-
Posts
1752 -
Joined
-
Quote:Does he realize he can play a Brute in going Rogue, blueside, and have Super Strength.He actually asked me "Do Scrappers have Super Strength yet? Thats the only thing that would get me to play again"
Quote:It may only be one person, but he really did say he wanted to play a scrapper that feels strong (He is a hulk fan, that might be a factor)
1) He sounds like he'll get bored anyway.
2) Explain to him that the Hulk is a Brute. -
Quote:That's true in a sense, but there' more to it (which you talked about as well).There's no doubt about it, the bottom line of City of Heroes is dealing damage to defeat the enemy. You don't gain experience for getting hit, debuffing enemies or buffing allies. It pretty much only comes from beating people in the face until they fall down and don't get back up.
- A Tanker getting hit, generally means someone significantly less vulnerable isn't. Allowing them to focus on debuffs, buffs and damage dealing. Think of it like a midfielder passing a soccer ball to striker, the striker scores but the midfielder gets an assist.
- Keeping with the sports analogy, you can also think of it as pure defense. Defenders and goalies don't usually score goals, but they do work to prevent goals being scored (deaths) by the opponent.
- Buffing and Debuffing either continue with the idea of protecting team members, or making them stronger, or making enemies weaker - all allowing for damage to be dealt with greater efficiency, safety or both.
Quote:In a word: confidence. A tanker moves forward without trepidation. A scrapper or brute does also, but they ride the razor's edge alone; the tanker's certainty extends to their team.
In some situations, I find this to be untrue.
Once you go beyond aggro cap, you're beyond aggro cap. No amont of simply being a tanker is going to change that.
Although I do agree that Scrappers and Brutes do ride something of a razor's edge. I think that's what a lot of Blueside players will not understand when they first come into contact with top end fully IOd uber Brutes.
I think anyone not regulary exposed to redside ATs will instantly assume they are both full fledged tanker and full fledged scrapper in one - which while sometimes describes what they are capable of, isn't really accurate or true. -
Quote:Galactus is an AV/GM Hamidon style NPC.Hehe....sure that is true when comparing supers to supers. On the other end of the spectrum if we were to compare Hulk or Thor to Galactus they would look like wimps. Now let look at when we compare a super, such as Spidey, to a human. The results are different eh? (Galactus has better slotting
)
Quote:If SM chose to, he could punch a common thug through his rib cage and yank the guy behind him back through the first guys chest.
Quote:Other non-tank super strength characters include Sunspot and Luke Cage
Quote:It surprises me that no one has mentioned that Hulk is absolutely a brute, and shouldnt even be in this conversation.
When you think abut SS, the stlye of combat the hulk employs is aesthetically what should be looked at.
A titanic, rage fueled, reckless engine of ruin. -
Quote:Interesting./looks up... DOH!
If we're looking at straight burst, then we're looking at a single attack. Let's go with 75% fury, 80% from buildup, 60% for double stacked followup, 89.92% from enhancement.
Please note, Spin on a brute has a higher base recharge and thus deals more damage.
Brute Spin: 78.83
Brute FSC: 64.64 w/o DoT or 81.42 w/ DoT
Spin: 78.83*(1+1.5+.6+.8992) = 315.26 damage
FSC: 64.64*(1+1.5+.8+.8992) = 271.44 w/o DoT or 341.9 w/ DoT
So for a single spawn and a single hit of FSC, it wins when the DoT goes off.
Looks like some pretty solid balance right there.
Quote:Edit: And if you really want a more accurate comparison of AoE output, you have to take into account spin, eviscerate, shockwave versus fsc and breath of fire.
So I generally go with a PPP TAoE, usually Dark Oblit. Which probably puts Claws ahead a good bit. -
Always happy when Bill Z brings out some math.
Quote:We'll slot both with a 5set of Armageddon. That's 89.92% to recharge and damage. Both have max 10 targets.
FSC does 48.49 fire and 48.49 lethal damage with an 80% of 52.05 extra DoT fire. Recharges in 20 seconds.
Spin does 98.85 lethal. Recharges in 9.2 seconds.
Buffed the values become:
FSC w/ averaged in DoT: 263 every 10.53 seconds
Spin: 188 every 4.84 seconds
We'll say buildup is ED capped on recharge (25% uptime) and followup is double stacked. We'll also use a 7.5% crit rate.
This being the Brute sub-forum, would you mind adjusting that for Fury?
Also, out of curiosity, in what way does it change if we're looking at a more typical grouping situation vs. a pack of mobs?
That is to say, you only get 15s for example against any 1 pack of mobs. I.e. the typical burst damage scenario.
This seems a more realistic situation, since AoE DPSing a group of mobs for a full 1 minute is highly unlikely.
In this burst situation would you need to adjust Spin's recast numbers to keep up double stacked FU? (in otherwords, does needing to chain FU affect spin the amount the number of times you can activate spin? I don't think it does, but I don't have mids here). -
This comes up a lot.
I personally feel that Spidey is much better represented by martial arts, then he is by Super Strength.
Try to think beyond the name alone, try to forget real world conventions for what "martial arts" means - and just look at the playstyle and aesthetcs of each melee set.
I haven't read every spidey comic in existence, but in my limited knowledge he has never footstomped a mass of enemies into the air (The Hulk on the other hand...).
Thor is another example, he is super strong, stronger than spidey, but most people probably would choose Warmace over SS as a primary if they were making an homage character. -
Quote:Super Strength for Scrappers? Absolutely.
... but you already knew I was going to say that.
I think the teamwide mitigation that sets like SS, WM and SM can provide is also an issue, as it allows Scrappers to infringe a bit more on the Tanker role in general teaming. -
Quote:I could drop Inferno but what kind of corrupter would I be without a nuke?
Thoughts? Advice?
My advice would be to drop the nuke.
I don't take the nukes on my Corrs because they're in a support role - and post nuke crash means they are unable to fulfill that function for a period. -
Here's a version without Cinders.
I think with Flashfire on 30s recharge or so, I could probably go without cinders and never notice.
Instead I picked up combustion for a bit more AoE.
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-Acc/Rchg(40), BasGaze-EndRdx/Rchg/Hold(42)
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Acc/Immob/Rchg(3), Enf'dOp-Acc/Immob(9), Enf'dOp-EndRdx/Immob(25), Enf'dOp-Immob/Rng(25)
Level 4: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Dam%(9)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(34), EndRdx-I(36)
Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- HO:Micro(A)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(17), Numna-Regen/Rcvry+(17)
Level 18: Fiery Embrace -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(23)
Level 22: Combustion -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(46), Armgdn-Dmg/EndRdx(46), Armgdn-Dam%(48)
Level 24: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(43), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(45), Amaze-EndRdx/Stun(45)
Level 26: Fire Breath -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(29), Ragnrk-Knock%(29)
Level 28: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(50)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Knock%(48)
Level 38: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(39), Apoc-Dam%(40), Dev'n-Dmg/EndRdx(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Personal Force Field -- LkGmblr-Rchg+(A)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 6: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1419;701;1402;HEX;| |78DA9D94596F125114C7CF3050CA56C042F715BAD0D242896B5B8D31AD26AD605AE| |B16351282134A52A161C644DF7CF4C107D7D425BEF929F46B68F413F85AA371B78E| |67B9407875D2FE7F73CF3DF7DC73EE3D43EED6B21FE0CE71D0824B5B05D3CC2F576| |F942B05AB5A73E50AA57211DC0030D430E697AA15AB56DD4A9D2AD78CFA60B8397D| |C2340B37B72C9C366AB7EBA3F04A65D3A819152B557FF1AF55398655314CD3CB838| |D6DC3B82EF6AC51D82E574A01E554DAB470D47F72BB5C4C3577CA158A068A69E146| |3D98E314FEC775508FADC35B07C020443E3026DF31A6DE33BE3A1A7E4ED8414C42F| |CA9E01963ECB9E08500C36AE2EED2EEE35B061C0F058F19ED4F183D0F048F18DF70| |135DADD2D7103170AE0BCE32DA36040907C74832DAF0BC5DBC990DAE04906902A3B| |8C5E472FF66AFA13F8CD13D812DF8CB888FF2AA1F38F0A81A3D52A3576AF44A8D1D| |526387D418C37D7DB289C397E408FE16C4D12120F120B08870EAE0465B502D0AAE6| |81427B42AB8C067F0139308CB224758E2EC6B413B46E854113A47D8141174ED7035| |BF50A3AA8CE83C9BBA1618B38B82A38CF431C6249E55B772EF5E65D3F4694196319| |3139C617C47ED55EEBDFBD9D47740709031704870984187DFCFAD60BBFA5B6E625A| |6E6246AE60562E2443F78FF9628D8352A33618E57319DA03EAC3699C1F56FD3ABCC| |B6B463E093E0BBE303437358AF8C5A495C6A495D2D24AE9730C4A625CB5DCF82C2F| |9D4809D2823939A58CE0159FF45DCC22A1EE2021F94D450421C647FC8548AAAB4F8| |A838E19A59429D5AD51314E34CDA93073E2959130190933E06C7C75F8870F64C9A2| |9A1D74CE69CDD9F8D64063A758D3C9F684F0EB90D9FF7D5EFBEBE13CEB5E7CDB408| |1F32417697889E432C915B25D25B9469227B1DFF8EB35048F505EF3240B248B2451| |CC0FEE91A7DB87E223F19304483A48822421924E923E929724F63F3DBFFDEC| |-------------------------------------------------------------------|
So that's:
- 180% global recharge
- Perma-hasten
- Perma-domination
- Softcapped SM/L def
- Recovery 3.66 e/s
Overall, pretty pleased with how it looks.
Time to place some bids. -
Quote:I'm not fond of patron arcs. Most of my characters want to be villains in their own right, not prove themselves in Arachnos.
It's been mentioned several times already, but I'll put I'll down again.
At the completion of your patron's entire arc you will have:
- Betrayed your Patron and foiled the plans they hold dearest.
- Defeated your patron in combat.
- Defeated future Lord Recluse in combat, and brought him back his own helment as proof of your power and stature.
From an RP standpoint, not completing the arcs sees you as remaining a lackey forever. -
-
Quote:Yeah that's basically what I've come to feel, without working out the numbers.All three imps together (95% enhancement) produce 71.57 dps. However they con as -1 so vs evens that is reduced to 90% so 71.57*.9 = 64.41dps before hit chance.
They of course benefit from -res like poison ray and other external damage buffs. They do fairly appreciable damage even for something as heavy hitting as a fire/fire dom.
If the toon is primarily used for fast ITF runs I wouldn't hesitate to drop them. For most other applications though they are pretty good.
I will be doing primarily fast ITFs and LGTF runs.
So far, in those situations they attack random, separate, targets and generally get themselves killed. Making them less than useful even at the AV fights, because they simply don't focus their fire.
Quote:If you drop anything I'd pick up Poisonous Ray, it's great against tougher targets like AV's. A -18.8% res debuff lets you put out some insane ST DPS.
That's true, it's a nice spot for 6.25% Rech. (not 7.5)
Here's a second workup.
A bit less recovery (-0.24), but softcapped.
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-Acc/Rchg(40), BasGaze-EndRdx/Rchg/Hold(42)
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Acc/Immob/Rchg(3), Enf'dOp-Acc/Immob(9), Enf'dOp-EndRdx/Immob(25), Enf'dOp-Immob/Rng(25)
Level 4: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Dam%(9)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34), Armgdn-Acc/Rchg(34), EndRdx-I(36)
Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- HO:Micro(A)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(17), Numna-Regen/Rcvry+(17)
Level 18: Fiery Embrace -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(23)
Level 22: Cinders -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(23), UbrkCons-Acc/Rchg(46), UbrkCons-EndRdx/Hold(46), UbrkCons-Dam%(48)
Level 24: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(43), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(45), Amaze-EndRdx/Stun(45)
Level 26: Fire Breath -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(29), Ragnrk-Knock%(29)
Level 28: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(50)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Knock%(48)
Level 38: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(39), Apoc-Dam%(40), Dev'n-Dmg/EndRdx(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Personal Force Field -- LkGmblr-Rchg+(A)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 6: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1419;704;1408;HEX;| |78DA9D94594F135114C7CF745A4AF72294B2175AA0854A4BE386A03186458BD414E| |B1635920627D0045BD219137DF3D1071F5C834B7CF353E8D7D0E827F055A3710BE2| |7896DB125E9DC0FF37F7DC73CF3DE7DE332DDC9EF303DC3D015A6876A36C9A2B73B| |59B956AD9AAD55D85F25A6515DC0030D034AECCD6AA56BDB69159A8D48DC620B63B| |7DD234CBB7362C9C36EA771AA3B67C75DDA81B552BD378F1176B1CC3AA1AA6E9E54| |169D3306E887DC9286F56AA6B01E5B4B66EE1A8777EB3B29AD9DDA9505E35504C0B| |37EAC21CC7F03FA1837A6C1DDE3900FAA1E32323F99E31F681F1DDD1F473C216220| |9896782E78CE1178297020CAB89BB4B7B806F39703C123C61B43E65743D143C66FC| |C04D74B54A2F22E2E05C169C63B494042907C748335AF0BC5DBC990DAE14906914A| |3B8C5E4724FB1D7C03463E898E0B860869118E255BF70E051357AA446AFD4E8951A| |835263506A8CE3BE3ED9C4E14B7304FF1E24D02120F120308370EAE0465B482D0AE| |5358A135E145CE433F88D49B4C922479BC4D9B707AD18A15D45681F645387A0738B| |AB4961F1115546649E4D9D0B8C895382D38C6C9E9144F7A8728F2EB269FC8C6089B| |1BF2038CBF889DAADDCBB0FB0A9E7A0E010A3EFB0E008631BB5975BC176F56ECB4D| |FC91E83B12F6AFE464337274FF982FD6D82F356AFD113E97811DA03E1CC7F998EAD| |7D8675E33F845F055F08DA1B9A951C42F2EAD342CAD949556CA9E67501223AAE546| |2678E9684690154CCA29E504AFF9A4EF611629750729C96FAC4310667CC25F88B4B| |AFAB438E89851469932518D8A71A26952859914AF9C84C949983E67F3ABC33F7C60| |892CAAD941E79C8ACEE6B7061A3BC5779D6C4F18BF0E99FDDFE78DBF11CEB3ECC5B| |7120A5C20B944C3CB245748AE92ED1AC975921512FBADBF5143688AF23A4A324D32| |4312C1FCE03E79BA7D283E123F4980244812220993B493F490BC22B1FF011924F98| |C| |-------------------------------------------------------------------|
-
Quote:Controllers bring buffs to the table, so they tend to be more frequent than Dominators on high level TFs.I don't play Villain side anymore but on Hero side I see a lot of controllers on high level Task Forces. I have no idea if Villain side has a similar number of Dominators but it seems to me that heavy control teams on Hero side would reduce a heroic Brute's fury generation.
Multiple control heavy ATs can sometimes cause problems if they get ahead of the Brute, but generally it's not too bad. -
Quote:You know that if you continue the arcs past unlocking the PPPs, you will eventually face and defeat your patron and then defeat future Lord Recluse.... but a lot of times it's because I don't like the idea of my 40ish villains being treated like they were still level 1 errand boys.
And they will see you as equals. -
Quote:This is my proposed build, permadom, perma haste, cap to s/l (with cj going), money not meaning a thing
Quote:Here is what I'm shooting for on mine to compare if you'd like.
Thanks to both of you, I appreciate it. I'll give the builds a look when I'm home and have access to mids.
Now I know this is borderline heretical, but I'm on the fence about the Fire Imps.
Solo, or small teams - they're great.
But on a fast paced TF, I find they die too easily and are rarely alive.
I don't have the slots to reduce their End cost further, nor would I be willing to steal slots from elsewhere - so casting them right before rushing into combat is a sizeable chunk of end gone.
What would I grab instead? Good question. Mace Mastery's TAoE for Doms is not compatible with my playstyle.
Does anyone have numbers on the damage that Fire Imps put out? (when they are actually alive of course.)
I know they're great for Fire/Kin Controllers, and are good to have in general - but an alternative option might be nice. -
Quote:Admittedly, I know very little about IO sets or defense/resistance mechanics, soft capping, etc. My stone brute has 3 or 4 sets in various powers, but the suggestions were taken from builds on the forum. What I plan to do mainly is team. I don't really have any interest in soloing. I don't want to make this character to specifically tackle the hardest content in the game, as I'm much more of a casual player. My main concern is playing something that doesn't fall over and die every third group. That's not to say I want to exclusively build to be a pseudo tanker, I enjoy SMASH! with the best of them. I just don't want to be squishy enough to be a pain to keep alive. I spent a good deal of time on my /stone a few months back, and remember feeling like a rock (ha!). I've played a few other brutes with various different power sets and just -hate- when I feel too squishy. I know theoretically everything should be sturdy once enough influence is invested, but I don't have too much to go around.
I know the old saying "play what you enjoy the most" holds true, but quite honestly I'm pretty indifferent among the three sets. I've been browsing this forum quite a bit the past few days, as well as playing all three characters, and can't come to a conclusion. I consider myself a pretty decent player, but I just don't really know much about the technical aspects of each build. I'll also mention a play with a kin 90% of the time, so the speed aspect of stone is somewhat irrelevant. So I guess my questions are:
Will /FA be sturdy enough to not get frustrated on my small budget?
How hard is it to deal with alpha strikes without many IO sets on /WP?
Is agro a big problem with /WP?
Which should I play?! (ok ok, I know that's hard to answer)
If anyone has any input to share with any of these three builds, that would be greatly appreciated! This turned out to be a bit longer than I was expecting, thanks for taking the time to read!
Stone will be the "toughest" of the 3 by far.
It will however, also be extremely slow with poor recharge and very very low mobility.
WP vs. Fire is a Survival vs. Offense question.
On SOs, and IOs, in general, WP will be the tougher of the two and FA will be the more offensive/damaging of the two.
On just SOs, I would probably recomend Willpower.
Invuln is also good, if you think you can handle the end issues that come with SS - it's also a very very resilient set.
For a casual player, who wants to jump in and have fun - not worried about IO sets, and not worried about tackling the hardest content in the game - I'd go SS/WP.
It's good on SOs, and will be better on IOs if you ever decide to go that route.
As far as managing aggro, you can always grab taunt - but Footstomp alone will help you a good deal in maintaining aggro. -
To be honest, I haven't played Blueside for a while.
When I first started playing CoH, about a year ago, it seemed pretty common on your average Radio/Contact mish PUG for there to be tea time in between each group as the tanker did...well whatever it is some Tankers do in between spawns.
Switching to redside, several ATs seemed quite happy to leave everyone else in the dust and charge headfirst into spawns - and in general more PUGs seemed to have an "everybody in" style of spawn breaking.
But yeah, I'm in total agreement with you. There is no other way to play. -
Quote:That's true, without needing to maintain fury you can pick and choose your fights a bit better, not always but a bit better.I don't necessarily disagree with you, but I think as a tanker you have some wiggle room with that
Quote:; more often than not, in heroside PuGs, tankers control the pacing.
Just wait until all the charge through the door guns blazing, no rest, no mercy redside ATs show up in GoRo. -
Quote:I agree with that, but the build should most probably include phys perf in my opinion. You're going to need all the recovery you can muster.For tankers, getting Rage up as often as possible is the way to go even with the crashes; the damage boost provided outweight the damage loss caused by crashes.
On my SS/SD Brute, I can double stack rage for 30 seconds, but never do. Even with the full suite of Miracle, Numi and Perf Shifter Procs, and solid end rdx across the board - the crashes take too much of a toll on my gameplay.
But that's a Brute, who does't benefit as much from double stacked rage as a Tanker would. Who also doesn't have access to PP, and I play extremely aggressively with the goal of a constant (particularly AoE: Footstomp, Dark Oblit, SC)) offense
All true, however whether you're in a fight or not when the rage crash happens is generally going to be out of our control on a team. Fights happen when they happen, and Rage crashing that often will very frequently happen in combat. -
Quote:I dont see why SM is not listed as one of the top 3, straight out of the gate.
I only included a portion of Bill Z Bubba's results, specifically the parts where Fire and Dark were concerned.
It's a great set, and the idea of 3 "best" powersets is extremely subjective. -
Quote:So without Shields, FM loses the AAO +DAM Buff (and the KD AoE for some mitigation) and might lose out its king of ST damage without it(DoT ticks lower damage). Whereas DM has known to be king with or without it now ever since EM lost its effectiveness in Energy Transfer
These are all by Bill Z in his "Results are in series".
http://boards.cityofheroes.com/showthread.php?t=132894
Quote:Originally Posted by Bill Z BubbaNow only level 50 basic IOs are used. No hasten.
Most attacks are slotted 1acc/1end-red/1rec-red/3dam
Several high recharge are slotted 1acc/1end-red/2rec-red/2dam
Buffs (blindingfeint, followup, rage, souldrain, buildup) have 3 rec-red
Brute Fiery 172.6 3.1
Brute Energy 157.5 3.3
Brute Claws 149.5 2.9
Brute Warmace 148 3.7
Brute Dark 143.7 3.1
http://boards.cityofheroes.com/showthread.php?t=132369
Quote:Originally Posted by Bill Z BubbaAll attack chains set at a total recharge value of 250%. If that level of recharge left gaps in the chain, those gaps were calculated and added to the total chain time.
All attacks were given 33% endurance reduction for EPS calculations.
250% recharge on BuildUp gives it a 37% uptime
90/3.5 = 25.714 I made the assumption that the BU buff started instantly but the recharge didn't start until after the cast time was completed. Cast for BU is 1.32 + 25.714 = 27.034 of which 10 seconds is 36.99%, round up to 37 seconds. Build for brutes is 80%. Therefore, average damage gain from BU for a brute is .37*base*.8
Soul Drain uptime follows the same logic. 2.508 cast; 34.286 recharge; .81535 uptime
Soul Drain checked for 10, 3 and 1 enemies.
Brute Dark w/ 10 222.7 4.53 EPS
Brute Stone 218 5.2 EPS
Brute Fiery 213.2 3.83 EPS
Brute Strength 212.6 4.59 EPS
Brute Energy 207.4 3.84 EPS
Brute Warmace 203.4 4.71 EPS
Brute Dark w/ 3 201.7 4.53 EPS
Brute Dark w/ 1 194.7 4.53 EPS
So for the most part it's a discussion of AoE vs. Utility -
I think you could make either work, and Dechs gave you a nice breakdown of the pros and cons of each.
I might personally give a slight nod to Ela simply because of the kind of endurance eating that SS is capable of.
That doesn't mean Dark is out, but it's something to consider. -
Quote:Fiery Melee: Best ST primary when paired with Shield Defense, with very respectable AoE In Fire Sword Circle.
Super Strength: The best AoE Primary for Brute, hands down in Footstomp with Forced Feedback Recharge ProcQuote:Do you want ST or AoE, those are different goals. If you want a balance, then Claws is great, fire is second, and Dual Blades is also pretty decent.
I just want to chime in here on Fire Melee, as I think it's a mistakenly undervalued set for Brutes.
Going through my herostats logs, running ITFs repeatedly with both my SS/SD and FM/SD Brutes - I can tell you that from my logs the damage that both Footstomp and FSC put out over the course of the TF is roughly equal.
The FM/SD also has quite a bit less recharge than the SS/SD (I can't remember off hand but it's about 20-30% less recharge).
The major advantage the SS/SD has is the KD from Footstomp, which is very useful in extreme situations.
The major advantages the FM/SD has is the lower end cost ST attack chain, Fire as a damage type, and never suffers rage crashes.
Food for thought. -
Quote:Hey all, I was having a conversation on BMT of Champion today about good brute power sets for SF and Hami raiding. My SS/Elec seems ok damage-wise, but really can't tank that well. So I'm looking for other options.
The idea here is that while playing for fun is the key, face-planting isn't fun, so I'd like something that works well in addition to being fun.
I was advised on BMT that Willpower is probably the best all-around tanking secondary right now. What about Claws? Is that good or does the Lethal damage get resisted too much at higher levels? I'm looking for good concept here too (at least imo) so just Fire/WP 'cause it's FOTM doesn't appeal to me as much.
How about Dark/Dark? I'm having fun with a low level Dark/Dark brute (not on Champion though.) Is it hard to get to where it can tank? Or are the lower resists and reliance on self-heal too much to over-come?
Any help is much appreciated! I'll post a build or whatever once I get some idea of the general direction I should take.
For "tanking" I feel that your primary can often be as important as your secondary.
I would look for a primary that enhances your survivability in some way, and it's an added bonus if you add survivability to your team as well.
My 3 favorites for this kind of playstyle are SM, SS and WM. DM also adds surviability as well, but on teams AoE is king - so at the least be ready to suppliment with a PPP AoE.
As for secondaries, Invuln, Willpower and Stone are probably the go to sets in terms of "all around" ability.
That being said, you might be able to tweak your current SS/Ela build to be tougher than it is now through IOs and possibly Darkest Night. -
Quote:Mostly for the extra bit of endurance from Decimation, but I have been considering if I want to make a change somewhere else and slotting Apoc in Blaze.Why slot Incinerate with purples and not Blaze? Blaze has a higher base damage and will get a bigger increase from slotting it with purples than Incinerate.
Quote:Also, you can change up the slotting on Hot Feet to a different set to get a better end discount and not waste the purples on that power. You could even get more defense from changing this up.
Quote:I think you should definitely get rid of fire breath and get combustion. Slightly longer casting and recharge - but more foes will be affected and better DoT duration.
Quote:You may want to check and see if you really need Stamina in this build. I'm guessing you could get good enough to play without the need for it.
Quote:Lastily I assume you will probably want to put something in SS.
Thanks for the reply.