-
Posts
2262 -
Joined
-
Ah, the very issue at the heart of the debate. I understand the logic of what you are saying, having read the excellent treatise on defense that is on the boards.
My issue is this, Tanks are best at resistances. and have the highest caps there of any AT. But building for defense makes more sense. But even Brutes (or Scrappers!) can soft-cap defense. which means that a Scrapper is as tough as a Tank 98% of the time (except for debuffers, certain specials, etc) yest Scrappers do much more damage than Tanks.
It's like the Devs made a whole arch-type built around the color Red. (only you get this much red, you get more red saturation than any other arch type), then when designing the actual for the engine for the game were like "Red, huh, that aint so useful, F it"
So, Do Tanks get more Defenses at least on the Defense based Tank armor sets, or is that like microscopically more than Brutes and Scrappers get? -
I was looking for another alt while waiting for i19. I have tried a few tanks, but I tend to Brute better. Someone said a snaky tidbit in a thread about Brutes being midddle of the road. Like everything, that got me thinking. What can tanks do best? really? They have the max armor cap for one. so, I looked at the primaries, and Elec popped out. No defense, but looked interesting. I rolled up a Elec/Elec and monkeyed him up to 35. Wow. Elec/Elec has a grab bag of great powers/tools in it.
I did not see any guides for Electric Armor. Does anyone run this much? For I/Os i was thinking of just building on the armors that are already there and keep adding resistance bonuses. Any thoughts? -
yeah, corpse blasting is the most irritating thing in the world when you are slow to begin with. But seriously, this guy said Tanks do the most damage blueside. I mean, really, what kind of head damage did the guy suffer that he could come to that conclusion. Personally, I like the feel of melee characters. The closest I have come to playing a 1st person shooter is the Armored Core series For those of you that know it you might realize why like CoX so much, infinite customization. I have played all the melee classes in the city, with the exception of widows. I like a real tanky character, because I prefer to shrug off damage rather than try to calculate strategy. If I wanted strategy, I would be playing chess, which I am passably good at. So, i play CoX for character customization, and the love of the melee grind. Now, normally I grab the most survivable guy and jump right in. 99.9% of the time I am happiest with this decision. CoX is the 1st time I can recall that it had to be rethought. In the end I became a fan of the brute arch type, although I always preferred heroes before. I would still love access to the tankers armors, but damage nerf stacked on damage nerf is to high a price for me. The trade off is not optimal. (1st damage nerf = tankers do less damage than brutes period, 2nd is tanks get gauntlet, brutes get fury)
But yeah, like the man said Tanks do the most damage Blueside, so any day now I'l be rolling one up as my next main. -
Quote:Speak for yourself bub. I find that even if I could tank a thousand mobs on a tank it would not be worth it. Because they do squat damage. I do not run arch types that do squat damage.When a Tank could taunt an entire map the other ATs were superfluous and everybody knew it. That was only good for Tanker egos.
And "not doing much damage" isn't a tradeoff Tankers have to make. Tankers are the most damaging Heroside archetype*.
It's true.
*Except, of course, for the specialist damage-dealers, who admittedly do more damage for a significant or even extreme tradeoff in durability.
the exception: farming. Sure, build a tank with a damage aura, set your AoE on auto, pull a thousand, go watch TV. Wait a minute, still not running the toon. Okay, not an exception. Interesting possibility though.
But yeah, Big guysdo big damage. Stretch the animation, lower the to hit chance, anything, but make the damn hits count. Nothing so stupid as watching the biggest guy on the team smack a Boss as hard as he can and nothing happen to the Boss's heath. Oh yeah, the boss attacks the tank. Probably cause he could hear the tank lisp gently "Dont you wanna play with me big boy' -
Take another look at your tier 9 on willpower. Strength of Will is a very nice power. The drop is negligible (especially for a Willpower after running 2 min with a end boost) and more res is, well, more res. The only bad thing about SoW is it is stuck at 5 min recharge.
When I ran my last ss/Will it was my main. I happily purples it and stuck all the cool globals and procs that would fit. This is not necessarily the best strategy however. I have just 50'd a new SS/Will (i Like the flexibility of having my vet respecs avail to strip a toon, so a new one is best for me) On the new guy I am planning on following standard build philosophy. The first thing almost anyone will tell you is to softcap Smashing/Lethal Defense. this involves hitting around 45% def. For me, after that, I plan to throw on the best procs and globas after that, then start min/maxing my resistances. I havent decided exactly how I will be going about the last (my current choice is go all for smash res, or more likely just raise everything a litttle bit across the board). Definitely a multi stage process for me. Good Luck on your build. -
If ypu are doing the mission solo they heroes and arch villains spawn as elite bosses by default. The only way to change that is a fateweaver. Since I do not know of a brute that can solo a hero or AV I do not recommend this.
Almost any well built higher level Brute can solo this heroes and arch villains. There will always be exceptions. If a hero is a Psi monster most brutes are in for a tough fight. There are not as many heroes and AVs in lower level missions, and these can be a toss up. Another trick is to set the mission to -1 level. This will allow you to solo the story arc, collect the merits, and keep going. -
Quote:Okay, my SS/Fire armor/Mu lightning is only SO'd. Remember, the goal is to earn cash, not burn cash. I would never ever take this guy on 99% of content outside AE, and especially not TV arc. The only motivation I see to even farm that is for purples, and i would use my main for that. My main, however, is not nearly as good at AoE as my farmer.I just rolled a SS/Fire brute to farm with. Man, is FA weak imo. I am popping as many greens as i can and thats at 0x8 with 0 bosses. Im farming the liberate TV mish redside.
I don't have any purples in this build because i tried to build for survivability. Running the missions before the farm, i died 4 times before i could kill a Super Arachnoid boss. No toon have i ever ran in 6 years has ever felt so weak. It may be me, but i have a SD scrapper that can stand in the middle of mobs set to 0x8 while i afk, but not on this brute.
Maybe i just need some help on FA slotting but ouch did i fail. lol.
Get a mission where people are using fire attacks, but not fire armor in AE. I have a few I run. I did not write them. They are everywhere.
set it to +2/x8. It usually takes me 3 minutes or less to reach ticket cap. So, just run it multiple times. Use tickets for reward rolls. Get cash, farm, boring but easy.
If you want to farm the big TV maps, the best I have ever seen at it is a Fire/Psi dom, (perma, of course) -
Quote:an elegant solution. My solution was more, "just make it a level playing field, ie you nerfed tankers taunt, so give back damage" But your solution would make aTanker very attractive to team play, which is obviously the role envisioned originally.LOL! Wow, hyperbole much?
To be honest, I would like to see Tanker damage caps increased by quite a lot. Not base damage, at all, and no self-buffing either beyond the extant. But tankers are, by nature, team-friendly. Make them even more-so: Make them highly effective buff amplifiers.
Specifically, I'd say raise the Tanker damage cap to 600 percent. Thus, Brutes, Scrappers, and Tankers can all do roughly equal max damage, but the Tanker needs a LOT more external buffage to get there.
Team friendly, you see.
A more interesting speculation is what do you do about Stalker damage/capabilities? -
Your point about the blasters is good, but if the two blasters are smart and hae the right sets, they would do better (and much faster0 as well. devices and ice would both have enough mitigation to have 2 blasters going nuts on spawns.
-
Quote:And this guy found that post. Anyways, the only freaking reason he can take 2 groups alphas is because he is at full cap. NO ONE IS HITTING HIM. As soon as they start to he will have cascading failure. In other words, a minute into the fight he will be at neg defense. Sure, after pulling 2 large groups simultaneously he is fine, his defenses are still up. that will go away like water running downhill, at a ever increasing angle.No it doesn't. DRR caps at 95%.
However, my SR brute with 46% def to all needs to take the alpha from a double spawn of def debuffing enemies to drop below 40% def, so the difference is negligible.
My plan for the situation is to kill the stuff, and simultaneously deal with the incoming damage by constantly healing, which my toon is very well built to do. And does it when he farms debuffers at +0/x8 solo. After a minute, after 2 minutes, after 3 minutes, never stopping, Fury filled destruction.
But, as in my previous post, I reiterate it is very very wise to get S/L softcapped. -
Quote:Heh, this makes me laugh. I just explained (possibly slightly incorrectly) in another post that I thought it was more or less useless to softcap def against Paragon police ascended. But it was for a very particular build and I had a very specific tactic worked out for dealing with them. So I made the judgement call on that toon.The goobs who tell you that it is "useless" to go for defense are completely exaggerating the effect of -def debuffs beyond hyperbole, beyond fantasy and out into the nether reaches of delusion. they are the ones who like to claim that having def with anything less than capped DDR is "worthless". My /elec brute has about 38% defense to melee, 32% to s/l and 0 DDR. She's just fine against nearly all enemies, even romans. Why? Because when the defense goes negative she stlll has 100% of the powers and survivability that the Devs feel are balanced against a pure defense set. IE her resists and heal. When a /SR goes into the negatives it may as well be a blaster (splat).
Getting defense gives you an extra layer to the onion that is your survivability. This is purely a good thing. 15% makes a solid difference in your survivability. 25% you will really feel the difference. 35% is all you need, at that point popping a small purple is no different than having access to a crashless tier 9 power. 45% is totally unnecessary, but fun.
I say all of this, because from my understanding of play it is very very wise to softcap smash/lethal defense. jeez, especially on a Fire armor Brute. fire brutes have a notoriously squishy feel. If I had to puit a number on it, I would say that 50% or more of the time you would feel Tanky all of a sudden. will not work against everything, high level play has a lot of mean crap that does odd stuff. Still, to be able to walk through 50% of stuff like a tank while doing Fury filled Brute damage is good. -
In my opinion the Devs really screwed up when they made the tank AT. Or, more properly, they have modified the game so much from the beginning that now it just looks stupid, like a guy in tights and poofy pants from the French 17th century court in downtown NY today.
When a tank could taunt an entire map, and pull a parade through Perez Park, that was when not doing much damage was a reasonable trade off. With every change they have made in the game, from taunt caps, to ED, to you name it, they have consistently bent Tanks over the Dev fun time table.
In every other video game, seriously, every other game. The biggest guy does the most damage. Period. He may have an attack rate that would make a turtle yawn. He may miss more than most. He may lack cool stuff that other characters get. But, big guy = big damage in the videogame world. Heck, in one particular X-man game you cannot unlock Colossus until halfway through the game because he is so awesome compared to the rest. Tanks always do the most damage. Think of the freaking name even. Armored, slow, big punch. They should have named these guys Armored Police deterrent wagons with no guns. Guess that would be too long though.
Seriously, the only hope for the Devs with this AT is to bring the damage to the exact same level as Brutes, no Fury though. Otherwise, the class is only rolled by newbs. Take a Brute blueside, and you got a Tank that does damage. Or just take the Scrapper, as has been posted above, and really kill stuff (and still survive)
the only thing Tanks are good for IMO is for tourists to the city who want a toon that they can walk around the most dangerous places to check out whats going on without fighting/dieing. Its a tourist bot. The way it is written it cannot compete with any other AT at any level (except perhaps level 1, and even then, probably not) Take equal cash, equal level, on any other AT, and given equal level of play, any other AT is a better teammate/soloer/PvPer/you name it-er. -
Quote:i'll look at that Krom, although we are not getting extra enhancer slots, so more juggling is required.What is nice about taunt, above all else, is there are some really nice IO set bonuses you can get from taunt. I used to pick it up for brutes that needed the extra aggro (such as my strong and pretty one)...but there is the nice side benefit of IO bonuses that should be considered.
-
Having done an informal survey (I asked you, or did I?) it is my understanding that most Brutes currently do not take Taunt.
With the free Fitness pool available in i19 that will open up 3 new character power picks for most of us Brutes. How many of you are going to be adding Taunt to the mix that did not have it before? and if you add it, why? as in, how you gonna use it? why do you think it's useful? (Please do not say i am going to stand at a distance and taunt) -
Welcome to Freedom, that wonderful Petri dish of untold players x massive alts = always a party. In the deeper end of the pool you can actually find high level task forces running practically constantly, somewhat regular RWZ raids, and the occasional Hami raid if you know where to look. As far as fitting in wit the elites, well, I got a big mouth and they still let me run with the big dogs. Enjoy.
-
Quote:Why not make a tanker? Their armor sets have higher base values, making it easier to reach high levels of survivability, and they can do it much earlier than other melees. You don't have to worry about doing tons of damage or maintaining fury, which also makes tanker builds cheaper to be effective. If you would rather tank and have a character capable of doing damage solo, I can understand that.
I think Invulnerability is overrated. It can soft cap damage types (not psionic) and it has a good amount of S/L resistance (around 70% for Brute) but tanking anything other than S/L damage makes Invulnerability no better than other defense-based sets.
Okay, he is in the Brute forum, asking for advice on what Brute to make. Its an interesting question, but still, lets just assume he has decided on a Brute.
You think Invulnerability is overrated. Cool. I am not going to contest the Psi thing, we all know Invul is not good versus Psi. I have run a few Invul brutes, including my current main. I tanked the LRSF, with very little help from my team. (They were busy killing one hero while I teased POSI away, held him off for 3 minutes, not using unstoppable.) Invulnerability has a few tools in it besides S/L resistance. Like Unstoppable. this little gem of a panic button gives you 3 minutes of pure tankiness. also, Dull Pain, part of the reason i could tank Posi. Increases your health for a loooong time. Part of how I tanked Posi with no outside buffs was due to good planning that can be used on any brute, the other was Dull Pain and how it works for my build. So, I had a bunch of inspirations, I have my def and res on monitor, and I pop enough oranges and purps to bring me to Cap. This alone will not work against Posi. That guy is ornery. So, after he lays into me with a couple big attacks I hit Dull Pain. Not only am I totally healed, I now have a lot more health. And thats good, cause the next portion of my strategy involved used my Dark Melees Siphon life to keep me health topped up. No reason to really try to do damage to Posi, couldnt solo him, so I just kept him occupied, slowly edging him farther away from my team. About half the Brute secondaries could not accomplish this, even with massive inspirations. Funnily enough, I think Fire could, but would need a ton of KB prot, or you couldnt keep him placed right. You see, its all in the health management for Brute tanking the top crap. And Dull Pain alone will not do it (one use, i got 2 in, but thats another story), but Dull Pain was part of the tools I used. Invul is a great set in most Pve stuff. -
Yeah, SS/Fire/Mu Lightning is a cheap great farmer. there are a thousand fore farms in AE that this build will just make a ton of money farming....with absolutely nothing on it besides SOs.
There was a huge debate on Brute Forum about a month back about best AoE.
One thing about the SS/Fire build is it will run totally different outside AE. Without tons of inspirations dropping on you, or a great team buffing you, you will struggle painfully IMO.
But this thing rocks one little mish in AE like a champ, fast. My problem is I hate farming, so mine sits in te corner waiting while I alt lol. -
Another way to earn respecs are by accumulating Alignment merits. At 20+ do tip missions, do the alignment every 2 days. I think 10 is the necessary number of merits. So, a respec every 20 days to strip off the rest.
As far as Claws/Elec, i havent played. I started a claws once, wolverine right heh. then I got a new power at around 20th and it attacked somebody 40 feet away. So,.... I have a rule. it has to make sense. I'm crazy, so not much sense. But the claws. they are like 2 foot out from your hands. 40 feet away. 2 foot claws. Its a claw too far for me.
GL -
Quote:are you referring to Brute primaries in general against other ATs? Or ranking them in preference? Anyways, to me at least, Brute Primaries are just the flavor added to a wonderful archetype. The decent damage dealing capability, the survivability, and the wonderful Fury inherent power add up to a very solid archetype, my favorite still after 2 1/2 years of Vet badges. As far as ranking Brute primaries, everyone has their favorites. My two best are definitely Super Strength and Dark Melee. Super Strength has the feel of Smash down pat. Dark Melee has a bunch of powerful tools in the kit so that it almost feels like cheating, as well as doing very respectable damage.I have a few questions regarding Brutes. I have only one Brute over lvl 20. Although I like my current shield brute, I still have never felt the awesomeness with any Brute, that others feel about their Brutes.
1) How would you rate Brute primaries?
2) Do you think Brute primaries are slow? Or fast? Or somewhere between? Regarding playability (blasters are fast, controllers are slow).
3) What are some of your others thoughts about Brutes.
thanks for your input
By slow or fast, do you mean killing potential? Scrappers edge out Brutes, and a well planned dominator does things that are obscene. I have heard tell of Tanks built to do damage that get kind of wicked. But in general, Brutes tend to fall at the bottom of the top 1/3 of damage dealers in the game. Call it Blaster, Dominator (heavily I/O'd), Scrapper, Corruptor, Brute as the top damage dealers, in that order, in my opinion. Dominators are weird, because without a lot of I/O love they are very sporadic in power, with I/Os they become some of the best in the game.
Here's the thing about brutes though. As I have heard said in these forums, Brutes are like a big ball rolling down hill. At the top of the hill, meh, put a rock under it, it stops. At the bottom of the hill it will go through a steel wall. With even standard Single Origin enhancers, properly built, a Brute will tear through content after their Fury bar pumps. They can do this solo, and when teaming (and properly buffed by teammates) they can tank for tough task forces. The trick to running a brute is to find this groove with your powersets. Build a brute that can maintain Fury, and never stop moving. Think "Juggernaut" from X-men. Once you get going, you are just insane. Starting from cold is the unfriendly place. There are tricks to jump starting your fury bar, and this will vary depending on your primary, secondary, tactical proclivity, etc. Also, every Brute defense set has an achille's heal. This is a group of enemies that use a certain attack type that your Brute struggles with. For instance, Invulnerability has no protection to Psi damage. Willpower does well against everything, but has an achille's heal of dealing with really big alpha strikes. Defense heavy sets like Energy tend to have a problem when the sheer number of enemies start stacking up. So, every Brute is different. What is the same is the engine. Dont think of them as Brutes, think of them as Fury machines. Get Fury, use Fury, Smash. If you can do that they will feel lightning "fast", even if they are technically not the fastest archetype in the game. -
Quote:Thanks Arbegla, those numbers seemed right. I didnt play my main last night, was monkeying around on a new tank instead lol.As for the 'Does having -def values make it easier for them to hit me?' question, the short answer is yes, to a point. that point is until their total 'tohit value' hits 95%. once it hits that point, they can't hit you anymore often then you could hit them at 95% chance to hit.
Think of -def as +tohit, and it'll be much easier to account for.
(pro tip, if they debuff your defense, but you debuff their tohit, your basically canceling out their debuffs (or rather, they are canceling out your debuffs) up until to the point where one value is greater then the other)
I was pretty sure their pushing my Def neg increased their to hit, since that seems to be thematic to the game and the way Hami Enhancers logic work too. Thanks for clarifying.
But seriously, with this many squidlies, the only help you got is Siphon Life and killing them. Which thankfully I do pretty fast. Also, My Soul mastery Dark Obliteration does cut some of their to hit back. But yeah, killing them seems the best mitigation I got, while healing a lot (My Siphon life pops up so I can spam it, and it is set to heal max enhanced, so even just spamming this keeps me in the fight)
Those of you that know me know my build is not standard. But even with regular build tactics I am not sure going after smashing/lethal defense is the answer in fighting these guys, no matter how singleminded you were about it. You are merely playing into their fight. They are The Paragaon Police Ascended, and use a ranged energy attack that debuffs defense. Almost always around are their buddies the Paragon Psi division. So, you got no defense, little energy resistance, no psi resistance Good news: We are talking about Dark/Invul. Start spamming Siphon Life, and lean on Dull pain if it seems grim. Now would be a great time to pop an orange if you got it too.
However, in general, softcapping Defense for Invul works miracles (just not against tons of debuffers). In other news, do not try to tank Psi damage dealers for a 8-team pulling +2/x4 or better lol. -
I have used SS on at least a 1/3 of my Brute 50s. ! was my main for almost a year. Rage is beautiful. The crash is annoying, but nothing else. It is definitely preferable to stack it a little, to get rid of half of the penalties for the crash. You are stuck with the low damage for a few seconds though. A good workaround for that time is to use Vet attacks, as somehow their damage is not nerfed. Otherwise, use the time to plot strategy, combine inspirations, move, and use no damage attacks to set the board (like hand clap and taunt).
But definitely take Rage if you do Super Strength. If you don't take it, you should seriously consider another primary, because a Rageless SS is beat by just about every other attack set hands down. -
Quote:Hmm, I will do some testing for exact numbers tonight. I think, in truth, that I sit at about 15-22% Def (I run CJ and weave) I don't have that number memorized thopugh. I know these guys always put my Def in the negatives, regularly in the double digits. (Does this actually give them a plus to hit me, or is anything after 0% overkill?) Because if I had 45% they would be bringing me near 0%. I am fighting a lot of them. I was running the bank mish at +0/x8 for police kills for badge. So it is probably just the sheer number of the squidly twits that gets me. Does anybody else see a problem with HP Lovecraft Cthulhu horrors being heroes? Just me?The problem lies in your build blue, you have very little defense to go off of, so when things start debuffing it, you face cascading failure much quicker. If someone builds for softcapped defense, then the 50% def debuff resistance from invuln is enough to keep them there with very little work (get debuffed down to 33%? pop a small purple, back at the soft cap)
Anyways, I always survive the encounters, but I do have to start using Siphon Life, and rarely but sometimes pop Dull Pain. (Please no more comments about my attack chain, I have fun) -
My main is a dark/Invul. The only thing currently giving me any trouble are the Ascended police in the Mayhem missions (cops who look like HP Lovecraftian Cthulu squid creatures, or as we know them in the cities Heroic Peacebringers and Warshades). The debuff the crap outta my Defenses, down to seriously stupid negative numbers. Invul is supposed to have some def debuff resistance, but they cut through it like paper. Having said that, the build still kills them. But it is one of the few times I even notice my green bar waver against non AV/Hero level stuff.
My point being is that Dark/Invul is such a strong pairing you normally do not need to build for def cap, and against the only thing giving me problems in normal play it might not even work.
I would be interested to know if anyone else has had similar play experiences. -
I am (hopefully) soon to be done leveling my SS/Will brute. I been stuck in Praetoria all week (I just cannot resist that tutorial badge lol) But leveling got a whole lot easier once I hit Atlas.
Anyways, as a test until I start filling this guy out with I/Os and respecing him I was thinking of going Energy Mastery for Superior Conditioning, Focused accuracy, and Physical perfection. the only reason is it fits the characters theme and seems abusive to have 3 passive heals and 3 passive regens on one character, plus RTTC.
anyways, I may try to keep it and grab the leadership pool, because why not have half my powers be raging toggles lol. (When I drive, I also go for huge cars with power everything, and giant couches where seats should be)
Anyways, enough of my ramblings. Anyone have thoughts on how silly/great this sounds? -
Oh yeah Nal, they stack. Take a close look at my recharge monster, got LOTGs muled everywhere, and some other 7.5%s as well