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Posts
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Still think you will need too be a bit more precise with figures to do it though, I have tried Defence sets and regen before, as well as res sets, both feel around the same to me, with the regen probably winning out due to the ease of play to be honest. The only gripe i had with your example is mainly due to your example only having a 10% differance in health gaine due to regeneration, and we all know that a regen can gain it back much quicker, so it seemed a bit silly to myself that having 1000 hp a regen would only gain 100hp over a SR in 60 seconds.
Also with a def you have to take the rough with the smooth, sometimes lady luck rolls with you, sometimes a faceplant is a moment away lol, with a regen you know the damage is incomming so plan accordingly.
Not arguing, just stating plain facts based on what i've played in the past. -
Got all the hp accolades, so my hp is just under 3000 in overload with 3 heals in, done lrsf twice with it now, never used it in it lol, but in normal pve used it to enable me to take down an even lvl manticore hero solo, well it was after he took out the other 2 party members within 5 secs lol b4 i got their.
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Too late, lol, fire primary will reduce to much when in granite, lol. Oh well, EM/EA works well if u change youe mind lol.
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I played my em/ea brute most of the way to 50 with an ice/cold corr, and we loved it, Having a huge Def, extra hitpoints, slow enemies and endurance by the bucketload made us virtually unstoppable in pve, he gimped the mobs, and I tooke the aggro. Looking forward to seeing you guys on the LRSF.
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Say:
Scrapper (R)egen heals 100hp damage per minute.
Scrapper (S)uper reflexes avoids 50% of incoming damage.
Situation 1: Scrapper faces an average of 100 damage in minute (note: average)
Scrapper R ends minute with full damage mitigation: 0 hp taken.
Scrapper S ends with 50 hp damage mitigation: 50 hp taken.
Situation 2:
Scrapper faces 1000 average damage in minute (because of more enemies and aggro).
Scrapper (R) takes full damage, ends up with effectively 900hp damage.
Scrapper (S) takes 500 damage, ends up effectively at 500 damage at end of round.
This is the difference between the "flat" damage mitigation of regen, and the "proportional" damage mitigation of defence and resistance.
This is why, when facing a lot of aggro (such as in a big team), a Super Reflex scrapper will be more efficient at mitigating damage than will a Regen.
Theres the maths as far as I see it. Please correct if appropriate.
I should add that one can never extrapolate to all possible situations in CoH (e.g. buffs, debuffs, primarys, etc), but in principle we are still left with the flat "mitigation" of heals, and the proportional "mitigation" of resistance and defence. The same concepts apply to an empath defender vs a forcefield/sonic defender.
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Just a point but if the regen heals 100 hp in that minute, are'nt you also forgeting that he will also get off two recontructions in that time, thus eliminating even more incoming damage, and also possibly using Dull pain, I know when i solo mine (currently 45), I usually use Dull pain 1st after the initial enemy attacks then switch to recon and if things are going bad might use IH, just a thought as your example only used flat regen rate vrs almost full defence and ignored the other heals regen brings with it on top of Fast Healing and intergration -
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You need 8 kins to overcome -jump of rooted
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So the purpose of the Brute AT is to be able to Jump, then?
You'd be well advised to make arguments that hold water. Not being able to jump hinders you not one jot with the proper movement binds - in combat, I use Teleport; out of combat a quick click of button4 to detoggle Rooted, then button4 once more to retoggle and what do you know? Unhindered movement.
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Well, I guess we could go on forever nitpicking without looking at the whole point of the discussion ever again. Let´s face it: It all comes down to one´s definition of "being a brute".
In my opinion - which, as I explained earlier, might be influenced by the German translation (Berserker) - a */Stone brute running Rooted and Granite is most unbrutish. This is not to say that Stoney is not good at what he does, but that he has to do his job significantly different than a brute with any other secondary powerset. Sure, each set has it´s strengths and weaknesses, but the only set where you have to change your whole modus operandi as a brute is /Stone.
All other things being equal a /Stone always trades a fair bit of offensive power for defense. And the mobility... Well, being forced to circumvent mobility problems with certain workarounds and power choices is a fair disadvantage. There is no need to defend */Stone as a good set as it definitely is good at what it does. Saying something is different is not the same as saying it is bad.
and arguing about this is like arguing over semantics, quite pointless.
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A Character that likes to fight and fight..........and fight........and fight. Something which /Stones excel at due to their high res, although my em/ea does well with energy drain and aid self, although its only through debt hunting that I still have her jump into the middle of some mobs, whilst I generally know my Stone/Stone will survive. -
3 Heal everytime, you need to lvl, extra 600 hp (At lvl50) will never go amiss, thats on top of the 600 you get to start with btw, so 1200 hp extra total.
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A brute running both will be most unbrutish
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not really, high def and res, mez protection going and also boosted HP regen, using mudpots and taunt to keep things on you and it's not so much an issue, pvp wise, kins, rads and psi are your worst enermies lol
[/ QUOTE ]High survivability isn't the point of being a brute, it's constant movememnt and attacking. Which is why /stone isn't a true brute set.
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Funny, last time I looked it was in the Brute's Secondary Power Sets, and thus a true Brute Set.
Anyway MaX, we've had this discussion before, I know your totally against Stone Brutes and won't give them the time of day and the only time you've played them is an instant 40 in the i7 test,so don't know how they truly work.
As for every other comment against them, have you tried them, in PvE a lot of brutes are back in hospital in situations a Granite can triumph in, i know, i only have 5 brute's, he doesn't do as much damage as some, but he's their to do the damage when others are yellin "Crash", tauntin away holdin aggro, smashin the enemy.
I'm with Trix on this one, Hammerok and Fen had a marvoulou time on a 2hr 4 min LRSF the other day.
Sorry forgot...Constant movement.........hmmmm, teleport generally moves me instantly into the next mob, funny that, meaning i'm instantly in the next mob. -
Hehe, thats what you get for being lackey'd a lot so you can play with the big boys and girls.
LOL only joking, sos, can't help you with them, Star Furie's got them all ready -
Hehe, take grounded at 22 or 24, if you go PvP'in in Bloody Bay you're gonna need it
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As others have said, Stamina at 20, Energy Drain at 28, slot ED 3 rech 3 End Mod as soon as poss, and no end worries after that.
got a 43 atm, and have had no end probs even against canaries, you've just got to get experianced at when to trigger it if you kill lots at once lol.
All armours have 1 end disc in them, and all attacks except Energy transfer have 2 end disc in them.
As your lvl 16 and unless you've been twinked your probably still mainly on TO's moving onto DO's, so don't panic, it does get better. In a lot of fights with SO's in stamina and my attacks I don't even need to use Energy Drain when soloing now.
It does get better.
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As Extremus says Stone Armour in the 38+ game is just awesome at pve, you can take on just about anything and survive(exceptin psi hehe), and if you remember your a brute your ok, but at pvp no chance too slow.
On the way to 38 you're ok but no cigar, even 3 slotted your def's only as good as a basic unslotted tank, but you do kill things faster, lots fatser in fact, after 38 your world changes and you will see its all being worth it.
Mine made 50 some time back now, and I enjoyed every minuite of it. Found I respec'd at 41 with the freespec to get rid of Crystals and Minerals so i could maximise the build for brute tankin, as it's one of the few builds in cov that can tank well in pve.
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Energy Aura is a nice set, unlike a lot you only need 6 powers, leave the passives and conserve power alone, Take Swift, Health and Stamina. Aid Other or Stim and Aid Self, Combat Jumpin for a bit more def, Hasten to speed up those lovely attacks, and then either Super Jump or Super Speed as movement power. I took SJ. On the Attack front I took EM, so Barrage,Energy Punch, Bone Smasher, Total Focus, Whirling Hands and Energy Trasfer. All Attacks appart from ET are Slotted 2 Acc, 2 End Disc and 2 Damage. ET's Slotted 2 Acc and 3 Damage. Recharge is from Hasten.
Works well for me, a lot of my team mates say I dont get hit a lot, and when in Overload slotted 3 rech and 3 heal you have loadsa hitpoints lol. Enjoying it lots lvl 43 atm. Took Scirroco and the aoe dot immob is great lookin forward 2 the aoe dmg power, they chuck out some nice dot with rage, and combined with your Energy Drain can floor a mobs end in no time.
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Stone is good 4 pve but not pvp, try any of the others as you will have greater mobility, I find my /EA best because of energy drain, and have aid self to compensate for lack of a heal in it. Def seems to work better these days to.
But EM is definately one of the nicest single target sets to get for pvp offensively. -
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I didn´t have any problems with my resistance-based dark/dark stalker so far in mayhem missions... except that one in Steel Canyon where a bug caused the Longbow spawn just before entering the bank to grow from the normal two opponents to the astonishing sight of one flamethrower and twenty-four(!) eagles (four groups, each consisting of six eagles, all auto-aggroed on my poor self).
But it´s true: Your survivability in a mayhem mission increases greatly as soon as you get Placate. Besides that it´s a question of powers taken and if you know the art of repeatedly critting from hide.
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That, I belive, is no bug, but what happens if you take to the skies, ie fly or superjump to the bank. -
Energy Drain is it's name, and it's awesome for floorin the oppositions end, teamed with other end drainers like /cold and /kin corrs, or another draining set like /elec brutes and /EA stalkers you can leave the opposition just sitting there doing nothing hehe.
Please note, let them build up your fury first before you hit it though, and you have totally kissed goodbye to end problems as well -
EM/EA solo's very well, mines currently lvl 38, and doing rather nicely.
You will tend to be more of a scrapper brute in teams as you have said your going for solo play with it, so you probably wont be taking taunt, like myself. Not going to give you a build but the only powers I didn't take from primaries were stun, taunt and build up. From secondary ignored the passives and conserve power. From the pools I took swift, healt and stamina. Combat Jumping and super jump as travel, and CJ gives a nice little def boost. Aid Other and Aid Self, as no heal on secondary, and have worked out it fires just fine after a Whirling Hands even when totaly surrounded and it has 2 int, 3 heal and a rech. Finaly Hasten, as I have played to the strengths of EM, namely DAMAGE hehe, and gone against the grain and got 2 Acc, 1 End Disc and 3 Dmg planned for all my attacks, except ET, which just has 2 Acc and 3 Dmg.
Solo's very well, fights AV/EB and GM's fine. No end problems at all once you've slotted ED 3 Rech and 3 End Mod, and as I duo with and Ice/Cold Corr a lot My Def is usually in the 40%+ bracket to start with
Even without him your fine. On Full fury can one shot a +1 Lt with ET also.
If you want to switch to team play, just switch Barrage for taunt, but I have never really found it neccessary and Barrage is nice for fury, well I think so anyway hehe.
Shame we don't have a patron pool that really fits, so will probably go Scirroco and get a nice aoe dot immob and a nice aoe dot out of it. Probably miss out on the pet and choose stim to help my mez'd corr mate and possibly Super Speed just for fun and the energy trail hehe.
Plays nice, have fun. -
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And and... because the 75% boost in damage isn't as flashy as in the lower levels (as it is off the base damage, not total damage), maybe a scaling damage boost? Starting from 75% boost from level 1 and increasing as you level?
[/ QUOTE ]Or a lower boost, but to base damage instead of a damage buff?
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Wouldn't that need some serious game changes to implement in the core code, whilst a damage buff is already in there and it works. -
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I don't think faster domination is the right solution either, I just think it is the one the devs will go for.
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_Castle_ from the US boards mentioned it will be a "general buff, though the nature of the change will help on Recluse SF".
So I agree with you - I think domination will be built faster/slower depending on the type of mob (Minion, Lieutenant, Boss, etc...).
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I believe this is the current system for brute fury building also, so would probably be easy for them to implement. -
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Brute = Rage = Higher damage + Small heal thrown in for free.
[/ QUOTE ]300% of pitiful damage=still pitiful damage. If you want a fast, cheap attack, AS is superior.
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Hehe, i can tell from the other post's what people think, and the damage is on a par with AS actually. What other people are discussing is the other benefits of the power, 20% heal and acc debuff. On it's own it's a nice power.
Plus would be nice to have you comment on a whole post rather than pick 1 line. If you'd have read the rest you'd have seen the full opening discussion. -
Fought a fire/ss tanl 1 on 1 in sirens with an em/ea, and can say it was conclusively a draw hehe.
Your heal is good, and he also had tough going, which would give him good s/l and both shields for good nrg, not sure what other powers, but he had to go on the defensive as I don't think he had consume,, well never saw it fire off, and my energy drain kept his end down to.....well i can run defences and heal, but thatss about it.
In team pvp I can see you being able to tie up a brute quite nicely, but not so sure about solo.
If your on defiant put in a post after this, i have 2 brutes who could go to warburg and trial itfor you 1on1 if you want. -
Misses still count to fury build up hehe, throw a punch at the enemy and you bar goes up, and the mobs misses still count to fury as well, oh and btw, if your up against an energy brute with hasten and energy drain you may find a few problems, as they don't have to slot thein energy drain for def, so it's 3 rech and 3 end mod, slurping almost 20 end off you every 30 or so seconds whilst hastened even in your cold field, and them getting around 50 end back in return, whilst you may be stuck slurping 10 off them, and getting 25 back in return unless you slot the same, as an ice tank needs to also consider thet the Def in EA is required for teaming purposes.
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Brute = Rage = Higher damage + Small heal thrown in for free.
Aid self, much bigger heal, no damage to enemy, needs all 6 slots filled to be uber.
On a res tank Siphon life is a nice attack chain filler/minor heal.
If your a def tank you'll probably be able to get off aid self easier, mine does.
Dark is also lacking in decent attacks, Shadow Mauls animation for its attack is horrendous, made the mistake of taking it eary on a Stalker I tried hehe, so I suppose it would substitute as a minor attack, with rage up and slotted 2 acc, 2 heal and 2 rech I suppose it could be ok as a Heal, but only that. -
I know its a brute I'm using, but DEF has definately got better. My EM/EA brute seems to be doing rather well at not getting hit, especially with the help of a /cold corr, which probably takes my DEF up to the same lvls as an Ice/ tank (without EA that is hehe).
Just one point, I slot my attacks with 2 accuracy, not the 1 you've gone for, an end disc, and 3 damage, having an energy drain power firing off ever 30 secs or so is useful, but I can slot my drain with end mods, you need def in there, and hasten might be a bit of use to you to get those big hitters cycling faster. 20 seconds is an awful long time to wait, and probably of more use than permafrost.
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Neither does energy auras, which has no heal, but has 2 end powers in it, and quite nice def as well, and it's overload actually gives you more hp for 3 mins.