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Quote:I really hope that's the case across the board.I feel that it's safe to say, thanks to a lack of a dead straight answer that brutes, for example, will NOT be getting access to the existing scrapper or tank APP.
Instead, a new hero brute APP will be created.
I'd much prefer to see new, AT tailored APP/PPPs.
For several reasons really.
It will (hopefully) cut down on accidental overpowered combos, allow ATs to retain some level of uniqueness and will also not pigeonhole ATs into the roles of their so-called "counterparts". -
Quote:I would take it as soon as it's available, so L8.This is some good information to have! I think I may move Follow-Up to lvl 32 and drop Shockwave back to 41, as Shockwave doesn't work too well with Invincibility at keeping enemies close.
If that's just not an option, put off Focus and grab Follow Up at 18.
I'm not sure if you've played many Brutes, but you want attacks early, you want them to have End reduction, and you want them to hit.
Quote:I planned to have 4 slots in RPD, REn, and REl for eventual IOs. I'd read somewhere that by slotting 4 Reactive Armors, I could really build up my Defenses (from bonuses) in addition to Resistance. I like the idea of having both high Def and Res on a single alt. This plan that I read was for Tankers, though, so it may not work so well for my Brute. I'll need to think about that. (I got the idea for this when I lucked into a Steadfast Def/Res unique. Some Skull dropped it on me at level 6 or something, so I slotted that baby right away!)
The problem is, since you're working on just SOs, you will really be hindering yourself with only 5 slots, no end rdx and no rech rdx.
Quote:EDIT: One thing I forgot to add--I absolutely hate missing when I attack, so I've learned over the years to slot 2 Acc unless the power has some great accuracy or to-hit bonus (like Archery).
That's why you take it early, and try and work it into your attacks as often as it's available.
If you must have 2 ACC and Follow Up, then remove the rech rdx and keep the End Rdx in the 6th slot for your attacks.
Claws is light on endurance, but as a Brute it's imperative you keep attacking. -
Quote:It's a mistake.As you can see below, I've also pushed Follow Up back, as I thought it wasn't as important on a Brute as on a Scrapper, but this may be a mistake.
You want it early.
The +damage is nice in the early levels when building and maintaining fury can sometimes be more difficult.
The +To Hit is completely invaluable.
I ignored the idea of eventually slotting IOs sets where you have SOs now.
You'd be better off just swapping to a second IO build, or respeccing.
Some things were underslotted (attacks) others were overslotted (resistance toggles).
You will get more end reduction from reducing the endurance cost of your attacks than you will from double slotting toggles with end rdx SOs.
I also dropped the second Acc SO from most of your attacks, because you really should be fine with just 1 SO. Except focus, which you want to consistently hit.
Two questions.
1) Do you actually have the vet reward that will allow you to skip pre-requisite powers to take fly the way you have?
2) Do you really want fly that badly? You'll be much better off with Super Jump in my opinion.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Tiger Town Fanatic: Level 50 Science Brute
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Villain Profile:
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Level 1: Strike Acc(A), EndRdx(3), Dmg(9), Dmg(11), Dmg(15), RechRdx(45)
Level 1: Resist Physical Damage ResDam(A), ResDam(43)
Level 2: Slash Acc(A), EndRdx(3), Dmg(9), Dmg(11), Dmg(15), RechRdx(46)
Level 4: Temp Invulnerability EndRdx(A), ResDam(5), ResDam(5), ResDam(17)
Level 6: Spin Acc(A), EndRdx(7), Dmg(7), Dmg(13), Dmg(17), RechRdx(50)
Level 8: Swift Run(A)
Level 10: Dull Pain RechRdx(A), RechRdx(13), RechRdx(25), Heal(29), Heal(31), Heal(45)
Level 12: Fly Flight(A)
Level 14: Health Heal(A), Heal(43), Heal(43)
Level 16: Unyielding EndRdx(A), ResDam(23), ResDam(29), ResDam(33)
Level 18: Focus Acc(A), Acc(19), EndRdx(19), Dmg(23), Dmg(27), RechRdx(46)
Level 20: Stamina EndMod(A), EndMod(21), EndMod(21)
Level 22: Kick Acc(A)
Level 24: Tough EndRdx(A), EndRdx(25), ResDam(34), ResDam(34), ResDam(34)
Level 26: Eviscerate Acc(A), Acc(27), Dmg(31), Dmg(31), Dmg(33), EndRdx(50)
Level 28: Invincibility EndRdx(A), DefBuff(36), DefBuff(37), DefBuff(39)
Level 30: Resist Energies ResDam(A), ResDam(45)
Level 32: Shockwave Acc(A), Acc(33), Dmg(37), Dmg(37), Dmg(39), Empty(48)
Level 35: Tough Hide DefBuff(A), DefBuff(36), DefBuff(36)
Level 38: Weave EndRdx(A), EndRdx(39), DefBuff(40), DefBuff(40), DefBuff(40)
Level 41: Follow Up Acc(A), Acc(42), RechRdx(42), RechRdx(42), Dmg(48), Dmg(50)
Level 44: Resist Elements ResDam(A), ResDam(46)
Level 47: Combat Jumping DefBuff(A)
Level 49: Unstoppable RechRdx(A)
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Level 1: Brawl Acc(A)
Level 1: Sprint EndRdx(A)
Level 2: Rest RechRdx(A)
Level 1: Fury
Level 0: Ninja Run
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Quote:Follow up doesn't have a crash.If Follow Up doesn't hit, there's no bonus. It breaks down very quickly against high Defense opponents. Rage doesn't.
It never suddenly drops your end by 25, nor drops your Damage to Zero.
It never crashes your defense.
So I don't see a problem.
Quote:We're not talking about nerfing Rage, but taking the annoying aspect of it, the crash, out and adjusting the power so you get the same damage output over time as the current Rage. I wouldn't call that a nerf, I'd call it an improvement.
Suffering a loss of endurance when you're not prepared for it is not the same as choosing to use similar chunk of end at a time of your choosing.
Not being able to kill things can compromise your survivability, depending on the scenario.
And before you can get rage perma, the loss of defense compromises your survivability as well.
Quote:Even if you could make a compelling case for SS being ok on scrappers it would open the door for an unaltered stone melee. If you look at the numbers stone melee would out dps, out burst and out mitigate every other scrapper primary. There is no way that would be ok. -
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Quote:I'll get you started.
if u can help me get started i would appreciate it... if not.....
Go to this website.
Download Mids' Hero Designer.
Work out a build, and post it here.
I'll come back and take a look at what you have.
Teach a man to fish and all that. -
Quote:I want to be able to soak up damage for dayz on end without insp.
Have my damage do a 1 hit kill or close to it
I dont want to have to worry about end. ( thats seems to be the biggest problem using granite)
and i have about 70mil to get me started
[/COLOR][/B]
Your goals, on that budget, are totally unreasonable.
It's just not going to happen. -
Quote:Keep in mind, you can double stack Follow Up and it has no crash. The two are not total equals, but that's part of their unique charm imo.Problem is Rage has 100% uptime, sans 10 seconds. No other Buildup-like power is up that often except Followup, which has something like a 5% downtime due to missing 5% of the time, and it's numbers are only half of what Rage's numbers are.
I see your point about Rage's 100% up time, but I've played several other high damaging sets and I don't think Super Strength's damage would be on par with other sets without rage.
Considering you can get rage just shy of perma with just 3 SOs, it seems to me that it was designed to be up all the time.
Quote:And it becomes useless in high-Defense scenarios. No other Buildup-like power can touch Rage for duration, reliability and buff potential. Rage has no equal in the game.
No other buildup-like power is in a set that relies on the buildup so heavily for damage parity with other sets.
If you have numbers that prove otherwise, I would be happy to listen however. -
Quote:Bill, while I don't agree with the Da Captains arguements, I think you're over simplifying - and not taking into consideration your own skill or the skill of any other top end player vs. the average player who might not be capable of surviving the amount of mobs it takes to generate fury quickly.I will happily admit that due to the lack of stamina, maintaining high levels of fury in the pre-22 levels is harder. Resting will drop me closer to 0 fury. The horror. I'll be back to needing two enemies to get back up above 75% fury.
As for using attacks...
I just went to the RWZ Vanguard base and used the practice dummies in the armory.
145% Global Recharge with hasten running, hasten's downtime was irrelevant as I waited for it to be recharged before starting the test and both tests were completed in less than or equal to 2 minutes.
These aren't exact times, but they're close enough.
Attack Chain 1 = Punch > Boxing > Brawl
50% Fury took approx 30s
90% Fury took approx 50s
Attack Chain 2 = KO Blow > Gloom1 > Haymaker > Punch > Gloom2 > Haymaker
*.5s gap between punch and Gloom2
50% Fury took approx 74s
90% Fury took approx 120s
So under the best circumstances, where I would do no damage of any real value, I can be at 50% fury in 30s chaining the worst of the worst attacks. This would be in any situation where I either don't have enough enemies present, or someone else has aggro to prevent me from using that to generate fury.
30s is a long time. That's practically an entire fight in the CoH/V combat system.
If others are interested in doing some more tests, one test just using enemy attacks and another using both fast personal attacks as well as being attacked by different sized mobs - that would be interesting to see.
Some things to think about would be enemy type, number of enemies (maybe something like 3 mobs / 7 mobs / 10 mobs) and survivability levels across the full L1-50 spectrum. -
Re: What I'd Do To Rage
Quote:Don't all of those other powersets have build up/soul drain/follow up, etc?1) Rage doesn't just boost some of SS's deficient powers "up to par," it also boosts the strength of all attacks. So damage auras, pool powers, epics, temp powers, and vet powers are all stronger on SS than they would be on any other character. This means powerful attacks (such as Fireball) would be boosted as well.
So double stacked, or triple stacked in the Bill Z 250% recharge example, Follow Up plus all of those "...damage auras, pool powers, epics, temp powers, and vet powers...: are ok?
How about with Soul Drain, is it ok then? On a set capable of some of the best top end ST attack chains, that has the best utility of any melee set - yet can add damage auras, PPP/APP TAoEs - with a 30s duration BU.
You can't say rage is borked because it affects non SS powers, since all of the other build ups do as well.
Quote:2) Footstomp is too good. I have Footstomp, and I love it, but it is too good compared to other sets. It deals too much damage for the recharge / radius that it has. It is balanced as a 10ft radius, but actually has a 15ft. (Compare it to Frozen Aura, which has the same damage/rech and only a 10ft radius.) This is exasperbated by Rage, which makes it that much better. There is a reason a lot of people say SS is a great AoE set even though it only has one.
Frozen Aura is Cold damage and not Smashing, this is an important point.
Actually, now that you mention Ice Melee I'd be curious where it falls in Bill Z's ST DPS chart for brutes - using the SOs only criteria.
You also say Footstomp is too strong, yet it's the only PBAoE in the set - while there are other sets that have better ST damage as well as multiple PBAoEs.
Unless I'm mistaken you seem to be asking for an entire revamp of the set, which really is not that necessary and to be perfectly honest I lack faith the set would not end up in a situation like EM. -
Quote:Build it, post it.3 IO's in the power give 99%, Hasten gives 70%, getting another 80% from global recharge is not a lot, and requires no loss in survivability.
I'll let you know if it stacks up to my survivability standards, which include being an alpha spawn breaker on the ITF/LGTF.
Quote:Also I know Gloom is part of the attack chain, but it is the same for every set and just goes to show even more so how the good attacks in SS make the set overpowered when you can easily not use the poor attacks.
What it shows is that Gloom is really awesome and that players can do amazing things with insane levels of global recharge.
I'm sorry, but no it doesn't.
Gloom doesn't count as a part of the Super Strength powerset, because it isn't.
If you'd like to run the numbers for a pure SS attack chain with 250% rech, making sure to account for rage stacks and rage crashes I'd be happy to listen. -
Quote:The figures above were for an SO build and show one story, but the figures using a good recharge build show another:
And the jump in performance is because sets designed with only a few good powers benefit much more from recharge than well balanced sets.
I'm sorry but that is a totally inaccurate picture of the thread in question.
Which can be found here
Here's what you either missed, or left out.
1) "Good Recharge"
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.
Just so you're aware, I have a L50 SS/WP brute with 3 Purple sets, 4x LoTG 7.5s and a a bit of other recharge (5% I think) still doesn't have the 250% rech needed to run the attack chain you quoted. (Gloom is shy by about 25% Recharge in my particular build for the needed 250% - I have 65% Global Recharge, +70% from hasten and 90% in Gloom)
I could get him there, but it would require a loss in survivability.
So yes, it's doable but it will require build sacrifices as well as 5 purple sets & 4x 7.5 LoTGs. You also need to ED cap Rech Rdx at 100% in Gloom or find another 10% recharge from somewhere if you're at 90%.
2) The attack chain.
The jump in performance while somewhat due to double stacked rage from the previously mentioned 250% recharge, also has another critical source.
Gloom.
Quote:Originally Posted by Bill Z BubbaBRUTE STRENGTH KnockOut Blow/Gloom/Haymaker/Punch/Gloom/Haymaker
So, some final points.
- No power or powerset is balanced according to having 250% recharge.
- To reiterate, claiming SS is "overpowered" based on something like 90% global recharge before hasten & Rech Rdx slotting is added in is ridiculous as having that much recharge in and of itself is overpowered.
- It also doesn't account for Gloom, which is a major source of that ST DPS chains jump in performance.
- I specifically addressed gloom, and other PPP/APPs in my previous post. Feel free to re-read it.
Lastly, even though I could make a build with that much recharge, and double stack rage often - I wouldn't. My opinion is that suffering such frequent crashes would be more of a frustrating hindrance, and is only useful for vacuum testing pure DPS chains and not actual in-game play. -
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Quote:As pointed out to me in another thread, my senses may be a bit dulled as of late as I struggle to discern between 43 and 45% def, but I can certainly tell that a set with no heal, no +regen, and no +recovery isn't being pushed to the limits if those things are found unneeded.
A dm/shield that finds dark consumption unnecessary isn't slotted as aggressively as it could be, or has chosen a less damaging app. That's fine, but different from what could be done with dark consumption.
Unless of course you're on a halfway decent team.
At which point, you'd be doing more for you team with FM or Elm than you will with DM.
I think DM/SD is a great combo for soloing and doing scrapper challenges, but that synergy is mostly lost among the types of buffs you get on a team and the more AoE damage you can output the better.
Quote:Originally Posted by HejtmaneAll three are good depending on what you want to do with the sets
If you want one that can farm decent and solo av's i say fire if you want purely farming elec/sd is pretty darn spiffy with the LR +FB and SC + FB
If you want pure ST and do not want to have to fit aidself then DM/SD rocks
any of the 3 sets perform well it just depends on what you are looking to do
Probably the best answer so far. -
Quote:As for whether SS dominates PvE play, I dunno. It certainly is very, very popular. Unlike old EM, it provides a lot of AoE and pretty decent ST damage.
I do love KO Blow and I do very much agree that SS as a set does provides very solid AoE, but I disagree and I don't think it provides decent ST damage.
I've got more than a half a dozen Brutes at L50 and I can confidently say that without adding patron attacks, SS is definitely low on the ST damage as a set compared to others.
You can't really bring PPP/APPs into the equation either, because they let various sets do various things beyond their actual capability, so it's fair game at that point.
Here are some numbers, which while aren't the whole story do at least support the idea to an extent.
I hope Bill Z doesn't mind.
Quote:Originally Posted by Bill Z Bubba - quote modified for context
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
I did not include DualBlade combos
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
Brute Stone 137.5 3.5
Brute Dual Blades 134.8 3.5
Brute Battleaxe 129.3 3.2
Brute Strength 127.3 2.9
Brute Electric 106.6 2.9
SS falls nearly at the bottom for Brute ST damage, Rage with 3 L50 Rech Rdx IOs would be just barely shy of perma. (different results for scrappers, unsure of Tankers).
On that list I've played Fiery, Claws, Warmace, Dark, Stone and Strength to 50, and while I wouldn't be able to place them that accurately I would be able to state that SS is definitely at the bottom compared to those primaries - and this is including rage.
Fiery is cleanly at the top, even though it also provides very solid AoE as well. This is mostly due to how fury affects DoTs I think, but FM as a set is still excellent in both ST and AoE damage.
Without Rage, Super strength as a set would be awful.
While the set is not perfectly balanced, I've grown to enjoy the way it plays - crash and all.
And while improvements to the set as a whole would be great, I'm extremely wary of any "fixes" that the devs might make. -
Quote:I do quite a bit of soloing, all of my TF (LGTF/ITF) play is done with a crew of regulars. But unfortunately for whatever reason, I end up pugging on the way to 50.Deus_Otiosus,
It sounds like you PUG a lot and this often leads to bad bruting experiences. I can see that being a problem.
I don't suffer the same issues as I do solo a lot and when I do team, it's with people from my server's badge channel. I don't PUG. I see no reason for such aggravation while I play.
I use a few server channels, but most people play blueside.
But I digress.
Quote:How much fury does a brute need to catch up to a scrapper?
Brute Smite: 55.055 base
Scrap Smite: 82.582 base
Brute needs 25% fury to catch up. 82.582/55.055 = 1.499 = 50% damage buff needed, or 25% fury.
With enhancements, we'll say 95% each, the scrapper's smite goes up to 161.035
161.035/55.055 = 2.925 = (1+.95+x) = 97.5% damage buff needed or 48.75% fury. Almost half the fury bar.
Scrappers also crit. We'll go with 10% of the time for LTs, Bosses, AVs.
161.035 + 16.104 = 177.139
Brute now needs a bit less that 64% of a fury bar over time to equate to the scrappers average damage after taking into account crits and enhancements.
Thanks for working out the numbers.
Maybe I'm sleepy.
Brutes only need 64% fury to equate to scrapper average damage?
The extra 26% or so fury, puts them how far ahead?
What happens with say, +100% outside damage buffs?
Quote:EDIT: And just for giggles, a brute needs 6.5% fury to catch up to a enhanced tank. And on a team, he should be getting buffs to push him close enough to tank mitigation to do the job.
On the whole, I tend to get a whole lot more +DEF buffs than +RES buffs (which is the main Tanker Advantage outside of HP post_IOs) - I'm always giddy if someone shows up on a Therm or Sonic (especially on the LGTF, Thaw > Famine)
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My votes would be for Elm/SD and FM/SD for general, all around play.
Dm/SD is great solo, but I really feel you don't need such ST focused damage and a self heal when you're teaming and will provide more to a team if you have greater AoE potential. -
Quote:The point would be to factor in all of the times a brute might not be at 90% fury on a team.We really don't need that analysis. Go for 75% fury and call it a day.
We could sit down and work out exactly how many outgoing and incoming attacks it takes to reach and maintain 90% fury, but really, what's the point?
It really is a great deal more often than you suggest.
Quote:Fury generation is freaking simple. Sprint between spawns. Use brawl if nothing else is ready to fire off. Beat crap up. Maintain 60-90% fury without issue all the way through a mission after stamina and SOs.
Life on teams is never so simple.
If you don't think so you've never been a Brute on a team with several other brutes, or maybe 2-3 doms and an energy blast corr, or dear god the multi-MM PETS ARE EVERYWHERE bonanza.
A lot can ruin a low level brutes day.
60% Fury, does that allow for a comparable amount of damage to a scrapper?
Quote:It isn't rocket surgery. Team with 7 other brutes? Sure, you might have fury issues, but it's not going to matter with that much damage flying around.
I said there's more to getting and maintaining full fury than there is to saturating AAO which requires...standing there.
I also said there are a lot of players that either dislike the mechanic or can't get it to work for them.
I'm not one of them, it works for me most of the time.
But there are times, usually on lower level brutes, where I simply can not control enough of the situation to get fury going.
It's usually due to the random nature of PUG team make up, which while is often forgotten about and ignored in discussions like these - happens to make up a significant portion of play for a lot of players. -
Quote:I thought something like a limited use/long recharge power that allowed Tankers to absorb some portion of another player(s) incoming damage might be interesting.At the very least, I think tankers need some kind of improvement on aggro management, maybe just up their aggro cap a bit.
Something that would allow Tankers to make greater use of their top end survivability levels.
Although I think a higher aggro cap could work as well, would also be a bit easier to balance most likely.
Quote:I don't agree with the fury/aao comparison though. You'll build fury on just attacking, and getting attacked by whatever you're attacking.
Quote:AAO has a serious taunt aura, and you're going to be pulling aggro off everything with it, and many times you can end up pulling in more aggro than you can handle.
Every single Brute attack has a taunt component.
Both of which will see you pulling aggro.
Quote:My AAO discussion was obviously in terms of being on a team and facing larger than solo groups - with fury, you have far more control on how much aggro you choose to take on.
On a team, as a brute, you WILL have aggro. It's that simple.
Due to your aura, do to your attacks.
The only way to control it is to stay out of combat, or let someone else have all the aggro which relegates you to attack dependant fury generation.
Attack dependent fury generation is not as good as allowing aggro and incoming attacks to work their magic on your fury bar.
Quote:Originally Posted by Cyber_nautAnd it's not like it takes very long to generate fury, jump into a group and it gets up there pretty fast.
If you want to insist that building fury through attacks alone is viable, then we need a fairer DPS analysis and comparison between Brutes and Scrappers that doesn't show the brute at full fury from the start - punching an enemy that won't dissolve in a matter of seconds. -
Quote:The 'fury mechanic' is way overblown, imo. I never 'chase' fury, it just happens. People who play brutes and scrappers primarily, are usually not the type to rest for five minutes between fights. The only time I stop killing is when I'm out of endurance or dead, lol. And it's not like it takes very long to generate fury, jump into a group and it gets up there pretty fast.
Players like you and I are fine with the fury mechanic. However, I've read more than enough times on the boards, and had enough conversations in game with other players to see that not everyone feels the same way about fury.
Quite a lot of people dislike the mechanic, and prefer the no maintenance appeal of scrappers.
I play the way you do, but it most certainly requires a good build.
It's certainly not being done on every secondary, at every level pre-IO sets.
Quote:In terms of the tanker survivability edge, it will still be apparent solo and maybe on small teams, but on a full size team with decent buffs, not so much.
I think it will be more apparent than you state, when blueside players with minimal villain experience try and substitute their lowbie brute for a tanker and faceplant as a result.
Actually, your own ideas on /SD illustrate how I feel about Brute survivability needs and fury.
Quote:Originally Posted by Cyber_nautI agree with sanc, it sucks, lol. To take advantage of AAO, you need near or softcapped defenses (or lots of insps). And with AAO's taunt power, you're going to get some aggro, and if you can't deal with it, you're dead. This is obvioulsy most noticeable while leveling up vs large mobs, usually on teams. -
Quote:If players who are unfamiliar with brutes try them with GR, I think there will be a migration to brutes form both tankers and scrappers. I think brutes have an advantage over both tankers and scrappers, in overall strength and performance.
I think most people who play scrappers for the unfettered fun they are will continue to do so. Not needing to chase fury, or not wanting to be "volunteered" as tank for the team (even when you're not really built for it) being the easy examples.
I think people who love tankers, will still play tankers. Primarily because while leveling to 50 and pre-IOs Brutes lack the survivability those players would be accustomed to on a Tanker.
And I think a smaller, number crunching, power gaming bunch (myself included) will enjoy Brutes for what they can be capable of once they have a truckload of inf and IOs dumped into them, and if they can learn to enjoy the fury mechanic. -
Quote:Don't be so hasty....Word on the street has the average IQ level of the asphalt.
Quote:Def:S/L 33% F/C 8% NRG/NEG 33% Psi 47%
Resists: S/L/F/C 39%
Regen 373%
For comparison.....Willpower with identical pools.
Def:S/L 13% F/C/NRG/NEG 28% Psi 23%
Resists: S/L 70% F/C/NRG/NEG/Tox 12% Psi 43%
Regen 568%
You forgot to turn RttC to 10 enemies. That should be more like 1000% Regen for RttC.
Not to mention the big truckload of hit points you gain from HPT. -
Quote:I see what you guys are saying. Another thing, with 2 SD brutes, mobs will prolly drop faster than it takes to build fury anyways. I may swap to a /dark or /thermal build. I just wanted to try a set i haven't played yet and caltrops + rain of fire sounded nice, lol. But so does Fearsome Stare + Rain of Arrows.
Dark would be good, Thermal would be good.
As was suggested, rad or kin would be great choices.
But definitely avoid traps. -
Quote:Optimum depends on the situation, what enemy group your facing.Hey guys,
One of the major changes is the difficulty adjustments. No longer do you just select a 'Level' of diff and go.. It got all complicated =P
I tried to do some searching for a while (Site is REAL slow for me atm) with little luck. So on to my questions..
I am playing a Claws/WP Brute. I will be Soloing and sometimes Duoing with a DM/WP Brute.
I have no idea how to adjust the difficulty stuff now. At least, I need to know what is OPTIMUM.. I saw it mentioned that going to -1 and then a higher X factor is good. Is that the way to go now?
Some groups set at x4 players will be fine, and other set at x2 will see you /faceplanting.
Death means very little in this game, so you really should just play with the settings and see what you can handle.
From L1-10 I might not even increase the number of enemies at all.
Quote:The only other thing I'm really wondering at this point (which i can easily figure out later on in-game I suppose) is how my solo settings will effect things when I am duoing with my friend, who will most likely have the same solo settings.
When there is more than one player on a team, even if you have bosses set for off they will still spawn. -
Quote:Still waiting for that downtime calculation.I built the willpower brute for global rech. As a SS/Will brute he is in the top 5 damage dealers when built this way. The tier 9 is therefore very important. I will be at my game in about 4 hours and will post the actual down time using a good old fashioned stopwatch.