Deus_Otiosus

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  1. People 3 slot Hasten because shaving even 2 to 5s from its recharge time can be worth it.
  2. Deus_Otiosus

    Going TW/DA

    Quote:
    Originally Posted by JayboH View Post
    Fixed.

    I think that could be a forum sig.
    Could be!



    Quote:
    Originally Posted by Granite Agent View Post
    If you slot Theft of Essence into DA's heal (which is up like every 9 seconds), how many mobs does it need to net you a meaningful amount of endurance?

    Quote:
    Originally Posted by Dechs Kaison View Post
    50% end slotting brings the cost down to 22.5 Endurance.

    The Proc is 20% chance for 10% endurance (which can actually be 12 endurance if your end bar has a max of 120, for instance) but for simplicity, let's just say 10.

    To get more than 22.5 endurance back, you'd need to proc off of three targets.

    Crap, I forget my statistics. Let me edit this later.

    Ultimately it doesn't matter of you even break even every time you are facing 10 enemies.

    My point was that Ela & FA have tools to deal with their toggles & damage aura. At best theft of essence helps you counterbalance the cost of your heal - that does nothing for your basic end consumption.


    This isn't a strike against DA, this is why people consider it endurance heavy IMO.


    Unless your point was to use it like an end recovery tool? I don't think I would recommend that.



    Early on I considered TW/DA for a Brute, ultimately I went Ela instead for a variety of reasons. Brute is still low level as I'm working on incarnate stuff for a Scrapper atm.

    Does anyone have a TW/DA build with the following?

    • 1900-2K HP if Brute
    • Either softcaps SM/L and has decent to high Ene Def (40% ideal) or Melee/Ranged/AoE DEF high to softcap. 32.5% is not ideal to me, as this is insufficient on trials and requires 2 lucks to softcap.
    • OG/CoF Optional (CoF is too end heavy, and I'm not a fan of the drunk walk, KD will probably mitigate that though)
    • Hasten/SS/CJ are must haves
    • 60-75% Global Rech before Hasten
    • No budget limit (basically anything except the Panacea proc, but only because I don't think that proc is worth it)
  3. Quote:
    Originally Posted by Hyperstrike View Post
    Only seeing 2725 without OWTS.
    Could be an error on your side. Could be an import error on mine.
    Accolades need to be on. (I think I had them off when I exported)
  4. Quote:
    Originally Posted by Hyperstrike View Post

    Just gonna give you a funny look and leave it at that.

    You should also give him an education on the difference between Brute/Scrapper SD & Tanker SD.


    I'll post this and see if he can see the difference. (note, you can take out the very pricey stuff and still get the same base results overall)

    3100 HP, before OWTS. 3100



    Code:
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    |78DA65945B4F134114C767DB2D4869B908B45C2C0816282DDDB6801A5183172E726|
    |982A9FA669AA50C6543539AB61879F4C12FA0897E02F5CD47A37E193F8197772FF5|
    |74FF7FB14937DDFE66CE9C33E73F676636FB7435F07EE3D98A3202774B76AD967F6|
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    |981FC0C7EF59FDD2E652451B3EFFF6D5EE3116A1DE0AD0AF036F56C09674DF5AD35|
    |3E86F81FADF12F90A7E725D8F78A7CCD536D9E7D09E4D73C9573E6D977A5116F1B4|
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    |DDF6E396B6DDD2DE6B69AFC805CCB0FD170E6BDE56|
    |-------------------------------------------------------------------|
  5. Quote:
    Originally Posted by Redoptic View Post
    I understand that there are people inclined more towards Brutes and Scrappers (not being offensive but your post history shows little interest in tanks) who don't care for Tankers getting attention because they are already capable of withstanding the most damage without buffs.
    You're right, I'm more inclined to those two ATs because I'm willing to take the risk of dying more often to deal more damage. (FWIW I'm more inclined towards Corrs at this point because they are more useful than any melee AT).

    I have no problem with that trade off.

    The Tanker has guaranteed better mitigation hands down.


    Quote:
    Originally Posted by Redoptic View Post
    But here's a reality everyone here is keenly aware of, and certainly the developers as well:
    Death is the best mitigation period.
    Yes but that only gets you so far.

    Some enemies just don't die fast enough. I run into this on Incarnate trials a lot, and then there are those pesky AVs that show up from time to time.

    In fact I think a lot of what we see on Incarnate trials was specifically added to separate Tankers and Brutes.


    Quote:
    Originally Posted by Redoptic View Post
    So make whatever point you want for your AT choices but let's be real here, the Brute came from the Tank and was made possibly more fun to play then Tankers, and all of that was done before the concept of making a Hero side Brute was intended.
    Brutes (and Scrappers) are more "fun" because a lot of players prefer doing damage than to play the Tanker role. (I think a smaller group prefers to actually be Tankers)


    Ultimately what I have a problem with is people being convinced that there is no trade off, and that the Tankers mitigation is irrelevant.


    If you think Tankers need more damage, fine, tell me how much of that "irrelevant" mitigation you will sacrifice for more damage? (No one ever answers this)

    Or

    Do you think Tankers aren't tough enough?




    Which is it then? You (the general you) can't have it both ways. They can't both have not enough mitigation AND have a level of mitigation that is irrelevant.
  6. Quote:
    Originally Posted by dugfromthearth View Post
    I am just an unfrozen caveman, your world is strange and confusing to me. But even I know that if two AT's have the same caps for Def and Res then they are "capable" of achieving the same level of Def and Res.

    Now Tankers do have a higher max HP, but they are not guaranteed to reach it.

    So a brute can be buffed to having the same Def, Res, and HP as a tanker. They are capable of withstanding damage as a Tanker. They may not do so in all cases, but they are capable of it.

    In one breath you managed to infer that Brutes have too much mitigation because they are capable of achieving the same level of DEF and RES as a Tanker while simultaneously downplaying Tanker mitigation by stating how Tankers are not guaranteed to reach their max HP.

    You also left out how the Brute has a whole lot further to get to their Res caps from buffing than the Tanker does, and how in the case of two equal builds under the same circumstances & buffs the Tanker will always have more mitigation, because they will have more HP.



    Why is it we only see what Brutes are only potentially capable of as guaranteed and we see what Tankers are not guaranteed as iffy?
  7. Deus_Otiosus

    Going TW/DA

    Quote:
    Originally Posted by Pinny View Post
    Yeah, I have to say I don't understand all the fuss about ZOMG ENDURANCE ISSUES AAAAAH either.
    While DA compares favorably in terms of endurance consumption compared to Ela & FA, unlike either of those two sets it gets no tool to deal with the increased consumption.

    Anyone who thinks TW doesn't eat endurance fast, doesn't have enough recharge.
  8. Quote:
    Originally Posted by Snow Globe View Post
    Actually, it isn't players. It is AT/Powersets though. Some of my characters could breeze through Ramiel's arc, others couldn't. One had a tough, but ultimately successful fight with Trapdoor. Others, even loaded with T4 inspirations, multiple temp pets, and Ultimates couldn't get the job done because of power activations were not fast enough.

    T4 Inspirations & Ultimates didn't even exist in the game before Trapdoor got nerfed into being a joke.

    Or are you saying that even now, with those things, you have characters that can't solo the current Trapdoor?
  9. Quote:
    Originally Posted by Redoptic View Post
    In other words, though few if anyone is asking for it, don't be shocked if the Brute is again reduced while the devs are looking at the Tanker, why?

    Quote:
    they should not be as capable of withstanding damage as a Tanker. -Castle



    Good thing they aren't capable, even now, of withstanding damage as a Tanker.

    Not even FA or Ela against their favored damage types!

    25% Higher Base DEF
    25% Higher Base RES
    25% Higher Base HP
    Higher HP Cap
    Higher Status protection on some sets
    Higher Debuff Resistances on some sets


    Its easy for a lot of players (not necessarily you) to gloss over that and pretend like it doesn't exist though, and big orange numbers are oh-so-easy to see.



    While we are quoting Castle, let's bring back this quote about Bruising:

    Quote:
    Originally Posted by Castle
    Reposted from Beta Forums:
    Why was Bruising implemented as a 20% damage resistance debuff rather than a straight up increase in Tankers damage across the board? What benefits does that bring that the later approach does not?
    • It increases the Tankers overall damage output while solo, but the amount it increases by changes as you level. Once you have a complete attack chain, you see lower returns on using the attack. It benefits single target sets slightly more than AoE heavy sets.
    • It increases the Tankers TEAMS overall damage against "Hard Targets" such as AV's, while not affecting AoE effects much at all.
    • It provides greater functionality to an attack which all Tankers must take, but tend to relegate to disuse at higher levels. It is now a distinct gameplay decision to include this power in your attack chain.


    Do we want another gem?

    Quote:
    Originally Posted by Castle
    Reposted from Beta Forums:
    Taunt is not "mandatory" for Tankers and nothing in this change makes it so. A Tanker is not meant to be 100% effective as an aggro magnet, just as a controller is not meant to be 100% effective as Crowd Control. The fact that these AT's come as close as they do is pretty darn cool, though, don't you think? Super even.
    (Discussing Brutes vs. Tankers and threat generation)
  10. Quote:
    Originally Posted by BrandX View Post
    As for the PBAOE, that's a 15ft range PBAOE, that's bigger than every other melee PBAOE except for Footstomp.
    And Tremor.
  11. Quote:
    Originally Posted by Energizing_Ion View Post
    You can't taunt the AV out of the pink patches? I saw someone do that in my last MOM trial run...worked beautifully...
    Well my Scrapper isn't able to.

    Someone else could theoretically, I haven't seen it done successfully on the malaise fight.




    Quote:
    Originally Posted by Energizing_Ion View Post
    Or you don't have any ranged attacks by chance? Yes less chance of this but...*shrugs*

    Unfortunately 1 or 2 ranged attacks doesn't come close to the 200-300 DPS my melee characters are specifically built to do.
  12. Quote:
    Originally Posted by El__D View Post
    B) The trials are not 'anti-melee' or 'anti-ranged' or 'anti-' much of anything for that matter. Some trials are harder for some ATs opposed to others yes, but no one AT has been singled out with any of the gameplay aspects put into the trials (Stalkers getting a special entrance in the Keyes bunkers aside). The big damage pulses and patches?


    My ranged characters can jump/run away and continue to attack and use buffs/debuffs.

    My melee characters can jump/run away but if they do they have to stand there and do nothing while the patch is under the AV.


    I've been on 4 (successful) MoM trials, where my Scrapper spends the 1st stage malaise fight just standing there watching it happen.

    > Countdown to patches
    > Patches appear
    > Jump away and avoid patches, wait for them to disappear
    > Patches disappear, engage AV, 5s on countdown until next wave of patches.


    I'm sorry but that's anti-melee. 7-10ft is their primary functional range.


    The patches present a situation where their mitigation is largely irrelevant, and their damage is almost completely neutered.


    It's the direct opposite of fun.


    It started in Apex, got worse in Keyes and has reached a new zenith in MoM.
  13. Quote:
    Originally Posted by Acemace View Post
    As long as you keep talking like that we'll get along just fine.
    Well played.
  14. Quote:
    Originally Posted by Rangle M. Down View Post
    So far everything that I take from your arguments is that you feel tanks are so overpowered in their role, that any minor change would make them even MORE overpowered.
    I don't think they are overpowered as they are now.

    I do think they were designed with a level of mitigation that is so high that it gives the AT little wiggle room to improve other areas.

    I also personally think that Tankers can often make some parts of the game too easy, and it can encourage lazy play sometimes on the part of teammates. I can't prove this, it's just my opinion.



    Quote:
    Originally Posted by Rangle M. Down View Post
    I suspect you hate the idea that tanks have bruising in the first place.
    I don't hate it, I didn't think they needed it at the time - but it helps the entire team and it doesn't stack so its useful but its also balanced.


    Quote:
    Originally Posted by Rangle M. Down View Post
    SEE that. OTHER TANKS, not the individual tank. What is so "OUTRAGEOUS" about that? WHY does allowing a SECOND or MORE tanks on a team to have some minor force multiplication get you in such a tizzy?

    Maybe you can ask the developers, because they specifically designed it not to stack.




    Quote:
    Originally Posted by Rangle M. Down View Post
    I would like to see full team of tanks be barely able to do the same amount of -res a controller or defender could do on their own, if even that much. So let's see, 8 tanks compared to 1 Defender/Controller.. hmm... Yeah. WAY overpowered.... sigh.
    You have to think in terms of leagues now, and most leagues I'm on have a shortage of good support ATs and an over-abundance of melee ATs - including Tankers.

    I'd hate to give people less reasons to play support ATs.



    Defenders, Controllers & Corrs give up personal mitigation to be capable of buffs/debuffs.


    EDIT: As we speak, I'm on a UG with 5 Tankers, 4 Scrappers and 4 Brutes.
  15. Quote:
    Originally Posted by Motley_Cruel View Post
    I rolled a Kat/WP brute, and he's around lvl 20 now, wondering if I'd be happy rerolling as a scrap.

    Someone sell me in either direction

    Brute:
    More HP
    Higher res cap (not really a factor with WP, outside of maybe under SoW)
    More HP is also more HP/S regen.

    You're right about the res cap.

    You can't really make great use of it even with SoW as a Brute, as just basic slotting +2 RES IOs takes you to about 78% Res. It's over the res cap, but just barely.

    To actually really take advantage of it, you need to slot it and take Cardiac Core - which is not really the best choice of Alpha slot for Katana/WP IMO.


    Quote:
    Originally Posted by Motley_Cruel View Post
    Scrapper:
    More damage
    Golden Dragonfly gets extra crittage

    anything else?

    Do you think you will have enough Recharge without spiritual to use the top DPS chain?

    If so, you could take Musculature and my choice would be Scrapper.


    If you can't and you will need, or plan to take, Spiritual - then my choice would be Brute.
  16. Quote:
    Originally Posted by Gospel_NA View Post
    That makes sense if you're not regen.

    But if you're regen, Beetle has pointed out a pretty good time to use your clickable heals, especially if it'll make the difference between face planting and not face planting. Can't deal damage face down on the ground.
    That doesn't mean that click intensive sets pair well with TW.

    If you are sacrificing momentum uptime to keep yourself alive that's basically a strike against the combo.
  17. Quote:
    Originally Posted by Rangle M. Down View Post
    Not everyone thinks there are major problems. The only thing that I would like to find is a way to make it less "undesirable" to have more then one tank on a team. Right now there's a stigma that a second tank on a team doesn't create a "force multiplier" or add as much as another AT, so "why bring another?". I can't think of another AT that has that kind of reputation in game. This is why I advocate a way of stacking a portion of bruising.
    While I understand that part of this is because more damage & more debuffs are always good, theree's another part as well.

    I would say that no other AT has such complete supremacy in their specialization that literally a second Tanker's mitigation is not needed.

    Because one tanker can literally take care of all of it.


    Or you could play incarnate trials which are progressively requiring multiple aggro capable characters.
  18. Quote:
    Originally Posted by Call Me Awesome View Post
    We all know that from the Gospel according to JB all characters will always be buffed to their caps, therefore even thinking about a character's base, unbuffed performance is pointless since it doesn't matter.

    I think we'd best let that conversation die off.
    I just want to see, and I hope actually, that he will one day actually address those questions that many posters have posed to him.
  19. Quote:
    Originally Posted by mauk2 View Post
    "Why yes, FA DOES rule the world."



    The scary thing is, a good ss/fa brute makes that build look puny. Sad, but true.
    So you think your FA Tanker build there is as resilient as an Invuln Tanker?

    An Invuln Tanker can sit 3534 HP, your build has 2199.

    An Invuln Tanker can be softcapped to SM/L/Ene/Neg/Fire/Cold.

    An Invuln Tanker can be incarnate softcapped to SM/L and probably Ene with some effort.


    You're build has a paltry 25% Global Recharge before hasten.


    Even with Spiritual running you will have something like 20-25s downtime on Hasten.


    You're proving my point, not yours or JBs.


    By JBs estimation, since he has stated it repeatedly, "At the caps" there is no HP difference (well, he states only a 10% HP difference for brutes and Tankers), no RES difference and no DEF difference due to Incarnate powers, league/team buffs and inspirations.

    In which case an Invuln Tanker and an FA Tanker have effectively the same mitigation, but the FA tanker has a much higher offense. BEcause FA has the exact same caps as Invuln.


    So is that true? Do you believe that about Invuln Tankers vs. FA Tankers?
  20. Quote:
    Originally Posted by MajorDecoy View Post
    Tankers are not having significant troubles, no. But you're seeing a lot of thoughts because Synapse has stated that he's going to look into tankers.

    No you're seeing a lot of this because people don't recognize, appreciate or simply want to ignore the Tanker's higher base mitigation.

    This sub-forum is just turning into a giant wishlist of how make Tankers the greatest melee AT of all time and why they deserve extra special treatment.
  21. Quote:
    Originally Posted by Pyro_Beetle View Post
    1. A click intensive set will not pair well with Titan Weapons.

    Actually, the way that Titan Weapons is currently working (and I hope that it continues to work this way) Titan Weapons works better than any other weapons set with a clicky secondary. This is because there is no redraw during Momentum, which means that clicking a heal during your momentum barely causes you to miss a beat in your attack chain. I could see this as being a benefit to using FA as a secondary as well, but I have several FA toons already.

    Momentum is precious.

    Every second of momentum should be utilized to deal damage.

    If adding an outside attack, like burn, actually increases your overall output - that might be one thing, but I don't think I would ever want to use Momentum's up-time casting non-attacks.


    Quote:
    Originally Posted by Pyro_Beetle View Post
    2. People will take Regen because Quick Recovery will allow them to solve their end issues with TW.

    This is most certainly not true. Although it does help, if you try to get by without slotting for some end reduction in your powers, even with Stamina and QR slotted, you are going to be sucking wind between fights, and if you are in a longer fight (rare with TW, but EBs and AVs) you will need to start eating blues like they are candy.

    Thank you for listening, and I hope that these two myths can be considered debunked.
    This is true.

    You need to slot for end reduction.
  22. Quote:
    Originally Posted by Johnny_Butane View Post
    No, the point is I don't think it's fair to strictly balance a Tanker's damage against increased survivability when solo having less than that level of survivability is clearly not much of a handicap for Brutes and Scrappers.
    Unfortunately that's irrelevant because the Tanker has that mitigation advantage and they do not.

    You can't say that it isn't there just because you don't see it, it just doesn't work that way.

    So how much mitigation would you be willing to sacrifice from the Tanker AT to get an offense increase?

    You have to answer this question, because you're case is that the survivability isn't needed.

    OK, let's start there then. Let's say it isn't needed.

    How much isn't needed? How much Base DEF, base RES and base HP are you willing to cut for more damage?


    Quote:
    Originally Posted by Johnny_Butane View Post
    You yourself just admitted Scrappers and Brutes aren't dropping like flies, so you can't deny it.
    There's nothing to deny.

    Scrappers and Brutes are designed to have some measure of survivability.

    They're not supposed to die every time they take a face punch, or they would be pointless ATs.


    I also said that they still aren't as tough as a Tanker, they still don't have the Tanker's mitigation.

    So when you have a proposal to reduce that mitigation to gain more offense in the same fashion of both of those ATs, let me know.


    Quote:
    Originally Posted by Johnny_Butane View Post
    Tankers may have a sizable theoretical survivability edge,

    It's the other way around.

    The Tanker has a guaranteed, consistently higher base mitigation.

    There's nothing theoretical about it, it actually exists. It doesn't depend on buffs, it doesn't depend on inspirations. It's there.





    Ultimately JB, you will never get me or other posters to take you seriously until you answer the tough questions we ask of you.

    You clearly skipped over the dilemma I laid out in my prior post (Let's call it "FA rules the world") and I know you will dodge the question of mitigation reduction here as well.

    You do this every time this debate comes up, which is about once a week.

    You never answer the tough questions.
  23. Quote:
    Originally Posted by Johnny_Butane;4024406[/quote
    When I'm running my Brute on a team or league, I'm buffed, healed, still have access to inspirations, and I'm still not faceplanting 96% of the time.

    When I'm running my Tanker on a team, I'm not faceplanting 98% of the time.
    The point isn't how often you do or don't die. (Although you might want to try TPN & MoM).

    Brutes and Scrappers aren't supposed to drop like flies, they're still not as tough as Tankers.

    A good player can mitigate quite a lot through smart inspiration use, accolades, etc.

    The point is that at the base Tanker's do have a massive mitigation advantage.

    The point is that Brutes are not always buffed to the caps.

    The point is that it's not fair to compare a Brute with an entire League of allies as well as Incarnate buffs & Inspirations to advocate more damage for Tankers without actually looking at the base for either AT.

    There really can not be any further improvement in terms of offense for the Tanker without some kind of corresponding reduction of their mitigation IMO.

    Because when the buffs are gone, when destiny is on cooldown, when you have run out of insps and your Brute gets caught out all alone - there are times where the Tanker will survive and the Brute will die.


    The truth is JB that I think you are just hung up on the name of the AT, and probably the heroic image and the image that you have from comics.

    At the end of the day it's just a set of mechanics, mechanics borrowed heavily from the concepts of other MMO design but fashioned slightly thematically on inspiration of characters from comics.



    If you're happy surviving "most' of the time, and think you have "enough" survivability and don't mind dying a few more times than the Tanker and want the added damage that comes with the lower mitigation - the truth is you are a Brute player at heart.


    If you want to be the unkillable mass, and you don't care about the offensive cost you have to pay because you want to be absolutely reliable in your mitigation and are more focused on watching after softer teammates - then you are a Tanker player.




    Quote:
    Originally Posted by Call Me Awesome View Post
    With that said I agree with the thoughts on expanding the Tanker's aggro generation abilities in order to separate them from Brutes & Scrappers... I like the idea of an increase to the aggro cap and possibly the Taunt target cap. I don't think we need anything huge, but moving the aggro cap up to ~22 or so would be about in line and possibly buff Taunt's AOE to as many as 10 targets.
    I don't think this would be out of line, and its one of the few changes I would probably support.

    It allows Tankers to soak up the aggro of larger groups but it doesn't mean they will outstrip a Brute of any targets focused on them automatically.


    Quote:
    Originally Posted by Call Me Awesome View Post
    For me the bottom line is that a Tank is defined by it's durability advantage (check, we're good there) and it's unmatched aggro abilities (we could use some work here).
    I don't necessarily think that unmatched aggro should be their specific forte, but if that simply means they can pull more targets overall to bring their mitigation to bear, then I'm OK with it.


    Quote:
    Originally Posted by Call Me Awesome
    We have roughly 25% more durability and they have roughly 25% more damage. Sounds fair to me.
    Actually Tankers have 25% higher base Defense, which protects from getting hit and amplifies your 25% higher base resistances (which don't come into play until you get hit), which in turn magnify your effective HP - which Tankers have 25% more to start with as well.

    It doesn't work out perfectly evenly from set to set, but 25% tougher is misleading.

    Compare an SD Brute with 45% DEF, 30% SM/L Res & 2400 HP and (guesstimate) 20 HP/S Regen vs. an SD Tanker with 45% DEF, 55% SM/L Res & 3000 HP & (guesstimate) 35 HP/S Regen.

    That's a lot more than "25%" more durability.


    Quote:
    Originally Posted by Johnny_Butane View Post
    Apparently the toughest Brute ever built, because to listen to some people, Brutes are dropping like flies all the time.

    I have an Incarnate SS/Inv, a mid level StJ/Fire, an Elec/EA and a baby TW/WP.
    You're constant use of hyperbole doesn't help your case.

    The problem with your hyperbole and insistence that Inspirations, League Buffs & Incarnate powers can make you un-killable is that you are playing Invuln and not FA or Regen, or any set not softcappped.

    The problem is your hyperbole effectively means that if there is no meaningful survivability difference between a Tanker and a Brute, then there is also no survivability difference between Invuln and FA.

    And this is simply untrue. I don't even think you would dare make such a statement.



    Have you tried other sets on incarnate trials that are not Invuln, which is hands down probably the toughest outside of stone armor?

    Let me know when you start running your StJ/Fire on trials. Let us know when you get put onto some kind of pull duty solo, or simply end up alone, or you are in charge of keeping maelstrom occupied and you're on an outside team without much support.

    Let us know how that works out.



    Quote:
    Originally Posted by Ultimus View Post
    Well in all fairness an IO'd out Invul Brute is probably the toughest Brute in the game aside from a Granite Brute, especially if you are packing Rebirth on top of that. I'm not trying to discount your experience, but I have a SS/Fire, SS/Elec, SS/Regen, and an Elec/EA Brute all at 50 and you really do have to watch yourself in trials at times.
    Agreed.


    He still has to answer the question to the dilemma he created.

    Otherwise FA is hands down just as tough as any other set due to league buffs, inspirations, incarnate powers - and it also has the best offense and therefore every other set in the game is mechanically at a disadvantage.

    It's simply not true for FA vs. other sets and it's not true for Brutes vs. Tankers.
  24. Deus_Otiosus

    SR versus SD

    Quote:
    Originally Posted by boppaholic View Post
    Thanks for the advice. You're right, I am DDR capped by the second stack in AD. I thought you did yours with the third slot so that you would have higher DDR on first application and you would be able to activate the second application sooner... so you ramp up to capped DDR faster. I figured with 2, it works well for me .

    I'm not familiar with enhancement boosters, what do they do exactly and are they pricey?

    Edit: Just saw what enhancement boosters do and good god wow. You can really make a character dirty, especially a high end build

    Just edited my post to add a slightly different idea that struck me afterwards.
  25. Deus_Otiosus

    SR versus SD

    Quote:
    Originally Posted by boppaholic View Post
    Deus_Otiosus, you are awesome. I've been looking at my Shield/SS Tanker for a long time figuring ways to help its HP cap. I used your build, took out Dark Melee and replaced it with Super Strength. I use Cardiac instead of Spiritual because I have no endurance recovery tool like Dark Consumption. But I did make some other tweaks here and there (I don't use travel powers, so I got a pet instead) and I am quite pleased with the build you helped me create. It is DDR capped, and its HP is at 184.3% or 3454 HPs when OwtS is up (and that's without slotting a healing enhancement). I could have gotten that extra 80 HPs by slotting for it, but I decided to put a damage proc in one of my main attacks instead.
    Hi, glad to have helped!

    It looks good.

    If you can get the Glad Armor: Res to pick up a 0.04 EPS bonus that would be nice, but that's also pricey for what you get. Skipping it isn't a huge deal really.

    I don't see anything that jumps out at me as something I would change. I might pull the psi proc out of Haymaker for the third membrane in AD but you look like you'll be DDR capped once it stacks on itself. I just prefer to be extra cautious with that portion of DDR.


    I agree completely with the choice of cardiac, and as far as I'm concerned there is no other choice for SD/SS/Soul.

    Spiritual helped the build I had hit the HP Cap fully, but Cardiac sees you gain from 2% up to 5% additional resistances (5% for SM/L). Looking at the kind of damage you take and how frequently you take it on iTrials - 5% SM/L resistance is a very decent trade off vs. an extra 50-100 HP (along with the end benefits, which SS & Soul demand).

    Alternatively if you wanted to hit the HP cap with OWTS running, you could drop the L50 Res IO for a L50 Heal IO. You lose 3% Res to Ene/Neg/Fire/Cold/Toxic - but you will be fully hardcapped to SM/L still and can hit the HP cap.



    If you have any enhancement boosters from purchase or from paragon rewards, toss them into the rech IOs in hasten.


    Lastly, with rage you won't need the Kismet in Phalanx Fighting.

    I would drop that, put the LoTG from Grant Cover there and either slot a L50 End Rdx, an Enzyme or if you have the inclination (and the Inf) you could slot the Shield Wall Unique there.




    Or you could do this (3100 HP before OWTS ) :


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