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Posts
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Quote:It will help, because you will be able to learn how to improve on whatever build you put together, as opposed to just cutting and pasting a build and not really knowing why it's good.Hmmm well to me that is kind of a waste effort or not, it just does not make sense when you really know nothing about it, but if it will humour folks here I guess I will anyways thanks for all the help, I am focusing more on attacks then the aid self pools and stuff,
Good luck. -
Quote:Rage lasts 120 seconds.I thought I had read somewhere that if you could get your recharge to where Rage recharged in less than sixty seconds that you didn't suffer any down time at all from it?
Then you crash for 10s, suffer -20% to all DEF, -25% End, and -10K to your damage bonus.
If you activate Rage before the 120s is up, you can negate the -DEF portion, and only the -DEF portion.
So if you can re-activate Rage in 119s, you will avoid the -DEF.
In which case, you don't need all of that recharge.
Now if you want to double stack Rage for the +DAM, then that's a different story.
Although I personally avoid it.
My recommendation would be to rebuild for a minimum of 30% DEF to SM/L/Energy/Neg. If you can get SM/L to 35-45%, even better, 45% will require sacrifices. -
Quote:Ignore people who cry FOTM.The problem with overhyped sets is that now I feel "bad"* for making an Elec/SD scrapper the other night. I just thought Electric Melee fit her concept and Shield gave me a nice place to stick a costume emblem. I didn't know it was a dirty overhyped FOTM build, I swear!
*Ok, not too bad. I still intend on playing her.
For one thing, it's been popular longer than a month.
For another, effective is effective - people are free to create their unique and beautiful snowflake, but their cries of FOTM shouldn't deter you from playing what you want.
Being awesome will be an incidental benefit. -
Quote:Well the membrane will up your DDR a touch, I haven't checked but probably a few percent (which would then get doubled), could be as much as +6% to DDR - and then ring down the recharge a touch (which you probably don't need)as for the extra membrane/enzyme in AD how much benefit will I get from that exactly?
The enzyme would do the same (more actually), but will also decrease the End cost.
Quote:Also re-ran the pylon with this build and the cardiac alpha for a time of 3:47 (297 dps)
Thanks Dues for the help!
Well done! Only 3 DPS from breaking the 300 barrier, that's amazing.
I doubt my Brute will be capable of that, due to lower numbers from AAO, Soul Drain and damage bonus saturation from Fury.
I debated whether I wanted the top end DPS or if I wanted the added AoE & Survivability from Dark Oblit & Darkest Night, and chose the second direction. -
Quote:I don't think I see anything I would outright call a mistake.Hey!
Was hoping yall could give my dm/sd a good looking over and tell me if there is anything glaring wrong that i have messed up in my respec of this toon. End is a bit of an issue but typically only when I'm solo and facing an AV. (The cardiac tier 2 = never ending end). What I was also wondering is that with the higher spiritual slot would End be better with liberal use of CP if so would it sustain the end or is this just going to be something I need to test myself?
Thanks for any suggestions all criticism welcome.
Your endurance consumptions is a bit high, and even though you have good recovery I'd probably try to find a way to bring it down a touch - that being said the cardiac alpha will probably do that for you.
A few changes you could make:
Since you only have 5 slots there, you might as well go for Armageddon in Dark Consumption instead of Obliteration.
Although I would actually 6 slot DC with Oblits at that point, and 5 slot armageddon in SC.
You can gain a very tiny amount of +resistance (1%) by slotting the Steadfast unique in Deflection - this costs you no extra slots.
If you needed 1 slot for anything, you could remove the +DEF piece from CJ and still remain softcapped. I'd be inclined to use it in Active Defense for a 3rd membrane, or to add an enzyme.
Other than that, it looks solid. -
Quote:I have no illusions about the ST damage, it is very poor (I should do a pylon test one of these days just to see how bad it really is).Yeah well....it doesn't take me forever to kill bosses, so there.
The lackluster single-target damage is the biggest drawback of Electric melee for me. The Elec/Shield hype tends to conveniently ignore that aspect. Not that other powerset combos don't have their drawbacks, they all do. It's just that part of the problem with overhyping a set is that the downsides aren't mentioned, and people gravitate toward the set thinking it's awesome at everything and end up horribly disappointed when it doesn't do what they wanted it to.
Generally I'm running through tips at 0x8 with bosses off, or I have 7 other friends to take care of the bosses - because I took care of nearly everything else.
I like when people are horribly disappointed, because it means they didn't actually bother to read up on a set before they used it. -
Quote:Ignore the crash haters.Taunt, Footstomp, and Knockout Blow will still keep you useful during the crash
Some people just aren't willing to pay a 10 second tax for 110s of awesome.
Quote:Rad is indeed pretty good but (like Fire/Dark corruptors) it does suffer from the "snowball effect" where it's popularity is still way out of proportion to how much better it is than other sets (also known as the Harry Potter effect).
To use a bit more technical terminology, it allows you to pew pew pew.
Quote:Elec/Shields. Yeah, sure, you get two awesome mini-nukes, but they're on long timers, and your single-target damage sucks. Making one awesome isn't cheap, so you might as well take the inf you were going to spend to make "teh awesome farmer" and go spend it on the characters you're farming for. And if you're not spending the inf to make it awesome, you're not killing anything when you're faceplanted.
Those "long recharge" nukes are on 28s timers, i.e. one is up every 14s.
Both are supplemented by Thunder Strike (which doesn't get enough credit for the DPA that it has), Ball Lightning & Chain Induction.
Softcapped, no purples, no PvP IOs and post AMs the entire build was put together for about 500 mill and 10-12 Alignment Merits.
It is a specialized Softcapped & highly survivable, high burst AoE damage dealer and is in fact as good as a lot of it's hype.
Quote:Well, on the grounds that people want to solo and team, I'd say Dark Miasma would be popular for that reason alone.
I found my Dark Miasma users to solo a lot better than my Rads.
This build, with inherent fitness, can have 3 AoEs, 3 ST Attacks, and all of it's primary debuffs & controls by L20.
I think Fire/Rad is a stronger end game build, but my experience matches yours and for leveling I found Fire/Dark Corr the much better solo build. -
Quote:Yeah I've compared both builds a dozen times and I think I just prefer everything that build has in comparison to the other.Looking at the two I'd have to agree I do like the first one better
I wanted as much AoE as I could muster, but as I've been using Shadow Maul in my level up build - I really just don't like it very much.
I also think that while I'll lose out on the bonus healing from Siphon + Spiritual, Cardiac overall will do more for the build. -
Quote:Just a quick note. I think Shield Charge is a bad power to compare Scrapper Vs. Brute since it can't take advantage of the brute's higher dmg cap. I know that doesn't justify it being so much better for scrappers than for brutes, but it's just because that is what the coding supports and the decision that was made.
It goes beyond the Damage Cap issue.
Th Brute at +400% damage damage bonus, the maximum for the SC Psuedopet, is only doing 284.
The Scrapper self buffed to 200% damage, is doing 50% more damage than that.
As a matter of fact, the Scrapper SC at 100% damage still does (marginally) more damage than the Brute SC does at 400%.
Since we're talking solo and self buffed, it has little to do with the damage cap and more to do with this:
Quote:Originally Posted by Issue 18 & Going Rogue Patch NotesShield Charge Changes
- Made several changes to correct balance problems introduced a few months back:
- Brute Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 1.8 Stage 2 has a 20' radius and does scale 1.275
- Tanker Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 2.04 Stage 2 has a 20' radius and does scale 1.445
- Scrapper Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 2.7 Stage 2 has a 20' radius and does scale 1.9125
Maybe there is someone better than me at math (lots of people) who can work out how much Fury the Brute would need to do only 80% of the damage of the Scrapper version (ignoring the pseudopet limitation).
It certainly isn't 400%. -
Quote:Hi guys,
Trying to decide between brute or scrapper for my Elec/SD. It seems like scrapper is the superior choice for LR/SC damage, but I hate how mobs tend to run from most of my scrappers. None of my brutes have this problem.
Is the taunt in Scrapper AAO sufficient to keep them from scattering? Or is it the brute taunt-attacks that keeps them clustered up better?
You want the scrapper hands down.
AAO will prevent any kind of Scatter, and the scrapper versions of SC & LR are in a class by themselves.
The Brute versions are a pale imitation and do no justice to either set. -
Quote:Hi guys.
Firstly thanks for taking your time to read and put up with newbs like me.
I want to make a character with Dual Blades/Super Reflexes and Force Mastery as the ancillery power set.
My question is this; Should I make that toon a Brute or a scrapper?
My original idea was to make a brute since I don't have much experience with those, and thought I'd like to give it a go, but I've been reading around on Brutes Dual wielding blades, and it seems to me that everyone says that DB is alright for brute, but not as good as scrappers due to brutes fury system.
I read some ppl just play DB on brutes and pretty much ignore the combos which is something I do NOT want to do
So please if anyone has any advice. Should I go brute, or scrapper?
Do you want to play on teams or solo?
If you play on teams, do you want to take a large share of incoming aggro & damage while you run around and kill stuff o do you want to run around and kill stuff unfettered? -
Quote:You will never notice that .1% below softcap that you are sitting at. You could watch the combat logs all day and probably never see a time where that .1% was the difference between being it and not being hit. Hell, even sitting at 43% you will almost never notice any difference between that and being at 45%.
If that slot could be better used elsewhere, I would do so, 44.9% is so close to being softcapped it might as well be.
I agree.
I still think the OP should post the build, I'm fully confident that the slot in Stamina can be kept, while also achieving full 45% defense. -
I took your build and got it a bit closer to softcap.
Actually, Melee is softcapped.
Ranged is nearly softcapped, and AoE is up above 40%.
I had to make some sacrifices, chiefly the loss of 5% global recharge.
I could get it softcapped, but it would require either the sacrifice of more recharge or purples to keep the recharge while getting softcapped.
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Here's one with some excessive tinkering, but I'm not really convinced this would be a good way to go - might provide some ideas.
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Quote:Well I'm not going to disagree with that.Exactly, it's the total damage with one or both those buffs up (So when FE is active case it'll be split into two orange numbers above their heads). It's the damage each would do with Burn having popped one or both of them, taken from Mids final damage figure.
FE is absolutely amazing on a Brute now.
I didn't actually think that FA overall damage capability was better on a Brute.
It's a bit of a consolation I suppose, but for how I play my Brutes (main aggro holder) FA simply isn't resilient enough for what I need it to do.
Quote:Some has already been covered already, yes, /Shield is more awesome on the Scrappers, but /WP is more awesome on the Brute.)
And WP + Katana or BS is more awesome than WP + Knockdown.
Quote:It's been my experience that Shield Scrappers just pull aggro off everything! I've watched them do it, and I watched one doing to my Dual Aggro Aura, Taunting and Punching, Ice/Ice/Arctic Tanker.
It's much more unlikely that a Scrapper will peel aggro off of a Taunting, AoE pounding, Taunt aura having Brute.
Or some of the more offense minded Tanker builds.
The strength of AAO is a problem for a lot Tankers though I imagine. I believe the strength of it's Taunt aura is to provide what the developers consider a "negative" in that you take more incoming damage in order to deal the damage that you can do - this is not too dissimilar to part of the design concept of Brutes.
Quote:That said, the Shield Brute still has more HP than the Shield Scrapper, and on a team with +Resist thrown in, that Shield Brute will out survive that Shield Scrapper even more.
Outside of using OWTS + buffs for limited periods of near invincibility, I find it's a very rare case for a Brute to be getting OVER +45% resistance buffs to smashing/lethal, and OVER +50-60% resistance buffs to other types of damage.
If an SD Brute is not getting over those numbers, then they have the exact same resistances as an SD Scrapper.
In which case, it comes down to a 12% HP advantage for the brute, and a handful of extra HP per second. -
Well, the second build would require the ultra rare to run that chain.
I *think* it should work out, as the ultra rare will add 30% recharge to each attackafter ED, including maxing hasten out.
However, I was actually planning to run
Midnight Grasp/Gloom/Smite/Siphon Life/Gloom/Smite
Which I think requires similar recharge anyway (for gloom).
Part of why I like the first build, I'm guaranteed to run the chain above and could just as easily run MG>SM>SL>SM.
Obviously I'd run the one that was better DPS, but I'm not positive which is the best. -
Quote:Some figures from Mids, based on my Broadsword/Fire scrapper vs my Stone/Fire Brute.
Both are frankeslotted to 95% damage on Burn and I've assumed a 60% Fury rate on the Brute.
Code:Without Build-Up or FE : Scrapper : 261 Brute : 338 With BU : Scrapper : 395 Brute : 421 With FE : Scrapper : 370 Brute : 460 With both : Scrapper : 560 Brute : 572
Thanks for taking the time to put some numbers up.
I'm not sure what you mean by BU or FE, BU is +damage bonus and FE is a straight damage proc-like effect.
Or are you just adding the "proc" damage from FE on top of it all? -
Quote:I think this is your buildWould switching out Hecatomb and Crushing Impact in Smite and Midnight Grasp as well as adding a sixth slot for recharge requirements in MG increase my DPS?
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I assume you're running Midnight Grasp/Smite/Siphon Life/Smite, so yes it should improve your DPS due to the hecatomb proc being given more chances to go off.
I did the exact same swap on my SS.SD Brute moving Hecatomb from KO Blow to Haymaker and saw a definite improvement.
If you have time, I'd love an opinion on these two builds (slightly modified from my earlier posts, I just can't leave the build alone).
I really wanted Shadow Maul, but I'm playing with every option available.
Here's probably my favorite of all the builds I've worked out, with the exception that I would lose Shadow Maul.
With this build I would go Cardiac.
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Vs. This build with the Spiritual Boost ( I get to keep shadow maul)
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Quote:It's generally the case that sets shared across ATs work best for one over the other.
In the Brute/Scrapper case Shields do indeed favour Scrappers more.
It's not just a case of a little bit more, you're looking at nearly 50% more damage every 30s on the set defining power, as well as a massive increase in ST DPS over a shared primary through AAO.
Quote:However Willpower and the new Fire lean towards Brutes more IMO (Willpower because the higher HP means better
regen rates and a higher "buffer" of HP to work with,
If you play on teams at all, the Brute will very likely be taking much more incoming damage than the Scrapper and will often be called on to take alphas and hold aggro on what amounts to an extra 10-12% HP and 10-20 HP/S regen.
The Brute versions is more survivable, and I have no problem with the Scrapper version of SC and AAO doing more damage.
But the disparity is too great in damage dealing in the case of AAO, SC & LR - and it's much greater than the survivability advantage when comparing WP vs. WP.
Quote:Burn plays with Fury much better now, Burning Aura has a Taunt and Fiery Embrace now takes Damage buffs into account).
an FA Scrapper).
I'm also curious how they compare if we go outside of SS and compare using primary sets with persistent damage buffs (DB, Claws, KM) or if
we simply compare sets that can do BU > Burn or BU > FE.
Just goofing in mids with 3 L50 Healing IOs:
Brute Healing Flames: 746.18
Scrapper Healing Flames: 666.23
So the Brute has a clear advantage here, but if we go by how much more effective the Scrapper version of SC is, it should look like this:
Brute Healing Flames: 986
Scrapper Healing Flames: 666.23
Look ridiculous?
That's because it is.
The disparity between any two similar Brute or Scrapper powers should not, imo, be that massive. -
Quote:The only sure change I really believe should happen to the set is making it hero accessible. I am not a professional or expert on the numbers in the game so I would like to hear from you guys. Anyone out there have and currently play a Energy Aura brute or stalker? I have quickly come up with a (pretty expensive) build on Mids for an Energy/Energy brute with good defense towards most and less than desirable resistance, but paired with good recovery and decent regeneration:
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- Swap 4 piece Mako for 4 Piece Kinetic Combat in Barrage, you have enough Global Accuracy to not worry about it.
- Swap4 piece Mako & 1 piece glad strike for 5 piece Crushing Impact in Bone Smasher
- If your goal was Psi defense, leave Impervium Armor as is. If your goal was +End Bonus, you can swap these to Reactive Armor to cap your Energy DEF and shore up your Neg DEF. You should have no endurance worries on an EA brute.
- I think this is an exorbitant amount of inf to spend on an EA build as you could get dramatically better results on a number of secondaries. But I suppose if you like EA that much, go for it.
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My Widow/Fort has enough Recharge to perma hasten and ML, as well as run ST chains I am satisfied with.
Which left me with two choices:
- Musculature approx +30% Damage (with the eventual ultra rare)
- Cardiac for approx +30% end reduction (with the eventual ultra rare)
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Quote:In my experience is still works out to 200-250 HP or so.Brutes make out better on IO +HP set bonuses, due to higher base HP.
It's nothing to sneeze at, but it doesn't suddenly make you a "tank" either.
Quote:I don't know about anyone else, but I've always felt tougher, no matter the team makeup, on my Brutes than on my Scrappers.
But on constant teaming and TF situations my brutes clearly take a much larger share of incoming attacks than even my most heavily AoE focused Scrappers do (Elm/SD for example).
Quote:Brutes are still awesome, anyone who says differently are kidding themselves
There are quite a few bits and pieces that I feel under perform well beyond the simple differences between scrappers and brutes.
Even without the damage cap reduction, Brute SC and LR are quite frankly sad imitations of the Scrapper versions.
This is why when Elm or SD are ever considered in any thread about "scrapper or brute?" the answers are almost universally "Scrapper".
Here's why (2 of my own characters)
- SS/SD Brute with more than 400% Damage bonus(AAO, 2x Rage, Frenzy): Shield Charge for 284
- Elm/SD Scrap with 200% Damage bonus (AAO, BU): Shield Charge for 423
Do you think the SD Brute, with 2288 HP is so much more survivable than the Scrapper with 2024 HP that it warrants the Scrapper's SC to do nearly 50% more damage over the Brutes?
In addition, the Scrapper's Shield Charge can utilize another +200% damage to increase that even further. - SS/SD Brute with more than 400% Damage bonus(AAO, 2x Rage, Frenzy): Shield Charge for 284
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Quote:This is true in theory.Yep. The Brute's greater hit points are, in effect, balanced by the mechanic used to build Fury. Those hit points are needed to build to Scrapper damage. Solo, it should all balance out.
On a team, the Brute has higher caps, allowing him to achieve higher survivability with team buffs to back him up. He also has more targets on which to build Fury. On the other hand, he loses damage because the amount of damage buffed by the team is lower proportionally than the Scrapper.
Practically speaking you will come across +Damage bonuses from your team more often than you will come across +Resistance bonuses.
It's even rarer that you will come across enough resistance bonuses to take you past 75% in anything that your secondary wasn't already specialized in.
+Defense bonuses are effectively the same for both ATs.
Only the sets that have a particularly strong resistance to a specific damage type will ever actually get to take full advantage of the Brute higher resistance cap on a consistent basis: Stone, Invuln, Ela & FA.
WP can also do it for limited periods, but it requires 3 slotting SoW with Resistance IOs.
So outside of those sets, the only practical advantages the Brute has are +200-250 HP and slightly better regen due to that. -
My Fort's attack chain is seamless and completely ranged:
Dominate > Subdue > Gloom
I did this specifically because the alternate build on the character is full melee, and I did not want a second full melee chain (even though it's better than the fort ranged chain).
The goal was a fully ranged chain.
As the free respec-mageddon continues, I have the option to pick up Follow Up and fully slot it.
I will still primarily fight at ranged, but this would give me the option to move into melee and, hopefully, increase my damage output.
So my question is, will adding FU benefit or hurt this ranged chain?
And what should the chain be with FU in it?
I have enough recharge to run FU + any 2 of the ranged attacks seamlessly, or I can run FU + all 3 attacks.
Thanks in advance. -
Quote:The Scrapper is, and always has been, the much more consistent and convenient option.Thankyou for the advice.
I am now determined to make a dual blades/willpower character but honestly now I am leaning towards Scrapper. With the new fury is Scrapper definitely the higher-damage-output option?
How much more survivable is the Brute?
ty!
If you want to just run around and attack stuff in melee without having to worry about anything, pick Scrapper.
The Brute is more survivable by about 200-250 more hit points, but on teams you will most likely have a greater share of incoming attacks than if you had made an equivalent Scrapper, and as a Scrapper you'll be doing more damage.