Deus_Otiosus

Legend
  • Posts

    1752
  • Joined

  1. Quote:
    Originally Posted by Blue_Centurion View Post
    Okay, most of us are here cause we like Brutes. Most of us have at least one 50 brute, probably a few. At one point or another a lot of us have had Brute mains. Some of us blow a ton of time/money I/Oing are Smashtastic creations.

    The question is when you are spending a ton on a Brute, is it better to go for huge Recharge to get your powers/heals/attack chain up more, or do you try to make your Brute tankier?
    Depends largely on the secondary.

    But generally, I build for defenses first and recharge second.

    The amount of defense I plan to build for is, again, dependent on the secondary.

    Even on resistance sets that rely heavily on their self heals, and any other utility powers they might get - I will plan for at least something like 20-30% defense if I can get it.


    My reasoning is that recharge is no good to you if you're dead.

    With that out of the way, I see no reason to neglect one or the other and tend to strike a balance point between the two of those build needs.


    Quote:
    Originally Posted by Nalrok_AthZim
    Defense only affects how often you are hit. Recharge affects all powers you have that have recharge. More recharge means more smash, more self-heal, more Hasten, more usage of everything you have.
    Yes you do get your attacks/powers/hasten up quicker - but I always look at the fine details to see if that handful of seconds I might have shaved off of a recharge time was worth a sacrifice in survivability.

    The combination of "enough defense to survive" and "as much recharge as I can fit after" is generally what I build for.
  2. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Haymaker-FireBlast-KnockoutBlow-Haymaker-FireBlast-Boxing
    If I were to change that for i18, the slots on Boxing would go to Jab (-res shuold do wonders) and Gloom would take the place of Fire Blast.
    The focus on the build was more for AOE carnage than anything really
    I'd be curious to see what the ST Chain with Punch and Gloom would be capable of. I've toyed with the idea of building one myself, but that's a long way to go just for a test.


    Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Yeah......NO
    That was more of... let me see what I could do with that combo
    My time would be better spent playing Scrappers or Brutes
    Fair enough.
  3. Quote:
    Originally Posted by UnicyclePeon View Post
    About the only thing I really like about Willpower is the ability to have QR + Stamina, and the Regen is kinda cool. But I dunno, I just don't like the mixed resists and defenses it has. I think if I had a soft-capped one, I'd like it more, but I dont have that kind of money. Also it seemed the higher level I got, the more that exotic stuff got under my skin.

    But for whatever reason, I didnt enjoy Claws/WP (scrapper) much, tho I played her to 50. I didn't like WP/SS as a tanker. Just felt brutally sluggish and not as tough as I'd prefer (on SOs). I have mixed feelings about my WP/Energy Tanker. I played all those to 50 except the WP/SS tanker who was 40 I think. Oh, I also played a WP/Stone tanker to 50 and I liked it. I think her extra mitigation helped but it took forever to kill anything.

    I dunno. A love affair with WP in the low-medium levels had me start a bunch but by the endgame I mostly resented all of them. Whereas Super Reflexes seems to be the reverse for me. Its rough going until late, but the endgame play just suits me more. Even with a super cheap soft-capped build, I can get into trouble, but I feel ... I dunno. Smoother somehow. I guess it suits me.

    So yeah. Just didnt like the WP/SS.

    Lewis
    That's a completely valid perspective.

    WP as a set does well overall, but it does suffer sometimes when faced with spike damage or debuffs of pretty much any kind.

    You do want to, imo, pair WP with a set that grants mitigation - SS, WM, SM, for example.

    And even without a major investment in IOs, if you still have any WP brutes laying around, try to get them high enough to grab Darkest Night.

    It's something you will either like or dislike, but the power itself will do amazing things for your survivability.
  4. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    This is how that tanker was built prior to i18

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1429;723;1446;HEX;|
    |78DA9D935B53525114C7F78183081C0252BCA3A8282076BC64655AD34CA9A9C90CA|
    |5F9D094CC11B7403207868333FAD607E8A9EB530F4D0F7D86A6CF51997D942EB42E|
    |1B67AAB7CEC0FFB7AF6BFFD75EE7648F960C219EDC109A71AB62394E7ECBB20F64D|
    |D93B58AE542DF4DAB70105FB5ECBD78753FFE401E3AF1D46EF5A86C17D35E21448C|
    |D7E697E4BEB41D696E96CAB2B2D7EAF6ABD9ACAC48983BAC417BB3519776B1518AA|
    |CD92509CD86D96A18B96AB562AE941BB6741CEE6C48AB064705D54CB1D4809E9F7A|
    |9B3529F722CBB572C1CC1DD7653E6B390D593FEE015369F82F054134F88BA64744A|
    |131235C294052F81304638C91249CBB022B75B798F40BF534E1078F5881401A07D2|
    |B56D0ED40D8889E47DEA4DDC652404C284006E0EE071675C38A44F30C6096D29469|
    |AD03E4CBB6EC3211EDEE5F22CB095F60C4DF995B336B86E2FFB105E72D605233E1E|
    |71FB38C5C130E394825FF8465883E001B533C0EBBCB035C843AEE03ADFC03261628|
    |DA0C182904A23744046C28F1945C2F97D468CD09917B86B194E8AA8B0113EA9931D|
    |255416ED10B74395A5E335D91B7C46187E4E187D459879C178C9804B8D2A375176D|
    |3C56EBAD84D4F892109C33BE4C60D6775F32E7737D73EC1B54F70ED935CFB3BE0BA|
    |5745EF6DD2817D5843C077EAC57F327EB1D11F8459F0D4AFB928D7FEB73434F08EF|
    |19EEB0DC7C738552DA6D28F2BAEC291439A9F4A32C4AFC0082C1F517737C2A51FFD|
    |0373B07C8C6DEA63D7E988F16B8C79C60221B94838810C522AFBD46717BEB0E94F8|
    |C2F8C13C257589751D9676668EBE434639261F2CB34C560B7A7B0CB5466CC4B3433|
    |35C7B8C898E5CA5D26AC43BED3EAB39AE6176340FFFB4BDBF86724A7AB6F1846341|
    |A49EB679F75D3173E9BFDDFE783D10AE7BB87D5D842C98168DBD87A88F208BB3BD8|
    |B25076B15BA0D27D345A8643F3E8EB2ACA02CA224A14FC89A7B8D21B0009A018284|
    |19473282194304A074A1FCA1B94E66FC5B6FCC5|
    |-------------------------------------------------------------------|
    Interesting build, very different from how I would build one.

    Then again, I don't build many Tankers in mids.

    Quote:
    Originally Posted by Iggy_Kamakaze View Post
    I would imagine that could just go up with the changes on i18 and the coming of i19...
    Definitely.

    If my goal was a ST attack chain, I'd switch to Soul mastery for Gloom, remove the slots from Boxing and use one of the free power picks for Punch and put the slots there.

    I'm sure you've already got something similar planned out already.


    Quote:
    Originally Posted by Iggy_Kamakaze View Post
    But there is no way in Paragon that a Tank could out damage a Brute with all things being equal...
    I agree, but in this specific case - SS/SD - I'm not convinced the gap is as far between the Tanker & Brute damage capabilities as the difference in their survivability levels is.
  5. Quote:
    Originally Posted by TheBruteSquad View Post
    Well, if you want to use the Pylon threat as a damage metric...

    See me there at 151? I can't remember the exact time that was (24 or 25 minutes I think).

    Post I18, same build, same recharge, same number of fury generating greys, same attack chain I gave up at 50% of the pylon's health at the 38 minute mark.
    I'm not sure what you're doing differently, I lost no more than 10s on the handful of Brutes that I have built to do things like solo pylons.


    Have you surrounded yourself with enemies to keep fury pumped? That along with the bonus fury you get for fighting a pylon (as you would also get for say, AVs) should see you very near the Fury levels you had prior to i18.



    Quote:
    Originally Posted by Blue_Centurion View Post
    I'm not calling anybody a liar. But a few things seem odd on the pylon list. Like a tanker beating a brute at damage. Seriously? I am to believe this?

    Answer carefully, because if I am to believe a Tanker can out damage a brute, I would like to turn that logic around on anyone that says a abrute cannot outdamage a scrapper. And if a Tanker can outdamage a brute, and a brute can outdamage a scrapper, then a Tank can out damage a scrapper. For my next trick I will show you how a Tanker can out damage a blaster. Keep feeding me weird "facts".

    I think you're referring to these:

    159 Shield/Superstrength Tanker - Iggy Kamakaze
    152 Willpower/Superstrength Tanker - Iceboxer


    I have a both SS/WP & SS/SD Brutes, and both of them have finished the pylon with significantly higher numbers than that.

    That's with gloom however, which is now available to tankers and should provide a significant DPS boost, especially on those two builds - but it wouldn't close the gap all the way.

    I'd be curious to see the Gloom versions of those builds and their DPS times, I imagine they'd be quite good - so good I'd consider rolling one.

    For all of the nonsense that gets constantly thrown around about how much tougher brutes are than scrappers, and how they were going to steal the tanker's role - Brutes are no where near as tough as Tankers, not even with IOs.


    On the flip side my FM/SD Brute with fully saturated AAO, running seamless GFS > Incinerate > Gloom, all slotted with procs and BU on 26s recharge fell way, way lower than the vast majority of the FM/SD Scrappers.
  6. Quote:
    Originally Posted by Lolblaws View Post
    The st dps testing of builds seems to suggest that something was happening that resulted in a huge shift that displaced brutes from the top of the st dps to well below what scrappers actually achieve in the game.
    My first guess would be AAO, it's just that much better for Scrappers.

    My second guess is that you'll notice DM at the upper top end stands above FM in DPS. Again, you're seeing what happens when a Scrapper gets ahold of a near permanent, extreme, damage bonus. I'm willing to be most of those top DM/SD builds have soul drain within 4-6s of perma.

    Now you've got both Soul Drain & AAO, both fully saturated, working on the Scrapper Melee damage Scalar.



    Quote:
    Originally Posted by Lolblaws View Post
    Certainly shield is that awesome, but there are non-shield scrappers out ranking shield brutes, which is pretty impressive imo.

    This I think can be attributed to less overall forum investment in Brute builds, Brute attack chains and Brute players in general representing the AT in that thread.

    Basically, I think there's a lot less interest from the forums and probably the playerbase at large in terms of optimizing Brute ST attack chains.

    I also think Bill did his calculations using crits at 5% or 7.5% (at the request of most of the posters iirc) instead of 10%.

    This wouldn't really be a huge difference, but 10% would have made more sense, since DPS is only even remotely relevant vs. above minion level anyway. (not Bill's fault, I'm pretty sure that was an issue of contention, just can't find it at the moment in the thread).
  7. Quote:
    Originally Posted by Bill Z Bubba View Post
    The second thread, however, already used 75% fury as the baseline, so it shouldn't change at all.
    I often wonder what the DPS for those chains would look like, even claws, if saturated AAO was taken into consideration for both Brutes & Scrappers.
  8. Quote:
    Originally Posted by Johnny_Butane View Post
    ...bunch of stuff...

    Luckily my post will be read by people who don't selectively ignore reality the way that you do.
  9. Quote:
    Originally Posted by Johnny_Butane View Post
    Why take Fly and spend a power slot when you can buy jetpacks for a pittance?
    Fly is faster.

    Fly doesn't clip with wings/capes.

    Fly/Hover never suddenly run out in the middle of the LGTF when your killing mitos...

    Hover isn't affected by movement suppression like Jet/Raptor Packs are.

    Fly/Hover can be used on Master of Task/Strike Forces.


    Quote:
    Originally Posted by Johnny_Butane View Post
    People who didn't invest in Fly really shouldn't get all the advantages of people who did.
    They didn't. See above.


    Quote:
    Originally Posted by Johnny_Butane View Post
    Temp power equivalents to Super Speed and Super Jump that are as cheap and easy to obtain as jetpacks don't really exist. All the flight temp powers still trivialize Fly and that's really lame.

    http://wiki.cohtitan.com/wiki/Inherent_Powers#Jump_Pack

    http://wiki.cohtitan.com/wiki/Ninja_Run#Ninja_Run





    Quote:
    Originally Posted by Johnny_Butane View Post
    Still, it'd be nice if Fly had a "super sonic boost" effect done with teleportation like Shield Charge or Lightning Rod.
    They have that in game, it's called "Teleport".


    Quote:
    Originally Posted by Johnny_Butane View Post
    Or at least if they gave Fly a secondary effect that didn't come with temp power flight.
    They gave it several effects you can't get from Jet Packs.

    1) Speed.

    2) Ability to slot IO sets.

    3) See the top of the post for more.
  10. Quote:
    Originally Posted by Imbalmer View Post
    I tried to do a search but couldn't find any solid info on how good each set is. Which in your opinions are good sets and which ones should be skipped? I was thinking about going with energy mastery for the endurance powers mostly. How effective are those powers?
    It really depends on your build.

    But here are my preferences:

    1. Soul - Favorite for "All purpose" builds looking to add more ST (Gloom) damage, AoE damage and possibly more resilience/tanking ability (Darkest Night) - My single favorite Brute PPP.
    2. Mu - Favorite for adding more AoE, usually for farming builds or builds that already have excellent ST damage but are weak in AoE.
    3. Energy - For builds that have severe endurance issues (rare after IOs) or for weapon builds where I don't want to deal with redraw.
  11. Deus_Otiosus

    Splitting Hairs?

    Quote:
    Originally Posted by CitizenSynthetic View Post
    Hello brutes!

    I'm starting my first brute since CoV launched and I'm having a hard time deciding.

    SS/SD or SS/Fire

    I have heard that /Fire can really help with keeping rage up, has that nifty heal, and the mini build up is handy.
    /Fire has very little to grant you in terms of keeping rage, or fury up.

    The heal is nice, but it's a heal you pretty much require to survive.

    The mini-build up is no longer a mini-build up, and is now better than it was.

    /Fire is a very special Brute build, you put out fantastic damage but you are extremely squishy compared to most other Brute secondaries. I would not recommend SS/Fire if your goal is lots of TFs, or taking alpha strikes for teams and being the main aggro hog.


    Quote:
    Originally Posted by CitizenSynthetic View Post
    But then I look at the +damage from /SD, shield charge, and the ability to softcap with very little cost.

    I was wondering if any of you had some good experiences or advice that could help sway me?

    You can softcap SD relatively easily, and when you do you will be far more survivable in the vast majority of game situations than you would on the /Fire build.


    The main disadvantage of SS/SD is the endurance issue. It will always be there, you will always deal with rage crahses and not even physical perfection will always cushion the blow.

    Other than that, it's extremely powerful. it has it's foils, but all builds do.
  12. Quote:
    UnicyclePeonI don't really like Willpower that much, at least not with Super Strength.
    Out of curiosity, what is it you disliked about the combo?


    @lmt1979,

    I forgot to ask, are you looking for an i19 build with fitness as an inherent or are you looking for a build based on the current game?
  13. Quote:
    Originally Posted by Thinkso View Post
    IIRC Frosticus showed me that a min/max NW could do around 260 and a similarly expensive bane could do around 220 dps.
    Would you happen to have those builds? I'm reworking my NW & Bane for i19 and I'm looking for some ideas.



    Quote:
    Originally Posted by Thinkso View Post
    The ONLY thing holding a bane back from slaughtering every time posted for rikti pylons (short of Frosticus' ill/cold) is that the aoe spam will wipe the pets because the bane needs to be in melee and so are they.
    That's my main problem with pets in general, and using them as a DPS source.

    My playstyle is just too fast to allow for pets to add their, largely, uncontrolled and unfocused damage to the final package.

    The situations where it does all come together, it is pretty nuts.


    Quote:
    Originally Posted by Thinkso View Post
    Unfortunately the aoe size of the pylons spam attack is just too large for the build to excel at that specific high hp task.

    Have you thought about bringing a friend along on a support character to try and keep the pets alive?

    While it's not exactly a "solo" pylon result, as long as they don't add any buffs or debuffs that will affect the DPS outcome - I really don't see a problem with it to use that as a guage for damage output.

    After all, most of the test results in that thread are pretty unrealistic, vacuum situations to begin with - like near perma fully saturated Soul Drain.
  14. lmt1979,

    When I get a chance tonight at home, I'll put together a build along the lines of what you have there and combining some of the ideas or the direction I was thinking.


    I figure that might also be useful for the OP as well.
  15. Quote:
    Originally Posted by lmt1979 View Post
    One thing I cannot stress enough is the joy I get from the Force Feedback proc AND the Armageddon +chance for fire damage in footstomp, you WILL proc an extra 100+ pts of damage on top of the smash from footstomp and because it's an AOE the procs will go off a tremendous amount of the time. Remember, super reflexes is a very loose build to get softcapped so have fun with it and throw some extra goodness in there.
    It's good, but my problem is your slotting.

    Just go whole hog.

    Get 5x Armageddon's including the proc, + FF Proc.

    If that's too much for you, then just frankenslot the other four pieces.

    For example:
    Oblit quad & triple +
    Scirocco Acc/Dam/End +
    Multi-Strik Dam/End/Rech
    Armageddon Proc
    FF Proc

    Better slotting across the board, suffering only -19% rech from your slotting - which costs you 0.7 s rech on footstomp itself.

    But now it hits a bit harder and costs 4.5 end less per activation.


    A few other points, your build has no room in it for slotting Health. Not only does this deprive you of valuable regen, it also deprives you of slotting both the miracle & numi procs at the same time - invaluable for an SS build of any stripe.


    As SR you should have gone for Gaussian's in Rage to cut down on needing sets with defense bonuses.

    You can take 2 slots out of Super Speed, droping BoTZ, and add those to Rage and now you only need 1 slot to get gaussian's in there (and you gained more def than you had in both ranged and AoE and moved melee up another 2.5%)

    Neither Weave nor dodge need 4 slots each, that +ACC bonus is uneeded with Rage and your overall slotting. So that's two more slots, which means you can 6 slot rage with Gaussian's now.

    That means you can drop ToD from Haymaker and add another 5 piece crushing impact set for more rech.

    You should drop the Def/Rech Kismet from CJ for a 5th LoTG 7.5. That 0.03% recovery really is not doing very much (if you're curious, it adds 0.02 EPS recovery)


    Pull 1 Rech out of Practiced Brawler since it's already perma, add that slot to hasten.


    Just some ideas.
  16. Quote:
    Originally Posted by Johnny_Butane View Post
    In my opinion, that is exactly where Scrappers are now.

    Support > Melee



    Quote:
    Originally Posted by Johnny_Butane View Post
    In the comics, great power comes with great responsibility. Tankers have been burdened with being responsible for aggro and being the front line, usually alone.
    Except for when Brutes (who will be sharing - if not dominating - aggro, contrary to the picture you keep trying to paint), Scrappers or Stalkers are standing right next to them.

    Or Melee range doms & blasters.

    Or melee range VEATs.

    Or anyone trying to make optimal use of character centered powers that do damage, buff or heal...



    I will say that your tales of fiction do help pass the day at work.
  17. I prefer Brutes.


    But DB is one of several sets that are simply more effective on a Scrapper.

    Along with Elm, KM and SD.
  18. Quote:
    Originally Posted by TameDragon View Post
    Really this post is more a rant and also to ask for those who do builds WHY? WHY NO FLY? Where has the love gone? (and no I am not trolling i honestly would like an answer)
    My reasons:

    1) SS & SJ are faster, and both belong to power pools I often want other stuff from anyway.

    2) Hover is too slow and too "floaty" for me, and costs almost as much endurance to run as a jet/raptor pack.



    I have fly on a couple of builds, due to concept. Everything else gets SS or SJ + a jet pack.
  19. Quote:
    Originally Posted by Blue_Centurion View Post
    Thanks to everyone. There were some very interesting points made. I may have mentioned my favorite brutes have traditionally been Invulnerability and Willpower. In fact, aside from the Psi hole, my main problem with Invul is I hate the drop at the end of unstoppable, but everyone has complaints I guess.

    There can be little doubt that Dark Melee fills a number of gaps for Invulnerability, and that many of it's strengths (healing/end rech) are somewhat wasted on Willpower. I have run a dark/will to 25, doing all content redside, and a dark/invul to 40 just teaming randomly. The points made here remind me of many of the things I experienced. Both are strong, but DM just backs Invul better.

    The choice will therefore be Dark Melee/Invulnerability. Again, thank you all.

    I think they're both exceptionally strong survivalist combinations.

    I think Nalrok made some great points for the synnergy between DM/Invuln, and why it's such an excellent pairing.

    I will say that if I were to run darkest night with one of those combos, I might lean more heavily towards WP.
  20. Quote:
    Originally Posted by Candlestick View Post
    Should be noted that SS and SM are pretty much the same in overall end consumption. Rage Crash will cause a SS to burn through their blue bar just as fast as the SM's attacks.
    I believe the top ST chain for Stone Melee runs about 0.61 EPS higher than the top chain for SS (not including Rage) , but yes overall they will feel similar in terms of endurance.


    Quote:
    Originally Posted by TheBruteSquad View Post
    Especially considering that you can drastically change Stone's end problems with slotting, but can't do anything to mitigate that sudden chunk of end at a rage crash. If you're stacking rage and running hasten it's even more noticable

    Well, you can pop a small blue to mitigate it. Or have endurance recovery tools.

    The thing that's important to keep in mind is that Rage boosts all of your attacks including secondary damage auras & attacks (if available) as well as PPP/APP attacks.

    So that sudden chunk loss of endurance, while dramatic when it happens, powers everything you have available.


    The endurance consumption of Stone Melee only works towards the attacks in Stone Melee.


    So:

    SS if you want greater AoE & Damage potential, with good mitigation.

    SM if you want harder hitting single target attacks and extreme mitigation.
  21. Quote:
    Originally Posted by Atago View Post
    Anyone who has Experience with both Sets in the Endgame can tell me something about it?
    SS = Better AoE damage output through Foot Stomp, as well as Rage boost to damage sources in Secondary or from Pool attacks. Con: Rage crashes

    SM = Much Better Mitigation with overall higher ST DPA attacks and slightly better ST DPS at both the SO level as well as the extreme top end.
    Con: Extremely END heavy ST attacks
  22. Deus_Otiosus

    Taunt?

    Quote:
    Originally Posted by gilbegger1 View Post
    please...please....pleaqse....brute and tanks take taunt...how many times do I have to say it..

    It makes a huge difference...

    I see this difference as a tank (with /without taunt)...and as a squishy who has died (because the tank had no taunt) and who has lived because the tank could pull a mob off me from across the room...

    TAKE TAUNT....Most tanks/brutes cannot do their jobs in team form without it...
    1) When I play my squishies, any aggro I draw is my fault and my problem to deal with.

    2) What are you doing across the room aggroing things that you obviously can't handle on your own?

    3) When I play my Brutes, Dark Obliteration from across the room works nearly as well as a Taunt does.


    I'll be taking taunt, but not because some squishies can't handle their aggro.


    Quote:
    Originally Posted by TheBruteSquad View Post
    My job on a team is to beat the everliving crap out of things, and be tough enough to survive doing so. Since I have good fury building chains as is, taunt is more of a detrement to the second than a boon to the first. The only brute I have Taunt on is my stone armor, because it's easier than chasing mobs around. I'll be adding Hasten, not Taunt, with I19... to beat the everliving crap out of things even faster.

    Brutes are not Tankers.
    1) You should probably have hasten already anyway.

    2) I think you should re-think about how to utilize taunt, and how it will allow you on a team with other Brutes and Tankers to maintain an even larger slice of the aggro=fury pie.

    3) I agree, Brutes are not Tankers. That has nothing to do with generating and maintaining aggro, and the fact that a Brute that is capable of maintaining constant aggro at cap does more for a team than one that tries to play like a Scrapper.


    Quote:
    Originally Posted by TheBruteSquad View Post
    As an aside, something's been bothering me since I18. Why don't Scrappers get in trouble for skipping Confront? They're just as tough as a non-buffed Brute and do more damage but nobody expects them to tank. Why?
    Brutes get a taunt component in every single attack and Scrappers do not.

    More Brute secondaries get taunt auras than Scrapper secondaries do, even when they share the same secondaries.

    Ex:
    • Firey Aura
    • Electric Armor
    • Dark Armor
    • Super Reflexes

    Brutes get TAUNT, a multitarget power. Scrappers get CONFRONT, a single target power.


    Brutes, even unbuffed, have more Hit Points, and higher resistance caps (which means more resistance to each resistance armor's particular strength - even unbuffed. See: Invuln, Firey Aura, Electric Armor, Dark Armor.)


    Brutes are designed to generate massive amounts of aggro, and the role they often fill on teams is to take alpha strikes and hold aggro while pounding stuff.

    If you're only goal is to "...beat the everliving crap out of things, and be tough enough to survive doing so..."

    You can do exactly that while playing a Scrapper.

    It's the combination of high damage dealing combined with threat generation that is particular to the Brute AT.



    I'll be taking Taunt in i19 because it's basically free, does not require more than the basic slot, is useful for multi-AV fights on teams, useful for gathering ranged mobs into a tight pack when solo and because it means I will always be nearly guaranteed to have fury fuel regardless of team composition.
  23. Deus_Otiosus

    Taunt?

    Quote:
    Originally Posted by JuliusSeizure View Post
    Actually, I suspect that more Tanks and Brutes will take Taunt after the switch to inerrant Fitness. It's a really useful skill even with just the base slotting.

    OP-- Taunt isn't required to be an effective Brute. It is, however, highly sought after in team settings and can basically ensure that your Brute stays peaked on Fury no matter what the team composition is. It's not required solo at all.

    This sums up my opinion on Taunt for Brutes.

    It's a great skill but I wasn't able to fit it in on most builds, and was able to make due without it.

    Brute taunt auras, and taunting through aggressive use of AoEs are generally sufficient with Brute damage output to handle most aggro control needs.

    However, with fitness going inherent, and Taunt being good with just the base slot, I will be taking Taunt on nearly every Brute I have.

    Only the few "solo-only" Brutes that have a particular concept I want to stick to will not be taking Taunt.
  24. Quote:
    Originally Posted by dave_p View Post
    I thought that was mostly a joke thread? Is there anything worthwhile in that thread?
    No it's mostly jokes.

    But you would be a card carrying member of the WM/EA Club.


    In all seriousness Gilia gave you all of the reasons I don't play EA or have any reason to spend INF on it.
  25. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Hasten, Gloom, Darkest Night.
    I take those in addition to the fighting pool, though I don't take darkest night on DEF based sets, or sets with no recovery boost/tool.


    Quote:
    Originally Posted by Nalrok_AthZim View Post
    Coupled with my primary/secondary those 3 are staples for running where I'm at. And I can finish a +2/x8 newsie mission in about 5-10 minutes depending on enemy group.

    Darkest Night alone represents why you're probably not noticing a difference with or without Tough or Weave.

    Seeing as most of the power combos you listed have some form of a recovery tool, it's a great combo for enhanced survivability.

    While I would still take Tough/Weave on any Brute I build, next time someone asks why you didn't - tell them you took Darkest Night.