-
Posts
293 -
Joined
-
Not even NCsoft can stop this thread! I'm sad and angry right now but I'm considering taking Pretty and Strong, my wm/ea brute out of retirement for one last run. He was the most fun I've had and he was born purely because of this thread.
Thanks guys for this thread and the memories. Ugh -
Personally with Nature Affinity released today, I'd try that (that's what I'm doing). It has corrosive enzymes, which does -RES and -DAM which, albeit, is a single target debuff stacks nicely with Sonic attacks and the set as a whole feels pretty well thought out so far.
Something to consider anyways. -
Quote:Not a correction, just wanted to add, for me it was:Once you start using IOs, you should slot for defense, simple as that.
Defence --> recharge --> HP
Recharge because you really want energy drain up as often as possible and any good aoe attacks you may have. On my wm\ea brute my actual attack chain is whirling mace, shatter, and then crowd control (possibly adding in an epic aoe when I finally decide what I want). By the time I'm done with crowd control, whirling mace is back up.
For the most part, I feel like my Pretty and Strong brute (wm\ea) is exceptionally durable. I've tanked with him in 8 man teams (as the only meat shield) and even plowed through malta and carnies solo, which as a general rule everyone hates (not that it was easy mind you, but doable).
With EA, the trick is you need lots of baddies around you to stay alive (similar to other brute secondaries). Only 1 or 2 around and you really won't get much out of energy drain.
Also, a primary that has some form of AoE mitigation is really helpful (like war mace's crowd control) and makes a big difference. -
I happen to love my strong and pretty. He was soft capped to EVERYTHING except psi (~17%) by level 40 and doesn't have any problems with most things (running at x8). His one true weakness is -def, but with a relatively quick recharging heal/endurance recovery power, I'll take it.
Perhaps share your build and what specific problems your having and I bet we can help. -
I had a claws\dark brute for awhile that got to the mid-20's. Didn't make the cut for me, but there was nothing technically wrong with it..I've even regretted the delete, but it as nice having death shroud to widdle some health off guys and then firing spin to finish them off (or the other way around), that plus dark regeneration and claws lower endurance cost really worked well...Even makes me want to give it another shot as I talk about it. For me, the only problem with dark armor is that dark regeneration is prohibitive to use unless you have the theft of essence proc in it, which on my dark\dark brute changed the whole game around.
-
I am a bit partial to dark\kin. I love my lvl 50 corruptor with this combo. Pretty easy to soft cap, toss out TT, then dark pit, run in fulcrum shift, jump back and start blazing away with TT and night fall with the damage buff from fulcrum.
So:
-massive targeted heal (gotta be wiling to get close to use it)
-self speed buff by 10
-speed boost to get yourself on teams (it's really not that bad if you bind it)
-TT + dark pit + Fulcrum + TT + Nightfall (repeat) is just an awesome and safe combo -
Yeah I've been pretty happy with my claws\inv so far, definitely what I expected in terms of flow of fury . Getting spin early really is a god send.
-
Or another option, don't go softcap, but get to 32.5%. One small purple when you need it and you're at the cap. Then focus on HP, regen, recharge or whatever suits your fancy.
-
Probably because bubbling just straight out sucks. Now on my FF Mm's I pick them up and use them (and share with team), but I have to be honest, every time I've shelved one of my MM's that has shields (FF and Thermal), it's because bubbling every ~4 minutes a minimum of 6 pets and any team members is boring and quite annoying.
That would be my 2 cents..and truth is bots\ff could probably get away with it for the MM's own survivability. Not saying I agree, but I think I could understand the point of view. It's like a kin\* defender my brute was teamed with last night, he had every dual pistol power he could get, but the ONE power from kin he didn't take...speed boost and he was lvl 50. I didn't ask, but I imagine its for similar problems. -
Thanks all for your input. Just about all of my brutes are smashing, fire, or energy damage types and was just wondering if I'd go nuts in the 40+ game with robots and stuff that are pretty resistant.
-
Quote:My war mace\energy armor brute is at (or well over) the soft cap to everything but Psi (and that's at ~20%) and it really wasn't hard to do (surprisingly so). Before soft-capping he was kind of rough around the edges, but now, unless I run into something that has -def I steam roll though stuff. I even ran with some 8 man pugs yesterday as the only tank\brute on the team and tanked (spamming taunt with my AoE's) the entire time (that's right!) and my green bar barely moved if ever. EA's biggest weakness is that it has no -def resistance, so IF something with -def hits you, you'll get the full effect.What's a good def to shoot for capping? S/L seems just barely doable, and I question how efficient it is for EA, since anything close to you is going end hungry quickly. Ranged seems to overlap with capped energy, though it's nice for psi.
Suggestions from the experienced? Thanks!
Normally soft-cap is all you really need as the rest is a waste, but I argue that with energy armor, it's a different story because of its hole in -def resistance. Going off memory, I have over %50 def to s\l\e and that has served me VERY well. I can look later if you're interested on some ideas on just how to get to the soft-cap (and over it), but I do know that I didn't use one set from kinetic combat, which is where most people go. -
Another thing to consider about Mu is that energy damage is probably more resisted, on average, then fire or negative damage types. Not saying Mu isn't good..I've used it in the past and been happy with it. But I'm kind of a fan of Soul because of the survivability it gives a brute like ss\ela that has it's own endurance recovery tools.
You really can't go wrong with mu\pyre\soul, but it all depends, to me, on how survivable your brute is. If you rely on KD to help keep you standing, Mu is problematic because of what ultrawatt said (if you use fences). If you're already quite survivable, then pyre is nice because of what it brings (solid fire damage), if you need a little extra help in the survivability department and have lots of endurance to use, soul is a solid choice.
Kind of nice to have such options if you ask me. -
if you're not close to the soft cap (~45% smashing\lethal defense) I'd go for Soul Mastery and pick up gloom, darkest night, and dark obliteration. Darkest night really does a lot for your survivability and gloom is a fantastic attack.
-
-
-
Of the ones you listed I'd say for decent sized groups, dark\dark because of it's decent resists, heal(s), and endurance recovery. For small groups and one-on-one, DM\SR is exceptionately powerful. Even in large groups DM\SR does well, but dark\dark kills faster between the two (and /dark has soul transfer..which i <3).
The standard run of the mill (FoTM I suppose) has always been Super Strength\Willpower for straight up 1-50 mayhem solo. It's a solid combo.
That being said there aren't many brute combos that can't solo well (actually none that I can think of)...just that some do better with large vs. small groups better. -
So I've decided that it's time to make another brute. I have quite a few brutes at 50, but I don't have a single claws brute (I had a claws\dark once, but I deleted him early in life, regrettably). I started a claws\inv brute today and while getting him spun up (ha!) it occurred to me that while he'll perform well in the early-mid game, the lethal resistance in the late game may be something of a problem for him (especially for /inv since it has no damage boosting power). For those of you who've taken claws all the way, is this something that you've run into or noticed and if so, would you do it again knowing what you know now?
-
I've never been much of the 'defender' type. Could never get into it (and I've been playing since CoH opening day). There is ONE combo that I could get into though and thats traps\sonic.
Traps goes well with just about anything really, but as others have said, sonic gives a defender a good solid damage output and can increase the teams output as well with its -RES and traps well...it's traps, its got ALL kinds of goodies for a solo and teaming defender. -
I'd add to this that pretty much ANYTHING combined with traps will solo well. I took an electric blast corruptor, solo, into the low 40's with traps and if I can do that with electric, it'll work with any set. Traps is just THAT good.
-
-
-end and -recovery from electric don't really do much for you unless you have a secondary that does them as well. I have an electric\traps in the mid 30's and I'm kind of on the fence about him. He does 'ok' and from a theme perspective..works (form), but his damage output is just abysmal (function) compared to other primary sets I could have paired with traps. So if your the type that likes to go form over function, electric works, but at this point I can't personally recommend it. The debuffs from traps help electric, but not enough to make it on par with ice or fire.
-
Maybe it's your expectations on /SR? I have a number of /SR brutes (one is FM in fact), but even with capped defense I still get tapped. The random number generator hates defense based toons. While you don't get hit often, when you do..yes it will hurt. Remember that /SR has scaling resists so as you take more damage your resistance goes up too, but before that kicks in when you do get it, yes, it will hurt.
There is no shame in taking aid self and many brutes do it to add to their survival (especially now with inherit fitness as you really don't need to invest a lot to make aid self worthwhile). -
Quote:Fearsome Stare is a MASSIVE cone fear (terrorize, they don't run away) with a strong un-enhanced -11.25% -tohit attached. Most slot it for -tohit, which can get the -tohit around -17ish if I recall. Combine that with dark's other -tohit powers it makes a significant impact to the incoming damage.Thanks Psylenz, very helpful information, never thought Fearsome Stare would be a must have? So learnt something new again which is always good, also currently working my way through reading MZ guide to MM which is very good.
Thanks agian for the feedback.
On any dark miasma toon (corruptor, defender, or mastermind) Fearsome Stare is always a must have as soon as you get it. It's a fantastic power and in most scenarios it's pretty easy to hit an entire spawn with it. -
-