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Posted

I have the urge to use the whole thing, all 3 attacks, and even including Brawl because it synergizes with them. They are melee attacks, so I feel like a melee AT makes sense - except that a melee AT already has better moves, so a melee AT doesn't really make sense. Maybe a melee Dominator? Take the handful of melee attacks in their AT combined with Fighting, lock down a group, and go punch them?

Posted
26 minutes ago, jacehan said:

I have the urge to use the whole thing, all 3 attacks, and even including Brawl because it synergizes with them. They are melee attacks, so I feel like a melee AT makes sense - except that a melee AT already has better moves, so a melee AT doesn't really make sense. Maybe a melee Dominator? Take the handful of melee attacks in their AT combined with Fighting, lock down a group, and go punch them?

There are some controller primaries that have great controls, but may be a little lacking in the damage department.  If you can lock down or otherwise setup containment, and all you need is some damage, then fighting may be a good option.  If you're using the new electrical manipulation, tough may stack nicely while you are in your Farraday cage.  If you're playing a mastermind where you basically only take the 3 pets and 2 upgrades, but still want to mix it up, the fighting pool attacks may be attractive to you as well.

  • Like 1
Posted

Attack wise, I think I've had the most use of it on a mastermind that has melee-heavy critters. 

 

"For the heck of it" wise, I picked Kick up on a brute specifically because of where the kick looked like it landed. Really fit the character. 🙂

  • Haha 1
Posted

A scrapper whose primary has several skippable powers comes to mind.  Scrapper, because all scrapper primaries have at least one skippable power in Provoke.  If you are of the school that the only combo you need from Dual Blades is Attack Vitals, that's the easiest choice.  Other attack sets with skippable stuff include Kinetic and Psi Melee.  Willpower, Invulnerability, and Fire are armor sets that have several very optional powers. 

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TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010

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Posted
2 hours ago, SuperPlyx said:

It tickles me that according to Mids boxing does the most damage of the three. 

Also no set that uses weapons....redraw would get annoying 

You can choose no redraw 

Posted

I don't have a lot of experience with the set, on any AT, but I will say that it's very satisfying when one of my Corruptors puts down a big bad with a scourged punch or kick.

 

Disclaimer:  I took the Fighting Pool on said character strictly for RP reasons.  It probably isn't optimal, but, you know, SCOURGE!!!

Posted

My Beast/Empathy mastermind is on track to take the entire pool.   

 

Boxing/Kick/Crosspunch to melee with her pets. Endurance cost for these attacks is FAR more reasonable than the MM direct attacks, and being in melee ensures my melee pets are always in range of Supremacy and Pet Aura IOs, and always in range of Healing Aura for maintenence heals.  Between bodyguard mode, set bonues, AND tough, she's actually got quite a bit of Smashing Lethal resistance. I haven't decided to take Weave yet, but really... I mean I have everything else.... and it's not like more defense sucks....

  • Like 2
Posted
10 hours ago, biostem said:

There are some controller primaries that have great controls, but may be a little lacking in the damage department.  If you can lock down or otherwise setup containment, and all you need is some damage, then fighting may be a good option.  If you're using the new electrical manipulation, tough may stack nicely while you are in your Farraday cage.  If you're playing a mastermind where you basically only take the 3 pets and 2 upgrades, but still want to mix it up, the fighting pool attacks may be attractive to you as well.

even on my tankermind I still only take kick & crosspunch

Posted

I did a pure melee human form PB that used the full pool then dropped the toggles and just kept the attacks once he got perma light form. Was pretty fun.

 

also have a mind/martial dom Im plotting on taking the full line with for thematic reasons. Should be fun enough even if not very meta.

  • Like 1
Posted
1 hour ago, MTeague said:

My Beast/Empathy mastermind is on track to take the entire pool.   

 

Boxing/Kick/Crosspunch to melee with her pets. Endurance cost for these attacks is FAR more reasonable than the MM direct attacks, and being in melee ensures my melee pets are always in range of Supremacy and Pet Aura IOs, and always in range of Healing Aura for maintenence heals.  Between bodyguard mode, set bonues, AND tough, she's actually got quite a bit of Smashing Lethal resistance. I haven't decided to take Weave yet, but really... I mean I have everything else.... and it's not like more defense sucks....

Well it should be, an MM in body guard mode was basically the devs vision for a red side tank, not the brute.

Posted
39 minutes ago, Bentley Berkeley said:

Well it should be, an MM in body guard mode was basically the devs vision for a red side tank, not the brute.

Bodyguard didn't come out until months after COV launched

  • Thanks 1
Posted

Like @greycat and @MTeague, I think that a melee-oriented MM will get the most use out of it. I'm using it on a NinKin, I can see Beasts and Necros also having good use for it (though both Beasts and Necros do have decent attacks while Ninja primary attacks are horribad). And a secondary that pushes you into melee range like Poison or Kinetics or Time would work. Time would probably be best for it while also helping keep the fragile henchmen alive.

Posted
30 minutes ago, Zeraphia said:

I could see Controllers possibly taking this pool given they could possibly get containment procs off of it!

Maybe.  The problem is when do you take the powers, and how many slots can you devote to them.  Perhaps if you had a primary and secondary with a few skippable powers at the right levels.  But my Mind/Kin controllers was pretty much up to his Epic Pool before he had much wiggle room to consider taking extra powers, and the epic pools hit pretty hard and hit from range. 

Posted

Super Strength. Cross Punch would give it a 2nd AoE and its DPA is on par with Haymaker (the 2nd best DPA attack SS has, sadly).

 

Also, max synergy Boxing is better DPA than both Jab and Punch. So if you want to use it as a T1 type filler, it's not bad (not great either). More useful if exemplaring.

 

Personally, I only use Knockout Blow, Rage, and Footstomp from SS. I'm forced to take Jab, and I tend to take Taunt. Otherwise, I have more room to choose other powers, and going for max synergy Cross Punch is definitely feasible. 

 

 

  • Like 4

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Posted

Also, I notice lots of folks mentioning controllers. FYI, the damage from Cross Punch Containment is wrong. It uses Boxings damage scale instead of its own, so it does less damage than expected. Hopefully that bug gets fixed soon.


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Posted

I took the full set on my Petless MM but didn't slot up Boxing or Kick. Might have to revisit that in the future, especially since the prestige attacks (sands of mu et al.) still do more damage than anything else she's using.

exChampion and exInfinity player (Champion primarily).

 

Current resident of the Everlasting shard.

Posted (edited)

A blaster with the devices secondary, since a lot of Devices can be skipped. I have a Guns/Dev blaster who’s got 3 of the set. It’s mainly conceptual, but, if I were to go full-on blapper, I think it might result in some interesting utility, what with the usual blasting, plus Field Operative (stealth), targeting drone, and gun drone.  I agree with a previously poster that using a weaponless primary would probably be preferable. I remember trying to fold fighting in with a staff character, and being annoyed with having to rearm the staff when I switched. 

 

Anyway, the main thing I find about having boxing on my guns toon isn’t that I don’t use much melee at all on teams. I might activate a boxIng strike to throw disorient on a troublesome target, 

Edited by cranebump

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Posted (edited)
Quote

"Also, max synergy Boxing is better DPA than both Jab and Punch. So if you want to use it as a T1 type filler, it's not bad (not great either). More useful if exemplaring." -Bopper

I actually came here to say this. Swapping Cross Punch for Haymaker with its ability to take the -Res proc results in better "DPS". What ends up making the scenario unfortunately hilarious is that taking Fighting to swap out Super Strength's abilities, and adding double stacked Rage means its doing ridiculous damage no matter which way you look at it.

 

Here's a build that was designed specifically to take Boxing and Cross Punch (and is just insane in general) [Granite/SS/Soul Tanker]:

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A)
Level 1: Jab -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Acc/Dmg(5)
Level 2: Stone Skin -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(17)
Level 4: Earth's Embrace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(5), Pnc-Heal/Rchg(9), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(11)
Level 6: Mud Pots -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Dmg/EndRdx/Rchg(7), SprGntFis-Rchg/+Absorb(27)
Level 8: Rooted -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(33)
Level 10: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(21), OvrFrc-Dam/KB(21), TchofDth-Dam%(23), Mk'Bit-Dam%(23), GldStr-%Dam(25)
Level 12: Brimstone Armor -- GldArm-3defTpProc(A)
Level 14: Assault -- EndRdx-I(A)
Level 16: Teleport -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(17)
Level 18: Crystal Armor -- LucoftheG-Def/Rchg+(A)
Level 20: Knockout Blow -- Hct-Dmg/EndRdx(A), Hct-Dmg/Rchg(25), FrcFdb-Rechg%(27), Hct-Dam%(43), GhsWdwEmb-Dam%(43), UnbCns-Dam%(43)
Level 22: Kick -- Acc-I(A)
Level 24: Cross Punch -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dam%(34), Obl-%Dam(34), FuroftheG-ResDeb%(37), FrcFdb-Rechg%(39)
Level 26: Taunt -- PrfZng-Dam%(A)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), GssSynFr--Build%(29)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(31), RedFrt-Def/EndRdx(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def/Rchg(50), RedFrt-EndRdx(50)
Level 32: Granite Armor -- Ksm-ToHit+(A), TtnCtn-ResDam(33), TtnCtn-ResDam/EndRdx(33), HO:Cyto(39), HO:Cyto(42), LucoftheG-Def/Rchg+(45)
Level 35: Gloom -- Apc-Dmg/EndRdx(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg(36), CldSns-%Dam(36), GldJvl-Dam%(37), Apc-Dam%(37)
Level 38: Foot Stomp -- Arm-Dmg/EndRdx(A), Arm-Dam%(39), SprAvl-Acc/Dmg(40), Obl-%Dam(40), ScrDrv-Dam%(42), FrcFdb-Rechg%(45)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 44: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(45), CldSns-%Dam(46), JvlVll-Dam%(46), PstBls-Dam%(46), Ann-ResDeb%(48)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48)
Level 49: Darkest Night -- HO:Enzym(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15), NmnCnv-Heal(40), RgnTss-Regen+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Musculature Radial Paragon
Level 50: Assault Core Embodiment
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Core Epiphany
Level 50: Vorpal Core Final Judgement
Level 50: Longbow Core Superior Ally
------------

 


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However, what I think you're probably more inclined to imagining @jacehan is a build I put together and posted in my Defender Proc Monster thread a month or two ago called "The MAN", which is a Fighting Pool specific Defender build made to maximize the Defender Buff/Debuffs out of Traps under the guise of making a "Human" (as possible) character. Procs make up for damage shortcomings, and a couple of Assault Rifle attacks help give some AoE so it's not totally devoid of efficiency.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Force of Will
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Caltrops -- Bmbdmt-+FireDmg(A), JvlVll-Dam%(31), PstBls-Dam%(31)
Level 1: Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Rchg/Heal%(29)
Level 2: Triage Beacon -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(36), Prv-Heal(37), Prv-EndRdx/Rchg(37)
Level 4: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Rchg/HoldProc(5), Mk'Bit-Dam%(7), TchofDth-Dam%(7), GldStr-%Dam(9)
Level 6: Kick -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(11), Hct-Dmg/EndRdx(11), Hct-Dam%(15), TchofDth-Dam%(23)
Level 8: Acid Mortar -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), Apc-Dam%(40), TchofLadG-%Dam(40)
Level 10: M30 Grenade -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg(37), SprVglAss-Rchg/+Absorb(43), OvrFrc-Dam/KB(46), FrcFdb-Rechg%(46)
Level 12: Force Field Generator -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(13), ShlWal-Def(13), ShlWal-Def/Rchg(42), ShlWal-ResDam/Re TP(42)
Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), HO:Ribo(34)
Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17)
Level 18: Cross Punch -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg(19), SprAvl-Acc/Dmg/EndRdx/Rchg(19), Arm-Dam%(21), FrcFdb-Rechg%(21), FuroftheG-ResDeb%(23)
Level 20: Poison Trap -- GhsWdwEmb-Dam%(A), UnbCns-Dam%(25), GldNet-Dam%(25), NrnSht-Dam%(27), Lck-%Hold(27)
Level 22: Aid Other -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx/Rchg(42)
Level 24: Aid Self -- Prv-Heal(A), Prv-Heal/EndRdx(43)
Level 26: Field Medic -- EndRdx-I(A)
Level 28: Weaken Resolve -- ShlBrk-Acc/EndRdx/Rchg(A), ShlBrk-Acc/Rchg(33), ShlBrk-%Dam(33), CldSns-%Dam(33), TchofLadG-%Dam(34), AchHee-ResDeb%(34)
Level 30: Assault -- EndRdx-I(A)
Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48), Rct-ResDam%(48)
Level 35: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 38: Full Auto -- SprVglAss-Dmg/Rchg(A), JvlVll-Dam%(39), SprVglAss-Acc/Dmg/EndRdx(45), SprVglAss-Dmg/EndRdx/Rchg(45), PstBls-Dam%(46)
Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50)
Level 44: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 47: Mighty Leap -- BlsoftheZ-ResKB(A)
Level 49: Unleash Potential -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Qck-EndRdx/RunSpd(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(29), PrfShf-End%(31)
Level 50: Nerve Core Paragon
------------

 


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		|-------------------------------------------------------------------|

 

Edited by Sir Myshkin
edit: I forgot my obligatory "nerf Rage"
  • Like 3
Posted
17 hours ago, Bopper said:

Super Strength. Cross Punch would give it a 2nd AoE and its DPA is on par with Haymaker (the 2nd best DPA attack SS has, sadly).

 

Also, max synergy Boxing is better DPA than both Jab and Punch. So if you want to use it as a T1 type filler, it's not bad (not great either). More useful if exemplaring.

 

Personally, I only use Knockout Blow, Rage, and Footstomp from SS. I'm forced to take Jab, and I tend to take Taunt. Otherwise, I have more room to choose other powers, and going for max synergy Cross Punch is definitely feasible. 

 

 

I basically came to this conclusion recently on a SS brute I have. Adding in Spring Attack for more AoE as well. Hurl was an easy drop for me. I actually have more slots than I need for commons at an initial glance so I still need to work on the build and then obviously see what works for an IO set based build. 

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

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