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Quote:I agree.Not picking a particular bone with you Alt, but this argument comes up again and again, both in game and on the forums. It may have been the initial intent of the devs that pet tanking would be the primary alpha soak for villies. That wasn't really the case at CoV release though, for a couple reasons. It is a *drag* to summon/resummon and buff pets, even post change. The second is that MM pets have never, and will never, recieve full support from the rest of the team. Without an AoE heal (better than the MM version of Twilight Grasp) your minion/lt's WILL get toasted, which brings us back to the first problem. Teams don't want/are unable to keep pets up reasonably, and certainly don't want to wait for a resummon every second group. BG mode is a nice trick, and helps somewhat. Make no mistake though, BG mode was a bandaid emergency fix for PvP problems. The boards were rampant with players getting one shotted by blasters, who oddly enough were unwilling to target your army instead of you.
Quote:Originally Posted by prev1The side by side comparison also tends to divide folks, with some falling on the scrapper side and others on the tanker side. Brutes are in fact *neither*, but they are the closest thing to an actual tanker that vils have. You get to float at 5/6 tanker HP, with tanker resist caps. Both of those are very important in a group setting where you will have a variety of support options available. That's also the only reasonable time a taunt argument would arise.
Also, the set version of taunt accesible to all brutes is a 4 target AoE (like tankers) the set version for scrappers is a single target (someone correct me if that's wrong please). Taunt is also extremely effective and efficient slot wise. Two taunt/rech IO's is all you really need. PZ and MB also have attractive set bonuses depending on your focus as well.
Quote:Originally Posted by prev1All told taunt is a power that I will fit into most any brute build. For ease of use, and teaming purposes. It tends to go in rather late. The question I have for the "Lol taunt"ers is ...... what did you take at 49 that you couldn't live without?
I'm kidding though, I'm not a "lol taunt" kind of guy (although "lol tauntspam-bots" is a different matter), I understand it's usefulness and would take it if I could fit it into my high end builds.
But I'm usually too busy trying to stuff as many TAoEs & PBAoEs into the build as I can, while still having a solid ST attack chain and taking all of the pool powers needed that let my brute act like a brute.
And I get away with it, because a relentless AoE focused engine of destruction that has inherent taunt in all attacks doesn't usually need to specifically taunt enemies with the power Taunt itself.
I can never seem to find the room for taunt in my builds, but I would gladly take it and 6 slot it if I could.
Considering I've held aggro on all 8 AVs at the end of a speed RSF on a team full of Corrs/VEATs using a Willpower Brute through judicious application of PBAoE/TAoE - I'm generally ok with it. -
The 6th slot, for the Rech Rdx in Shadow Maul reduces it's recharge time by 0.66s.
I really don't think you need to worry about an amount of recharge like that on a power like Shadow Maul.
So there's another option to gain a slot. -
Quote:Sure I couldn't take on half of what my SR friends could handle (even when I finally achieved perma Dull Pain), but playing a Regen actually requires attention. However, obviously, neither of these sets are available for we Brute players. So what do you lot suggest I roll as an approximation of that play style?
I'm not looking for a character that will be 'oh ma gosh wowzorz' strong at endgame, just one that feels like a Spines/Regen i.e. requires a lot of player input. The closest secondary I can see is /fire, but what gives the same joyous AoE carnage as Spines?
Cheers for the help!
Secondary, in terms of what you're looking for, I think /FA is a good choice.
I also like /Electric Armor.
I'm not convinced on Claws though, for what you're intending - not because Claws isn't awesome (which it most certainly is) but because I don't personally see much synergy between the two sets.
Rather than look to only the Primary for AoE damage, you might look for a primary with 1 or 2 solid AoEs and then add Mu PPP for Electric Fences and Ball Lightning.
SS/FA/Mu would give you a ton of large radius AoE, as well as better survivability from having knockdown. Rage also bolsters all of your TAoEs as well as Blazing Aura and Burn - increasing their ability to hit and their damage as well. FA gives you consume, which will help offset the considerable END costs of Superstrength and the PPP TAoEs.
Footstomp, Blazing Aura, Burn, Electric Fences, Ball Lightning.
That should be plenty of AoE. -
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Quote:My SS/WP brute with 135% global recharge while hasten is running.And you're only getting 135 dps off of that?
The I might have made a mistake of making one
Running KO blow > Gloom > Haymaker > Punch > Gloom > Haymaker
got about 180 dps vs. A pylon in a bit over 10 mins, so I think 135 is about right.
And I agree with Chaos, the DPS is actually higher, but you lose DPS in extended fights due to the rage crash -
Anytime.
Actually I was curious about Boxing.
Were you planning on using it frequently or is it there just for the set mule?
If it's just a set mule, you could remove stupify and use the slots to 6 slot Taunt with Mocking Beratement.
That would grant you a tiny bit more rechage, but another 1.8% End bonus.
It would also give you another 1.5% or so of both Melee and AoE defense. Which while small, now brings your Melee DEF to about 50%.
I'd be very tempted to drop ToD for a 5 piece CI at that point for 5% more global recharge.
Alternatively, you could keep stupify in Boxing.
Except steal 1 slot from haymaker, use it to 6 slot Stupify for the ranged DEF and then slot Haymaker with 5 piece CI, again for more recharge. -
Because people forget that L50, fully IO'd monster Brutes backed up by team buffs are not the whole of the matter.
I think any solution, if there is to be one, should focus on a more creative way for Tankers to utilize their superior durability - and make no mistake, they ARE more durable by a significant margin.
I really don't think more taunt is the answer, nor do I think nerfing Brutes based on performance post IO sets is the answer either. -
Quote:I'm in the minority in this thread, but I would like to see Tankers get a slight lift to keep them competitive. The way I'd like to go about it is a little different than the normal cap method, though.
Personally, what I'd like to see is the Tanker's Gauntlet power expanded so that it causes the Tanker to be appraised as one level higher than his or her actual level when calculating defense and resistance against an attacker. The Tankers maximum defense and resistance would still be 95%/90% to any attack, but a level 50 Tanker would be treated as if s/he was level 51 when defending against an attack. This way, Tankers get a noticeable advantage, but only when fighting higher level enemies (IMO the real situation where a Tanker should outshine other ATs anyway), and that advantage is available both for Tankers who are capped and those who aren't, all the way from level 1.
I think this is the wrong way to go about it.
I think something that might be an interesting idea, is to put all of that extra (often unneeded) Tanker levels of Defenses, Resistance and HP to better use than simply through taunt.
How about a recharge based, short duration (say, 1 minute) power that would grant the Tanker a function similar to MM pet bodyguard mode?
A power which would allow a tanker to choose a target (or the whole team? perhaps too strong?) and absorb a portion of that party member's incoming damage for the duration of the power.
Balanced, no clue - I don't design video games.
Quote:Several recent TFs and this past DXP weekend reminded and underscored to me the difference between a typical Tank and a typical Brute. They're very different animals, for their team-mates as well as themselves.
As a squishy, I can depend on a typical tank to hold aggro and remain alive far, far, far more than a typical brute.
Yep, with just SOs it gets even more pronounced.
Even on my fully IO'd brutes, built to take on entire rooms alone and not only survive but kill everything - I will tell squishies on the team to follow the tanker (when present) if they value safety and to follow me if they enjoy chaos and carnage.
I never guarantee anyone else's survival. -
Quote:That's true, you won't get to 95%. So if you must have the absolute most durable build possible, you will take grant cover.Even slotted with HOs double stacked Active Defense alone is only 75-80% defence debuff resistance. Adding Grant Cover on top takes you to the DDR cap and puts you on a par with /SR for dealing with cimerorans.
Triple stacking AD? Ok, not useful then, but I don't know anyone with that sort of recharge and some of the /Shields I play with are into the 11th digit on their builds now.
The thing is, unless you're planning on soloing the ITF, I just haven't found the need for 95% in comparison to 75% or so.
Take a build like WM/SD, with Whirling Mace, Crowd Control and Shield Charge - no single pack of mobs will be left standing or alive long enough to give you trouble.
The only time I could imagine maybe having a problem is running off and soloing Cysts - but I do that on my SS/SD and I haven't had trouble so far.
Part of my experience might be tinted because I usually only run with the same group of people, so perhaps on a truly poorly built PUG you might have more issues. -
Quote:Depends on how much recharge you're going for.Which one? I'm thinking Bash, as it recharges faster, and WM is a kind of slow recharging set...
I prefer Pulverize, because once you have Whirling Mace, Shatter and Crowd Control as well as a fair amount of recharge, pulverize's slightly longer recharge time will be less of a factor.
But that's for a final build, for a levelling build, I might actually take both and then respec or second build out of one of them later on. -
Quote:I was going to post, but Blissfil said everything I would have.My tops picks for being able to hold the fort on teams and still grind thru things on your own would be shield, invuln, and wp. All these benefit a lot from darks melee's 2 best selling points, its -tohit and the self heal.
If you want something less common energy aura and SR are even still solid choices. But these would really be better suited for solo play since they lack taunt auras. -
A few comments.
1) I don't think you need to 4 slot your defense toggles, definitely not all 3 of them at least. The Accuracy bonus is negligible due to rage, and I think the total endurance reduction you get in Battle Agility and Deflection combined is about .05 e/s.
You'd be better served 6 slotting both KO blow and Footstomp each with an End Rdx IO. Although I would personally put the Force Feedback Proc in Footstomp myself.
2) I agree with Chaos_String. I don't think you need Grant Cover for the DDR. I'd personally prefer to have Combat Jumping for the added mobility, and it allows you to keep the LoTG Recharge there as well.
Not to mention that dropping grant cover would provide a greater overall endurance benefit than all 3 of your defense toggles being 4 slotted combined.
3) Seeing as you are 5% over the AoE softcap, you either don't need scirocco's in Footstomp or don't need Tough 5 slotted with Aegis.
One option would be to put your 3 Aegis pieces into True Grit, and move Impervium Armor into Tough and give it 4 slots.
If you're going to take Impervium Armor you might as well get the 2.25% endurance bonus.
That still grants you 1 extra slot.
Here's what I was thinking.
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There's also 1 slot left to play with. -
I've played both sets, but not together.
Rather than tell you what I think is 'skippable', I'll tell you what I think are "must" or "should" haves.
Warmace- Bash or Pulverize
- Jawbreaker
- Clobber
- Whirling Mace
- Crowd Control
- Build Up (for 6 slotted Gaussian's, which is great for /Shield)
I would not make a Warmace Brute without taking those powers.
This is not to say the other powers are bad, I just feel those are the ones that I would take as highest priority.
I would most probably take Shatter as well, although I'm not a big fan of cones - which is why it didn't make the list.
I put Build Up in there specifically because you're looking for WM/SD. I think you can skip Build Up on some builds, but you most probably will want it for Gaussian's and to use before Shield Charge.
Shield- Deflection
- Battle Agility
- True Grit
- Active Defense
- Against All Odds
- Phalanx Fightning
- Shield Charge
Again, I would not make a Shield Brute without those powers. -
Quote:I have 2 problems with this.Yes you might be able to handle it but it could be a scenario that is best handled a different way for the sake of others. Given your input I wouldn't disagree to a vet reward power that allows a Tanker to force aggro when needed as atleast its in the hopes that an experienced Tanker would have it when playing with a not so experienced Brute.
1) I don't want anyone, ever, being able to take my aggro away from me at will. Like I said, taunt-bots are enough of a hassle as it is.
2) A true "veteran" tanker should have no problem pulling aggro from a not so experienced brute. -
Quote:To preserve the Tankers role and mainline of thinking I'd like to see them being able to quickly force aggro from Brutes/Scrappers when needed.
The problem with that, is aggro helps brute's be what they are.
And while you've stated "when needed", it's often quite frustrating as a brute on a team with a Tanker who constantly tries to taunt mobs off of you - even though you can handle it.
Not to mention I think people are generally over reacting.
Most blueside exclusive players expecting brutes to function and perform like tankers from the get-go will be in for a surprise. -
Quote:That's quite true.In a team setting, we're talking mostly about AoE damage and possible buffs, and everything gets VERY murky.
However I think it's a major point that was mostly ignored in this thread (not by Bill Z specifically, but rather the discussion that followed).
Comparing Brute damage output vs. Scrapper output in basically a ST test vacuum was followed with a great deal of complaining about 'Brute Damage' output combined with their higher survivability potential and thinly veiled nerf/buff sentiments.
Other considerations were often overlooked, for example teaming was largely ignored in favor of soloing Pylons & AVs.
The fluctuations in brute damage output due to mission particulars or team composition.
Or a brute's role on a team and the amount of aggro they generate.
So to have two stickied discussions, neither of which really touch on AoE damage output or teaming situations is as Julius put it "a bit myopic". -
I agree with the consensus, you want Tough & Weave.
And while you could probably get away without the fitness pool, I personally wouldn't - you want that extra passive regen and recovery - claws might be light on endurance compared to other sets but once you get spin on a very high recharge you'll be happy for the extra recovery.
I personally would take hasten as well.
Other than that for building purposes, focus on typed defenses to say 30-35% for SM/L/Ene/Neg and then focus on hit points.
Unless you're willing to make sacrifices to softcap. -
Quote:That's a very good point, one that I think wasn't often considered.This debate is a bit myopic and tends to play into the general meme of soloing AVs and Pylons. I'm sorry, but that's just a fraction of this game.
I'd be very interested to see comparisons of damage output in a team setting, with external +damage bonuses applied. -
Quote:So at high Fury levels Rage is only buffing your overall damage by 12%? That makes skipping Rage and picking up 12% damage bonus look fairly viable. I would not have guess that.
I lack Bill's math-fu, but I don't believe it works like that.
You're substituting a 12% damage bonus for an overall damage increase of 12% (which I'm not sure is accurate).
For example, perma-rage provides an 80% damage bonus for 120 seconds with a 10 second downtime vs. your suggested all the time 12% damage bonus.
Here are Bill's numbers for single stack perma-rage
Quote:Originally Posted by Bill Z BubbaWith single stacked rage added in, we go 100*(1+.95+1.5+.8) = 425 BUT 1/13th of the time it does 0 damage. 425*(12/13) = 392.308)
100*(1+.95+1.5+.12) = 357.
So that's 357 vs. 392.
Keep in mind that's just DPA and not DPS. It also doesn't factor in something like consistently hitting 6-10 targets with footstomp.
However I think, if rage severely hinders your play style and you play on teams often that you could simply save rage for the "big fights" or when you want a damage boost.
I prefer to run a single stack myself, running double stacked due to rage crashes is just not enjoyable and while it might be the stronger DPS in a vacuum/pure numbers comparison it doesn't take "regular" play into consideration where you often have rage crashes at extremely inopportune times. -
After making those suggestions, I decided to play with it a bit today, I wanted to get it softcapped to SM/L.
The price has increased a bit, but the build you had to start was already a sizeable investment - so I figured a few hundred mill more wouldn't hurt.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Storm Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Knock%:35(5), Mako-Acc/Dmg/EndRdx/Rchg:40(17), C'ngImp-Dmg/EndRdx/Rchg:40(19)
Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(5), Numna-EndRdx/Rchg:50(7), S'fstPrt-ResDam/Def+:30(7)
Level 2: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(15)
Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(11), Numna-Regen/Rcvry+:50(13), Mrcl-Rcvry+:40(46)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Crane Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Knock%:35(11), Mako-Acc/Dmg/EndRdx/Rchg:40(17), C'ngImp-Dmg/EndRdx/Rchg:40(19)
Level 10: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx:50(46)
Level 12: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(45)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(42)
Level 16: Focus Chi -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(37)
Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Knock%:35(34), F'dSmite-Acc/Dmg:40(36), F'dSmite-Acc/Dmg/Rchg:40(50)
Level 20: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), EndMod-I:50(21)
Level 22: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(23), Numna-Heal/Rchg:50(23)
Level 24: Health -- Heal-I:50(A)
Level 26: Dragon's Tail -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(31)
Level 28: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(29), EndMod-I:50(29)
Level 30: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(43), LkGmblr-Def/EndRdx/Rchg:50(43)
Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Knock%:35(33), Mako-Acc/Dmg/EndRdx/Rchg:40(34), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 35: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40)
Level 38: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42)
Level 44: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(45)
Level 47: Ring of Fire -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(48), Enf'dOp-Acc/EndRdx:50(48), Enf'dOp-Immob/Rng:50(48), Enf'dOp-Acc/Immob/Rchg:50(50), Enf'dOp-Acc/Immob:50(50)
Level 49: Strength of Will -- ResDam-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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These are also some minor nitpicks/suggestions on what is otherwise a solid build.
1) I agree with all of Fury's comments, except for one. I Like to do 4 piece Kinetic Combats + 1 Mako Quad + 1 Crushing Impact (either ACC/DAM/END or ACC/DAM/RECH depending on your needs).
2) I personally don't feel the slotting in RttC for -To Hit debuff is worth it, and would go with more slots in fast healing for: Miracle Heal and Miracle Recovery proc. You can even squeeze a Regen Tissue if you like, but it's not really necessary.
3) I would definitely recommend 3 slotting your defensive toggles: LoTG 7.5 Rech, LoTG DEF, LoTG DEF/END. At the very least I would absolutely do that with Indomitable Will, it really does not need 4 slots.
Some things you could do with those slots: Add a slot to CJ for another LoTG 7.5 Rech, Add another slot to QR and 4 slot all perf shifters there to both cap recovery and get the set bonuses (the hit points in particluar).
4) Another suggestion would be to drop Char, and take Ring of Fire instead. You can slot Ring of Fire with a 6 piece Enfeebled Operation (very inexpensive) and get to 44.2% SM/L DEF. -
Quote:I wonder what/how much we'll lose if we don't sideswitch all the way. Unless there's some kind of absurd penalty for doing so they devs have yet to announce, I'll be turning all my villains into Rogues and all my heroes into Vigilantes so I can play on both sides. Moar content+teams ftw.
I'm going with the gut feeling based on no information of any kind that you will lose very little.
With the loss of INF and losing access to currently slotted enhancements reserved for full side switching to prevent a possible mass exodus from one side to the other.
Isn't speculation fun? -
Quote:Absolutely.Being able to run a speed RSF probably has more to do with a team of corr/VEATs than any particular brute build
The force multipliers make it happen (at least the AV fights, the rest of it really isn't very hard).
But they don't have anything to do with rounding up the AVs and holding them in place (taunt).
My point was, that I do not use taunt (the power) to hold the AVs in place while the corrs/VEATs cut loose.
I do this on a Willpower Brute, which has an incredibly weak taunt in RttC.
Would taunt make it easier? Of course.
Would I take taunt if I had a spare power choice and slots for it? Possibly.
Do you need taunt to not be a "lolRP" build or be "mentally damaged" when playing a Brute?
No, because that's absurd. -
Quote:I play solo Brute on speed RSF runs with nothing but me and a combo of corrs/VEATs on an SS/WP Brute without Taunt.i dont let brutes without taunt into my SFs, TFs or PVP teams.
you really have to be a mentally damaged to skip out on it unless you have a lolRP build.
I hold all 8 AVs in place with Footstomp, Dark Obliteration and Darkest Night.
But to each their own eh? -
Quote:But again, that's not what this discussion is about. It's about damage dealing and you don't have a clue what you're talking about.
Quoted, because it's awesome.
Quoted, because it's ludicrous.