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Showing results for tags 'brutes'.
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My God, this is horrible, terribly unfair to all the melee classes, and to Brutes in particular. The Blue Flames mechanic is constantly forcing you to move away from the mob you had been engaging. It makes the holding of aggro consistently, especially against more than one mob, impossible. It renders taunt auras useless. It takes the class dependent on Fury generation completely out of the game. It is typical of the devaluation of melee ATs and melee defense sets that characterizes a lot of the later added content. This is one of the worst offenders there. It is generic MMO garbage that never should have been brought here. One thing that made this game so much better than its competition is the absence of this kind of 'stop what you're doing and go stand somewhere else' mechanic. It never should have been brought here. Of course, it also shares the flaws typical of a lot of the later added content: useless, uninformative, or missing maps; unclear mission goals; moving goalposts. This stuff is simply not very well written.
I had to much time on my hands at work one night and got to thinking about powersets and the podcast I was listening to was talking about pro wrestling. After doing very little research I had some ideas for a scrapper, brute primary and a tanker secondary. The idea is out of my head, I leave it to people smarter than me to refine if they want or let it die on the vine here. Level 1 Eye Poke Low damage(dot) blindness Low endurance Level 2 Slap Low damage, Knockdown, Low endurance Level 3 Leg Sweep Moderate damage, Knockdown, Moderate endurance Level 4 Pumped Up +dmg res, +movement, +dmg Moderate endurance, Long Cooldown Level 5 Elbow High damage, Knockdown, +Stun Moderate endurance Level 6 Clothesline Charge attack, high damage, Knockdown Moderate endurance Level 7 Call-Out Taunt Level 8 Crossbody Charge attack, Cone, Moderate damage, Knockdown Moderate endurance Level 9 Piledriver High damage, Knockdown, +Stun High endurance
The last couple days I've been playing both an invulnerability and a stone armor tank. Both characters, among others have powers that give +Max HP. Each set has a power which boosts Max HP, and were originally designed before the Absorb mechanic came out. AT's have HP caps. What I'm suggesting, to keep these powers useful, which seems practical given characters hitting hp caps with IO's, accolade bonuses and such is to make whatever amount of HP that powers like Dull Pain or Earth's Embrace would have in excess over the the HP cap if it wasn't there converted into an Absorb shield of equal value. Why not just make Dull Pain or Earth's Embrace give their full amount to Absorb shields? The powers can act as emergency heal, and also increasing the Max HP plays into the character's HP regen/second. So moving the powers completely over to absorb shields would negate those aspects of the powers. Doing so would be a loss on regen, and would not be advised. Anyone else have any thoughts given this?