A Guide to the Super Strength / Willpower Brute
Created i11
SS/WP is a great combo. Its a great solo build as well as powerful Team build. Top notch survival, good singlet target damage, a great aoe, and very useful soft control.
*Disclaimer: Im not very IO set savvy. I use some procs and some Globals, but Im not interested in hunting down lots of sets nor am I interested in researching which sets are best for maximum efficiency. If you would like to leave comments recommending sets you are more than welcome to.
[u]General Brute Advice[u]:
You may have heard that Fury is key to playing a Brute, to this experienced Brute player this a lesson learned early on. Building Fury as early as possible is a foolproof strategy, and managing endurance makes it easier to do. Early on, youll want to slot for Endurance reduction instead of damage, then once you have the tools to help endurance management, youll be able to add damage slots.
Remember that powerset selection is one of the Brute ATs many tools. If you want to be a tank, or have great controls, or boost damage, or keep your endurance capped there are powersets that support these roles. But its hard for any single Brute to fulfill every role. Learn the limitations of Super Strength and Willpower to use it to the fullest potential. There are many things it can do without any help, but also several roles it cannot hope to fill without external support.
[u]Super Strength base stat info, slotting, and recommendations[u]:
1.Jab
Single target melee attack.
Animation time: 1.07 seconds
Recharge: 2 seconds
Cost: 3.54 End
28.36 Smashing damage @ lvl 50
7.156 second Mag 2 Stun (10% chance)
Recommended slotting: 1 End, 1 Acc
I didnt take Jab on my SS/WP but some maintain that if slotted it will provide better DPS than Punch. Many also take it purely to build Fury.
2.Punch
Single Target melee Attack
Animation time: 1.2 seconds
Recharge: 4 seconds
Cost: 5.2 End
41.71 Smashing damage @ lvl 50
0.67 Knockback (30% chance)
Recommended slotting: 3 Dmg, 1 Acc, 1 Rchg, 1 Force Feedback chance for +Recharge
I took this instead of Jab early on, the damage is ok until you factor in Fury and Rage. These damage boosts significantly increase the damage. In conjunction with Brawl/Jab/Boxing its going to be used to build Fury when you need it quick. Ideally, I placed 3 Nucleoluss, 1 End, 1 Rech, and 1 FF Chance for Recharge to reduce the end cost and keep it recycling fast. (As a side note, if you did not know this already, any Knockback powers with magnitude less than .75 will knock mobs down where they stand).
3. Haymaker
Single Target melee attack
Animation time: 1.5 seconds
Recharge time: 8 seconds
Cost: 8.53 End
68.4 Smashing damage @ lvl 50
0.67 Knockback (60% chance)
Recommended slotting: 3 Dmg, 1 Acc, 1 End, 1 Rechg
The archetypical tier 3 melee attack. It does good damage for its recharge. This combined with Punch will be what you typically use to dispatch minions / lieutenants when you want to save your long-recharge powers. This power has a great chance to knockdown mobs, keeping them from attacking without knocking them back. Ideally, I put 3 Nucleoluss, 1 End cost, and 2 Recharges.
4. Handclap
PBAoE, Radius 15ft
Animation time: 1.23 seconds
Recharge time: 30 seconds
Cost: 13 End
9.536 mag 2 Stun (with a 50% chance for an additional mag 1 stun to stack)
5.193 Knockback
Recommended slotting: ???
DO. NOT. WANT.
Hands down Super Strengths worst power. It will knockback all those juicy tightly packed mobs, which is bad gameplay to begin with but 100% anti-productive to Willpowers Rise to the Challenge (which works off of mobs in melee range). If that isnt bad enough, its starting Accuracy is 20% lower than the typical attack. This combined with Mu Patrons Immob will make a short ghetto Hold, but thats too much investment for too little return in my opinion.
5. Knockout Blow
Single Target melee attack
Animation: 2.23 seconds
Recharge time: 25 seconds
Cost: 18.51 seconds
148.48 Smashing dmg
11.92 Mag 3 Hold
7.789 Knockup
Recommended slotting: 3 dmg, 1 Acc, 1 End, 1 Rchg
Super strengths premiere single target damage attack, as well as great mitigation. The hold will only one shot lieutenants and below and its unlikely that youll be able to stack 2 or more KO Blows to Hold Bosses. However, the knockup is the real mitigation, it will keep bosses and EBs from doing real harm to you. Combine the Knockdown from Punch, Haymaker, and KO Blow and youll be able to keep most mobs on the ground/in the air for the majority of the fight (one on one). An often-overlooked bonus is that KO Blow comes so early. At level 8, youll have a significant portion of your attack chain filled. The power comes with an inherent 20% bonus to Accuracy. Ideally slotted, I put 3 Nucs, 1 End, 2 Rchgs.
6. Taunt
Targeted AoE, Radius 15 ft, Range 70ft
Animation time: 2.67
Recharge time: 10 seconds
No end cost
Max targets: 5
41 Second Mag 4 Taunt
Recommended slotting: 1 Range or 1 Recharge or 1 Taunt Duration
I did not take this on my SS/WP. Brute attacks come with a short mag 4 taunt that can be used to taunt most enemies (pvp and AVs excluded), combine this with WPs taunt aura and most of your taunting needs are satisfied. That said, Taunt is good for making sure you get the brunt of enemy attacks therefore building and maintaining fury easier. For PvE, its autohit, while it requires a Tohit check and accuracy in PvP.
7.Rage
Self affecting Buff, Special
Animation time: 1.17 seconds (Skippable?)
Recharge time: 240 seconds
Cost: 5.2 seconds
20% Tohit Buff for 120 seconds, 80% damage buff for 120 seconds
After 120s player receives -25 Endurance to self, -20% Defense to self, -9990% Damage to self
Recommended slotting: 3 Recharge (3 Tohit, optional)
One of Superstrengths signature powers. Its more or less a permanent buildup effect that can stack if you get hasten and build for recharge bonuses. This becomes a lifesaver when Smashing resistance is more or less the norm in higher level play.
*Recently Rage was changed from an Only Affecting Self period. This time didnt allow you to activate your powers to mitigate damage, and more importantly it shut down Rise to the Challenge entirely. This made Rage Crashes very dangerous for WP Brutes. It is now much safer, but Castle has claimed he will be looking at this power once more come i12.
8. Hurl
Ranged single target attack, range: 80 ft
Animation time: 3.83 seconds (!)
Recharge time: 8 seconds
Cost: 9.36 End
68.4 Smashing damage
7.789 Knockback (50% chance), -1 Fly for 15 seconds (target can not fly)
Recommended slotting: 3 Damage, 1 Acc, 1 End
I didnt take this power because the animation time is very long. This unfortunate feature combined with its Haymaker damage will ruin any chance of decent DPS. As a survival caveat long animations can be deadly for WP Brutes, while youre busy trowing dirt the spawn around you is making you hurt. You could be clicking footstomp or even using your quicker attacks to knockdown several targets, or really anything more useful than trowing dirt.
9.Footstomp
PBAoE, Radius 15ft, Max targets: 10
Animation time: 2.1 seconds
Recharge time: 20 seconds
Cost: 18.51 End
59.22 Smashing damage
0.67 Knockback (80% chance)
Recommended slotting: 3 Damage, 1 Acc, 1 Rchg, 1 End
This is an excellent power for any Brute and especially for WP. It does a good amount of damage, in a large area. Combined with Fury and Rage its very powerful. It comes in handy for WP due to the large chance to knockdown many targets. This keep mobs on the ground fueling your regen (through RttC) hopefully long enough to get hit with it again. You team mates will enjoy the damage mitigation because its such a large area, and because its knockdown the other melees wont need to run all over the place. Ideally slotted, I put 3 Nucs, 1 End, 1 Rchg, and 1 FF Chance for +Recharge
[u]Willpower base stat info, slotting, and recommendations[u]
1.High Pain Tolerance
Auto power
5.625% Resistance to all damage types, 20% boost to Maximum Health (50% enhanceable)
Recommended slotting: 3 Heals, 3 Res
This passive buff to HP and Resistance is invaluable in early levels, and while the resistance loses its luster slightly its still all-encompassing and keeps your brute from having any large ****** in the armor. The boost to HP can only be pushed to about 30% with three regular SOs.
2.Mind Over Body
Toggle
Cost: 0.208 End / second
16.875% Resistance to Smashing and Lethal damage, 15% Resistance to Psychic damage.
Recommended slotting: 1 End, 3 Res
This power is unique because it provides a substantial resistance to psychic damage, more or less useless to heroes early on but villains encounter psy damage much more frequently from Fortunatas. Another interesting feature is that this power is easily pushed off until the mid to late 20s. As mentioned at the beginning of this guide, Endurance management is key to building and maintaining Fury, and early on toggles and attacks can be very expensive. A WP can save end by using Fast Healing, High Pain Threshold, Indomitable Will, and Rise to the Challenge and selecting Mind over Body later on. Survival is not particularly compromised but make sure to pick it up eventually.
3.Fast Healing
Auto power
75% boost to Regeneration
Recommended slotting: 3 Heals
Fast healing provides a better boost to Regen than Health from the Fitness pool, but not by a huge amount. Its a good power, giving you some passive Regen thatll cut down time in between spawns and supplant Rise to the Challenges regeneration boost. Fast Healing also provides a small boost to regeneration debuff resistance, however many regen debuffs I come across seem powerful enough to overcome this resistance.
4.Indomitable Will
Toggle
Cost: 0.208 End / second
7.5% Defense to Psychic damage
Protection against Disorient, Hold, Sleep, Fear, Confusion Mag 10, Knockback -10
Recommended slotting: 1 End, 3 Def
The archetypical melee mez protection. Not so archetypical is the wide variety of mezzes and statuses it protects against. Fear and Confusion are infrequently resisted in other powersets and usually at the expense of one of the other mezzes being dropped. Also, IW grantes a noticeable amount of psychic defense.
5.Rise to the Challenge
Toggle PBAoE 5-7ft? Radius
Cost: 0.208 End / second
100% Regen bonus for the first enemy that enters into melee, 25% Regen bonus for each subsequent enemy that enters into melee (the first enemy will net you 125% regen however)
3.75% Tohit debuff to enemies that enter into melee
*** Second Mag 4 Taunt
Recommended slotting: 1 End, 3 Heals
Perhaps Willpowers centerpiece power, RttC is the vengeful son of the two spited powers: Invincibility and toggle Instant Healing. You will be tailoring your play style to RttC more than any other power in the set. The typical strategy is to get as many mobs surrounding in melee as you can, keep them from staying at range. This will fuel your regen to considerable levels. RttC also possesses a small tohit debuff that will help your defenses when you get Heightened Senses, but loses potency when you begin to fight enemies higher than your current level.
6.Quick Recovery
Auto power
30% boost to recovery
Recommended slotting: 3 End mod
QR finally makes its Villainous debut, and on a brute no less. Quick Recovery provides a stronger boost to recovery than Stamina, and comes around the same time. This power eliminates any endurance troubles you had before taking it.
7.Heightened Senses
Toggle
Cost: 0.208 End / second
2.4975% Defense to Smashing and Lethal damage; 9.75% Defense to Fire, Cold, Energy Negative
??? Resistance to Defense Debuffs
???ft Bonus to perception
Recommended slotting: 1 End, 3 Def
HS provides decent defense to most of the exotic damages in the game, and small defense to smashing and lethal. Some people believe this power can be skipped, but the times an enemy misses are times when youre able to regen life back unimpeded. It, combined with your resists, will allow RttC to do its job better. As an added bonus, you can now see those Bane Spiders before they AS you (cheaters!) and Black Widow Perception grenades are less of a threat (especially with Rage counteracting the Tohit associated).
8.Resurgence
Click
Self Resuscitate
Full heal, 50 Endurance granted
28% bonus to damage, 21% bonus to Tohit, 50% boost to recovery, 100% bonus to Recharge reduction for 90 seconds
21% debuff to Tohit, 16% debuff to damage for 45 seconds (delayed 90 seconds)
Recommended slotting: 1 End mod
Perhaps WPs most easily skipped power. The idea supporting self rez is simple, your character has KOd and this will bring you back into the fight relatively quickly. The common argument against self rez is a little more persuasive, how about you provide a power that keeps my character from dying in the first place? Unlike Dark Armors rez or Fiery Auras rez, Resurgance provides no guarantee that the same enemies who just killed you wont be killing you again. However, Resurgence does provide a noticeable buff to Tohit and Damage, as well as an undocumented buff to recharge rate and recovery (in effect, almost mirroring Radiation Emissions Mutation). One End mod IO will allow you to regain 75%-80% of your endurance after rezzing, thats why I recommend it. If you take this power, I suggest reviewing your build to make sure you have all the useful powers you want. Your WP Brute will die, and at least its not Regenerations Revive.
9.Strength of Will
Click
18.75% Resistance to Smashing and Lethal damage
9.375% Resistance to Energy, Negative, Fire, Cold, Psychic, and Toxic damage
20% Buff to recovery
Mag 8Protection from Hold, Stun, Sleep, Immob, and Knockback, Can be used while effected by these statuses
120 second duration, 300 Recharge (cannot be buffed or debuffed)
-50 Endurance (delayed 120 seconds)
Recommended slotting: 3 Res
Willpowers Tier 9 Godmode click. Its levels of protection dont match Unstoppable, Powersurge, Overload, Elude, or Moment of Glory (seems weird to reference MoG these days). However, SoW is up much more often than any of these powers (except MoG), and lasts substantially longer than MoG. The Crash associated with SoW is very small compared to the crashes of other Tier 9s, most will either drain all of your Endurance or drain both your End and virtually all of your HP. As an added bonus, if you find yourself held, slept, or stunned, you can use this like a breakfree.
[u]Suggested Power Pool Selection[u]:
Fitness:
Is Stamina needed? No. But without massive +Recovery IOs and set bonuses, 4+ toggles and End heavy SS attacks can take its toll on QR. Stamina and QR allow you to smash indiscriminately.
Fighting
Tough is very helpful for WP Brutes. It provides an 18% bonus to s/l resistances when slotted(iirc), this helps when mob s/l damage becomes noticeably more dangerous in the 30s. Many Brutes also take Weave, I find that an /EA brute or an /SA brute gets more out of this. WP doesnt have the glaring Psychic damage hole that both of these has (/SA while in Granite, and /EAs Stealth powers small def to all). WP already has substantial defense to most sources (no toxic defense of course), and this would put your toggle count at 6 (or 7 if you take Combat jumping).
Speed
Hasten provides little to no benefit to WP. However, it works very well with SS. All your attacks will recharge quicker allowing you to:
A. Build and maintain Fury easier.
B. Double stack Rage (160% dmg boost, 40% Tohit boost) easier.
C. Keep Bosses and Elite Bosses knocked down more.
D. Footstomp, FootStomp, Footstomp more to obliterate mobs as well as keeping them from attacking you.
Travel Power
This is purely the players decision. WP used to have an Immobilization hole in its Mez protection necessitating Combat Jumping, but since its been changed its no longer needed. I chose Super Jump because it affords you good vertical and horizontal mobility.
[u]Patron Power Selection Recommendations[u]
Mu and Soul Mastery
I placed these two sets together because theyre typically regarded as the two best PvE patron pools ( dont know whats best for PvP the consensus changes depending on who you ask). Both sets have very quick animations allowing you to attack or move more, and aoes that allow you to stay in the middle of the action.
I recommend Mus two blast powers, Mu Lighting (single target) and Ball Lightning (aoe). Mu Lighting is blast that does slightly less damage than Haymaker, its all energy damage, and it even saps a small portion of endurance. Ball Lightning is an aoe that does Whirlinghands damage (mediocre-moderate) but it does so over a large aoe with a 15 ft radius (Footstomp), the bad news is that half of the damage is over time. Ive found that Mu Lightning is powerful enough to use in melee ranged attack chains as well as ranged shots. Ball Lightnings damage isnt enormous, but if used at the beginning of an attack chain its dot effect isnt quite so annoying. Electric Fences will stop knockback and therefore keep mobs from falling, if you have a need for an aoe immobilization Id suggest looking elsewhere.
I have an equal but opposite opinion of Soul Mastery. Gloom (single target blast) and Dark Obliteration (aoe) are both good powers for a Brute to use. Gloom does just under a Haymaker of damage, its all negative dmg, but unfortunately its damage over time; Gloom also possesses a small tohit debuff. Dark Obliteration does whirlinghands damage just like Ball lightning, but the damage is all upfront and negative. Souls immob is a cone, this will force you to leave the fray (and therefore your substantial regen) to use it, or force you to use it before engaging and risk immobing them too far away to activate RttC.
Mace
Maces animations are longer than Mu/Souls, is subject to redraw adding even more time, and its blasts are half smashing. However, the immob is aoe and wont kill footstomps knockdown. This will allow you to stay in melee as well as enjoy the mitigation of SS, however useful you find this.
Leviathan
Mako provides you with even longer animations, and only cones. I highly recommend against taking this set. Running out of RttC range, and long animations will get your WP killed. Personally, I could do without farting sharks and spitting goop regardless of gameplay disadvantages.
[u]Some Strategies Gleaned from Experience[u]:
Willpower can take the Alpha
Its easy to assume that WPs low Resistances and low Defenses will keep it from surviving the alpha when teaming. Thankfully, with HPTs HP increase and some mitigation, a willpower brute will be able to successfully take the alpha and survive. I even recommend this to ensure mobs stay within range of RttC.
Will WP always be able to take the alpha? No, bosses, elite bosses, and AVs can put a crimp in survival. Sometimes they resist knockdown, sometimes they hit harder than you expect, in these situations its important to understand what went wrong and hopefully avoid them in the future.
Always Attempt to Gather mobs into RttC range
Rise to the Challenge is perhaps, as said above, WPs most important power. Recognize which mobs prefer ranged attacks and which ones prefer melee. Engage the melee then move to the ranged ones, so that the melee follow you. Profit. If need be, pull them to a corner and attempt to jump in the middle.
Prioritize Mobs to Benefit RttC best
Now that youve gotten the mobs around you, are there any other pro-strats to help me? Why yes, there is. You may have noticed that RttCs regen bonus ignores enemy rank. That even con minion will net you the same regen buff as that lvl 54 Statesmen. This, however, ignores that these mobs are attacking you. An even con mob will be doing much less damage than a Boss, and therefore allow you to regen more. So, whats the strategy? Once all mobs are in melee, take out the ones that do the most damage. That way, youll be maximizing the Regen provided by RttC, this is especially apparent when its down to the last mob and youll be wishing you killed that Gunslinger first while leaving the operations engineer last.
Prioritize the Mitigation properties and the Damage properties of your attacks
Youve probably already gathered by now that SS provides excellent mitigation by knocking an enemy down preventing him from attacking. Its important enough to reiterate however, that even though you may not have very much fury, sometimes its wiser to use Footstomp to drop the spawn to its knees or KO Blow to send the bosses flying, than to wait for a higher damage bonus. In the end, you will survive longer.
Concluding Remarks and Thanks
This is a very fun Brute set for reasons stated (sometimes ad nauseum) above and perhaps for reasons youll find out yourself.
Id like to thank Red Tomax for Super Strength numbers, and for making a wonderful resource in general (City of Data). Id also like to thank EvilGeko for providing WP numbers, allowing me to write this away from CoV on my laptop. Thanks go to Krytical, Ostrakon, Candlestick, and the Brute Forum at large for providing a relatively sane, helpful, and fun AT Forum. Thanks also go to Castle and Pohsyb, and the other Devs responsible for the Attribute Monitor.
SMASH