_Deth_

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  1. Quote:
    Originally Posted by MasterJediJared View Post
    To the OP:

    Brutes are actually more akin to Scrappers than Tanks. The "intended" aggro mitigation AT for Villains is actually Masterminds. Villains was built with the intention to even further break down the 'rpg trinity' of tank-heal-dps.

    CAN Brutes achieve ridiculous levels of mitigation and survivability? Sure. Its just gonna be harder than building a DPS brute and you may need a team to push you to your caps.
    As was stated already, what was intended and what actually happened are way different. Yes the "intended" aggro mitigation AT was the MM. Was. Past tense. They gave that up a LONG time ago. See, as I have said in this thread a number of times, square peg, round hole. Aggro control was also built into brutes from day one, they were never intended to be tanks tho.

    It is people that think brutes are just villains version of the scrapper, and people that think the brute is just villains version of the tank, that have really screwed up the perception of the brute. Brutes are neither scrappers or tanks, they are brutes. They are also not "more like" one or the other, they are neither, and are both, all at the same time.
  2. Quote:
    Originally Posted by Spiritchaser View Post
    If you need to put in more effort for the same performance it means it's not balanced.
    Then all the sets are broken except /stone, and maybe /inv.

    To make them sturdy, it takes little to no effort. Every other set requires some extra effort on the players part to get to the same performance.

    I'm sorry, but I just can't take any argument seriously anymore on this issue. I just took a level 27 /DA stalker, and running papers set on relentless, took on 4 mobs at a time. Not even conned mobs, +2 and +3 mobs, red con lt's and purple conned bosses. Freakshow no less, where DA is gonna get hammered due to no energy resistance and a whopping 5% total defense. And no, I don't even have murky cloud on that toon yet, so there is no energy resistance at all. The bosses, when I was stupid enough to just stand in front of them, could 2 and 3 shot me easy.

    If this guy is having this much of a problem, it is his build, period.
  3. Quote:
    Originally Posted by Twilight_Snow View Post
    I think an EA brute can handle a few even con "generic" mobs easily. I guess the 4 even con mobs mentioned in the first post are not easy mobs. It mentioned CoT. The poster didn't give more details. But if the 4 mobs involve Earth thorn casters, they can debuff defense and have nasty quicksand.

    I guess the cycle of debating EA starts again. I think if a power set is not the standard "defense-resistance-regen-hp" survival model, but with some fancy and debatable capabilities like energy aura, then it's always problematic. Players expect brutes to be tankish, tough, taking steriods. Energy aura can have these features, but it's not that tankish and tough by design. While players can be disappointed after trying out the power set, but what can be done about it? Shall we put a warning in the power set description saying that energy aura is not what you think?
    Seriously, a lot of people just don't like to use their heads anymore. If it doesn't have the set and forget ease of WP or Inv, then it's broken.



    Quote:
    Originally Posted by Spiritchaser View Post
    Take wp and take RTTC and your mez shield. Choose the rest with an RNG. Do fine. Needed? no. Fair? No. Excellent counterpoint? may I suggest yes.
    Yeah, um, slot WP badly, and you wind up just as dead. This is speaking from painful experience. No IOs, at level 45 or so, I hadn't played the toon in a long time, and when I was leveling I had no clue how to properly slot it. I just kinda threw darts blind, and well, yeah, I got dead quick. Then I educated myself, respec'd and learned how truly powerful WP can be. I have a feeling EA is about the same way. If for no other reason than because I have seen folks do some really neat stuff with them, and with only SOs.



    Quote:
    Originally Posted by Spiritchaser View Post
    At some levels, a new player can make GOOD decisions building EA. If they stick withitn their powerset they'll still find it rough going. If good build decisions and EA MANDATE a power from a pool for basic functionality, then there's a problem. This has come up before, even way way back with tanker taunt.

    My point is, you can do the same without power pools, you just have to be smart and work within the limits of the set. Defense based sets are problematic for people that expect them to behave like resistance based sets, or layered sets. People having trouble with Ice Armor on tanks comes to mind.


    Quote:
    Originally Posted by Spiritchaser View Post
    The stated balance metric for powersets is SO slotting.
    This is true, but if the set sucks with SOs, it isn't going to miraculously turn to gold with IOs.


    Quote:
    Originally Posted by Spiritchaser View Post
    for future reference, it might not be ideal to place "All primaries" and "equally effective" so closely together
    I can, do and will. It is very rare that a primary or secondary is so broken that in the right hands it can't be made to shine. overall effectiveness, versus being effective in certain situations. At the end of the day they are all pretty balanced.


    Quote:
    Originally Posted by Spiritchaser View Post
    EA without pools or IOs doesn't really do that well against freeks without some additional source of healing, or some additional defence. The protection means only so much. Regeneration is the other critical component of immortality line calculations, and it's a small term here.
    Yeah, hate to break it to you, but other secondaries lack regeneration, like ElA, which currently has no hp buff or heal.

    Quote:
    Originally Posted by Spiritchaser View Post
    Might I suggest that if WP is used as a performance metric, in either the IO'd or non IOd condition, there would need to be far more changes than just to EA.
    Not really, WP is not way out of whack with other sets. It has it's strong and weak points. It isn't permanent god mode by any stretch of the imagination. Even money says in the right hands, /EA could perform within the same ballpark. I haven't made a DA brute yet, but I have had Inv tanks tell me DA tanks were squishy then watched them drop well before I did.


    Quote:
    Originally Posted by Spiritchaser View Post
    EA without pools or IOs does not provide an adequate immortality line to support the same level of aggro that most other sets can. It does have a powerful tool to avoid excessive aggro.
    I just do not agree with you here. And the evidence of numerous other people coming out and stating this backs that up.

    Quote:
    Originally Posted by Spiritchaser View Post
    No. All secondarys do work. The fact that they all work does not mean they're all balanced.
    Define balance? Every set has it's strengths and weaknesses. Some sets are easier than others, doesn't mean they aren't balanced, just means you have to put more effort into them.

    Quote:
    Originally Posted by Spiritchaser View Post
    Remember, I'm not suggesting that a few hundred million inf can't turn EA into a powerhouse. That is not the point here, nor is it relevant to balance decisions made by the devs (monster barring excepted of course).
    but it is relevant. like I said before, IOs don't magically make a set good. If it was garbage before IOs, then it is still going to greatly underperform with them.
  4. less than 2 seconds faster recharge and a smaller heal, seems kind of a wash to me as far as slotting it for recharge. Bit more expensive for the HOs to boot. Yeah, accuracy in OG is probably better, may skip it for ST tho, not a big fan of OG and with that build shouldn't really need it anyway.
  5. Quote:
    Originally Posted by Spiritchaser View Post
    I think the opinion is important because I heard similar from other EA players and I think it probably reflects how a lot of people plan to use EA, and how a lot of people are let down by what they get in the set and when they get it, especially if they play next to brutes who are throwing together random powers from other secondarys and doing well.
    Anyone throwing together random powers from other secondaries isn't doing well. Some people just expect way too much out of some sets, and some people don't look at the overall style of sets when they build them. Some people don't even read the power descriptions when choosing powers and just look at the names. Just rolling a toon and throwing together random powers doesn't entitle someone to be even remotely survivable just because of their AT.

    Quote:
    Originally Posted by Spiritchaser View Post
    In my opinion, every brute, has the right to expect to be able to survive against 5 even con minions provided they're not purely antithetical to your powerset. I know the rule is three, but brutes, in my opinion, should consider the bare minimum to be 5. Most brutes can do this after all.

    At some levels, in many builds, EA will NOT be able to do this without pools or IOs. That's a problem.
    Again, just picking an AT does not entitle you to anything. If you make bad decisions in your build, you deserve to die, and that is all there is to it. Does this mean everyone that doesnt IO, softcap and take fighting deserve to be terrible, of course not, but there is no set that requires these to be playable.

    Quote:
    Originally Posted by Spiritchaser View Post
    Does EA allow you to IO the bejezuz out of it at high, or even mid levels? probably softcapping before most SRs do? sure. Does EA allow you to run extra toggles for weave? sure. Can you IO for regen and heavy runspeed so you can skip health and swift and then do without stamina and the fitness pool all together? With EA you can. Will Siphon life or fault make you live? Yes, yes they will.
    All point to EA not being broken.

    Quote:
    Originally Posted by Spiritchaser View Post
    Many players won't want to IO their character, or won't have much mitigation in their primary. They'll try to build an EA and play it with the powers they get in the set, they'll expect any primary to be viable for EA, they'll use cloak to sneak around and only aggro 4-5 mobs... and they will die.
    Any primary is viable with EA, but they wont all perform the same way and require different styles of play to make them equally effective.

    Quote:
    Originally Posted by Spiritchaser View Post
    Should they be expected to learn to use the strengths of the set? sure. Learn to use stealth, that should take at least 10 minutes... but stealth won't limit your aggro to less than 5 in many situations. Certainly you can expect to have to deal with 4. In my opinion, you still need to be able to take that many. Fighting Arachnoids as Ele? ok, fair enough, you're in trouble. You should be. Fighting against pure psi as /EA? that's also going to be a problem, and that's ok, that's your weakness... but 5 even con freaks should not be a death sentence against an SO'd build, and if your build relies on EA's powers alone, it can be.
    Never had problems with Arachnoids on my elec/elec brute. And that is from when they first released elec, well before IOs. If you can't fight 5 even con freaks without dieing on a set that excels against energy damage, you borked the build. If you build is that borked, you deserve to do badly, plain and simple.

    Quote:
    Originally Posted by Spiritchaser View Post
    Knowing "how to play EA" requires a more in depth knowledge of "how to build EA" than any other armor set I can think of, and if you do know, if you do spend the inf and build strong, you most probably don't get enough of a payback. With maybe a very few excpetions, your work doesn't get you ahead of what other sets get with similar work. If you have to start lower, you should end up just a little higher. You don't, and that's another valid problem.
    Tell that to people playing DA.

    Quote:
    Originally Posted by Spiritchaser View Post
    EA doesn't need energize in place of CP. It comes too late, and it does too much. Energize wouldn't help lower level EAs at all, and would have higher level IO'd EAs competing with IO'd WP for overall power. EA needs a smaller survival boost that comes much earlier.
    Um, if it would put them on par with WP, where is the problem. More people would play EA if that happened. Kinda like how more people are going to start playing elec after I16 comes out.


    Quote:
    Originally Posted by Spiritchaser View Post
    Something that lets players like the OP just sneak around and smash stuff.
    Still don't get why EA is supposed to "sneak around." Yeah, they have a stealth, so does DA, and you don't see them slinking around all the time.

    None of the secondaries are flat out broken, some just take a bit more intelligence to play well, a little more effort. The tradeoffs for that on a lot of them for that are worth it, if for no other reason than because there are too many /stones running around.
  6. I just want to clarify, I wasn't questioning his choice in not taking it. That is a perfectly reasonable reason to not take it. I was just stating that, in my experience, the end use, if you slot for it, is not bad on it. DS, slotted with 1acc, 3dam, 2endredux, is a lot of damage, and not a lot of end. If he doesn't like it, more power to him.

    It's a personal choice, trying to "prove him wrong" is not only counterproductive, but, and i may be wrong, actually a bit insulting.

    If I came across as calling Toony wrong for his choice, then I apologize, as that was not my intent.
  7. _Deth_

    DB/? Stalker?

    Quote:
    Originally Posted by Leo_G View Post
    Umm, anything? They all work. But unless you know what you're getting into, I'd steer clear of Dark Armor as the costly endurance stacks badly with the endurance hungry dual blades. Elec armor isn't really all that good but may be improving by i16 but it has a lot of endurance management. Regen is iffy because all the clicks will cause redraw for DB/.
    looking on Mid's, unless it is broken on stalker DA, the end use is not bad at all. Seriously, it is showing an end use of 1.07, and that is running every toggle, cj, tough and weave.
  8. Quote:
    Originally Posted by Kioshi View Post
    I'm no expert on dual blades but you shouldn't delay obsidian shield until 30. I always take it at 10. It's your mez protection!
    as I said in my initial post, ignore the levels I posted, it is a level 50 build. I generally don't Malefactor down.

    Quote:
    Originally Posted by Weatherby Goode View Post
    Shadowmeld>Tough and Boxing.
    The big problem I have with Shadow Meld is that it is down more than it is up. Yeah, when it is up, it covers you well. 15 seconds later you are getting pounded like crazy. Now, if I were playing hit and run tactics, I may go with that, but I went DA trying to avoid that. With IOs, tough and weave are better, period. Softcapped melee defense, 30% ranged, and way over soft cap on AoE, with no down time on it. Plus it adds a bit of resistance for when attacks actually do hit. If I wanted a timed "I win" button, I would have went with /Nin. At least you get 2 minutes out of the one in there.
  9. Quote:
    Originally Posted by Kioshi View Post
    BTW Dark/dark is far from crap.
    yep, I am seriously considering remaking my DA/DM tank into a DM/DA brute. Won't be able to make him quite as tough as my tank, but his damage output will be ungodly. I should essentially be able to do with a brute version what I can't do with my tank, which is kill AVs.

    As far as EA goes, I have seen folks do some nutty stuff with EA, so it's not the set.
  10. Quote:
    Originally Posted by Toony View Post
    My DA doesn't have death shroud. I saw no point in piling on more end problems on an already end heavy set for abit more damage.
    That's just slotting, I dig DS on my DA tank, I hit the boss and let it kill off the minions. Still seriously considering making a DA brute, just not sure what to pair it with. Got a DA stalker as well. There are lots of ways around the end use in the set, hell, on my tank i use Dark Consumption as an attack as I never have end issues, and that is running 10 toggles.

    What is really ironic, you get mad because people expect you to tank on a /DA brute. Meanwhile on my DA tank, half the people when they see I am DA(without looking at info, as it is IO'd to the hilt), immediately either say they need a second tank, or ask if I think I can handle it.
  11. Quote:
    Originally Posted by Shannon_EU View Post
    Tremor + Fault might = 0.67kb+0.67kb

    Although I do not see why it should.

    Whereas Crowd Control + Whirling Mace = 0.67kb+0 kb

    Whirling Mace is a Stun.


    @Nintova, In order to be conceptual, to not normally have a problem in threat levels, have team dynamic and make up flexibility, somewhere all that I would of done was fit in Taunt, the real one and gave it slots. Working out just how limited I would of imagined to be on that build would of been of interest.
    Trying to figure it out made my brain hurt, and yeah, while wracking my brain i messed up, whirling mace is stun.

    Quote:
    Originally Posted by Call Me Awesome View Post
    Oh, I just had a thought, if you're teamed with an Earth or Ice controller that may explain it, if they put out Earthquake/Ice slick and you time it right your attack may hit at the same time one of the 'troller's knockdowns tics... that would cause knockback. A Storm 'troller/defender's Freezing Rain power would have the same effect.
    This. Don't know how the hell I missed it. Been playing with a lot of Ice and storm lately. Last night, didn't run with any for the first time in awhile, and all KD. I still hate tremor tho, just not quite as much.
  12. Quote:
    Originally Posted by Call Me Awesome View Post
    You found Inv/Fire end heavy? That surprises me since /Fire is about the lightest end secondary we have. My Stone/Fire tanker for example is vastly more end friendly than my Stone/EM and even at only 23 my Shield/Fire tank is quite easy on the blue bar. Relatively, of course... most tankers tend to use a bit of endurance due to our toggles. Actually the absolute worst endurance hog character I've played was my 50 Fire/Rad controller... now THERE's an end hog.

    I haven't played an Inv/Fire, but playing both sets in isolation I'm not sure how you were finding it end heavy; particularly in comparison to the other secondaries.
    *shrug* dunno, he just burns through end like you wouldn't believe. Wait, I haven't run it in regular content in awhile. It may do fairly well in normal content. Against large mobs of 52 bosses solo it sucked end like nuts. Yeah, I may need to try him out in regular content again, might not be so bad. Can't believe that it only just occurred to me when i started this reply. I kind feel like a moron now. My DA is what I measure against, which made more sense before he was IO'd to the hilt (only missing 2 LotG recharges and the extra kb resist for SJ, zomg I love that tank). Well, that and my Ice/WM, which is also a bad comparison.
  13. Well, after taking a break from the game, I came back to find that EM had been gutted. I hopped on my beloved EM/Nin stalker, and well, let's just say I am glad I wasn't close to 50 yet, and promptly deleted him.

    Anywho, rolled up a new one. Wanted to see what the general consensus was on DB and DA. I love my DA tank, and can see how it could be a nice set for a stalker. DB I just dig, and well, I also think it looks sexy. Am planning on rolling up a BS/Nin next issue. I dig stalkers, but want to set them up differently from my brutes as far as sets go. WP is sick on stalkers from what I have heard, but I really don't want one for a stalker as I have a 50 wp tank and brute.

    Planning on IOing this toon (if my new MM doesn't grab the interest of my incredibly short attention span).

    Here is what I plan on going with, ignore the levels, this is the "I have no patience and plopped out a 50" build.

    If there are any glaring holes, or there is something I didnt take into consideration from a stalker perspective, please, be gentle.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sneaky: Level 50 Natural Stalker
    Primary Power Set: Dual Blades
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Villain Profile:
    Level 1: Nimble Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Power Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(36)
    Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-EndRdx/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 6: Dark Embrace -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13)
    Level 8: Assassin's Blades -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(29)
    Level 10: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(19), Zephyr-Travel/EndRdx(39), LkGmblr-Rchg+(39)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(19), Numna-Heal(40)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/Rchg(40)
    Level 22: Dark Regeneration -- Nictus-%Dam(A), Nictus-Acc/EndRdx/Rchg(23), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/Heal(25), Nictus-Heal/HP/Regen/Rchg(25), Theft-+End%(29)
    Level 24: Ablating Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Dam%(50)
    Level 26: Vengeful Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dam%(40)
    Level 28: Placate -- RechRdx-I(A)
    Level 30: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
    Level 32: Shadow Dweller -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
    Level 35: Oppressive Gloom -- EndRdx-I(A)
    Level 38: Sweeping Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/Rchg(42), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(50)
    Level 41: Boxing -- Acc-I(A)
    Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(48)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
  14. Inv/Fire is a solid combo, but will suck end like a mother until you can start IOing it. This is the big reason I quit playing mine, it was way down on my list of toons to start pouring cash into.

    Shield/Fire, from what I have seen, and my experience with SD, should be just crazy as far as AoE destruction.

    Inv/Elec would be decent, but end heavy as well. AoE damage will be ok, single target damage lackluster. This is from experience with /Elec on redside.

    SD/Elec will be, unless they gimp the hell out of it some way, a sick combo. My gf has a Elec/SD brute and burns through mobs. The combination of Shield Charge and Lightning Rod is nice to see, and if you like he teleport type attacks, you will be in heaven. Against All Odds boosts the damage of Elec Melee to a point were it is really solid.
  15. Quote:
    Originally Posted by magikwand View Post
    We think similarly. I can't bring myself to roll a stone armored toon for several reasons, and the dependence on SB is one of them. Of course, looking like a big pile of poo is also at the top of the list.

    On the other hand, I have a friend with a stone brute that has a lot invested into movement bonuses, and her run speed (Something like +70%) is astounding. She literally runs circles around me while in granite.
    Still can't jump tho.
  16. Quote:
    Originally Posted by Toony View Post
    Carnifax put it best. Simply don't assume I'm gonna tank. None of my brutes have taunt and likely never will. Some of my brutes don't have a taunt aura. If the brute tanks, that's great. My problem is when people tell me I should/have to tank because I am a brute. And as said before, any tanking I do is an unfortunate side effect.

    Some play their brutes as tanks. Some as scrappers. Some as something else. I think it just does everyone a good service to not assume they'll play X way.
    Anyone that says you have to tank as a brute misunderstands the mechanics. If people stopped trying to force a square peg into a round hole, i.e., saying brutes are tanks/scrappers, it wouldn't be an issue. As I have stated, aggro management is part of what a brute is, whether people like it or not. Whether it is active or passive is up to the playstyle of the person playing the brute.

    I am just wondering what defense set you can use and not have a taunt aura without severely impairing yourself, as it is a secondary effect in a major aura power in each set.
    I can possibly see not having the taunt auras on DA, FA, ElA, Stone and SD without severely compromising survivability, but then you are gimping your damage output.
  17. Quote:
    Originally Posted by TrancEnding View Post
    Whats the definition of "Tanking" in CoX?
    Well, depends on which side you are on.

    Heroside:
    Tankers main job is to be an aggro magnet and essentially guard the rest of the group. Survival is their main job. If all goes wrong, they are generally should be the last man standing.

    Villainside:

    There is no strict tanking AT. The dynamics of Villains is different than the dynamics of Heroes. There was originially no strict healer set either. Playstyles and people trying to make a square peg fit a round hole shaped tanking villainside after CoVs release.

    Brutes grab aggro to fuel their damage capacity. Holding aggro and keeping the rest of the team alive by absorbing the brunt of the damage is sort of a side product. They are not tanks, and if the rest of the team doesn't back him up in this regard, then the brute will be one of the first to fall.

    Masterminds were originally supposed to be the "tank" class. This is no longer the case, however, a well played mastermind is going to be skilled in aggro control. Masterminds, in the right hands, are more than capable of tanking.
  18. Quote:
    Originally Posted by magikwand View Post
    I agree on the last point. If you are on a team, you should definitely help out your team mates. However, I find it problematic to build any particular AT or set with a codependence on other team mates for survival/function. As an example, I have seen plenty of stone tanks and brutes that were useless without a kin. I have also seen ATs of all sorts who could not function without a "healer" with a direct ST heal on team. Emotional codependence is problematic, and I am sure that is an untermed concept for this in-game where people are just hooked on another's powers to help them function.

    I don't exactly agree with your first point, however. I find it sort of like having a room mate. If you have a room mate, you should expect your room mate to pay his share of the rent every month. However, if your room mate is unable to come up with his share, you should be able to pay the rent on your own without him. At least for one month. Kind of a tough standard to apply to a game, but I find it makes my toons more self sufficient and reliable.
    I think you mistook what my point was. When on a team, the team has to act as a unit, or will essentially it will just be a waste of everyone's time and effort. If you don't want to contribute to a group, go solo, it's that simple. I am not saying that everyone should build their toons and play in a fashion that they are dependent on others, I hate stone armor tanks and brutes specifically for that reason. At the same time, if I am in a group, and I jump into a large number of mobs and DON'T get backup from them, I am usually pretty annoyed at that point, and if it becomes the norm with the group I leave. Being self-sufficient is all well and good, but there are situations where all the self sufficiency in the world amounts to jack.

    The roommate example is a good one. If I could afford to pay the rent on my own, I wouldn't need the roommate in the first place. If my roommate can't make the rent, I get a new one.

    Quote:
    Originally Posted by Toony View Post
    I simply leave a team or decline to tank if they appoint me as the "tank". I know my brutes limits and unless I have a bunch of buffs on me, I am not going to be leaving that +3 mob of cimerorans set for a team of 8, alive. It'd be a waste of mine and the teams time if they put their hopes on me being able to "tank". Generally, if I wanted to tank I'd be on my tanker.
    If you are in that situation, then you are on a crappy team. A brute, with proper support, is more than able to tank. Those are the key words, and what seperates brutes from tanks. As a brute, I run at the biggest meanest thing in the group, I hold its aggro, and will generally grab the rest of the aggro in the process. I don't do this to protect the team, I do this to maximize my fury as quickly as possible. I generally only grab strays if they are really stomping on someone. My survivability and my tactics make me the tank by default, and if the team is worth a crap it works out swimmingly. My job is to kill the biggest and nastiest of the mobs face to face, with his eyes on me. The beauty of this, is that villains all have damage as their primary set, with the exception of Doms, and even their mechanics provide for a ton of damage. All the weaker mobs, in a team of 8, should be decimated by the rest of the team, aggro or no aggro. It's funny how I can tank on boss missions with my brute, without actually tanking. I run in swinging, and all I do is attack. I might throw a taunt here and there so I don't have to chase things. I don't run around taunting mobs off of squishies unless they are in serious trouble. Keeping the squishies alive usually keeps my damage bonuses higher, so I can hit harder and crush better. Wait, if i "protect teh squishies" I get a benefit of being able to kill better, funny how that works.

    Quote:
    Originally Posted by Carnifax_EU View Post
    don't assume they'll tank, just assume they'll be fighting away. If you are in trouble try pulling the nasty over to the Brute and chances are it'll decide he makes a much more tempting target (obviously I'll buff said Brute / debuff his enemies in the process. He's no use to me if he keels over).
    This sums it up beautifully.

    Quote:
    Originally Posted by Sitriel View Post
    This.
    Funny enough this far more often than not does the trick and people actually believe the brute is tanking.
    The thing is, the brute IS tanking in that scenario, just not in the traditional tanker "meat shield" fashion.

    Just because the mechanics are different, in a team setting, the roles are the same. Brutes are not tanks, this is true enough, and the way they play is different if played well. A tank, in a group, has one job, and that is to get the attention of all mobs and keep it on him, damage is secondary. Brutes grab the attention of the mobs by putting out tons of damage. Too many people compare brutes to scrappers, and too many try to make them tanks. The reality is they are almost dead in between, and if played well, can be both at the same time.
  19. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Remember that not "every" Mastermind combo can solo Giant Monsters. I still think Traps and Dark Miasma need a looking at, maybe Storm as well.
    Yeah, I quit playing my MM completely when I came back to game, as it feels like they gutted */poison.

    I remember watching a huge group trying to take down deathsurge, back when regen on GMs was insane. They didn't put a dent in him. I strolled up, popped my debuffs, and down he went like he was nothing at all. Used to duo AVs with my gf's brute. Now, it just feels lame in comparison. Gonna look at his build, see what I can do with him, but not holding out much hope.

    I made that toon during the preview weekend before the release of CoV, was my first 40, first villain 50, and now, my first ret. villain.
  20. Quote:
    Originally Posted by magikwand View Post
    Whoever told you that is wrong. The beauty of brutes is that some are more tankish and some are more scrapperish and some straddle the line nicely. If you choose to play your brute and not concern yourself with squishies, that is your business. There shouldn't be any discussion. If you choose to toss around taunt and keep aggro off of your teammates, that is also fine. I think people should never bite off more aggro than they can handle- regardless of AT. If you depend on someone else to keep you safe or heal you or buff you, you aren't strong.
    Not to play devil's advocate, but seriously, if you are on a team, you DO depend on others, and are expected to play a role. Doesn't make you weak, just the dynamics of the situation.

    No, I am not saying all brutes should be tanks, but if you see a teammate getting his tail handed to him, you step in, doesn't matter what AT you are.
  21. Apples and oranges.

    Comparing the 2, both primary and secondary, apples and oranges.

    Elec is an AoE heavy set, no doubt about that, but elec and wm work differently. WM does excellent single target damage and has solid AoE. Elec shines in AoEs, not as much single target. When combined with SD, Elec steps up a lot, especially in the AoE area. However, every primary is going to ramp up with SD as far as damage goes.

    Defensively, SD and WP work differently. SD is a def set, with a max hp buff from true grit, and a little bit of resistance to shore it up. WP relies on regen for survival. It also gets a maxhp buff, and a small amount of defense and resistance. As fas as alpha strikes go, both can survive them rather well in a team setting, which is where brutes shine anyway. SD gets a small advantage in alpha survival only because the alpha is less likely to hit you.
    Both sets perform better while surrounded by mobs.

    Properly slotted, WP is a monster, but if you don't slot it correctly, it suffers a lot. IMO, SD is a bit harder to screw up. Once you get to higher levels, both sets perform very well, and really it comes down to taste. I prefer WP to SD. But, that is more due to endurance issues than anything else. The offensive boost you with SD is excellent, but I am not a big fan of teleport powers, and shield charge is like that. Combined with Elec Melee, that is 2 teleport powers, and well, you can imagine how I feel about it. Not saying it is not effective, my gf has a 50 elec/sd and loves it. I abandoned my ss/sd at 49 in favor of my SM/WP.

    As far as synergy, I firmly believe that it is up to the player to find synergy in any combo, some just come together easier than others. SD is very friendly to AoE heavy sets. It also turns ST friendly sets into engines of destruction. WP is friendly to everything, and really is nice because it almost completely kills any downtime.

    Thats how I see things anyway.
  22. Quote:
    Originally Posted by Call_Me_Awesome View Post
    One of the best reasons for having both Fault & Tremor is simply the control factor... with both of them you can pretty well keep an entire spawn on their butts; the damage of Tremor is actually secondary... it's roughly (I don't have the numbers in front of me now) equivalent to Stone Fist damage to an AOE.

    I usually use Tremor as an opening move since it's untargeted... I just jump into a group and hit Tremor, then target something and start my ST attack chain... as they start to stand up I hit Fault, then Tremor is nearly back up to knock them down again.

    Both of them work great as a "time out" power as well if you need a couple of seconds breathing time to pop an insp. and they recharge fast enough that you don't worry about "saving" the power for when you REALLY need it.
    again, like I said before, personal preference.

    Quote:
    Originally Posted by Minotaur View Post
    Was using tremor earlier this evening, definitely knockdown.
    And, like I said before, I have been getting knockback from it. Today. On 52 bosses. No I don't have any kb slotted in it. Usually happens if i hit it right after fault. That could be part of it, but I doubt it, as with my mace tank it would happen when i chain CC and Whirling Mace.

    If you guys like tremor, neat, more power to you. I don't. Some people like Coke, I like Pepsi. I can see the utility in it, I just don't use it enough for that purpose. The main reason I got it was for the aoe damage, which is terrible. Damage capped, I get less than 300 damage out of it. This makes me cry, as there is ZERO reason for it doing such terrible damage. Footstomp and Shield Charge do a TON more damage and knock the mobs on their tails. I can keep the mobs on their tails enough with fault for my taste. I still plan on respecing out of it. Now, like I stated in my first response, I am coming at it from the brute perspective. However, even as a tank, I am sure I would hate it.

    The last build I posted I stuck with the powers he chose, as that is what he stated he wanted to stick with. **shrug**
  23. Quote:
    Originally Posted by SpittingTrashcan View Post
    http://www.redtomax.com/data/powers/...e_Melee.Tremor

    0.67 mag KB is KD. And I've played a /Stone for quite a while - I would have definitely noticed if Tremor was doing KB. If Tremor is doing KB for you, then one of the following must be true: the enemies you are fighting are below your level; they're vulnerable to KB (as, for instance, Clockwork); you have Tremor slotted for KB; you have a set that gives a bonus to KB. By itself, against even cons, Tremor does KD.

    That said, if it were a set bonus, then Fault would also be doing KB:

    http://www.redtomax.com/data/powers/...ne_Melee.Fault

    because it has the same mag 0.67 KB, and anything that would push Tremor up to knockback would do the same to Fault.
    Quote:
    Originally Posted by Call_Me_Awesome View Post
    As others pointed out neither Fault or Tremor does knockback on even level or above baddies, both do knockdown.

    There are only two occasions when CMA, my Inv/Stone, does knockback with either (or any, for that matter) power:
    1. When dealing with -2 or lower mobs
    2. When dealing with mobs with KB weakness like Clockwork
    Personally both of those powers fall under the "must have" category in Stone Melee for me; I slot 5 Stupefy (skipping the proc) in Fault and Tremor is great with the PBAOE set of your choice depending on what bonuses you need. Scirocco's or Obliteration are ones I frequently gravitate to.

    On CMA Fault has 5 Stupefy and the psi proc from the Perfect Zinger set; I usually get at least 1 or 2 mobs with the proc and frequently get 5 or more.
    I know how the mechanic is supposed to work. I will admit when I posted I was thinking about something else, which is why I said it with such authority. That said, I have been getting a lot of KB with tremor, and I never slot for KB, and abhor the mechanic on melee toons. KD and KU, I love to death, but I hate chasing. I rarely fight anything my own level, much less 2 levels below.

    As for must have, if you were going to pair it with other AoEs, I would be more apt to agree. Personally, I don't like it, but to each his own.

    Quote:
    Originally Posted by Nintova View Post
    I'll look at my slots when I get home tonight, but I was doing KB to Fake Nemesis ( +1 level to me, some even ) and their cronies in Peregrine Island last night. I've experienced the Stone set doing KB against lowbies, but against even or better mobs It was working as I expected. The only one that was doing KB was tremor .. come to think of it, it's got 2 ACC, 3 Dam and 1 Stam SO in it .. so If I'm getting KB it's from something else. Without the game in front of me I'm clueless.

    Thanks very much for the advice though and thanks to Deth for a good idea what my current build could look like.
    Glad to help. And you should thank CMA as well, as his softcapping guide for invuln has been the inspiration for most of my builds.
  24. fault knocks down, tremor knocks back

    As for the build, heals go in high pain tolerance to boost your max hp, the amount of resist it gives sucks, and those set bonuses are not worth sacrificing for.

    try to put 4 slots in mind over body, tough and SoW, slot with reactive armors. will put you closer to s/l def cap.

    I wouldnt put more than 3 slots in stam, the last 2 bonuses you can live without, and don't really bring a lot to the build as a whole. you will be more than set for end already, and 2.5% damage is nice, but the slots are of better use elsewhere.

    Overall, that last build you posted is pretty solid, some slotting tweaks and you should be solid.

    Here is your last build, adjusted the slotting for better efficiency. Softcaps you on def, and significantly boosts your regen.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    StoneTemple Pilot: Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Stone Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7), Heal-I(34)
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(42), P'ngS'Fest-Dmg/EndRdx(46), P'ngS'Fest-Acc/Dmg(48)
    Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(17), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/EndRdx(37)
    Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Dmg/EndRdx(15), P'ngS'Fest-Dmg/Rchg(37)
    Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
    Level 8: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(9), Numna-Heal/Rchg(9), Numna-Regen/Rcvry+(48)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Quick Recovery -- EndMod-I(A), Efficacy-EndMod/Acc(13), Efficacy-EndMod(13)
    Level 14: Super Speed -- HO:Micro(A)
    Level 16: Rise to the Challenge -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(19), DarkWD-ToHitDeb(19), DarkWD-ToHitDeb/EndRdx(31), DarkWD-Slow%(36), DarkWD-ToHitDeb/Rchg(36)
    Level 18: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(33), S'fstPrt-ResDam/Def+(40)
    Level 20: Fault -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rng(21), Stpfy-Acc/Rchg(21), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(29), Stpfy-Acc/Stun/Rchg(29)
    Level 22: Swift -- Run-I(A)
    Level 24: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(37), Mrcl-Heal/EndRdx(42)
    Level 26: Stamina -- EndMod-I(A), Efficacy-EndMod/Acc(27), Efficacy-EndMod(27)
    Level 28: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(43), Zinger-Taunt/Rng(43), Zinger-Dam%(46)
    Level 30: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(43)
    Level 32: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(42)
    Level 35: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
    Level 38: Seismic Smash -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(39), KntkC'bat-Acc/Dmg(39), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 41: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
    Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet