Mezmera
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Everything posted by Mezmera
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I'd have to agree that you should be taking your Aim power. I also do have Power Build Up and I slot the full set of Gaussian into it, even with the whole set +5 the proc almost always fires. It does affect a lot of your debuffs though except for the -dmg/resistance ones so it is a great power for you. There's a missed opportunity for Leadership powers on this build. Defenders get the best values from them and a Power Built Up Vengeance nets me 60% defense and 70% tohitt along with the 35% dmg. My TA doesn't take Fighting and just takes both the shield and Force of Nature (hardly used but nice to have in a pinch). Something to consider.
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All of the epics are real diverse and versatile on their own. I see Ice as a limited one trick pony though. It does offer a good -resistance for your team to make use of at a good recharge but you can do that with some of the other epics while also getting some other attractive powers. Ice has one great power and the shield. If your secondary is Fire you almost HAVE to go with the Fire APP for how Embrace of Fire interacts with Fireball plus then there's the shield and Melt Armor. Or there's other powers in the epics where you can drop a pvp -res proc into the long recharging pbaoe for near the same effect as Sleet along with being able to take other real attractive powers.
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I'd take my TA defender all day to a duo. All that -res, -regen, -dmg and -tohitt along with a mez/resist shield for you and your teammate. Why be a Cold when you get all of that debuff and then some in aoe form in TA?
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The t1 blasts you should be slotting for bonuses. They are decent attacks slotted with fine dpa and mostly filler attacks waiting for some of your better later ones to recharge.
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Everything from Ice Arrow down is a must have. The neat thing is TA comes great out of the box so slotting isn't going to drastically change its performance, mostly you will want recharge and some -res procs in some powers where applicable. Ice Arrow is my lead in attack which I have 5 dmg procs and a 50+5 Accuracy IO. Entangling Arrow is nice with that -res, Flash Arrow and Glue Arrow are nice tactically. I don't take any extra attacks to start and just go with Flash Arrow and Glue Arrow. I'd have taken Entangling Arrow but I go with Force of Will and take Weaken Resolve, I found I just wasn't getting to use both powers at once so the -res I get from Weaken Resolve does just fine for me and the other first arrows are quite nice to have in the kit. As far as travels I don't like the limitations on flying while fighting and I almost never over do it by taking two travels. I get by with Mighty Leap and Sprint (with celerity stealth) and Athletic Run if I ever need to. I'm never lagging behind so no need for SS.
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That's such a last year tactic. I mean I'll still do it to people and blame it on building up domination and that it can't be helped. But now I just summon the Vanguard dummy, pop Force of Nature and interrupt snipe, perma in seconds.
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I'll always put Hasten on auto due to habit of every other character and I like to put domination next to my most clickable area typically right next to powerboost where it's in the spot of where any Build-Up type power goes. I shoot for 85-100% recharge bonuses along with defense/hp and rely on being well practiced at re-clicking domination.
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Yes purple and pvp IO bonuses are automatically attuned so you should always look to boost them to 50+5 for maximum value even when exemp'd.
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1: While a taunt is always helpful on a team its not as expected on a Brute 2: Build your defenses and resists up high first before you think about a heal. I got by with Rebirth Destiny until I needed to get a bit tankier on my tank. So no you don't have to have a heal. 3) It's a QoL thing. Your attacks will recharge well enough and pick up a few lotg and recharge bonuses along the way, no need to overdo it. Hasten will do just fine on its own
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Yup that's the same attack I dropped. It was sad to do since its a pretty mean looking animation but I had to narrow it down. It was either Shin Breaker which I can slot the Achilles proc into but won't fire often due to the fast recharge of the power or Rib Cracker with the consistent -10% resist and -10% dmg.
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I mean my very first response was some helpful tips on what I do with StJ no matter what AT I'm on. Acknowledging the vast improvement of Spinning Strike compared to another AT seems a valid critique in considering how much use you will get out of the power on a brute. Sure I can give a full build but I don't use mids so it would likely clutter up this topic so I just highlighted some things. Shield is pretty basic, take all of the powers and slot what you like, some you can low slot with lotg's and rely on Agility alpha. True grit slot for hp and resist. The first shields slot for defense and resists. Do they want to have high Psi resists as well? Do they want to Grant Cover to their teammates or be a one person smash. There's lots of factors going into it.
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This may be the cause of the jealousy Brutes now feel towards Tankers. How the tables have turned... Tanks have very quality damage now to bring to the table along with their easier to attain survivability attributes which allows more slotting options overall. Brutes still do great damage when they are going thanks to fury, I'd just target the tried and true sets like Spines, Super Strength, etc. Tanks being able to stop and start and still have the same consistent damage is a nice quality of its own with the revamp they received.
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The ones with the better aoe powers that didn't need the inherent buff that tankers got to pair with a good mix of strong ST attacks. Brutes want to have good aoe feeding and feeding off of fury. That Brutes didn't receive the aoe buff the power descriptions as @Without_Pause detailed would probably be the better powersets to identify to use. I have a StJ stalker I haven't played much since the EM revamp but with the extra great ST attack in AS and the combo build mechanic StJ excels on stalkers in what it is supposed to do even with an adequate Spinning Strike. Brutes and Scrappers will likely want the powersets with a bit better of aoe powers.
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Hence. Which is why I was suggesting StJ is better suited to other ATs.
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Yes it's still the smallest but not woefully small now. With the max Combo count its the best damaging one that also does Knockback. Would I trade it for Foot Stomp, maybe, but everything else in StJ is superior in attacks. Larger target count, larger radius and best dmg aoe if you maintain high combo count that charges real fast, sure is a winner power now to me. Nowhere near as bad as it was before. But brutes without that inherent aoe buff....
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The radius of Spinning Strike got a 50% radius buff and wasn't otherwise intentionally left without the inherent buff like the specified powers. The target count was also upgraded from 10 to 16. Tanker now gets an inherent buff to the radius of AoE attacks and arc of cones. +50% for AoEs. +50% for cones. Some powers are unaffected by this buff. This is noted on the power description. The following powers ignore Radius Buffs: Electric Melee > Lightning Clap Electric Melee > Lightning Rod Savage Melee > Savage Leap Spines > Quills Radius Super Strength > Hand Clap Super Strength > Foot Stomp Titan Weapons > Whirling Smash All Judgement powers
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Mine for sure does. When I respec'd to be tankier I had to drop an attack and make use out of the t1 attack. Turns out moving this fast animating/recharging decent dpa attack into my rotation along with Rib Cracker my combo counts have gone up quite well. Then I still have Combat Readiness for an instant combo.
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You do realize tanker changes increased the radius of most of their aoe attacks? Pre and post tanker changes it was a real noticeable difference on Spinning Strike. Heck there was even a damage scale buff to tanker Shield Charge this very latest update. I'd go have a looksie at the tanker revamp notes to see what all powers benefitted from this.
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Tanker aoe changes along with updates to Shield Charge on tanks have mine shining bright. Where Spinning Strike used to be a ho-hum filler power is now one of my go-to moves, it's not exactly Foot Stomp but its not far off. Then you have all of those other great attacks with the benefit of no Rage crash. Between the tanker changes to Spinning Strike and Shield Charge along with Judgement attacks I feel no lack of aoe prowess.
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My tank is Shield/StJ, it's a very fun and fast playstyle which has a lot more than soft capped positionals and can maintain near capped resists. Shield Charge fills in the lower aoe of StJ with Spinning Strike being only really viable. The tanker aoe changes made these some real great powers though where Spinning Strike used to have a low circle of affect so it'll probably still be a little small on a brute. The ST attacks are great and pretty fast animating. Crushing Uppercut is your bread and butter, I slot mine with 3 Heca's w/proc, purple hold proc, purple stun proc and the winter hold +absorb proc. I also have the tanker +absorb proc firing to maintain a bonus 900+ hp absorb shield on top of my resists and defense. The only real thing lacking on Shield is a heal which I went presence for Unrelenting.
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Plant/Fire/Fire all the way.
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Which Redside Villain's Arc for Patron Pools?
Mezmera replied to Clave Dark 5's topic in General Discussion
Black Scorpion is the fastest especially if you auto complete that kill all in the middle. Just to get it done I do Scorpion and go behind his back and choose Widow for my powers. -
Depends which series DeLorean you're using. The base model you will need lightning yes. The added features model would require you just to have Iranian contacts with a stash of plutonium. The full features model has leather bucket seats and runs on banana peels.
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Not everything needs to adhere to current culture running things into the ground. Useless features are useless features.