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Positionals are better if you can get enough of all 3 them, you don't really get enough to start with most resistance builds to build off of.
SM/L defense covers quite a bit of ground. Enough attacks have SM/L components that you'll be protected from most attacks. So (I think) everything in melee, as well as a large assortment of ranged attacks.
Quote:Questions:
Footstomp: is it better to go with oblits instead of the +recharge proc? Doesn't the recharge proc have a chance to go off per foe that footstomp hits or is it just that you'll be firing footstomp off so often that makes it good?
Quote:Lighting Field: I've used this in the past for good end drain once a foe is nearly tapped out but it needed at least one end mod in it to do so.
With the build above, isn't running oblits in lighting field tough due to the lack of endurance reduction rather tough? LF is pricey to keep going and of course oblits won't add to the end drain but if the benefits outweighed that then I can easily see doing without end mod in LF.
@Zmoosh
I like the build, nicely done.
Out of curiosity why did you go Soul Mastery for Tentacles and Dark Oblit instead of E-fences and Ball Lightning? -
At a quick glance, my first suggestion would be for you to go through the build and exchange all of the positional defense sets (ToD, Aegis, Perf Shifter, etc) and continue building for typed defense (like you did with Reactive Armor sets).
Focus on SM/L above all others, 3x Kinetic Combat is a good place to start.
Once you have that done, try and find a few more slots for Health, definitely remove some slots from Stamina (2 will suffice) and I would highly recommend getting a -KB IO or two into the build (even though you have grounded).
Lastly, I want to double check you have the 60 month vet reward ability to take fly without a pre-req as well as suggest you get Combat Jumping into the build somehow. -
Quote:Daemodand: I agree with Deus Otiosus (I know, it's an unlikely statement from me.)
Hah!
Quote:I've heard of one person running multiple Masterminds to the inf cap. I think it was four MM's. So that's eight billion inf. There hasn't been a sploitfest like this one in a very long time, if ever.
For the most part, salvage has gone back to normal - with a handful of uncommons and rares still hovering at higher prices than they were Jan-Feb. Some recipies are still up, others are back down.
With purples, obviously, being in an extreme state.
Quote:Yeah, capping inf doing what they were doing became pretty common. And during that, they and anyone they were PLing received zero salvage or recipes, while slamming into the map ticket cap fast enough to cause whiplash. I don't know how much inf they were producing per run, though we can probably figure it out - it was around 60 Giant Montsers per map. I am certain most of them were probably not cashing in their tickets; anyone who was would fill up on Bronze or Silver roles too fast to bother marketing them effectively. The most likely cash-in was gold rolls, since that was the highest "compression ratio" of tickets into potentially useful recipes. But it sounds like most people were cycling the missions as fast as they could, which I bet means tons and tons of tickets just evaporated.
Result, ratio of inf to stuff went sky high, and prices went there with it.
Pretty much exactly that.
Quote:If this exploit has upped the amount of inf on redside, I wonder how the Devs look at it. As I understand things, don't they consider the lack of total inf redside compared to blue to be "bad"?
Keep in mind while an unprecedented amount of redside inf was suddenly created, it's probably highly concentrated in the hands of comparatively few players overall. -
Quote:I disagree.These prices did not come from 2XP, and they did not come from any AE exploit.
While the redside purple market has always been a bit nuts, you were looking at 200-400 mill per piece for the more sought after sets (Apocalypse, Hecatomb, etc).
Post 2XP, and the past handful of AE exploits the prices have shot up to the 300-600 mill range.
I agree with you in general, that MMOs work this way and that the redside market in particular is suffering due to lack of supply, but I watch the redside market closely and purple sale prices have definitely increased in the past month or so. -
Quote:Sure thing, I already know the results though. (Here's a hint, if SoW was affected by Global Recharge, it would be possible for Perma-SoW willpower builds, and it would take less recharge than perma-hasten.)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.
While you're at it, I'm curious how much global recharge you have if you'd be willing to post it. -
Quote:Claws/Willpower would be a good combo.Ya know...if youre not teaming, the fastest way would most definitely be a brute (Willpower would be my choice, with some good early aoe dealer being the primary).....red side anyhow. If youre teaming, then anything really...
You can have Strike, Slash, Follow Up and Spin all by L8.
Claws is fast recharging, with easier endurance costs than most primaries allowing for good fury generation, once you get QR at 20 you'll be sailing.
Spin is a fantastic PBAoE that you can have at L6, and follow up allows for early +To Hit and +Damage boosts, which will help greatly (especially the +To Hit).
I'm sure other combos could do it, but I think this is one of the easier, faster rides to 50. -
Quote:OKAY! I am getting annoyed.
I really like using ninja run. If not just for the general boost to movement and jumping, but also the aesthetic.
I was looking at the movement powers thinking I was going to have to pick a one for my stalker, so I decided on leaping... I pick up the combat jumping power and BAM! Ever time I turned this new power on my ninja run kicks off. I understand having ninja run not effect the main or full movement powers but this sub power... please!
Use Ninja run for travel, use Combat Jumping for...combat.
I realize you're having aesthetic issues, but be sure to check the end cost of running Ninja Run in combat plus the fact that it gets suppressed.
Combat Jumping is cheap end wise, gives you added mobility in combat and adds immob protection and a little bit of defense. -
Quote:Yes.I wholeheartedly disagree. The more I invested in my SS/Will Brute, the more his tier 9 became useful. With a 2 min godmode (for WP, more like godling) and a negligible crash, it is worth it. Having invested in 4 purple sets and LOTG my global rech is solid. That tier 9 pops up a minute or so after it drops, so approximately 2/3 of the time I can be in tier 9, with no real end concerns. That ain't throwaway unless you know something I do not.
I know that the T9 Strength of Will is unaffected by recharge.
I'm pretty sure I've corrected this before in this forum, possibly one of your other posts.
You can feel free to check it in game.
Neither SoW or OWTS are affected by slotting for recharge, or global recharge.
So, you get SoW up 2 min out of every 5 and that's it. You're most certainly not clicking it 1 minute after it drops.
It's a power you can easily skip, and fill the gap with T3 Oranges.
And if you've invested into a Willpower Brute, building it's defenses, you have less need of the T9 since you don't need to fire it often anyway.
Alternatively, you can also build for Darkest Night. It has no crash, but a heavy endurance cost and you can use it every single fight if needed (not usually needed) -
Quote:I have my first, a level 12 brute that dies twice every group. When can a brute solo? Do you have to powerlevel him to SOs first? I really really hate brutes at this point.
Superstrength Shields: 3 SS attacks: jab, something worthless, and haymaker.
4 shield powers: melee shield, ranged shield, mez shield and high pain tolerance.
The only thing to be certain of is that health and end decrease in the square inverse proportion to the increase of fury.
Ok, its True Grit, not High Pain Tolerance
Shields can sometimes be rough at low levels, especially if...
Quote:I was informed by an in-game friend to crank up the spawn count, go -1. So I am set at -1, X4, I didn't think I could handle X8 to get the fury where it needs to be, but I can't survive building fury now.
...you do something like that.
-1x2, or -1x3 at the max for a defense set like shields. Some other secondaries can take it.
Also you'll want to fill your inspiration tray with blues and purples, and refill before each mission.
Quote:I don't have knock out blow yet. I was going to skip it since it activates so long, going for jab, sucky punch, and haymaker being quicker hitters. I hit all attacks as they come available. I suppose using the the Vet staffs is taboo since they might not count towards fury, but I can't resist the three man cone hits of Sands of Mu.
I usually pick up KO Blow early on, but I don't use it as part of the standard attack chain. I use it when I have high fury going, or when I really want to knock someone up.(yes, I know how that sounds).
Seeing as you have Punch, Jab and Haymaker, you might not have room for it pre L20. I always skip the Tier 1 attack myself . -
Hi,
Some comments.
Switch all of the mako's to 4 piece smashing haymakers (that's the cheap version, you want Kinetic Combats if you can afford them)
Both quick recovery and stamina are way overslotted, it's not worth it even for the recharge.
Go with 3 to 4 piece perf shifters, including the procs and remove some slots to take care of some of the following suggestions.
4 Slot both Mind over Body and Tough with Reactive Armors.
2 Slot rage with 2 Rectified Reticicle, and add 1 L50 Rech Rdx IO on top if you need that for perma rage.
Add 1 slot to High Pain Tolerance and add the steadfast Def/Res 3% unique.
Change footstomp's slotting to 5 piece Obliteration, or frankenslot using Sciroccos and Multi Strike. If you frankenslot you want higher recharge, end rdx and damage values.
I can't stress this enough, Footstomp is the most important attack in the entire powerset. It will do more damage than all of you're other attacks combined. It demands to be ED capped on damage.
I'd also like to see you change gloom to 3 piece devastation + 3 piece thunderstrike.
And I think you should lose Hurl and pick up Dark Obliteration for more AoE damage, going with a 5 piece positron set + 1 L50 End Rdx IO or 1L50 Rech Rdx IO. -
Quote:A throw away tier 9 somebody said. Uh huh. You have to wait until level 38 for a power t open up and when it does it says FU like it means it. My first 2 50s were Str/Invul Brutes. (diff servers). I now have a main that is SS/Will Brute, and he is so much easier to run than the Invul that I purpled him out. He now fights lie a wet cat. Invul is very good, but seriously, a throwaway last power? The devs need to put down the crack pipe.
I don't use the T9 for either of them, I don't even have them in my builds.
T9 "godmode" powers become marginalized the more you invest into a character's build. -
Quote:99% Fury is pretty much a fantasy.*rubs forehead*
I should have known better.
Brutes do a bit more damage than scrappers at 'peak performance' but not so much more that it's significant to go home and cut yourself over it, and it's difficult to get to 99% fury and stay there. That being said, it's fairly trivial for me to stay between 80-85ish with the brutes I've made. So let's just simplify and say they do roughly equal damage.
If the actual in game display can be trusted, then I think I've hit what looked like 99% Fury...once.
Considering I play Brutes primarily over all ATs, we're talking a considerable chunk of time.
80-90% is the normal amount. This is on a Brute built to take alphas, to hold and survive aggro on the ITF, LGTF, RSF, and built to farm solo set for anywhere from +1 to +4 x 8 - enemy type depending.
Quote:Brutes then also have higher HP caps, resistance caps, and damage caps (I assume to account for fury). They also get punchvoke, which I happen to like, so yay punchvoke.
And then darkest night plops it's big fat *** into the equation and I wind up *really* preferring brutes. Not that scrappers are *bad* at all, Brutes are simply *better*.
To state they are *simply better* is simply your subjective opinion.
While you can limit the situations a Brute might be in where maintaining Fury is actually hindered by circumstance, those circumstances still exist.
Taunt happy Tankers or other competing Brutes. Teams with lots of pets, or control, or missions where you simply cannot keep up combat to maintain fury (the Hami/Mito fight on the LGTF comes to mind, once the pylons are down fighting the mitos tends to be a fury sink).
Scrappers perform, all of the time. And they are unfettered with needing to hold aggro, or take alphas they may not be built for.
Tankers can tank, without billion inf builds. This is not true of all, or even most Brutes.
I love Brutes, and I enjoy the space they occupy somewhere between Tankers and Scrappers. They have very high highs, but can also have some very low lows.
Back on topic, it'll be interesting to see how the whole epic/patron pools plays out amongst the melees. Looking forward to it, regardless of what it brings. -
Quote:Stacking wit Invisibility wouldn't do much unless both powers were significantly buffed. Invisibility alone (or Stealth + IO) will hide you from everything except GMs, Turrets, and Snipers (and Rikti Drones/Rularuu Sentries, but those ignore stealth completely). You'd need more than double that much stealth radius to pas by GMs and Turrets undetected, and triple for Snipers.
TBH, -Threat doesn't do much, as far as I've seen. You can't have less than 1.0 Threat, which most ATs have as their base (and I don't know of any +Threat powers). The ATs with more than 1.0 base Threat tend to want the aggro.
All good points, my main point still stands though - in PVE stealth as a power is lacking. -
Quote:The problem with this point of view is that it is similarly simply to just get a Celerity or Unbounded Leap +Stealth IO and just use that. You can just put that in Sprint and, amazingly enough, you've got permanent Stealth now!
As I said before, the Stealth aspects of Stealth are easy to replicate. The only time that you might actually want to get Stealth is if you are forgoing IOs completely and want to get the benefits of the Stealth. With IOs, Stealth useless. Without IOs, Stealth moderately less useless.
I agree completely, and I think the problem with this is the actual Stealth power.
It's too weak, doesn't grant enough actual stealth for the cost and can't even be stacked with Invisibility from it's own Power Pool.
And then when you use Stealth, it actually makes you slower and doesn't provide any -Threat modifier.
Even if the +stealth IOs weren't in the picture, I'd be hard pressed to come up with a reason to take this on a character outside of wanting an LoTG Rech mule.
In my opinion stealth needs to either do more for you and/or be cheaper END cost wise OR be stackable with Invis for it to be more competitive. -
I reworked your build.
It's now Softcapped to all positions, has both lower endurance consumption as well as higher recovery and higher recharge (+10%)
On top of that that Fireblast is now a fully functional power.
All of this came at the cost of about minus 4-5% resistance across the board (well worth the trade IMO).
You'll notice a massive difference in Recovery, this is due to my version having the Accolades activated in mids, which I assume you'll be getting (even with the accolades, your build has about 0.30 e/s less recovery).
I added the force feedback proc to Thunderstrike, you could always remove that for something else, or to simply free up a slot.
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Quote:And this is probably one of the reasons you don't see Invuln talked about often on the Brute boards (aside from people being used to it).The biggest recent buff for Invuln was the addition of Physical Perfection, which helps Invuln more than any other set.
Brutes don't have access to Physical Perfection, but they still run many Tanker style heavy endurance melee sets, and generally need to maintain a constant offense for Fury.
So finding a matching primary is key.
I chose Claws for my Invuln brute due to the lower overall endurance costs.
I chose Willpower for my Superstrength brute, because I felt that was the sturdiest set that would allow me to keep up a constant offense. -
Quote:VEATs don't also run anywhere from 3 to 5 other toggles while they also run their Tactical Training toggles.5 - do you really need Hasten? Could you perhaps bring in Maneuvers in it's place? (I'm a huge leadership pool fan, it helps your team, and if you happen onto a team of eight that all have Maneuvers, well, that's almost the softcap right there. It's the same concept that makes Veats so powerful)
I would caution any melee that does not have access to an endurance recovery tool beyond stamina away from the Leadership pool. The numbers aren't very impressive for scrappers, and the endurance costs are quite heavy when you factor in everything else.
I take Leadership on my support characters, because they generally aren't running other toggles (they also get better values), so this is not something I have against the Leadership pool in particular. -
Quote:My advice would be to put a build together, even if you can't get it softcapped.My problem is I don't really have extensive knowlege using mids, and I've not tried to softcap a scrapper yet. Any Advice?
Then post it here for others to give you assistance with.
Unfortunately there are no simple answers to your question, so in my opinion is that this will be your best bet.
It will also help you get to know mids better. -
Quote:Not really.Originally Posted by Mr. DJMalta have decent +ToHit don't they? I guess you could consider that a defense debuff
Def debuff hurts powersets that have built for defense but lack defense debuff resistance.
To Hit bonuses for mobs hurts Def based toons more severely than those that have simply built for defense because they also have resistances.
Quote:Originally Posted by Dechs KaisonI am fully aware that it is the AT modifiers that allow me to do what I've done and I don't deny the sacrifices that are made by others to achieve the protection I have.
Quote:Ok, it wasn't just attacks. I already mentioned the +3% defense unique, but there's also three sets of reactive armor. Otherwise, it's all in attacks.
And no, the defense in CoD does not suppress.
This is the latest version I've posted. I've made some renovations to it since then, but I can't post those until I get home.
There's some slotting there I might borrow myself, but I'm working with Brute numbers so softcapping is most probably not on the table.
And thanks for being honest, your build doesn't sacrifice much to be a tank, but it certainly sacrifices recharge and if it were a Brute or Scrapper the further sacrifices needed to softcap would be huge.
That being said, it looks like a cool build. Good luck with it.
Quote:Dechs (and Deus Otiosus ): Are you perhaps hammering on Aegis (about 4.5% En/N per set) to get that level of E/N? 20% from powers, +3% from Steadfast - you have four resist powers ANYWAY... I'm trying to stay away from specific build discussions but it's like yummy candy for me.
The bonuses are smaller, but typed defenses are not always to be found in abundance and those 4 types are the most frequent so you're better off building for them using reactive armor than using Aegis.
Quote:I may not have clarified sufficiently.
*/SR has taken between 7 and 9 powers, typically, and chosen SR instead of something like, say, Dark or Fire or Regen. They have, by choosing one powerset, given up the potential of another one.
To take an extreme example, if you play SR instead of Dark EndBar, you are giving up a damage aura, a minion-stunning aura, an enormous heal every few seconds, fear resistance, psi resistance, end drain resistance, stealth without a power pool. SR has features of its own-three LoTGs worth of recharge built right in, for instance, the ability to see your own costume, knockback protection- but it's a choice you make. Get SR or get something else.
Quote:But MOST of what you get for going SR scrapper is Defense, lots of it, that cannot be taken away. Easy softcaps. Debuff resistance.
If the Defense of other players, who got a different toolbox, is sufficient... you've been kinda robbed.
What SR also has going for it, is cheap and easy defense. And once you're at the softcap, you're then free to add other things build wise.
Here's the kicker, those other builds who got a different toolbox?
What happens when they don't build for defense? How useful is that toolbox if you don't have any Defense?
Are your self heals, and resistances enough?
As I've said a few times, and as macskull said as well, if you're concern is other sets stealing SRs thunder you have no further to look than Shield Defense.
It has solid enough defense to get to softcap through IO sets, has resistances, a scaling damage buff and a crashless mini-nuke that with enough recharge can be available every 30-45 seconds.
Quote:Farmer armor is extraordinarily powerful in MOST situations. Beating down the Rikti was mentioned earlier.
I think it would be useful to come up with a specific set of ATs/powersets you're looking to compare.
Are we comparing Tankers to Tankers? Tankers to Scrappers?
Def based Tankers vs. Def based non-tankers?
Def based Scrappers vs. resistance or multilayer mitigation Scrappers?
Or are we only focused on SR vs. Resistance based sets that can build for defense?
If you go to the scrapper forums, and someone asks for opinions on SR - you will almost never hear a resistance set recommended over it.
Instead, you usually get something more like 'If you have enough influence, go for shields'.
And this is a point you've yet to address in this thread, or the BoTZ thread. -
Quote:Hi. I went after one of your posts in the BoTZ thread, because you made some comments I felt were flat out wrong.The claim is, essentially, that "any defense without debuff resistance is useless" and I think that's entirely specious. Any defense without debuff resistance will sometimes fail catastrophically. I agree with that. But the question should be asked: how often does that happen, and how fast?
I like the idea of starting over in a new thread, because the BoTZ one is just overloaded and any decent discussion just ends up getting avalanched.
First I'd like to address "The claim" that without DDR is useless.
Who's claim? I'm not sure who made this claim in particular, but I don't agree with it.
I agree with the second point. Your defenses will fail at some point.
How often and how fast is an extremely difficult question to answer, considering you can tailor what enemy groups any particular character of yours is going to face.
Quote:First, it has to be an enemy with defense debuff- Cimerrorans and Council are the most common level 50 enemies I can think of with DefDebuff. Am I missing something obvious? Probably. Malta, maybe.
I'd also like to point out, that while they don't pack Defense Debuffs groups like Carnies, Malta, Rikti, CoT pack debuffs or mezz of some kind.
Heavy Debuffs is just one of the many factors that pushes Resistance based builds to want/need softcapping as having high defense simply lets you ignore those attacks to begin with as opposed to "toughing it out" which I think is the intended difference between resistance sets and defense sets (thought it just doesn't work that way in actual play on SOs)
I can't really address your math, but there are other points about this issue I'd like to discuss.
Quote:Good point. I've dived into a big batch of them on a Invuln brute and seen both my S/L res AND my S/L Def go well into the red... one of those "a second is a really long time" moments.
Are there still any ugly Thorns at level 50? or do you outlevel most of the really nasty things, the way you do with DE?
Redside you never out level most of the really nasty things. Actually, for the most part it tends to get worse.
Slight divergence:
My response (#950) to your post (#944) in the BoTZ thread never got a reply, but this thread seems to be a continuation of the train of thought you put forth in that thread.
Instead of rehashing that stuff, there was one main point that I was hoping would be addressed but never was.
Quote:Originally Posted by FulmensIs fixing BoTZ enough? Will that aloneput a good separation between the shields, the SRs, the ice tanks (the people who actually gave up half their character for mitigation through Defense) from the Dark armors...
- Fixing BoTZ has mostly to do with positional (edited: I goofed here) defenses and therefore little to do with resistance sets - most of whom build for typed defenses, not positionals.
- Neither SR nor Shields "gives up half their character" for mitigation. Those secondaries are dedicated to the single best source of mitigation in the game and also get DDR to go along with it.
- The biggest threat to Defense sets is not resistance sets that build for Defense. The biggest threat is Shields.
Quote:My previously mentioned dark armor tank has softcapped S/L/E/N. He uses cloak of darkness, weave, and CJ for the majority of his defense. I have one unique, and the rest comes from set bonuses in attack powers, which are all slotted to ED cap damage and recharge. I have given up nothing to achieve this.
They must make build sacrifices to achieve softcap even to just SM/L.
I'm also going to go out on a limb and say that you didn't get that "just" from slotting attacks.
I brought up ED Capped CJ, Weave and Cloak of Darkness for a Tanker in Mids and it's showing Almost 20% defense to all positions and typed defenses. (I'm currently leveling my first Dark Armor, I'm not sure if Cloak suppresses it's defense amount in combat, does it?)
I'd be very interested in seeing your build if you're willing to post it because I'm not sure how you were able to get 25% Smashing, Lethal, Energy and Negative defenses "just" from slotting attacks. (If you did that it would be great to see as it would help my own build, but I don't think there is that much to be had from just attacks).
I'd like to point out that this is extremely subjective, and is an opinion.
What one person considers as "nothing" or not important - might very well be considered by another player as important to a build. -
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Willpower will be somewhat cheaper, but it won't really be significantly cheaper if you try for both high typed defenses and a solid amount of recharge.
For example, a high end Willpower build will want at least 3 sets of kinetic combat, as well as 3-4 LoTG 7.5 Recharges, and several sets of Numina's for the +HP bonus - not to mention the numi proc, and the miracle proc (which you'd probably want for SD as well).
But you're looking to solo quite a bit to 50. And in that I would give the edge to Willpower. Stone melee has a ton of knockdown, which is good for both sets while leveling - but it's also quite endurance heavy which is where willpower will make life easier for you.
Willpower also plays quite well on just SO and standard IOs, or even frankenslotting cheap sets. And when you decide to add more of the higher end sets it will get even stronger.
Once you get into the 40s you can grab Mu patron pool for E-fences and Ball Lightning, since you already have access to a ton of hard hitting single target attacks. -
Quote:The devs were thinking that it would be a rare day indeed when every brute, everywhere would always have 250% global recharge, a totally full fury bar literally all the time, while also being softcapped and focusing their entire build around a single target chain so you can solo all of those nasty giant pylons that show up in missions all of the time...Wow, while waiting around for replies (thanks to those that did) I read the 2 results are in stickies. I was thinking about taking scrappers for the edge in damage I assumed there would be. So much for assumptions. What were the Devs thinking? Oh, NVM, Devs thinking, heh.
K, thanks for the help.
On a more serious note, those numbers prove very little of anything in terms of actual game play.
On teams, most brutes will be expected to at the very least absorb alphas if not be full on aggro management units.
Scrappers on the other hand are generally unfettered to run around and just punch stuff.
There is also the burst damage component which Werner mentioned. Something which is actually very useful for teams (this is why Elm/SD is such a popular combo).
And lastly, the numbers in Billz' threads did not include outside damage buffs (which was done on purpose), which further skew the end results. -
Quote:Just to be clear here, I don't believe even a Tanker will be able to survive all the damage/debuffs of the entire Freedom Phalanx without a team of buffers/debuffers behind them either.Originally Posted by Eiko-chanRedside teams don't play that way - at least not by design. So of course they can't do it. A Brute can't live through all that damage, even if it can hold the aggro.
The fact is, Brutes CAN and DO in fact tank that fight with support. The same as a Tanker would.
I'm not saying it's not possible, and in fact it would be pretty enjoyable to see it done, but I do not believe a Mastermind could Survive NOR maintain aggro at the end fight of the RSF.
It's a dicey, hard core battle. Even with strong taunt auras, tons of damage output and Taunt - there is always the chance of one or more AVs taking off after one of the squishier members of the team.
With the amount of AoEs and the the fact that even a softcapped brute wants +DEF buffs for most of the fight, I simply do not see a mastermind handling this fight in the same manner.
Quote:Originally Posted by Eiko-chanBrutes are good. I'm not denying the importance of a good Brute. But they are far less Tanks than are MMs.
Capable of maintaining and surviving aggro in varying degrees while simultaneously dishing out excellent damage.
Brute builds, particularly as it pertains to their secondary, dictate where on the scale of survivability vs. damage output each particular brute falls.
I'm not disparaging the fact that MMs can be built to be 'Tankerminds', but game mechanics tend to interfere heavily with regards to the overall popularity of this as a strategy for most teams.
Redside dynamics also come into play as a Tanker in the strictest sense of the term is not really needed due to the design of redside classes. All of whom are generally self sufficiency, and have good damage capabilities.
What is usually sought after, in my experience; is someone who can take the alpha hit, hold a solid amount of aggro and be survivable enough to endure the damage that comes with maintaining aggro.
And Brutes very often fill that need.
Add IOs to the picture, or huge amounts of buffing/debuffing, or both - and Brutes can face down the toughest available content (ITF, LGTF, LRSF).
This is practically the norm in my play experience, so when you say:
Quote:Originally Posted by Eiko-chanNever seen one that could do the job as good as a well-made Tankermind or even a poorly-made Tanker.
To put it into perspective, when I build a Brute if that brute can not handle at the very least most content set for +0x8 at a reasonably fast speed and 99% survival rate - I consider the build a failure.
Generally it ends up surviving most content set for +2 or +3x8. Specific debuff heavy (anti-melee) enemies not withstanding.
So unless you're only focusing on sub L40, with zero IOs and a lack of group support - I'm just not seeing it.
Quote:KHis tier nine is available very often because of a buttload of global recharge, the drop is nothing to him, so I use it very very regularly.
However, having a recharge of 300s (5 minutes) and a duration of 120s (2 minutes) it will be available as often as you describe - generally every other large fight.
You can verify this in game either through right clicking the power for "info" or through the enhancement management page using the detailed info tab. -
Quote:A few questions/comments.hi all, ive been having trouble making a SS/SD brute build. its so hard to get all the postional defenses soft capped while not forgetting about gettin good endur recov, regen, max hp, and dam+. this is the best build ive come up with and it really sucks i had to go with this many blessing of the zhypher sets to make it work but i had too.
tanks verison of SD is slightly higher in numbers so reaching the soft cap is wayyy easier.
Anywhere from 2 to 3 sets of Blessing of the Zephyr (BoTZ) is pretty normal for /SD (and other sets) for achieving positional defenses.
Why do you have teleport foe? Recall Friend I can live with, if you team often and like to be able to TP people (though I wouldn't take it personally) - but you really don't need teleport foe, not even for the BoTZ set.
I would look to 6 slot Guassian's in rage, and 6 slot Thunderstrike in Hurl.
If you can afford it, I would look to swap out of Red Fortunes and into 3 or 4 slotting LoTG sets (including the 7.5% rech) into Battle Agility and Weave instead.
As well as putting one more LoTG Rech into CJ and Phalanx Fighting.
You're well over the softcap on all your positions, so you have some leeway in making changes.