacks of the tank ATIO +damres thanks to my attack chains as well. That just makes it worse.

    Yeah the Brutes ATO went to tanks 😳

    • Like 2
  4. From your two groups I would encourage you finalists to be:

     

    Claws/SR

    DM/Invuln 

    WM/EA 

     

    From there go with your personal preference.  They should all be really good for all content.

     

    Personally I would give bonus points to Claws and WM for style points, and Fun Factor.

     

    SR will likely offer the most flexible builds.

     

    You shouldn't miss things with DM/Invuln and I can vouch for it being a breast and be at home surrounded by mobs.

     

    EA had they highest potential.  

     

    Or of these three I would pick WM/EA. 

     

    My personal forever scrappers are TW/Bio, Claws/Stone, EM/EA, Psi/Ninja

  5. So far my favorite runs are on my Fiery Aura / Energy Melee Tank. No joke!

    With a couple of Cold Domination on the team (the whole team gets much needed +def).  And that works better than me running on SD (with Thermal shield support) or invulnerability.  The key is the fast and powerful heal and doing more damage.  And the off chance I die, I can immediately get back in the fight with RoP.

     

     

    • Like 1
  6. Clarification:

    What I was meaning, is outside of Electrified Net Arrow, Upshot, Eagle Eye, & Gymnastics, all others are up to prayer preferences.

     

    my personal preference is just those 4 + Oil Slick.

  7. 6 hours ago, Bill Z Bubba said:

    Spreadsheet says I have 8 brutes. BZB brute is fun on teams (claws/sr, of course.) Static Zing is my MA/Elec and I enjoy her whenever I play her. The other 6 will probably never be finished.

    So which AT had the best Claws experience?

     

    I have a Claws/Bio Scapper and  a Claws/SR Tanker, but no Brutes .

     

  8. On 9/3/2022 at 5:07 AM, Sovera said:

    Stone/Rad for me. Easy going while leveling with nearly everything being deflected. I vaguely recall 40%-ish defence by level 22 (defence amp running).

    So Rad melee?

     

    I wish Stone (and Ice, at least) had decision trees/choices. In this case for the T9.  I'd rather have Geode and Icy Bastion for their respective sets.

  9. 7 hours ago, Riverdusk said:

    No dark melee? For shame.  My dark melee/energy aura scrapper was amazing (and crazy sturdy/tanky).  Can't imagine it wouldn't be great on a brute too and even sturdier with their extra hps.

    I know right...  On live I at least had a Dark/Stone.

     

    Dark/EA would make a healthy, robust combo

  10. Brutes are generally great!  They are in a fairly good place, but this is not the thread for that.... But I digress....

     

    Please help inspire me and other players with your favorite pairings.

     

    Personally I have a fair number of brutes, but not all that diverse when it comes to sets, both primary and secondary.  My most commonly used sets with their pairings are:

     

    Primary 

    Rad/ SR, Fire, Elec

    SS/ Bio, Fire

    EM / Bio, Fire (want to make EA)

    Psi/ Fire, Bio, 

    WM/ SD, EA

    Spines/Fire

    MA/ Regen 

    KM/ Rad

     

    Fiery Aura isn't just for farming, and it truly is one of the best sets.

     

    How about you?

    And I really want another Energy Armor but what should I pair it with?

     

    • Like 2
  11. DP procs well.  So yeah I'd add in procs for sure, but don't under-slot acc & damage at the same time.   

     

    At least two is a fair minimum of procs as a rule of thumb but you'll need to find balance between procs and desired/needed set bonuses.

     

    • Like 1
  12. 16 minutes ago, Sovera said:

     

    I feel it kinda is though. In a world without IOs I feel that paradoxically they would be a simple boost, but in the world where IOs exist they allow to completely shuffle slotting in a whole build because at least 13% are accounted for, 18% if accounting for Barrier. The full three stacks are not reliable so I won't mentioned them.

     

    That's a myriad slotting choices shifting from seeking resistance to seeking... whatever, Procs, or utility, or defence.

     

     

    Most of my resistance tanks slot for 71%-ish resistances instead of 90%. Two stacks are 13.4% and that 71% becomes 84.4% (then I account for Barrier's 5%).

     

    Slotting for 71% instead of 90% (or 85% if using Barrier) makes a big difference when squeezing the last % of the resistances which is when we enter the realm where sacrifices start.

     

    It has some impact on slotting sure, but it all too often becomes a moot point, especially on Resist based tanks and on teams with a Nature, Sonic, Pain, Therm, etc.  or when they activate their T9's.   Defense based tanks  still generally need to chase +resist.

     

    I think that it is a bad ATO, design-wise.  It's also not as powerful and universally useful to all powersets as say ATOs for Stalkers, Scrappers, and so on.  

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  13. 13 hours ago, Yomo Kimyata said:

    Would neutering the ATO procs of the other melee classes help?  I don't know about you all, but I'd use Brute ATOs even if the proc was "chance for light rain."  But if attitudes would turn around, I'd be happy to support cutting the values of other ATO procs, especially tankers.  I have no idea why anyone thought buffing tankers was the right thing to do, but clearly someone on the HC development team is married to a PvP tanker.

     

    Or is it a "lol unplayable" situation much like squishies get max resist with two or three powers and it is terribly unfair that every melee class has to use five or six powers?

    Maybe they knew that Relentless Aeon and invincible ITF would be a thing...  Hmmm, I wonder 🤔...

     

    Besides the tanker ATO isn't all that.  Not really.

  14. 16 hours ago, Without_Pause said:

    Data is from 2020, but Fire was #1 for primary and Rad was #2 for secondary. The combo itself was 8th.

    Is this for characters started?

    How about ones that reach 50?

     

    Also I am just speaking from my own observance.  I run hardmode, +4/8 content, shortman duos & trios, etc.  So for such content Fire/ and /Rad are not as optional as other sets, so I don't see very many of them at all personally.   

     

    Personally I often look at Rad Em on mids, but always settle on a different option because others just give me more of what I want, and builds with other secondaries continually come out better.

     

    Fire is fine more or less.  I have a fire/kin and fire/Rad but the Rad was stripped and retired to oblivion.

  15. I have a number (10ish) of Sentinels.

    Notable combos have been Electric/EA, Beam/SR, Fire/Fire, and Psi/Regen. 

     

    But my hands down favorite is my Sonic/Bio/Psi Sentinel operating in melee range with Mind Probe, PBAoEs,  Nuking, stacking stuns, etc. It's great.

     

    • Thumbs Up 2
  16. 25 minutes ago, Marshal_General said:

    It sounds like the best thematic fix would be to tack something onto fury. Scaling HP or resist would be the brute being so mad or focused that he doesn't feel the damage. I could even see scaling status protection/resist working with fury.

     

    Then redesigning the ATOs should finish the job.

    Scaling resist and status protection with furry doesn't sound like good ideas or fixes.  I understand the concept, but Regen and endurance would be more universal for all defensive sets, as some can reach resist caps already.  And adding status production doesn't really add anything to the AT.

     

    ATO improvement is needed for sure but it's not a fix for the AT.

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  17. 15 hours ago, Doomguide2005 said:

         Not sure.  I've no direct experience with Poison.  But it's a strong debuff set and 8 of them focused on a single hard target is going to make it pretty squishy.  That said it faces a few issues in overtaking RadEm ... poor regen debuff relatively (-50% vs -500% + slow), no way to buff its own damage outside stacking Assault and no self recharge buff. Stacked AM is a +240% recharge buff and a +160% damage buff.  FRads will be almost certainly at the recharge cap and almost the damage cap when all is said and done.  Not sure the extra resistance debuff in Poison can overcome that.  Then Incarnates come into it and well that throws all sorts of spaghetti at the wall.  

    I would place my bet on 8 rads over 8 poison.  

    • Thumbs Up 3
  18. 13 hours ago, Snarky said:

    First, moving the numbers “a smidge” depending on your definition might move them into Tanker territory.  
     

    One of my original gripes was Tankers got extra AoE (damage control etc) and that was moving into Brute territory.   Payback is beautiful, but childish.  Fun, true.  Any buff for a Brute would not be refused.   Just saying the logic is about as sideways as “fixing” the Tank by giving it more AoE.   Sure, they love it.   Scratches head. WTF???

    Like I said, something to solidly place them between a Tank and Scrapper at base levels.  The current max relative levels seem fine.

     

    Remember Brutes were designed to share both tanker and scrapper territory.  That's why their defensive caps are tanker caps and offensively fully buffed they can run with scrappers.

     

    I think that there is value in adjusting base levels so a difference can be felt/noticed when soloing or when not on a big buff team.  Which, BTW, when they are on a big buff team, it places them in Tanker and Scrapper territory simultaneously!!!

     

    And brutes are dead? The Tank AoE, aggro buff makes sense when you understand Brutes more fully.  Tanks and scrappers are simply easier to play, reach higher levels without outside buffs.  The irony is that a villain AT shines best when cooperating/teaming. A brute wants to team. A maxed out brute is both a tank and scrapper.  It's a base level brute where the feeling of a brute has meaningful room for improvement.

     

    Understand the nuance? Or just want to be snarky? Wtf?

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  19. Both Fire/ and /Rad aren't as popular, so that combo is seen even less popular.  I imagine it's for several reasons depending on the player: long animations, not a "healer", no defense/resist buffs, toggles, pets, and so on.

     

    I did make one but running everything at +4/8 means that the imps are pointless, always dead.  So it was underwhelming.

     

    Honestly I only have three controllers in my repertoire now with a number of tried ones.  Personally I still play plant/storm, illusion/Kinetics and gravity/dark in that order 

     

     

  20. IDK what all the fuss is about.  I know Fire Brutes that soloed +4/8 ITF w/o deaths, temps or inspirations in the 1:15 to 1:25 range with defense less than 30 for M/S/L.  Maybe you just think that you need more than you actually do.  I went a little more defensive and finished a little slower.  

     

    Brutes don't need that much.  Just a massage of the defensive and offensive base numbers upward a smidge to put it firmly between a Scrapper and Tank.

     

    Then a sprinkle of a little extra aggro parity would be the icing on the top.  Done!

     

     

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