Deus_Otiosus

Legend
  • Posts

    1752
  • Joined

  1. Quote:
    Originally Posted by Umbra_NA View Post
    He actually asked me "Do Scrappers have Super Strength yet? Thats the only thing that would get me to play again"
    Does he realize he can play a Brute in going Rogue, blueside, and have Super Strength.


    Quote:
    Originally Posted by Umbra_NA View Post
    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.
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    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.
    That's true in a sense, but there' more to it (which you talked about as well).
    • 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:
    Originally Posted by SpittingTrashcan View Post
    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.
  3. Quote:
    Originally Posted by saltyhero13 View Post
    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 )
    Galactus is an AV/GM Hamidon style NPC.



    Quote:
    Originally Posted by Bill Z Bubba View Post
    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.
    And yet he spends all his time fussing about with webs.


    Quote:
    Originally Posted by Bill Z Bubba View Post
    Other non-tank super strength characters include Sunspot and Luke Cage
    I just checked the wiki for those guys, I don't see them being labeled as scrappers anywhere.



    Quote:
    Originally Posted by maggotface View Post
    It surprises me that no one has mentioned that Hulk is absolutely a brute, and shouldnt even be in this conversation.
    The Hulk is absolutely a Brute, in fact he is in many ways the quintisenntial SS/WP or SS/Invuln style brute taken to it's utmost level.

    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.
  4. Quote:
    Originally Posted by Bill Z Bubba View Post
    /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.
    Interesting.

    Looks like some pretty solid balance right there.


    Quote:
    Originally Posted by Bill Z Bubba View Post
    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.
    True, although I don't take BoF on any FMs I make. I just don't like hopping out of combat for it, nor the long cast.

    So I generally go with a PPP TAoE, usually Dark Oblit. Which probably puts Claws ahead a good bit.
  5. Quote:
    Originally Posted by Bill Z Bubba View Post
    BRING OUT THE MATH!
    Always happy when Bill Z brings out some math.


    Quote:
    Originally Posted by Bill Z Bubba View Post
    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).
  6. Quote:
    Originally Posted by saltyhero13 View Post
    Spidey???

    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.
  7. Quote:
    Originally Posted by bAss_ackwards View Post
    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.
  8. Quote:
    Originally Posted by FitzSimmons View Post
    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.
  9. 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.
  10. Quote:
    Originally Posted by Kelenar View Post
    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.
    There are also the added bonuses of a free respec, and the chance to stomp all over several signature characters of various stripes.

    From an RP standpoint, not completing the arcs sees you as remaining a lackey forever.
  11. Quote:
    Originally Posted by _Deth_ View Post
    Getting swung at is not the only way to build fury. Set your brawl to auto. Then go nuts.
    Getting swung at is faster, by far.

    Therefore it is optimal, as long as you can survive it.
  12. Quote:
    Originally Posted by Frosticus View Post
    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.
    Yeah that's basically what I've come to feel, without working out the numbers.

    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:
    Originally Posted by Fiery-Enforcer View Post
    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 was my primary choice actually.



    Quote:
    Originally Posted by Iguanadon View Post
    7.5% recharge for 4 slots is a good reason to keep the imps.
    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|
    |-------------------------------------------------------------------|
  13. Quote:
    Originally Posted by SBeaudway View Post
    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.
    Controllers bring buffs to the table, so they tend to be more frequent than Dominators on high level TFs.

    Multiple control heavy ATs can sometimes cause problems if they get ahead of the Brute, but generally it's not too bad.
  14. Quote:
    Originally Posted by BlueBattler View Post
    ... 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.
    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.

    And they will see you as equals.
  15. Quote:
    Originally Posted by Hazygreys View Post
    This is my proposed build, permadom, perma haste, cap to s/l (with cj going), money not meaning a thing

    Quote:
    Originally Posted by dougnukem View Post
    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.
  16. Quote:
    Originally Posted by Nerrai View Post
    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.
  17. Quote:
    Originally Posted by Werner View Post
    Wait... there's some other way to play???
    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.
  18. Quote:
    Originally Posted by Nihilii View Post
    I don't necessarily disagree with you, but I think as a tanker you have some wiggle room with that
    That's true, without needing to maintain fury you can pick and choose your fights a bit better, not always but a bit better.


    Quote:
    Originally Posted by Nihilii View Post
    ; 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.
  19. Quote:
    Originally Posted by Nihilii View Post
    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.
    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.

    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


    Quote:
    Originally Posted by Nihilii View Post
    Now, consider you never fight 100% of the time in a mission, especially on a tanker. Crash downtimes can be used to move around, gather mobs, heal up, and so on. You can also use vet attacks during the crash, and procs still work
    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.
  20. Quote:
    Originally Posted by OneFrigidWitch View Post
    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.
  21. Quote:
    Originally Posted by Kenshinhan View Post
    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 Bubba
    Now 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 Bubba
    All 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 Dark pulls ahead with a total recharge value of 250% and 10 enemies for soul drain, and comes out a touch lower in other situations.

    So for the most part it's a discussion of AoE vs. Utility
  22. 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.
  23. Quote:
    Originally Posted by Kenshinhan View Post
    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 Proc
    Quote:
    Originally Posted by GavinRuneblade View Post
    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.
  24. Quote:
    Originally Posted by gameboy1234 View Post
    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.
  25. Quote:
    Originally Posted by Iguanadon View Post
    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.
    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.


    Quote:
    Originally Posted by Iguanadon View Post
    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.
    I can't open mids at the moment, but I think I should have arund 75% End Rdx in Hot Feet the way it's slotted. I considered Eradication, but needed the Recharge.


    Quote:
    Originally Posted by Iguanadon View Post
    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.
    This I think I'll need to try out on test, I like Fire Breath on a primarily ranged/hover build, but I'm not liking it very much on the character on live.



    Quote:
    Originally Posted by Iguanadon View Post
    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.
    I'm not so sure that would work, the endurance consumption of the build is pretty intense overall. Once I have permadom and consumption on higher recharges on live, I could give this a thought though.


    Quote:
    Originally Posted by Iguanadon View Post
    Lastily I assume you will probably want to put something in SS.
    I'll probably stick a microfilament in there.

    Thanks for the reply.