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Hi,
A couple of points:
- This was a first draft, so consider it that way. Usually any build I intend to fully invest in will go through at least 3-5 drafts.
- I didn't look at yours, or any other build for slotting. Instead I just chose what I would choose - leaving out purples. You can add those in if you're interested, but I try to work without them when I suggest builds to people.
- I build a lot more Brutes than Tankers, some of my slotting choices will probably reflect that.
- I could have probably softcapped to SM/L with some extra squeezing, but I mostly put the build together the way I did to give you some ideas to draw from - rather than an exact build for you to copy and play.
I hope it helps.
43% vs. SM/L
3118 HP
1154% Regen with RttC fully saturated - 150 hp/s
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Battle Axe
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(43), S'fstPrt-ResDam/Def+(43)
Level 1: Beheader -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Regen/Rcvry+(3), Mrcl-Heal(40), Mrcl-Rcvry+(46), RgnTis-Regen+(46)
Level 4: Gash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9), HO:Golgi(15)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(13), P'Shift-End%(15)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19)
Level 20: Swoop -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/Rchg(34)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), P'Shift-End%(25)
Level 26: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Whirling Axe -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34), Oblit-Dmg(50)
Level 30: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(31), Zinger-Taunt/Rng(33), Zinger-Dam%(33)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33)
Level 35: Cleave -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37), Oblit-Dmg(46)
Level 38: Pendulum -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40), Oblit-Dmg(48)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam/Rchg(45)
Level 47: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48), RechRdx-I(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Honestly, neither.
If I were forced to choose I'd take Whirling Mace, but I think you really need to rethink the build.
- Your single target attacks are underslotted, they should really have at least 5 slots, preferrably 6, when you're using a set like Kinetic Combat.
- You're wasting your time 4 slotting Numina's for the +Heal% bonus.
- You want more recharge, so you can get Dull Pain perma or near perma, there are a lot of easy places to get 5% recharge bonuses that you skipped.
- Health is way overslotted with Numi's.
- 6 slotting BU with Gaussian's is a waste on a Typed Defense build IMO. Go with 2-3 recharge, or some combo of Recharge and 2 piece Rectified Reticle.
- Stamina is overslotted, you're a Brute - don't bother with tiny little Damage bonuses from sets, they will get lost in the ocean of damage that is Fury.
- Superspeed does not need a -KB IO. Not on an Invuln Brute.
- Invincibility is overslotted, for a fairly tiny regen bonus.
- I really disagree with the medicine pool. You have Dull Pain, you have inspirations, and with some work (and reclaiming the slots you've used on the medicine pool) you could be both softcapped to SM/L AND have whirling mace. Drop the medicine pool, get Weave and Combat Jumping.
Good luck. -
Quote:I would wait.I understand that this is a very nice proc to have in Foot Stomp and I luckily managed to get my hands on one right before hitting 32 and getting FS (a power which I'm in love with at the moment). However I'm curious if it's worth putting it in now or waiting until level 34 which is when I've planned to finish 6 slotting FS, what would be the best course of action? Tossing it in now or waiting?
Your first priority should be to slot Footstomp for performance before worrying about the proc.
If you can get 5 multistrikes or 5 Scirocco's pieces into Footstomp, then you can stick the proc in there.
Quote:PS: On a different note, I am a level 32 SS/WP brute who would like to begin farming some basic missions. I understand that it's not exactly the best time to farm, that level 50 would be best, but I want to get the hang of farming and such, where exactly would it be best to begin to farm? AE via tickets, flashback system via merits and random drops that I receive during missions, or just running paper missions?
Once again thanks!
For one thing, most recipies will sell higher, and faster at 50 - with a few special exceptions.
Another is that the amount of infamy you get per kill at L32 is quite low. At L50 the amount you get is much, much higher.
Otherwise, just set your missions for as many virtual players as you can survive - any mission with melee based mobs, or mobs that do SM/L damage should suffice.
Council are good (lots of SM/L), just make sure to use corners and blind spots to bunch them up tightly to make full use of Rise to the Challenge. -
Quote:Don't make your choice just to be odd or different.Hrmm, it's been hard to decide. I might try Axe/SR just to be odd.
SR & WP are both "Set it and forget it" sets.
Which is great for Axe, Warmace - as their redraw is particularly cumbersome.
I'd rather see you choose based on what you want to do with the character, or to make sure you are getting the play.
SR- Once softcapped, won't get hit often and will often feel unkillable. When you do get hit - it will hurt and you'll be slow to recover.
- Will help your attack chain with Quickness.
- End management will be a persistent concern and priority.
WP- Will get hit much more often, but will deal relatively well with most of those hits and you'll recover much faster being ready for the next fight almost instantly.
- Will help you maintain a constant offense through Quick Recovery.
- Sudden spike damage will be a concern, as it can sometimes overwhelm your regen capabilities. Cimerorans are the worst offenders.
Hope that helps. -
Quote:It's true.Wow...so many awesome posts...umm I agree with all of you LOL. I have seen a buttload of VEATS which really makes me happy. In fact last night I was on a team with 3 MM's, 1 Dom and 3 VEATS three of the VEATS had most of their leadership abilities already picked so the team just MELTED through spawns...it was actually beautifully disgusting to be honest.
VEATs who take even just a couple choice Tactical Training powers make their groups so much better.
Honestly, the game will only improve with more of them around, which is what I hope this change encourages. -
Quote:I'm glad your issue is being resolved.Working with support now, global chat channels dropped in the midst of my emailing. Email is connected through the chat it seems, and when chat-server reset I think that wiped what I had in the mid-flight, but they were already out of my inventory... so poof.
This, obviously, could happen again. So I will make sure I communicate clearly with them what happened.
Also, if I might make a suggestion.
When you are sending items you really care about, send them directly to your own global instead of sending them to a character name.
This way you can actually confirm the item has been received instantly, on the character you just sent it from. -
Quote:Honestly, I just wanted to see it all broken down.I dunno if that tells you what you want to know, but to me it is a pretty clear indication that removing fear from burn would in no way make the set overperform relative to shields current capabilities. In fact I'd go so far as to say a target cap increase on burn would still be warranted simply because SC provides so much mitigation, is frontloaded damage, and has a huge fricken area of effect.
Thanks for putting in the effort, much appreciated. -
No I got it, I just went off on a tangent.
Quote:Go back to my post and replace DM/SD with El/SD on both the scrapper and brute parts. Then do the same with FM/SD.
Elm/SD for Scrappers is leaps and bounds beyond what it is for Brutes.
It is highly noticeable. So much so that I couldn't bring myself to make an Elm/SD Brute and will instead wait to bring an Elm/SD Scrapper redside.
Quote:What I meant to get across is that if you replace a scrapper on a team with a brute of the exact same powersets, or vice versa, you aren't going to notice the difference.
Still, a lot of what happens on teams goes unnoticed.
We could say very similar things about Corrs and Defenders, on a full TF on a decent team you really won't notice the differences between the two of them and for the most part they can be added interchangeably.
That doesn't mean the differences aren't there, it's just hard to notice them in an 8 person team moving at a good pace. -
Quote:That's true to a point, at the same time as Bill Z said, all villains come packing damage.1) Weaker overall defenses - Villain ATs have characters with weaker defenses and weaker support than hero side ATs. Compare a Brute with a Tanker or Corruptor to a Defender. Heroes also have access to their best buffs/debuffs earlier. (Speed boost at lvl12? Yes, please!) As many are aware, since mitigation strength is non-linear, the combination of these two are huge.
Quote:2) Enemy difficulty - In addition to the above, villains have to deal with much nastier enemies than Heroes. Succubi, anyone?
The two of these make villain groups more brittle, and more likely to fail when 'things' hit the fan. Don't get me wrong, I'm not against there being challenges in the game, or anything like that; I've just had far more bad experiences where teams bang their head against a wall villain side than hero.
It's actually why I play Redside, I found blueside incredibly boring.
I've never really hit my head against a wall on any redside team, in general they either thrive and steamroll or quickly fold up and die due to some AT mismatch or unworkable playstyle dynamic.
It's generally all decided within the first 2 paper mishes.
Charles Darwin would be proud.
Quote:It's funny, too, because by all rights I should like villains more. See, I love hybrids. I played a Friar/Paladin in DAoC, a Paladin in WoW, Bear Shaman in AoC, Warrior Priest in Warhammer, etc. Villain ATs just haven't grabbed me. (I need to try playing my VEAT again.)
Where in CoV, wearing blue-lenses, you're playing a Hybrid amongst other Hybrids.
So trying to define your role on a team can be a bit more nebulous when you approach it from a traditional MMO grouping mentality.
It's actually quite clear what the role is for Villain Side ATs - Kill them, before they kill you.
If you approach a Villain team as an all out assault unit, with some adjustments for the types of powersets you have available, you might find it works a bit better.
(I played a Conqueror in AoC from launch myself. I only played for the first 3 months though.)
Quote:Not to discount what Sarrate just posted, the flip side to those points is that ALL redside ATs are damage dealers.
The brute will dish out Vastly higher damage than the tank. The corruptor will make a mockery of the damage a defender can push out.
The buffs may not be as grand, but if a redside team stops thinking about tackling a spawn like a blueside team would and instead attacks said spawn as the damage dealers that they are, the problems go away and the spawns melt. -
Quote:I see what you're getting at in the post, but there have been teams where an Elm/SD or FM/SD Scrapper has made a significant impact on mob clearing.The point? Burst damage doesn't mean much in a team anyway. Any halfway decently built team not run by incompetents is going to be steamrolling through content to the point that no one, and I mean NO ONE, would notice the difference if a DM/SD scrapper was suddenly replaced with a DM/SD brute.
But /SD is a special monster, and those two pairings in particular are (IMO) the best two pairings in terms of what they bring to teams.
DM/SD is my least favorite /SD combo when it shows up on a team. -
That's true, but what I meant was leveraging actual "DPS" is meaningless vs. minions, lieutenants and sometimes even bosses (on teams).
They simply die too fast for "DPS" to matter. Many high DPA attacks can outright kill even level minions.
When was the last time you were able to go through a full top tier attack chain on a lieutenant?
Critical Hits are burst damage and when they go off effectively double the DPA of that attack, and speed up the demise of lesser enemies in a way that DPS simply doesn't.
Now you can average out criticals over time, and calculate that into DPS, but Fury doesn't have the same burst damage that Critical Hits does.
Which is also, incidentally, part of the appeal of Shield Charge vs. Damage Auras - only on a massive (and probably unbalanced) scale.
Here's a couple of interesting quotes that are similar to how I feel about Fury vs. Criticals.
Quote:Originally Posted by Julius SeizureSustained DPS =/= burst damage.
A Brute with access to Build Up, Soul Drain, FU/BF, red pills, or external +damage that's on a timer simply does not pump out the burst damage that a Scrapper can. This is an important distinction that places the Scrapper as more of a hybrid between Stalkers and Brutes if viewed through "red" glasses, while the Brute is a hybrid between a Tanker and a Scrapper if viewed with "blue" glasses. Both the Brute and Scrapper AT possess multiple attributes and abilities that fall somewhere in between their respective bookends from the other faction.
Looking at everything through a lens that only values sustained DPS denies Scrappers one of their primary roles-- an ability to leverage burst damage against Bosses and Lts. There's also the issue of realistic external +damage in a team setting.Quote:Originally Posted by Julius SeizureWhile on this tangent, I've always viewed the Melee ATs in a gradient as such:
Tank <> Brute <> Scrapper <> Stalker
At one end you have survivability and agro management. At the other end you have burst damage. There is a clean progression of such capability in both directions when the melee ATs are viewed like this, survivability and burst damage being inversely proportional. In the middle you have the DPS classes, the Scrapper and the Brute. I don't think it should be a shock that the two ATs have similar DPS, as was shown by Bill Z.
It's a very interesting idea. -
Quote:SC:
200.2 base damage
16 targets
90 sec rech, 1.716 Cast
=200.2/91.716
=2.1828*16
=34.925
Burn with fear removed:
166.83 base damage
5 targets
25 rech, 2.244 Cast
=166.83/27.244
=6.1235*5
=30.617
So even if burn had the fear removed from it SC would still be better than it. This of course says nothing of the huge radius and the value that brings, or the knockdown, or that it is all upfront damage vs dot.
It also doesn't include any benefits AAO brings relative to FE, of which AAO is significantly more valuable to the betterment of SC than FE is to the overall betterment of Burn.
*The original version of SC that brutes use is much better balanced against brute burn (same as scrapper version) if you pretend burn had no fear.
Would you be able to adjust that for SC + AAO vs. FE + Burn + Blazing Aura?
I think since both Burn and Blazing Aura are part of the set, they should be combined as opposed to being compared singly vs. SC. -
Quote:I hadn't considered that, thanks for the correction.Can't say I agree on that one. For AV soloing, endurance management is key and DN costs a lot for a minimal return (-tohit is heavily resisted to the point of being negligible, and -dam, while nice, isn't that useful for the endurance cost).
Quote:Gloom is a powerful attack in DPA but terrible DPE. Dark Consumption alone won't be enough - it's actually not even enough to sustain the normal Smite MG Smite SL chain for me, at least without making unacceptable sacrifices in other areas of the build.
I guess it really depends on the build, but I was thinking of
Midnight Grasp/Gloom/Smite/Siphon Life/Gloom/Smite @4.53 EPS
How much how much recovery would you need to sustain that if you were also using DC? -
It also doesn't take into account that very few situations are long, drawn out fights - and that critical hits are burst damage which can end fights more quickly.
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Quote:Ah, well in that case, it's still a good combo.Heh. I'm not designing it for anything except leveling up team tanking, really. I17 came out, and suddenly my friends wanted to play red side, and insisted I come join, and said they needed some aggro control. So Invulnerability or Shield Defense, really. Decided to go with Invulnerability because I just finished leveling a Shielder, and Dark Melee has what Invulnerability needs, so there you go. It was totally thrown together last night. I'm like level 5. Not planning to do anything with it unless I end up loving it.
Some thoughts:
DM is little too ST focused for my tastes for Brutes, and for what you're using it for (Bruting for teams, Brutes don't tank). While it grants you excellent survivability through Siphon Life and a powerful End recovery tool - you really do want some solid AoE damage by L30 or so.
As you know, Brutes lack Tanker levels of Hit Points, Base Resistances, and Defense Numbers from powers. So, for a Brute, the best Defense really is a good offense.
Luckily Invuln being what it is, after a certain point, you will be "tough enough" for the most part.
That being said, I absolutely hate the progression of powers for Invuln, specifically as it pertains to Brutes (Yes, it's the same progression for Scrappers, but generally no one expects scrappers to take alpha strikes and maintain at least some level of aggro control).
Unyielding should be at L10, and Invincibility should be at L16. With resist elements and energies coming after 20.
If you can put up with that frustration to L28, you'll be golden from there.
If this character remains a general play build, I'd say you should avoid the big juicy temptation that Gloom is and go for E-fences and Ball Lightning to round out the build overall.
If you do end up wanting an extreme AV soloing build, obviously Gloom and Darkest Night will be key.
You probably know most of this, but I thought I'd share anyway. -
Quote:I wouldn't say it sucks at all.Yeah, Dark Melee/Invulnerability has the highest survivability in its element, I'd say. Just started one red side. Hope they don't suck over there. I know so very little about red side.
You can mostly avoid enemies that exploit your weaknesses (I almost said "holes" and then thought better of it...)
I'm assuming you're designing a character to solo AVs with, and since you can pick and choose your enemies, along with your knowledge of game mechanics & character building - I'm sure you'll end up with what you expect from the character. -
Quote:No not really.I don't really know where else to put this but is anyone else rather pissed that just about anyone can get a EAT now?
Quote:There are called Epic or Prestige because it is a badge of honor just having one. I know when I was a newb I used to think it was so cool when someone had HEAT you had to earn it, you had to know what you are doing, you had to work to get it.
I've played a lot of MMOs, RPGs, FPSs and PC games of all stripes.
I enjoy CoH/V thoroughly. It's a very fun romp, and I love the genre, the costume options, the game background.
All that being said, this game is easy.
Seriously, getting to 50 is not hard - you don't have to "earn" 50.
Get into a group and you can practically /faceroll your way to 50.
Quote:Now just some dumb *** newb who spend a week getting to 20 can get one. It took me 8 months to get my 1st 50 blueside and I had been playing almost 2 years before I got a 50 redside.
I got my first 50 in about a month and a half blueside. Approx 50% of the time I was solo, the other 50% was radio mishes/story arcs. No AE.
My second character, redside, took about a month to 50.
Combination of solo, paper mishes and AE mishes (starting around L40) - all in roughly equal measure.
So I really don't think getting to 50 is any chore unless your AT/Build is difficult to solo with and your time constraints prevent you from frequent grouping.
Quote:No one but the devs know why they made this change.
We do know that many of them thought that unlocking archetypes at 50 was always a bad idea.
Quote:In my opinion, and it's only that, an opinion, I think they dropped the level requirement for no other reason than "what the hell? What's the point in leaving the unlockable at 50?"
Starting in Praetoria, IIRC, L20 is when you need to make your future faction choice as it pertains to traveling throughout Paragon City & the Rogue Isles.
That L20 character, upon choosing one faction or another, may actually unlock the faction specific EAT for the side you choose. This would allow players who dislike one faction or the other to level in Praetoria, choose a faction at 20 and unlock the faction specific EAT - while avoiding the time spent to 50 playing for a faction they dislike when their only goal is to actually play a different AT.
Also, neither VEATs nor HEATs can start in Praetoria, so this may be some sort of AT population balance incentive.
So basically something for players who want to play EATs, but don't like the faction in which they originate.
Or maybe they just flipped a coin when the idea came up. -
Quote:Thanks for the reply
. I was wondering thought why WM is not that popular. Looking at the numbers, it seems to be equally powerful with popular sets like Stone Melee, but lighter on the blue bar, with 5% increased accuracy and solid AoE damage. Is there something I'm missing?
Warmace is a great set.
I think it lacks the popularity of SS or SM because using Crowd Control and Shatter requires a bit of maneuvering (a tiny bit for Crowd Control, quite a bit more for Shatter) as opposed to those two sets as they require no positioning to use their PBAoEs.
There's also the aspect of redraw, the redraw on WM is pretty bad.
Other than that, WM has great ST attacks and with even a small bit of global recharge + hasten against large groups you can just chain all of your PBAoEs together.
Personally, I don't think it's worth it to go for /dark if your goal is only to stack stuns.
WM and Dark Armor will be intensely endurance heavy, and WM provides a solid amount of mitigation through stuns and KD/KU on it's own.
If you want to play Dark Armor because you like Dark Armor, that's one thing but don't choose the combo if your only goal is stacking stuns.
Another reason to avoid stacking stuns, is because as a Brute you don't want your enemies stunned all of the time. It's counter productive for fury.
So if you do go that route, prepare to use either the stun, or the fear aura's as "active toggles" that you will activate or deactivate as needed - rather than an "all the time" toggle.
That's my opinion.
I would personally recommend WP, Invuln, Shield or SR.
They're all, for the most part, set it and forget it secondaries that will cutdown or totally eliminate redraw - and they should all work quite well with WM.
Last piece of advice would be to build with the idea that you will not be taking attacks from any Patron. -
Quote:Yeah I enjoy running with a well played Tanker when I'm on one of my Brutes.Very good point.
I find that the more the tanker has had experience in cross-faction activities (Imperious/Lady Grey/Mothership raids, etc) the more they learn to trust brutes to survive, and to understand that the brute NEEDS that aggro in order to deal the damage the team needs the brute to be dealing. It's pretty much the Tankers who have limited exposure to villain mechanics who don't understand the two can be very complimentary.
The two together can lockdown a huge amount of mobs, and I'll often see well played tankers with great situational awareness, often dropping out of the main fight to peel off any mob overflow assist the support section. -
Quote:They don't have to follow the Brute, but Brute's will most certainly add impetus to most groups to move faster.Not game breaking, but when GR hits it may take a bit of adjustment for some people. Tankers having to follow the Brute's lead in leveling up missions so it can set the pace for example.
I think Tanker ego will be the biggest issue here.
On co-op teams I find some Tankers understand their role very well, which is to leverage their survivability to allow the support characters to survive.
Other tankers misunderstand the role, and get into some sort of bizarre ego contest where they continually try to taunt mobs off of Brutes who are clearly designed to break and survive large spawns.
Usually this is at the expense of the squishies, who are left to their own defenses in the back field as the Brute and Tanker jockey for aggro against each other. Which is just counterproductive for everyone. -
Quote:An interesting read.2) I recently read a couple interesting posts by Arcanaville (which were basically confirmed by Castle) that I found to be very interesting. I knew about some of the thought process behind their balance decisions, but certainly not all that she listed. (Castle said "many of which Arcanaville pointed out," inferring that she missed some.) It's some food for thought - something I'll need time to digest.
Thanks for the links.
Quote:I wouldn't say I hated early SS, but it did grind my gears. (This is also from a Tanker's perspective - it may be different for Brutes.)
I only speak for myself, but I missed Footstomp more than Rage. Being unable to damage more than a single target at a time sucks. Having to wait till lvl38 to have one, and 39 to slot it, was very obnoxious. It was also a big waste of endurance. AoEs are incredibly end efficient if you hit multiple targets. (I should note I was leveling her before the new difficulty sliders, which I'm sure would've made it worse.)
It is worse for Tankers, I tried it out and it was a long arduous road that I will not repeat.
But I really don't enjoy Tankers to begin with, I've disliked that Type of AT/Class/Role in almost every MMO I've played, and I've played a few.
It's not so bad on a Brute, but there is a very distinct and dramatic difference between life before, and life after footstomp.
You can have Rage by 18 and Footstomp at 32, and the Brute will kill stuff faster than the tanker to alleviate the lack of AoE.
At 32 your play changes quite a bit once you've acquire Footstomp and just improves from there.
It's certainly no Claws set though when it comes to leveling, that's for sure.
Slash, Strike, Spin and Follow Up - all by L8.
Claws is cruise control for murder. -
Quote:You've kind of missed the point though.Double stacked Followup is less than half the +Damage of Double Stacked Rage. It's less than the +Damage of single-stacked Rage even. And it has to hit. You speak of Followup and Rage as if they are equals when they're not. Rage is far and away better.
What Bill Z's numbers show is that Double Stacked Follow Up does more for Spin than Double Stacked Rage does for Footstomp.
Also:
1) Double stacked Follow Up is easier to deal with than double stacked rage.
2) Double stacked rage is a huge hindrance to most builds, without MASSIVE recovery tools. (It also, requires a pretty huge amount of recharge, I mocked up a build and at total of 266% recharge, rage was still not perma double stacked - off by about 5s. I'm not completely sure how much rech is required for permanent double stacked followup, so it may be equally as challenging.)
To illustrate.
I have an SS/WP Brute with 4.5 e/s recovery before adding in 2 perf shifter procs (which probably averages out to a total of something like 4.9 e/s, but the perf shifter procs function differently than that).
Even with all of that recovery, I still refuse to double stack rage.
Because it's a freaking hassle.
Because doing zero damage every 60 seconds would be more of a hindrance in actual play than any benefit from an added +80% damage.
Quote:And it has to hit. You speak of Followup and Rage as if they are equals when they're not. Rage is far and away better.
It's also not hard to hit with Follow Up.
Really.
If it's difficult to hit with follow up, then how is every other set that does not have a persistent +To Hit bonus surviving?
Considering I've never had a problem hitting using FM, SM or WM - none of which have Follow Up or Rage - I think we can safely say this is a non-issue. -
Quote:At any rate, I've been giving this a lot of thought, and I think my main concerns with SS boils down to this:
1) Rage's Persistant tohit buff
2) Rage's effect on non-SS powers
3) Footstomp
4) Rage amplifying Footstomp's already broken nature
I don't agree.
How about Soul Drain and Follow Up effects on non-SS powers?
I really don't think Footstomp is broken, it's the crown of the set.
For Brutes on SOs, SS is at the bottom of ST damage, just slightly above Electric Melee.
Quote:3) Lower either the damage or radius. Alternatively, increase the recharge.
Reducing Footstomp's damage would necessitate a major damage increase for the lower tier attacks.
Fantastic, now we have Stone Melee without the superior mitigation of Stone Melee.
I also think you'd need to add another PBAoE or two to the set. Footstomp is the workhorse of SS.
Where other sets can have 2 to 3 good to great PBAoEs, Super Strength gets just one excellent one.
Here's some fun numbers from Bill Z.
Thread HERE.
Quote:Originally Posted by Bill Z BubbaSpin: Dam: 79.04 Cast: 2.5 End: 13.150 Rec: 14
FStomp: Dam: 59.23 Cast: 2.1 End: 18.512 Rec: 20
Doublestacked Rage: 160% dam buff
Doublestacked Followup: 60% dam buff
95% enhancement for both
180% fury for both
Spin: 79.04*(1+.6+.95+1.8) = 343.824
FStomp: 59.23*(1+1.6+.95+1.8) = 316.8805
..... WOW.
And claws also gets eviscerate and shockwave to add to it.
So there you have it, Spin with double stacked Follow Up (easy) beats Footstomp with double stacked rage (a nearly atrocious situation for any set without massive endurance recovery - that's not even taking into account the hinderance of the zero damage period every 60 seconds).
Footstomp's advantage is a massive Radius & KD vs. Spin having a 14s recharge vs. Footstomp's 20s - On top of that Claws also gets Eviscerate AND Shockwave.
Really, I'm not seeing a problem.
You're asking for an entire revamp of SS to the point that it would basically be a really gimped version of stone melee. No thanks.
Quote:1) Tohit buff is lowered
2) The damage buff operates at a lower value for pool powers
Or is it really ok for double stacked focus to affect damage auras and epic pool powers, but not rage? -
Quote:That's your opinion, and you're welcome to it.That would be a huge error. Focus is your best DPS attack, offers mitigation and is even ranged. Aside from unyielding, i'd say it's your most important power on claw/invuln.
I put Follow Up before Focus, personally. it makes all your other attacks stronger. Most importantly, Spin.
It's a moot point anyway.
I leveled my Claws/Invuln to 50 in a much different fashion than the OP has laid out.
I took Strike, Slash, Spin, Follow Up and Focus all as soon as they were available.
So technically, I agree with you and wouldn't put Focus off if it were my own build. -