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Because Fire Farms in AP and CAP are all the rage, where morons charge people 8-15 million per PL-Farm run and even bigger morons pay those prices to be PLd.
At the OP: SS/FA is all over the front page, please try the scroll wheel on your mouse for instant win.
You'll have to forgive most of the more serious posters who really could care less one iota about which build is the most epic for farming stuff, because epic farming is an oxymoron - especially when there is a post on this like every two hours. -
Quote:Since you've gone and done this, I will now be forced to go and test with several Brute primaries (they have varying recharge capabilities too).I just went and beat on a Rikti dummy on my SS/FA, just doing my normal attack chain. I was hovering at around 70 Fury once I got going. So that's with literally nothing attacking me, just Fury gained from my attacking. Since on teams I'm usually at 80 Fury with entire spawns unloading at me, I don't consider it a huge difference.
TBH, it was a bigger deal before the Fury changes. Back then, you really did need a lot of aggro to maintain high Fury.
Quote:I apologize for contributing to a derail of this excellent thread, and I'll try to keep my response short. The rest of Deus' post really isn't worth quibbling over; it appears we agree on just about every significant point, and engaging in a lengthy debate over this-or-that particular turn of phrase is rarely productive.
Quote:Second, and as above -- even if we stipulate that the presence of a Tanker can lower your consistent Fury level by 20-30%, is it not appropriate that there should be a downside to Fury? Is every single member of a full team entitled to their best-case solo performance by default, on top of whatever other benefits the team provides?
They have no inbuilt mechanics that throttle their performance. Scrappers deal damage consistently, crits can be factored into DPS.
Tankers perform at their higher Def & Resistance numbers consistently.
Brute performance however always relies on the dictates of Fury - which is subject to team comp, encounter composition (i.e. hopping around in the BM encounter instead of being able to just stand still and DPS).
It is lessened now as you said, but the variable and "downside" exists.
Quote:Third, and probably most important: I know your last statement in the above quote was tongue-in-cheek, but still it's worth noting that there's a significant difference between a 20% disparity in AT damage modifier, and a 20% difference in base damage buffs on a character who is already dealing at least 295% of his base damage (that's ED-compliant slotting and 50% Fury). In the latter case, an extra 20% in base damage would only represent a 315 / 295 = 6.7% net gain.
I think a fair number of players, and powersets will see that number drop even further - say 60%? (My WM brute is not built nearly as well as my SS/SD, he is forced to hang back on some occasions and WM is slow, like molasses uphill in July slow - he is usually around 60-70%)
At the top end, the only end I care about, how far of a performance drop is acceptable when some else is tanking before the Brute simply loses completely to a Scrapper who gets to deal 100% of their already superior damage all of the time.
Quote:In a full team, having one guy do potentially ~7% less than his peak self-buffed damage is absolutely trivial to the team's overall performance, particularly given that you're probably going to have at least one damage-boosting buff/debuff from the team that more than makes up the difference. Teams are more than the sum of their parts, and we all occasionally have to make allowances. That's all I was saying.
My personal theory is that the Brute's peak is already lower than the Scrapper's peak. A peak which pulls out further and further ahead the more +damage you add.
If the Brute loses the damage game so completely to the scrapper, and loses the tanking game to the Tanker on the team (who the brute is supposed to "cooperate" with, allow to them to take aggro for big important fights while the brute also accepts a damage performance loss in doing so) the Brute then serves a mediocre role on the team.
I don't sign up for mediocre.
It's an extreme opinion, but it's mine. So I will not be relinquishing aggro duty to any tanker on any Brute I have built for teaming (i.e. not dying while killing stuff in droves) - because if I do, I simply can't justify playing a Brute when I could be dealing better damage on a Scrapper while also handling "off tank duties".
I just want to add the caveat that I don't think Brutes are mediocre, I think they are amazing. But this requires them to be making the best use of both of their roles (which is actually one role), soaking aggro and dealing damage.
And regardless of my opinion, I appreciate the discussion with both of you. -
Quote:I took my FM/SD Brute to test once, and gave it a full top end build with purps, glad unique, you name it.Scraps benefit more from AAO
Brutes get fury boosted DoT
Brutes get Gloom
Anyone done any number crunching here?
Best I was able to manage was 240-250 DPS, with gloom, which was seamless. The Brute DoT and Gloom do nothing to come even remotely close to what AAO does for a Scrapper.
The Scrapper wins. -
Quote:I just wanted to come back to this, I'm going by Bill Z's numbers here (at the top end of builds)I'm down to trying to decide whether to go BS/ scrapper or BA/ brute on my next toon. I've never tried /WP, so that's where I'm heading on the secondary for this guy. I have a MA/SR, and I'm thinking there has to be higher DPS ST melee toons out there.
Scrap Martial Arts
DPS 165.4
Scrap Broadsword
DPS 154.8
I'm not sure Broadsword is really going to give you want you're looking for, if what you are looking for is ST DPS (or WP for that matter).
If what you're really looking for is to "drop stuff faster" than you do now, you really do need to choose a Secondary, and even a primary, that has more AoE damage output.
I might suggest FM/SD - but my first suggestion would be to post your MA/SR build and see if people can't help you tweak that build first. -
Quote:I don't expect them to expressly take a backseat, but watching them waste their time to taunt AVs off of me that I am in no danger from is not some uncommon occurrence (when I'm on a PUG).Tanker to take a backseat and not fight as much so that you're always at max Fury.
Quote:The Tank shouldn't be spamming Taunt like a slack-jawed ninny on targets you've already got under control
Quote:If you and the Tanker can't help competing for aggro -- usually because there's a shortage of targets -- then them's the breaks. If he's significantly more sturdy than you, the Tanker should try to do everything in his power to keep aggro away from you
If the Tanker gets to the fight first, and begins taunting like mad. Yes.
Otherwise, Brutes generate higher threat per target through damage combined with their threat mag and any secondary effects they bring.
Quote:You're right to the extent that some Tankers seem intent that they should have 100% aggro, 100% of the time -- which is silly in many if not most team situations
Quote:I'd say that the situation you describe -- wherein the difference in Fury generation a Brute gets from aggro is a significant help to the entire team -- is sufficiently rare to fall under the category of, "Not most of the time." YMMV.
You can, and will generate higher fury and therefore higher damage with more incoming attacks.
Fury, is largely a competitive mechanic. it's just the nature of it.
If you're on a Brute, and you are not generating high damage through Fury and someone else is Tanking and has the vast bulk of aggro - you should be playing a Scrapper instead.
The Scrapper will be doing more damage, consistently and without regard to how much aggro they have. They will also benefit from team +damage bonuses more than the Brute will.
Brute's are the only melee AT who are rewarded, mechanically, for generating threat. The only thing that comes close are auras that grant benefits when the user is surrounded, which is not the same thing.
Quote:Originally Posted by ObitusThe extra ~20% or so base damage you might be able to get from having lots of aggro isn't even a blip on the radar of a full team, anyway.
On the times I've hung back a bit, I usually end up with something like 50% Fury as opposed to 80% Fury.
That's 60% base damage, which is almost like never turning Rage on, or never using BU - which no one would advocate doing whether it is a "blip on the radar" or not (and it's not always a blip on the radar btw, only with Fulcrum shift).
Besides, if 20% base damage isn't a blip on the radar, Silas should start endorsing Defenders over Corrs. -
Quote:If you're saying, that Silas said, that Tankers should work to cooperate with Brutes so Brutes can deal optimal damage - then I suppose I missed it in his post.That sounds suspiciously like cooperating, which is what Silas said.
I'll let you quote that part to me later since I seem to be hard of reading.
Instead what I read was,
Quote:Originally Posted by SilasYes, it is hilarious and rad to wrench aggro off a Tanker by dint of kicking orders of magnitude more anus, but most of the time its not gonna help the team any more.
And it helps the team, by stuff being dead faster.
What I posted was that the Tanker should re-prioritize, and what is written there states that the Tanker should have aggro. -
Some quick ideas:
I think the Analyze Weakness in Slash is unnecessary, if you really wanted a proc like that I think the GSFC BU proc in FU would be better.
I would switch RttC to Numi pieces for the +HP, you have solid recovery already.
It's not a bad choice, but I prefer 4 piece perf shifter in QR. It has a higher HP bonus, and also adds the proc which is better than any single L50 IO worth of End Mod in QR.
I think the regen tissue is unneeded, but if you want to keep it - put it in health. Save the slot, health with 1 L50 IO in it is giving you 2 HP/S (if my mids is accurate).
I don't think the panacea proc is worth it. If you have that kind of inf to spend, I think you'd be better off putting it towards the Glad Unique instead.
Toughness doesn't need the 5th reactive armor piece, it's not doing much. -
Nice work Silas.
I agree with pretty much all of it, but with one nitpick;
Quote:Brutes exist in a state of competition for aggro. Having aggro helps both the Brute (making them punch harder) and the Brute's team (keeping them from being punched hard).Originally Posted by SilasIf there are other melee dudes on the team, you want to be cooperating with them for aggro, not competing with them. Yes, it is hilarious and rad to wrench aggro off a Tanker by dint of kicking orders of magnitude more anus, but most of the time its not gonna help the team any more.
Not all Brutes are designed to hold the lion's share of aggro; but the ones who are, do not require a Tanker to "save" them and there is no reason for such a Brute to specifically relinquish aggro to a Tanker in such circumstances.
Brutes and Tankers can co-exist on the same team (it's not a myth!), but it often requires a bit of ego-swallowing on both parts and often the Tanker's in particular.
Brutes that can handle the aggro they generate should be left to do so, they also tend to focus on dealing damage, because they can.
Tankers in this instance should re-prioritize, and focus on gathering excess aggro that can spill onto the squishies - especially in hectic AV fights (let's say end of the ITF, or end of LGTF) the endless waves of lower tier enemies are often the greatest threat to the support crew as opposed to the AV who will most likely be totally locked down by any competent melee engaged with said AV (if they aren't already debuffed into jelly) -
Quote:All it takes is a robust or two for sets like Invuln, or WP.Only Stone Armor can hit the resist cap for Brutes on S/L. Even Invulnerability is hard to get over 75% S/L resist.
@OP: If you had asked BS vs. WM I might have been able to make a strong case for Warmace. But I think on the whole, BS is a much better set than BA is. -
Quote:You're still missing the point, your endurance consumption on the build is still too high.As a note toward the Endurance numbers, do keep in mind the lack of accolades, and the fact that Performance Shifters do not add to the MIDs given number. That's all!
And there's four of them in that build.
Unless you are supporting this character with a /kin or /rad with well slotted AM or something.
And you should always properly slot QR at the barest minimum, not slotting QR and just tucking a perf shifter in there is a mistake.
QR is not physical perfection, it's better than Stamina. Slot it.
Quote:@Deus_Otiosus - I have to shake my head at the use of Enzyme Exposures. It's still up in the air how legitimate they are. Regardless, I wouldn't have him use them for that reason.
Quote:Otherwise, the lower recharge number is a mild concern due to Claws needing insane levels of it to maximize damage, but I do acknowledge the higher Recovery.
Your first build will most likely bottom out. -
Quote:Mids links act funny for me, I cant utilize anything but the data chunk.Oops, the link wasn't exported. Sorry about that. Hope this works. Click and it should save as mids_build.mxd.
http://www.cohplanner.com/mids/downl...28FF0042B7EE3A -
Depends on your goals.
The problem with EM is that at the top end it puts out similar ST DPS to several other sets which are just plain better.
If you simply like the concept, you can work around the issue by going Mu and picking up E-fences and Ball Lightning. Then you'll have 2 TAoEs, SC and Whirling Hands.
You won't win any awards for AoE damage, but you'll have made some definite improvements over what EM brings on it's own.
Any reason you want EM specifically over KM or any other set for that matter? -
Quote:Claws/Elec should be a solid combo.Since my main hero is a /willpower scrapper and I want to try something new, I think I'll give the Claws/Elec a try.
Some tend to skip Grounded, I would suggest picking it up for the status protection and because it makes a nice 1 slot wonder for the steadfast unique if you decide to slot that. -
I made some changes.
The build you posted had an extremely high endurance consumption with tactics running and a very low value of endurance recovery for a WP character.
I removed Tactics in favor of a kistmet piece, it should be enough with focus - it doesn't provide as much to hit but it doesn't suck 0.3 end per second either.
I added more HP through set bonuses, Shockwave which is fully slotted, more END recovery (I also turned accolades on, which increased them further) and the build has higher SM/L Defense (through kinetic combat).
You lost 4% rech, which is minor with Spiritual Core factored in.
As a Brute with 3 AoE attacks, I don't think you need any Taunt IOs in WP.
Let your friend take the alpha and once he gets off a spin or a Shockwave, he will have aggro.
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Quote:SM/WP is definitely a good combo for leveling solo.I find the soft control of Stone Melee to be really useful. I've been playing a SM/WP brute in Praetoria.
If you also play in Praetoria, be warned that Clockwork can really wreck Willpower's day. I turned the difficulty up because once WP gets Rise to the Challenge, I actually feel safer in a large group. Then the Clockwork taught me some humility. They have a lot of -regen.
And Praetoria can be rough for pretty much any powerset, most enemy groups pack a wide variety of damage types or status effects. -
Quote:They're not really the greatest cones, and the damage is not really that high (several other sets easily compete if not having better damage outright).Yes Master, Cone's and high dmg attacks are bad for soloing. I hear that burn, healing flames and consume are also useless.
FA is a good set, its not as good as WP for leveling.
BA is definitely not the choice I would pair FA with for a player looking for a smooth solo experience from 1-50 that on primarily SOs.
And BA/FA is not something anyone would say has any real "shine" in the endgame.
Quote:All secondary powers give your 1 of 2 things. def or res. fire has res and gives you a heal early and endo power at lvl 20. Slotting 1 KB proc at lvl 10 wouldnt hurt much. What 2ndary would you say would be better?
Has a total package of status resistance.
Better vs. Psi (fairly common while leveling redside)
Extra HP
Fast healing & RttC by L16, neither of which are dependent on ACC or Rech. QR by L20.
Gives you both defense and resistance.
And WP is pretty much the poster-child powerset for (quote from the OP)
"I'm looking for a set that starts to shine without being fully IO'd out at maxlevel with all epic powers :3 Basically something that will be soloable and fun in the 22 - 49 range." -
Quote:I cant endorse that combo for someone who wants to solo, and is looking for an smooth ride while levelling.Battle Axe/Fire Brute!! You get your heal at lvl 4 and you get some cool looking attacks taht hit really hard.
At the OP:
You can find nearly the same discussion in
This Thread.
I'll quote what I already said there.
Quote:Originally Posted by Deus_OtiosusFor just someone returning to the game after a hiatus looking for a "fun leveling build" I would probably recommend Willpower as your secondary.
For primary you have a lot of choices, and inherent fitness makes some of the heavier endurance primaries a bit easier to roll with, but I would probably recommend something like Claws, Dark Melee or Fire Melee.
Claws - Good ST & Very Good AoE, built-in rech and end reduction.
Dark Melee - Great ST, poor AoE, with utility/survivability tools
Fire Melee - Very Good ST, Very Good AoE - zero utility
If you're willing to slot very heavy for endurance early on you might also try Warmace or Stone Melee.
Its not that the other primaries I left out are all bad, in fact Super Strength is probably one of the best available to Brutes. The ones I left out are just not primaries I would recommend to someone just coming back for example, SS while amazing at L50 is not a very enjoyable ride TO 50 in my opinion. -
Quote:1-2 End Rdx in your attacks on a straight SO build is pretty much a must have for a Brute.putting 1 end redux in every attack is already crazy from my build philosophy, but i understand that my attacks might be what is killing my end,
Let Fury be your Damage enhancement.
If you are willing to go beyond SOs, some cheap frankenslotting is your best bet. -
I would play your EM/Invuln and see if you enjoy it.
Mechanically? Yes, I agree with you. EM is pretty outclassed.
I don't think you'll end up dying. Invuln is easily one of the toughest sets available to Brutes and and a well built Invuln will be able to survive a huge amount of encounter types regardless of primary. -
Quote:Rage is without a doubt useful for leveling, still the crash can be punishing at low levels - even for WP.I actually really enjoy lvling up SS that was what i was going to recommend, as long as you like rage.
It's fine if you're prepared to deal with it, but as a returning player I was looking to suggest what I thought would be the smoothest ride to 50.
Quote:Now it will be light on AoE until 32 but it isnt really until then that you need to start killing huge numbers of enemies in order to see your xp bar move.
Claws on the other hand can have Spin, Eviscerate and Shockwave by that point - all of which are on 12-14s base rech. Spin you can have by L6, with FU to increase your to hit & damage by L8 - and no rage crashes to deal with.
Don't get me wrong, I love SS. I have a handful of SS Brutes that absolutely I swear by. It is, hands down, my favorite Brute primary.
But after leveling so many of them, and leveling a Claws brute - I think Claws is the smoother ride to 50. -
Quote:I'll touch on this in response to a different quote.Well, where you chose to avoid knockback, I choose to avoid redraw. I already get enough with the occasional Dark Regeneration.
Quote:You know, I love the synergy between KM and Dark Armor. There are stuns and -damage and knockdown for mitigation
The new Fury makes it much more useable as a survivability tool, but I still prefer to simply have built-in mitigation or less mob neutralizing tools like KD, which gives more of a "breathing room" type of mitigation in comparison to stuns or fears.
That's I went for Darkest Night, skipping oth OG & CoF on my DM/DA/Soul brute.
DC means being able to run DN with no issue.
Quote:Ah, I could see that. I avoided that problem by not having ancillary powers that require slots.
I'm guessing you throw in a TAoE attack from the ancillary like Ball Lightning or Dark Obliteration. Do you find the redraw detrimental?
Even then claws has "redraw lite" in comparison to BA or WM.
For something like adding two TAoEs worth of extra damage, the redraw penalty is minor IMO.
You're still most likely doing more AoE damage overall after you factor the redraw (due to the number of targets), and it also gives you yet another tool for a Brute - being able to attack, and therefore aggro, 16 opponents at an 80ft range in a 15ft radius is very useful for my style of play. -
Quote:I runGloom does more base DPA (unenhanced, no procs) than any of your other attacks. Its recharge would prevent you from using it more than once per chain though.
MG > Gloom > Smite > Siphon > Gloom > Smite
So that's two activations of smite and two activations of gloom.
IIRC I have a small 0.5s gap on the second gloom while hasten is running. -
Quote:Just checked mids, and it looks like you're correct. 1.8 KB Mag.I remember reading BillZ talk about shockwave and how it was different for brutes than for scrappers. On his scrappers, Shockwave turned to knockdown when facing +4 enemies, but it was still knockback for his brute.
Its funny because I used the KB to my advantage leveling up my Claws/Invuln (way back when) but then I dropped it in favor of ball lightning and e-fences at l50 -
For just someone returning to the game after a hiatus looking for a "fun leveling build" I would probably recommend Willpower as your secondary.
For primary you have a lot of choices, and inherent fitness makes some of the heavier endurance primaries a bit easier to roll with, but I would probably recommend something like Claws, Dark Melee or Fire Melee.
Claws - Good ST & Very Good AoE, built-in rech and end reduction.
Dark Melee - Great ST, poor AoE, with utility/survivability tools
Fire Melee - Very Good ST, Very Good AoE - zero utility
If you're willing to slot very heavy for endurance early on you might also try Warmace or Stone Melee.
Its not that the other primaries I left out are all bad, in fact Super Strength is probably one of the best available to Brutes. The ones I left out are just not primaries I would recommend to someone just coming back for example, SS while amazing at L50 is not a very enjoyable ride TO 50 in my opinion.