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My advice is to use 3 Numi in HPT.
Heal, Heal/Rech, Heal/End.
There is no reason to skimp on slotting HPT. -
Quote:Its not realistic for some sets, even with buffs.Anyway, brutes are able to be roughly 250% tougher than a scrapper thanks to their higher res cap. But thats not being very realistic.
Its very set dependent. Even then, it will be usually to 1 type of damage most likely.
Outside of a Fire farm for example, how useful is 90% Fire Res vs. 75%?
Electric Armor on the other hand makes out very well, 90% Energy Res is quite useful at the endgame. Invuln as well, with the capability to hit 3K HP and pretty extreme SM/L Res (80%?).
Even for Ela and Invuln those are only against a single damage type, although Invuln's HP advantage can't be discounted. -
It counts.
In fact I think it is the gold standard.
I'm looking at Scrapper times and I think that top end Scrappers do about 20-25% more ST DPS than top end Brutes, aside from FA and that's the only reason I gave FA an exception (because it performs at an extreme level)
Then again, Scrappers don't have SS/FA available to them as a combination. So who knows what that DPS score might actually look like.
Here are a few DPS scores (approximate, because I seemed to have deleted my recordsand need to run them again - but the hundreds and tens places are accurate
).
DB/ELA Brute - 236 with T4 Reactive and T4 Spiritual (with glad proc & achillies proc)
SS/WP/Soul - 210 to 220 with T4 Reactive
DM/SD/Soul - 264 with T4 Reactive
SS/SD/Soul - 255 with T4 Reactive
WM/SD/Energy - 240 with T4 reactive (and Glad proc)
(none of these times are with Lore pets)
I'm looking at all of these characters and wondering if they are worth it from a min/max perspective, because I don't think my Brutes are 20-25% more resilient than any equivalent (or potentially equivalent) Scrapper.
Or maybe I'm wrong, and they are 20-25% more resilient. I'd love for someone to explain to me if they are. -
I'm curious to see what top end DPS scores people have accomplished with their Brutes. I'm in the process of working on my own times, and will post them soon™.
There are very few Brute scores on the Rikti Pylon Test thread in the Scrapper forum.
I'd be very interested to see a compilation of the best Brute scores, to see just what kind of ST DPS Brutes are actually capable of.
Please post any Incarnate powers slotted.
I'm not really interested in the uber that is Lore pets. We all know they have tremendous DPS, and in the case of the Cimerorans they actually do more ST DPS than the vast majority of most people's characters.
Just the Brute, and the Pylon. Use of Frenzy or enemies for fury/soul drain/whatever, imo is totally acceptable.
Outside of /FA (and possibly only SS/FA at that) does anyone have a Brute build that can actually break 260 DPS (much less the 300 mark)? -
Quote:Originally Posted by TopDocBronze Rolls, unknown
These cost 60 to 75 tickets depending on the level. About 1 in 8 times you get a Rare Recipe mob drop, but the other 7 out of 8 times you get an Uncommon Recipe mob drop. Unfortunately all of the SS/Fire Brutes have been doing these for a while, so most of the Uncommon recipes aren't worth much. At very low level it's just the Steadfast: Res/Def and Rectified Reticle: ToHit. It's mostly the Rare ones that are worthwhile, but it is still better to roll on this table than the Silver one if you want Rares (see below). I would recommend rolling in the 35-39 range. That includes the mid-level recipes that are in high demand (like Kinetic Combat), but excludes the lower level ones that people don't slot at higher levels (Bonesnap, Salvo, Tempest, etc.).
Silver Rolls, these are for suckers
These cost 450 to 600 depending on the level. Silver Rolls are a combination of Rare mob drops (3 out of 5) and mission complete drops (2 out of 5). The mission complete drops tend to be junk because they are oversupplied in the Market. Can you believe it, some people spend all their time running missions! That means you're really paying 750 to 1000 on average for a Rare mob drop recipe. But if you pay 480 to 600 tickets for 8 Bronze rolls, you will generally get 7 Uncommon recipes and one Rare mob drop one. That's cheaper, and it's like getting 7 Bronze recipes for free! So never roll on the Silver table.
Gold Rolls
These cost 3000 to 4000 depending on the level, and will get you an old style TF reward recipe. These tend to be triples (IO recipes that enhance 3 things), quads (4 things) or procs (like Mako's Bite: Chance for Lethal Damage). You can use a number of these yourself, mainly the procs in your farm build. This has some of the big ticket items, like the Numina and Miracle uniques, and the Luck of the Gambler: +7.5% Increase Recharge Rate. I recommend rolling in the 35-39 range on this as well.
Hey TopDoc.
I don't question your math, or why you value one table of the other. Or even your assertion that Silver is for Suckers.
I understand the reasons behind those ideas and I agree.
On the other hand, I have consistently made more on one farmer vs. another. I didn't keep track of the rolls, because I'm not that dedicated to the cause.
However the gold roller, ended up wasting a ton of tickets on crap like Lady Gray, Trap of the Hunter's, etc. I got lucky with two rolls in an entire week that provided value, 1 LoTG 7.5 and 1 Numi Proc. The rest was literally vendor trash.
The Silver roller on the other hand made a billion in a week or so. Mostly selling things like Aegis, Imperviums, Makos, Etc.
Both character's were doing 1 arc of 5 mishes each, at L50 for 7500 tickets in about 10-15 mins (includes time pissing around occaisionally between missions, or reapplying base buffs, etc). I did that only 1 time per day, for most of a week (took weekends off to run a ton of incarnate trials).
These numbers aren't really enough for any kind of data points, but I'm going to give 1 week of bronze rolls a try and see how that works out. -
Quote:Tough to do on /SD to hit soft-cap and have recharge needed for top chains.
This was the best I could do Rech wise while keeping softcap and decent resist slotting.
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Quote:Also keep in mind AAO. This is the main reason I will reboot as a Scrapper, as it will easily see the Scrapper pull far ahead. The other will be critcal hits with Crowd Control and Clobber, which should be pretty nuts.67% Fury is dead even for War Mace with the numbers and the IO Build above. However, I'm almost certain I've calculated other sets in the past and the break even was 82%. Either I've mis-remembered, those sets are overpowered as brutes, or this set is underpowered as a scrapper. Once this goes live I may re-run spread sheets and charts for all the melee sets scrapper vs brute.
Let me know if you do those calculations, I'd love to see them. One thing to definitely take under consideration is crits should be calculated at 10% (or 15% for the select T9s that get that). -
Quote:Well FE boosts your damage by, I think 40-45% of whatever the power's damage is that its accompanying.Thank you! I agree on Fiery Embrace, but was curious since tanks have a hard time reaching the 300% damage cap anyway.
So if you do a 100 point attack, it becomes 140.
Even if you do hit the damage cap, this lets you do more damage than more straight +damage bonuses, which become useless.
Quote:Chain Induction is better than Charged Brawl, but Havoc Punch as well? Nice.
Quote:Blessings was 3 slotted for the minor defense and the leaping distance. In Mo task force runs, no temp powers so I need Super Leap.
Quote:Regarding defense, 1 purple insp and I am a little above the softcap for fire defense.
For one thing, Fire is one of the least common damage types you will encounter in game.
Smashing & Lethal are the most common, followed by Energy.
These are your utmost priorites.
On top of this, you already have 90% Fire Resistance and Healing Flames on fast recharge.
You should give up all of your Fire defense in favor of SM/L/Ene where possible. -
Quote:That's pretty funny considering all of the arguments in favor of nerfing Brutes listed more HP as the primary reason.I believe that Stalkers and Scrappers should be equivalent in damage potential. Not one better than the other. People harp on the survivability difference, but I don't see it. Stalkers don't draw aggro to themselves and have a number of escape valves (Hide, Placate) to get themselves out of trouble. The only difference in defensive performance with Scrappers is that Scrappers have more HP. That doesn't justify significantly higher damage IMO.
You can choose any equivalent Brute/Scrapper powerset combo and the Brute will always out aggro the Scrapper, thus taking more incoming attacks and more damage and reducing the danger to the Scrapper.
If Brutes needed a reduction to be in line due to their much vaunted "higher survivability", then Stalkers either need to outdamage Scrappers or something needs to be done about Scrappers.
Otherwise Stalkers will always be the least valuable of all of the available melee ATs.
FWIW, I think Stalkers should outdamage Scrappers in ST capabilties - by at least 15 to 20%. -
I'm all for keeping Patron Pools forever tied to Patron Arcs requiring a Villain to do them.
Its not convenient, easy nor does it favor Blueside (for once).
Welcome to the Rogue Isles. -
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Well, there is a lot I would probably change first with the Tanker build before we can really address the Brute version.
A few things that jumped out at me.
- You seemed to not have chosen any particular direction with defenses, I would recommend refocusing for more SM/L defense where possible.
- 3 slotted BoTZ is not doing much for you, all you really need is the -KB IO.
- Healing Flames is overslotted, drop to 5 slots and you're good to go.
- Weave & Manuvers are underslotted for Defense & End Rdx, you should be getting more DEF from both.
- If Manuvers is just a slot mule, then drop the entire leadership pool and grab stealth for that instead (only need 2 powers instead of 3 for 2 LOTG 7.5s).
- Assault should not be slotted with a Rech IO. I'm not even sure why you would do that - aside from that, you don't need Assault, it's not doing very much for you. In fact it does much, much less for you than Fiery Embrace.
- PLEASE get Fiery Embrace into the build. It is, hands down, one of the best things about FA. You want this power, I promise you. Yes it is worth losing Veng and the 7.5 mule you have there.
- Chain Induction is better than Havoc Punch.
I just want to reiterate, Burn & Fiery Embrace are the main reasons to go FA. Together they push FA's offense through the roof, and balance FA vs. Ela where FA wins on offense, and Ela wins on being more survivable. -
Quote:In my experience, for WM/SD/Body (or energy, as it was in the case with my brute) - you will most likely want to go Cardiac.I'm definitely taking the Spiritual Alpha for War Mace, that's for sure.
The endurance use is pretty heavy for this set, and you will most likely end up with at least 1 or 2 Obliteration sets for Melee DEF in the PBAoEs.
Play with it, you might have a different take on the build - but that's my advice from playing it.
Quote:IO Build, Spiritual Core Paragon, 17.5 Global Damage Bonus, 120% Global Recharge
On average the sets should be even at ~82% fury, it seems it's been slightly nerfed in the conversion, but I will double check the numbers later. Unless you want to repost the numbers here for me. Base damage, Base Recharge, Base Endurance, Base Activation (specify if it includes or excludes arcanatime)
Unless you are soloing and are under optimal conditions, 82% Fury is a fantasy for a Warmace Brute (I can do it in the AE with ambush heavy missions, in fact I can reach 90% with a claws brute under those conditions).
I have about a half dozen mid/high to top end brute builds and my WM/SD consistently comes out at the bottom for Fury generation.
On teams/trials, for the average player, 60-75% is the more likely range for Fury generation.
WM is a slow set overall, and ST chaining something like Shatter doesn't help. -
Post the data chunk.
This is the primary item of any value to anyone who could give a build a serious critque. -
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Quote:A lot of the BAFs I've been on recently, people in general seem to not know this - when it was one of the things I constantly heard early on when trials went live.For those unfamiliar with their mechanics, they self buff their own tohit with every attack they use, like a perma-follow up. Those tohit buffs last for ten minutes, so they effectively stack indefinitely (unless you deliberately leave them alone for at least that long and "reset" them).
I usually explain the mechanic when it starts to cause problems and people can't figure out why.
Unfortunately sometimes a mixture of reckless KB and Immobs can exasperate the situation. -
I'm going Corr.
Because time gives me a number of tools, including debuffing enemies, healing self and allies, buffing DEF, massive +Rech, soft controls as well as a hard control hold.
Once I have all of that, the only thing I need is a primary that expedites the elimination of enemies. -
Quote:I will be rerolling my WM/SD Brute into a WM/SD Scrapper.Would you say that WM is definitely better on scrappers than brutes, from what you've seen? Even if you haven't played it on brutes, I assume you have a pretty good understanding of what it's like.
Paired with SD there is simply no reason to play the Brute version, this goes for any set you can pair with SD, not just WM. -
Quote:Think of a Defender that is terrible at soloing, and how slow it is going through a mission like that. Multiple that by ten.
Quote:I only play him very rarely, when I'm particularly bored with... doing well...
Can we get this stickied in size 40 font in the MM forums? -
You can find a link to ST DPS performance of all of the lore pets in my sig.
It doesn't take into account AoE potential, or other less obvious potential benefits like movement capabilities (Phantoms for example, can fly and are generally very good at keeping up with fast moving players or players who also use fly). -
Quote:Planning my new /energy aura scrapper when i21 hits.
but i see it has a Big hole against psy. I see no resistance, no typed defense, no/or very very little positional defense.
just from memory, so not to sure, are the other sets this weak against a certain type of damage as energy is against psy? All the others I think had somethiing against everything, although they might be heavy against some damage in particular.
Well I guess SR and Regen being different, since SR is positional and regen takes on a different strategy.
I´m no expert on scrapper secondaries so just asking.
guess it will have to be patched up with IOs obviously. But I didnt expect there to be next to nothing against a certain type of damage.
It will require a bit of sacrifice, and a decent cost to get there - but you can squeeze out around 40% Psi DEF.
I used Claws as the template, but other sets will work as well as long as you have a few PBAoEs and can get a ranged attack from somewhere - you can actually skip Apoc for the cheaper Devastation 6 piece, which gives 3.75%
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http://wiki.cohtitan.com/wiki/Sets_t...sionic_Defense -
If you are PLing others they can be an inspiration vacuum if they are using them.
So if you went from Solo farming where every inspiration was yours, to PLing where you now get less Inspirations you would see a noticeable difference. -
Quote:That makes a bit more sense, especially due to the low +damage boost from CR.With things like Gloom and Burn considered. Not an accurate side-by-side numbers comparison by any means.
It does bear clarifying though.
I know the 90% of the Brute forum is dedicated to SS/FA/Soul and little else at this point, but I still don't look at one specific build as "SS DPS". -
Quote:Is that with Gloom?I'm not yet sure about the single target damage comparison(I posted the numbers in the StJ scrapper thread), but at first glance the ST DPS seems to lean towards SS, with StJ having more utility(-res, -dam).
Because without Gloom I was under the impression that SS was fairly low on the ST DPS food chain.
On SOs with no Gloom:
Quote:Originally Posted by Bill Z BubbaBrute Fiery 172.6 3.1
Brute Energy 157.5 3.3
Brute Claws 149.5 2.9
Brute Warmace 148 3.7
Brute Dark 143.7 3.1
Brute Martial Arts 143.7 3.6
Brute Stone 137.5 3.5
Brute Dual Blades 134.8 3.5
Brute Katana 131.2 3.2
Brute Battleaxe 129.3 3.2
Brute Strength 127.3 2.9
Brute Broadsword 124.9 3.1
Brute Electric 106.6 2.9
Brute Spines 93.4 1.6 -
Quote:Gloom is usually worth it, but as you noted for SD builds even Gloom is not enough to bring the Brute anywhere near the Scrapper rough equivalent build.Gloom seems to be worth it on a KM brute, due to the lower benefits of Power Siphon on a brute Gloom's damage make up for having a smaller amount of stacks.
Before Reactive, you're still looking at sub 200 DPS at perma-hasten levels of recharge, though. Which is, mind you, respectable and enough to solo AVs and such, but a bit disheartening compared to the 250-255 DPS a KM/SD scrapper would reach with the same investment.
Its one of those massively strong things that Brute version simply has no answer for, on a set that gives the Brute very little over the Scrapper defensively.
Which is a shame considering that SD is easily one of the top secondaries in the game in terms of just how much added offense you get with the very strong defense that SD can also give.