Deus_Otiosus

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  1. Deus_Otiosus

    Go to Redside.

    Quote:
    Originally Posted by Humility View Post
    I dinged 20 on a new stalker I wanted to check out last night. Using the Ae tickets from some lowbie mish's there I got some bronze rolls. I was able to get nearly 3 mil in SELL IT NAO money (I hadn't bothered to transfer any cash on there yet) and use that to completely IO every single slot in the character (barring rest, brawl etc). Bonesnap sets+frankenslotting in attacks, decimation in my cone, end red/def frankenslotted in my toggles. Everything, top to bottom, done on the spot, no standing bids left to wait, with only the cash made from my leveling ae ticket loot and over a mil leftover.

    Now, I grant I did leave a couple salvage bids sit overnight to avoid the price fixing that was happening, but I could have had those pieces on the spot for another 200K or so total cost and still had plenty of pocket change. Every recipe I purchased was between 20 and 23, I didn't compromise on what I wanted level wise.

    The point being, red doesn't have the supply to support that kind of fun little impulse splurge for a new toon that turns out to be fun. You're having a great time with your pretty little lowbie and want something shiny for it! No the end of the world, but certainly a weakness in the play experience for red.

    I'm going to assume you made a mistake in there, as otherwise it reads as:

    1) You hit L20 on a stalker.
    2) Used the stalkers saved tickets for bronze rolls.
    3) Converted bronze rolls to cash on the black market.
    4) Used the cash to impulse buy everything you wanted for your character - on redside as the character is a stalker.
    5) Ended with a comment that was in contradiction to the rest of what you said.




    Even if you meant a blueside AT like Scrapper, which I think you did, your fundamental point works out to "Redside doesn't have the supply to support being a casual player who is both lazy and impatient."


    If you're lazy and impatient, and get taken advantage of on the market - it's your fault. Just like in real life.


    Being a casual player without much time to invest into this game, does not also require you to be lazy and impatient. Smart play is rewarded whether you play for 20 hours a week or 5.
  2. Quote:
    Originally Posted by Bill Z Bubba View Post
    But I don't think I took a PPP on him at all. As it stands, I can run his end down to 0 after two spawns. I'll look into Mu.
    Yeah that's pretty rough. If you don't have enough endurance to run your basic attacks for more than 2 spawns I don't think I would have taken a PPP like Mu either. Although it might be that doing more AoE damage vs. large groups of mobs might actually help alleviate the situation somewhat.

    Sounds like the character might require pretty heavy end rdx slotting.
  3. Quote:
    Originally Posted by Bill Z Bubba View Post
    ...

    I'll go with APPS. I don't have fury issues. Conserve Power and Physical Perfection would be nice to have on my brutes. My SM/WP would probably get new life if given that choice.

    APPS for me as well.

    Hell they don't even have to be different, I just dislike that Vill ATs are forced to take a patron for epics.



    Although I have to say Bill, I was a little surprised. While my /Invuln brute would make good use out of CP and Phys Perf, I can't imagine my WP brute would ever really need it. While a bit more passive regen couldn't hurt, with a primary like SM I'd happily go mu and never look back.
  4. Quote:
    Originally Posted by Louis_Cipher View Post
    Between brutes and scrappers it comes down to number crunching. In actual game play both are really potent archtypes. Both can own Pve pretty easily and a well IO'ed scrapper or brute can be awe inspiring, turning others green. Now, when you number crunch it brutes "may" come up with statisical edge in pve damage but both have awesome playability.
    That "edge" in damage output also assumes very consistent circumstances (like standing there punching a pylon repeatedly for 5-10 minutes), but consistency is the Scrapper's forté, not the Brute's.
  5. Deus_Otiosus

    SS/???

    Quote:
    Originally Posted by Rick James View Post
    thanks for the replies guys

    i have decided to go with ss/inv mainly for conceptual reasons (trying to build a reichsman/m.bison sort of guy) and so far he seems pretty good at level 11. i know i should of gone ss/wp because of my poor inf situation and that to make a good inv build would require kinetic combats which is ridicolously expensive redside but im known for being a rebel

    To make a good SS/WP build you'd also need kinetic combats.

    Keep it cheap, go with 4 piece Smashing Haymakers and frankenslot the last 2 slots for better performance.

    Grab some reactive armors for your resistance powers.

    Get yourself the accolades, they'll go a long way.
  6. Quote:
    Originally Posted by Another_Fan View Post
    The simple solution is a store that will sell anything in the game for inf. Not a little inf mind you but a whole boatload of inf. Common salvage at 25k, uncommon 250k, rare 5 million (the rare situation has already seemed to stabilize itself) IO recipes at a similar ratio to current going prices.

    This would provide stabilization to the market by bounding its volatility and it would provide a much needed inf sink. It also would solve the current supply problems for people that like to buy things at levels other than 50.


    You can already basically do both of those with Merits and Tickets.

    You can buy literally everything outside of PvP recipies and Purples through a combination of merits and tickets.


    The problem is laziness and impatience.


    The problem is people wanting the item they want RIGHT NOW.
  7. I have the following Brutes who have made it past L25 (the cut off point for execution of lame toons):

    SS/WP: L50 - My first Brute, and my go to toon for TFs, farming, whatever. The combination is very simple and decidedly un-flashy (not a real word) - but it's also extremely effective and for me is terribly fun to play. He didn't have the stones to tank for teams without some decent IOing.

    Claws/Invuln: L50 - A great combination. Claws is light on endurance, and high on damage - this goes well with Invuln's sheer rugged toughness. I have not IOd this toon, mostly due to having other projects I was more interested in, but the combination is definitely a good one. That being said, I personally feel that while spin is just amazing in the damage department Footstomp is better than spin for teams on a brute that wishes to be the main aggro unit due to the massive radius and nearly guaranteed KD which is good for everyone.

    Stone/Stone: L47 - I gave up on this character. I liked stone melee, even more KD than SS and the DPA of most of the single target attacks is fantastic. Stone Armor I hated. I hate needing a kin or IMMENSE IOing just to move 5 feet. Even when you get to move fast, you still lack mobility and CAN NEVER jump or fly with a Jet Pack. I'll probably give stone melee another go at somepoint, but I'll only try Stone Armor again if they give some customization options for GA and if I'm feeling masochistic again.

    WM/WP: L36 - I hated this brute until he got to L32 and picked up crowd control - at which point he became a whole lot more fun to play. I still prefer SS to WM, but WM is a good set overall.

    FM/SD: L48 - This is a fantastic combo. Fire Melee just melts enemies (har har har), and /SD is /SD. It's a bit rough on endurance, but he's not IOd at all yet. Once he has his endurance issues sorted, I'm sure he'll be a blast to play.

    SS/ELA: L38 - This is a great combo as well. I've wanted to try either ELA or FA for a while, I went with ELA because of the aesthetics, the recent improvements and because I want to laugh at END draining enemies. I'll probably make a SS/FA at some point anway.
  8. Deus_Otiosus

    Go to Redside.

    Quote:
    Originally Posted by gec72 View Post
    I'll get merits from soloing, but that's nowhere near as efficient as TFs. At least not while you're leveling. I'll get decent builds this way, but things like the Numina/Miracle uniques, LoTG recharge, etc. are pretty much limited to lucky rolls (eh, I'll add the Kinetic Combat triple too which I was lucky enough to roll the other day). But I'm ok with that.
    You can also run arcs on your higher level characters for merits through the flashback system. It'll never be as efficient as TFs as you say, but it would probably be a good deal faster.


    I also think that for solo players, who don't have much time to play and can't get in on TFs that the AE is a better choice for leveling. Tickets come in quite a bit faster than merits, due to not getting any other rewards.

    The advantage is that you get to tailor your rewards to the character. No more Mutant origin SOs for your Natural origin character.

    You can also focus buy exactly what kind of salvage you need, and can even turn a decent proft from selling off choice pieces of salvage or bronze rolls.

    The only disadvantage is that you can't ticket buy specific IO set recipies, but outside of that, everything is there to be purchased without the use of inf.
  9. Deus_Otiosus

    ? / Inv

    Quote:
    Originally Posted by Celestial_Lord View Post
    I would like to make an Invulnerability Brute, but I can't decide on a primary. Any recommendations for which would be the "best" primary to pair with the Invulnerability secondary?
    It's easier to answer the question if you explain what you want to do with the character.

    Do you want to solo mostly, or do you plan on playing in a lot of groups.

    Do you want to be an aggro magnet on TFs, or do you want to play more like a scrapper who happens to soak up some aggro?

    That being said, I agree with Tonality's choices.

    SS/Invuln is a pretty classic combo, and a very good one. But keep in mind, that unlike Tankers and Scrappers - Brutes do not have access to Physical Perfection. So you will need to find some way to deal with Super Strength's very heavy END costs (Both from attacks, and rage crashes - IOs go a long way here) along with running Invuln's toggles.

    I played a Claws/Invuln to 50 and with IOing the character could have become very strong (I didn't IO because I had other projects I gave priority to). Claws has excellent ST and AoE damage, is relatively light on END usage and pretty much has everything you need allowing you to skip PPPs.


    DM/Invuln would be extremely survivable, and would also provide an excellent END recovery tool. It would be a great choice for soloing, and soloing hard challenges. On a team I find the AoE potential severely lacking - but I think you could work around it by going Mu patron for both Electric Fences & Ball Lightning. But that's a long time to wait to be able to deal with crowds.


    I haven't played a DB character yet, so I can't comment there.
  10. Quote:
    Originally Posted by Ben_Arizona View Post
    Yeah, see, 30 million is along the lines of "mostly clean out one of my higher-level characters' inf to fund this character". Now, granted, it's not like it's a terrible deal for a softcap build's benefits, but what calling it cheap communicates to me is "this guy is speaking a different language than I am". It's probable that people who are more steeped in IOs than I am could make builds for my characters that I could afford, but it seems that they rarely bother, because "cheap" to them is "more than I can afford" to me.

    (It also doesn't help that there is no Mac version of Mids and the online character builders I've seen are several issues out of date. Softcapping my ice tanker was an exercise in pencil, paper, and crosschecking the wiki's "IO sets" page. What fun.)

    Sorry for the off topic post, but I kind of wanted to give you a hand.

    I invted a friend to play CoH, he started the game in November.

    He doesn't have much time to play, maybe 2 or 3 hours a week - 2 to 3 nights a week.

    With just a few market tricks I shared with him, he amassed over 50 million by the time his character was L25.

    Head over to the market forums and take a browse at some of the strategies available, some very smart people there are very generous with their ideas and are willing to help (you can also send me a PM).

    You don't need to spend very much of your time in game on the market acting like you're playing "City of Stock Market" to make some decent inf.
  11. Quote:
    Originally Posted by Eiko-chan View Post
    This thread made me think of the possibility of having a Tanker - and honest-to-god Tanker, not some beefed-up wanna-be Brute - on the LRSF. It could change everything.

    Brutes are nice, but they are not now nor never will be Tankers.
    It depends on what your team make up is.

    With enough Corrs, tanking is an illusion. It's mostly just holding stuff in place while it gets annihilated.
  12. With standard IOs and no sets, I might be inclined to do something more along the lines of this:



    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- Acc-I:50(A), EndRdx-I:50(3), RechRdx-I:50(3), Dmg-I:50(5), Dmg-I:50(5), Dmg-I:50(40)
    Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(7), Heal-I:50(7), ResDam-I:50(9)
    Level 2: Haymaker -- Acc-I:50(A), EndRdx-I:50(9), RechRdx-I:50(11), Dmg-I:50(11), Dmg-I:50(13), Dmg-I:50(43)
    Level 4: Fast Healing -- Heal-I:50(A), Heal-I:50(13), Heal-I:50(15)
    Level 6: Boxing -- Acc-I:50(A), EndRdx-I:50(46), RechRdx-I:50(48), Dmg-I:50(48), Dmg-I:50(48), Dmg-I:50(50)
    Level 8: Knockout Blow -- Acc-I:50(A), EndRdx-I:50(15), RechRdx-I:50(17), Dmg-I:50(17), Dmg-I:50(19), Dmg-I:50(19)
    Level 10: Indomitable Will -- EndRdx-I:50(A), DefBuff-I:50(40), DefBuff-I:50(40)
    Level 12: Combat Jumping -- DefBuff-I:50(A)
    Level 14: Swift -- Run-I:50(A)
    Level 16: Rise to the Challenge -- Heal-I:50(A), Heal-I:50(21), Heal-I:50(21), EndRdx-I:50(23)
    Level 18: Rage -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(25)
    Level 20: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(25), EndMod-I:50(27)
    Level 22: Mind Over Body -- EndRdx-I:50(A), EndRdx-I:50(27), ResDam-I:50(29), ResDam-I:50(29)
    Level 24: Health -- Heal-I:50(A), Heal-I:50(31), Heal-I:50(31)
    Level 26: Stamina -- EndMod-I:50(A), EndMod-I:50(31), EndMod-I:50(33)
    Level 28: Heightened Senses -- EndRdx-I:50(A), EndRdx-I:50(33), DefBuff-I:50(33), DefBuff-I:50(34)
    Level 30: Taunt -- Acc-I:50(A)
    Level 32: Foot Stomp -- Acc-I:50(A), EndRdx-I:50(34), RechRdx-I:50(34), Dmg-I:50(36), Dmg-I:50(36), Dmg-I:50(36)
    Level 35: Tough -- EndRdx-I:50(A), EndRdx-I:50(37), ResDam-I:50(37), ResDam-I:50(37)
    Level 38: Weave -- EndRdx-I:50(A), EndRdx-I:50(39), DefBuff-I:50(39), DefBuff-I:50(39)
    Level 41: Gloom -- Acc-I:50(A), EndRdx-I:50(42), RechRdx-I:50(42), Dmg-I:50(42), Dmg-I:50(43), Dmg-I:50(43)
    Level 44: Dark Obliteration -- Acc-I:50(A), EndRdx-I:50(45), RechRdx-I:50(45), Dmg-I:50(45), Dmg-I:50(46), Dmg-I:50(46)
    Level 47: Strength of Will -- ResDam-I:50(A)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    Some points:
    • I filled out boxing, and switched to haymaker from jab. You can add brawl in your attack chain to help you build fury and you need boxing for the fighting pool anyway. In a build using IO sets, with Global recharge I would not slot boxing at all, but this isn't the case here.
    • I gave all of your attacks a simple layout for slotting, but you'll need to modify them to your tastes. Having rage means you might even be able to get away with no accuracy enhancements.
    • Speaking of Rage, I added hasten into the build which will give you periods of perma-rage, which is good.
    • I gave combat jumping just a single defense IO. It doesn't need more slots then this, and it absolutely does not need endurance reduction. If you want to reduce endurance costs, do it elsewhere - combat jumping costs basically nothing endurance wise.
    • Mids has all of the powers slotted with L50 IOs, but you don't need L50 IOs. You can drop those down to L35 IOs, they'll be cheaper and you won't really notice the difference.
    • I would HIGHLY recommend looking into at least frankenslotting your powers for performance, using cheap sets to do so. A lot of sets can be had very very cheaply, and they will do wonders for your play performance.
    • I slotted your defensive toggles conservatively, with both QR and STA you might want to consider 1 End Rdx and 3 Resistance or Defense IOs, depending on the toggle. This is if you decide to not pick up any sets of any kind.


    Good luck.
  13. Quote:
    Originally Posted by Tonality View Post
    I'm assuming this is a brute. Whether you go for melee or S/L depends a lot on your primary, and what the maximum reasonable values you can achieve without gimping yourself.

    For example, super-strength has lots of single-target attacks available. All of these can take kinetic combat and get some impressive S/L numbers - much higher than the numbers you would get slotting for melee defense. You can easily get around 37% S/L defense on a SS/Elec, without gimping yourself. (including tough/weave/steadfast). You'll wind up with around 27% Melee defense using the same rules, but different sets. HUGE difference.

    However, electric melee has 3 single target attacks (one of which is often skipped). The rest are AoEs - Jacob's Ladder, Thunderstrike, Lightning Rod. These three sets offer good values for melee defense, and then Charged Brawl/Havoc and Chain Induction can take Touch of Death for more melee defense. Trying to get higher numbers on S/L defense where there is no good PBAoE S/L defense set complicates matters. You can get around 34% Melee Defense without gimping yourself (including tough/weave/steadfast). Slotting for S/L defense yields around 29.5%. There is potential to get the build higher, but I didn't want to take and slot taunt.

    However, there are advantages to S/L defense:
    -Reactive Armor also forces you to slot up some moderate Nrg/Neg defense. The neg defense can help that hole in electric armor.
    -Having some defense against defense-debuffing bullets is nice. Otherwise, you may find that your Melee defense leaves you more open to cascading failure from bullets.

    I personally decide on a case-by-case basis, and see just what performance I can get with those two options on that build. If one clearly yields better numbers, I have to go with that one.

    This is how I look at it as well.

    Specifically for Ela using reactive armors means you can slot 4 sets of 4 + a 5th set if you take tough, which you probably will.

    Then depending on what options your primary gives you for slotting, you can make your decision from there.
  14. Quote:
    Originally Posted by Larcen3 View Post
    Hmm...I'm curious, why no KO Blow? Didn't need it? I spammed it quite a bit..and, obviously, my results were not nearly as good as your's....I have to think about a respec.
    Ko Blow is fine, you can solo a pylon with it.

    However, I would look at it from a different angle.

    You've chosen the Mu patron power pool which is generally chosen for more AoE potential, i.e. Ball Lightning, with the weaker single target attack Mu Lightning.

    For better single target potential, you will want Soul Mastery and Gloom with the weaker AoE attack Dark Obliteration.


    I also recommend hopping into a rikti spawn before the fight to jump start your fury.
    With your current recharge, you would be able to run:

    KO Blow > Gloom > Haymaker > Punch > Gloom > Haymaker

    With about a .5s gap between punch and Gloom.

    And that will definitely allow you to take down a pylon.



    Don't get me wrong, Mu Lightning is an ok attack - but it simply has nothing on Gloom.

    Understandably, you might not want to respec to Gloom specifically for soloing Pylons.
  15. Quote:
    Originally Posted by Roderick View Post
    Punching slowly will not kill you.
    Punching lightly will not kill you.
    Getting mezzed will drop AaO, and suppress all your defenses. You will die.
    This message gets the big thumbs up.

    As others have said your mez protection is your most vital.

    It will also be on the highest recharge of the three.

    You also want it stacked as often as possible for the DDR provided by Active Defense.


    Quote:
    Originally Posted by Roderick View Post
    I put Active Defense on auto. I bind Rage (and all Build-Up style powers) to the thumb button on my mouse. I bind Hasten to an easily accessible key on my second row of power keys (I use a ZBoard Fang, it has two rows of buttons above the movement keys).
    I used the Zboard Merc. Love that gaming pad.
  16. Quote:
    Originally Posted by MrMountie View Post
    At this point I'm willing ot wait and see how Acc and Dam feel when I get there, and then adjust accordingly. Thanks for all of the help, Finduilas!

    You might be right, SerialBeggar. I'm used to my Invuln/SS tank who - of course - has Haymaker and Foot Stomp to serve that purpose when he needs to do it, as well as Hurl, and even Knockout Blow. Perhaps I'll find it a more useful power on Electric Melee.
    Your Invuln/SS Tanker also has Rage, which dramatically compensates for the lower accuracy of sets like Kinetic Combat.

    I would take Finduilas' advice and look for ways to improve the Acc/Dam of your 4 slotted attacks.
  17. Quote:
    Originally Posted by Finduilas View Post
    The problem with Oblit as a set (other than the fact that it gives the same S/L def bonus for 6 slots that the el cheapo Smashing Haymaker does in 4) is that it's very low in end reduction. You could probably get away with one attack slotted with it, but I think three is asking for end problems--especially on a set like Invuln that has no end recovery power.
    It's a very good point. I think I was going for the recharge, and just throwing the 6th piece in there for a touch extra SM/L def as a bonus. But I agree with you.

    It's one of the reasons I don't like Invuln so much for Brutes. I think it suffers some without the option of physical perfection.



    It's a nice build though, thanks for posting it. Good to have for future builds.
  18. Here's a rough draft of a build I had worked up previously (I've never played it, I just goof around in mids alot). Feel free to poach some ideas from here for your own build.

    I couldn't really see the numbers on your build, you'll want to always include the data chunk (as well as data link if possible) when posting builds. It's much easier for people to help you that way.


    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam/Rchg:40(5), S'fstPrt-ResDam/Def+:30(46)
    Level 2: Jacobs Ladder -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(36)
    Level 4: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-EndRdx/Rchg:50(9)
    Level 6: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam/Rchg:40(11)
    Level 8: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(37), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
    Level 10: Hurdle -- Jump-I:50(A)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
    Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(48)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam/Rchg:40(19)
    Level 18: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(19), Numna-Regen/Rcvry+:50(21), Mrcl-Heal:40(21), Mrcl-Rcvry+:40(23)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(23), P'Shift-EndMod/Rchg:50(25), P'Shift-End%:50(25)
    Level 22: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam/Rchg:40(29)
    Level 28: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/EndRdx/Rchg:50(31)
    Level 30: Resist Elements -- ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam:40(31), ImpArm-ResDam/Rchg:40(33), ImpArm-ResDam/EndRdx/Rchg:40(33)
    Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(45)
    Level 35: Tough Hide -- LkGmblr-Rchg+:50(A)
    Level 38: Resist Energies -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(39), ImpArm-ResDam/EndRdx/Rchg:40(39), ImpArm-ResDam/Rchg:40(39)
    Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
    Level 44: Electrifying Fences -- Acc-I:50(A)
    Level 47: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dam%:50(50), Det'tn-Acc/Dmg/EndRdx:50(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury



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    This build is primarily focused on SM/L defenses, with a decent amount of recharge.


    Dull pain is not permanent without hasten running, but it should be fine overall.

    You have some options to get flight and build up back in the build:

    1) Drop The Mu patron pool, and use both slots for Hover + Flight, drop Combat Jumping for build up.

    I personally would hate using Hover in combat, and I would stick with CJ instead or the added defense.

    Instead I'd prefer option 2

    2) Ignore build up, keep combat jumping, and drop the Mu Powers for air superiority and flight.

    You can drop superspeed if you really want build up, and I think that would be better overall than droping combat jumping.

    At which point you can poach the slots from Ball Lightning and use them to slot Air Superiority or Boxing with another 4 piece kinetic combat.



    And now a couple of comments criticisms on the build you posted.

    1) Impervium armor is good at 4 slots, only taking three slots of it means you lose one of the better bonuses in the set (the +endurance), and 5 slotting it is uneccesary - so always stick to 4 slots for that set.

    2) Doctored Wounds, you have:

    Level 4: Dull Pain Mrcl-Heal/Rchg(A), Mrcl-Heal(13), Mrcl-Rcvry+(13), Numna-Regen/Rcvry+(15), H'zdH-Heal/Rchg(17), H'zdH-Heal/EndRdx/Rchg(17)

    Get that Numina Regen/recovery unique out of there, you want this in health instead. While where at it, switch to Performance shifters, or at least find a way to get the proc in there. You're going to need all the recovery you can get your hands on.

    Doctored wounds is a better set here for the 5% rech bonus.

    3) Tough Hide is way over slotted, and the Gift of the Ancients there are doing almost nothing for you.

    4) I think you're better off with the fighting pool over the leadership pool. It will do more for your survivability and will cost less endurance to run.

    5) It might be in there and I missed it, but squeeze a steadfast unique in there. No reason to miss out on +3% Defense with all of those resistance powers.


    The build I gave you isn't perfect, but I think it's more solid build than the one you posted overall - particularly the slotting of your secondary.
  19. Quote:
    Originally Posted by Laevateinn View Post
    Ideally, it'd be a major new game mechanic a la the Invention System - something that improves performance by orders of magnitude, provides complexity and long-term (months, years) goals for characters, and offers rare, powerful and costly rewards not attainable by casual players.
    So basically you want them to add a herculean grindfest.
  20. Quote:
    Originally Posted by Bright Shadow View Post
    [FONT="Trebuchet MS"]Am I the only person in this thread who has no trouble maintaining 100% Fury in a full team, without being the lead Brute?! What's all this nonsense about Brutes having a hard time reaching Scrapper damage in teams?
    I'll believe your "100% fury", which is impossible to actually maintain, when you post a demorecord of it.

    85%? Sure.

    90%, Yes. If you're in an extreme farming situation and are constantly surrounded by mobs.

    100%, where the bar is actually completely full? No.

    A lot of Brute players I know tend to skip Taunt, seeing it as "The Tanker Power" that adds nothing to their damage output; and then they sit in a corner and complain about not having Fury.




    Quote:
    Originally Posted by EvilRyu View Post
    After they made brawl cost zero endurance there is no reason why any brute should not have 80% fury at all times. Just put brawl on auto fire and watch stuff die.
    Brawl does not kill stuff, it hurts your DPS, unless you have lots of gaps in your attack chain - in which case you have other, larger problems.

    And Brawl does not provide an instantaneous full fury bar - taking alpha strikes does.
  21. Quote:
    Originally Posted by Dispari View Post
    I hate Fury for basically the reasons you note farther down. Because Brutes fluctuate. CoH is based on stuff always doing the same damage in the same situation. So Head Splitter against the same enemy type will always do the same damage. But Brutes fluctuate too much. Sometimes my attack will kill a badguy and sometimes it won't. The damage is constantly changing. And if I'm not playing a Brute who's getting all the attention, my damage can even be abysmally low. Nothing hurts more than doing a Foot Stomp or Thunderstrike for laughable damage.
    I agree.

    That's why I don't actually see a problem when it comes to Brute vs. Scrapper in terms of damage output.

    Scrappers stack better on teams (in that they don't interefere with each other, or Tankers, or Brutes.) and can do their full compliment of damage in a moments notice.


    Quote:
    Originally Posted by Dispari View Post
    I don't have a problem with Brutes being the second most durable, or even high damage dealers. I just question allowing them to be tops on both of those things at the same time.
    But they aren't on top of both.

    Your own statements about fury illustrate that.

    And they aren't on top in terms of Durability, they happen to have enough durability to survive, but that doesn't put them on top in terms of durability.


    And I see that as more of an issue with the original design framework of CoH ATs vs. how that design framework evolved in CoV.

    Unfortunately, while exciting and something I'm very much looking forward to, Going Rogue is putting all of that into a pressure cooker as the two sides will now be able to coexist in greater measure than ever before.



    Quote:
    Originally Posted by Dispari View Post
    I don't think "occasional inconvenience" is a good balancing factor either. Especially since with consideration it's easy to just play to the strengths and end up with a single character who does more damage than a Scrapper while still performing a full tanking role.
    It's less to do with occasional inconvenience and more to do with volatile, fluctuating performance - which I do feel is a balancing factor.

    Even you, who plays brutes, hates the fury mechanic. It's not for everyone, and it's not a relaxing playstyle.

    It's full tilt, from the time the mission starts until either you or your opponents are dead.


    Quote:
    Originally Posted by Dispari View Post
    On the scale of damage/defense, Brutes rank higher than they should, with Stalkers ranking lower than they should. For being the weakest, Stalkers should have the highest damage output, period, in nearly all situations. And Brutes should not be capable of attaining the same RES/HP of Tankers while simultaneously dishing out more damage than anyone else.
    I have no disagreement with you about Stalkers, but I don't think that has to do with the Brute AT - I think it has to do with Stalkers.

    I don't really know enough of the finer numbers on Stalkers to comment further.

    Help me if you can, off the top of my head I can't think of a Brute outside of a perma-dull pain /Invuln build that can sit at the HP cap permanently. (honest question, it's escaping me at the moment)



    Quote:
    Originally Posted by Dispari View Post
    I don't think so, though. Brutes may not have the starting mitigation that a Tanker has, but mitigation is something that you only need so much of. You don't see any teams recruiting masses of Colds and Sonics so the Tanker in their team always has 3200 HP, 90% RES, and 45%+ DEF. Because there's no point in doing that. Once your tank isn't dying, he's not going to be capable of dying even less than never. They've reached the tanking "soft cap."
    That's true.

    But is that an issue with Brutes, or is that an issue with content or perhaps an issue with the much older mentality of Tanker design?

    And what happens if Brutes are taken down to where they can not handle the aggro they generate? How much would you enjoy your Brutes if they were longer capable of taking a lead position on teams?

    Your own statements on what it requires for you to maintain fury show how important it is for Brutes to be capable of handling a significant level of incoming damage.


    Quote:
    Originally Posted by Dispari View Post
    Brutes have high mitigation to start off with. In fact, it's the second highest in the game. There's another place where this occurs with ATs: Defenders. Controllers are more popular than Defenders, even though Defenders have a higher starting buff power. This is a result of the combination of Controllers contributing "enough," and that Controllers can do two things, while Defenders are focused on one thing. Factually, both Defenders and Tankers also do damage, but they focus so much on their primary role that their damage is exceptionally low.

    Is it a problem with Controllers then, or is it a problem with Defenders?


    Quote:
    Originally Posted by Dispari View Post
    So between Brutes and Tankers, the choice is essentially between "huge mitigation and low damage" and "enough mitigation and high damage." The key word there is "enough," because once you have enough mitigation, there's no point in adding more. Then you're just comparing two characters that are holding aggro and not dying, but one is doing more damage than the other. If both characters can tank and hold aggro, it doesn't matter if one has 50% RES and the other has 80%. It doesn't matter that one has 2000 HP and the other has 3000 HP. All that matters is that they reach the initial point where they can tank and hold aggro without getting killed.

    I agree that you only need "enough" mitigation to hold aggro.

    But I don't see what would be a good solution.

    Brute's basically play on the fine edge of the line, where they are holding down aggro due to their threat levels and for Fury - any less mitigation and it's faceplant city.


    Quote:
    Originally Posted by Dispari View Post
    And that, essentially, is why I hate fury. Until I started playing lead-tank Brutes with high mitigation (Stone, Invuln, WP), who also have great AoE potential, I saw the lackluster and the low fury and the deaths. But once I started doing things like SS/WP and Elec/Invuln, I got the best of both worlds, damage and survival, and the Brutes gave me a lot of feedback for what I put into them.

    Fury punishes a Brute who isn't able to keep a lot of enemies focused on them. So a Brute who isn't survivable doesn't get a lot of fury, and doesn't do good damage. A Brute who doesn't hold aggro doesn't get a lot of fury, and doesn't do good damage.
    This is my point.

    If Brutes were any less durable or any less survivable, would the AT work as it is?

    Or would you be left with "lackluster and the low fury and the deaths..." as you put it?


    You seem to be saying contradictory points in the same post, that you think Brute's have mitigation beyond what they deserve (even though it's actually a great deal less than what Tankers are given) and then conversely that without survivability fury leaves them with lackluster damage capabilities.


    Quote:
    Originally Posted by Dispari View Post
    Still though, even a fragile Brute can get one or two allies on the team, and buff them to the point where they CAN take a lot of damage, and then their fury is tops and they become both a tank and a damage dealer in one fell swoop. A Brute who is properly tanking is almost never going to have poor damage. A Brute who can't properly tank is usually going to have poor damage though.
    The problem is, there is no middle ground here.

    You either an aggro controlling damage dealer, or you are stuck with a very poor damage output and/or dead.

    This is how Brutes are designed, they are designed with volatile, fluctuating performance.

    They are capable of astounding heights, and truly miserable lows.

    Tankers and Scrappers are not designed this way.

    They perform, constantly and steadily, for the purpose to which they were designed. They are more reliable in their roles.
  22. Quote:
    Originally Posted by JuliusSeizure View Post
    In all seriousness though, most posts are giving Brutes too much credit, and are often forgetting the wide spectrum of performance that the Brute AT has. I don't disagree that the Brute is a performance dervish, but this requires playing at full tilt constantly, or being buffed up the wazoo.
    Quoted, because it's very similar to the point I've been trying to make.


    Quote:
    Originally Posted by Barbie_Ink View Post
    Most of my opinion is based on play time in the end game, which I suppose is a qualifier I should make, as I spend 90% of my play time on level 50 chars running Task Forces, missions, farming or PLing, blah blah blah. The number of Brutes I've seen, post-IOs, who cannot solo at least +1/x8 with good speed (far better than I've seen/done on tanks outside of extreme cases of skill disparity), is almost nil. I can't recall the last time I ran into one that couldn't, really.
    That's due more to Tanker low damage output, the number of post-IO Scrappers who cannot solo +1x8 is equally as small I imagine.

    And the Brute still isn't as tough as the Tanker.

    Does the Tanker always require that level of mitigation? No, but my statement is to illustrate that Brutes are not equal to both a scrapper and a tanker simultaneously - all of the time.



    Quote:
    Originally Posted by Dispari View Post
    Well, everything I said about Brutes vs Scrappers is based on personal experience. I used to play all Scrappers. I used to hate fury (still do, kinda), and talk about how Brutes need to hold aggro to do good damage and how fury drops, and how the difference in survival is marginal.
    Out of curiostiy, why do you hate Fury?

    I don't think the difference in survival is marginal, I actually think that the difference in survival is what allows Brutes to build and maintain Fury - especially on full teams.


    Quote:
    Originally Posted by Dispari View Post
    Base resistance yes, but I pointed out that under the right conditions every Brute set except SR can go over 75% RES by themselves. Some only rarely, some fairly consistently.

    DEF sets do narrow the gap between the ATs though. SR is SR no matter what. If you take a soft-cap of every melee AT, they all have the same level of mitigation. The only difference then is their HP. Which would mean Brutes are still the second most durable. But it also means the difference between a Brute and Tanker is only HP.
    I'm not sure I see a problem with Brutes being the second most durable, your own experiences with the Fury mechanic show that without that level of durability maintaining Fury is often frustrating and sometimes not possible (If a team has too many brutes, or several tankers & brutes, too much control, etc.)


    Quote:
    Originally Posted by Dispari View Post
    Granted there is one very real situation where fury can be a bother, and that's when there are already 1-2+ Brutes or Tankers on the team. As I said, I started playing lead-tank Brutes, which means my EM/WP was shelved because she's very bad at getting aggro. So if I'm ever in a situation where I'm not the lead character, my damage drops severely. To avoid that, I simply stick with 1, maybe 2 Brute/Tanker archetypes, and then start looking for Scrappers or other damage dealers.
    This is a very important point, and a clear limit on Brute performance.


    I don't want to single you out, because your posts have been very reasonable, but I think in general in this discussion too much of the focus is being placed on the ultra-high end of the spectrum, in what I would classify as "excellent" circumstances for a Brute to take full advantage of their design.


    I think a lot of players, who play primarily heroside, will be disappointed if they think Brutes are tankers with good damage.



    Quote:
    Originally Posted by Dispari View Post
    Well, the RES cap isn't necessary to tank for a team. All you really need is "enough" mitigation, which is easy to obtain with a Brute and just one or two buff-oriented ATs.

    My Invuln Brute for instance passively has 70% S/L RES and 23-27% E/N/F/C, along with S/L DEF that's usually (but not always) soft-capped, and 31-42% E/N DEF and less for F/C. She also has Dull Pain but that's not often necessary. All of those are within the realm of what even a Scrapper can be buffed to, so you don't have to go over the preset baseline caps.

    So for instance, take any SR Brute whether or not he has IOs, and pair him with one Empath, Traps user, FF user, Cold user, or VEAT and now he's soft-capped and can easily tank for a team of 8. This would apply to a Scrapper, if Scrappers were capable of drawing and holding aggro on the same scale as Brutes and Tankers.

    Similarly, toss a Brute in with Sonic, Thermal, or Pain and now he's RES buffed and is likely capable of tanking for a team of 8. And the right combination of good debuff sets can soften enemy attacks enough that the Brute has no issues too.

    So it's not about hitting the RES cap or even the DEF cap for that matter. It's about boosting the Brute up to the point where his mitigation is good enough to tank for a team of 8. Which given the starting point of most Brute sets, their high HP amount, and the nature of buffs in this game means that with a minimal investment, a Brute has enough mitigation to handle pretty much all of the game's content.
    I don't disagree with what you're saying overall, but I think a lot of this is still circumstance dependent.

    What Scrappers and Tankers can do is not circumstance dependent.

    So if you are capable of manipulating the circumstances to be heavily in your favor, playing a Brute has huge advantages.

    If you don't, and you don't have the inf to invest in the character, you could be constantly faceplanting, or playing second (or even third/fourth) fiddle to a lead brute/tanker leaving you without much Fury.


    Brute performance is volatile. It fluctuates.

    And it requires you to play at full tilt constantly (to paraphrase Julius) to make the most of it.
  23. Quote:
    Originally Posted by Dispari View Post
    Brutes are not only more defensively capable than a Scrapper, but can be more offensively as well. I tried to hang onto facts like Scrappers not needing to build fury and things like that, but...
    I think your sentences need the additonal point of "in the right situation" included in them.

    Brutes have a HP advantage over scrappers, without which the entire fury + taunt mechanics would easily see Brutes getting killed left and right. The greater HP also increases regen, so Brutes also pull ahead there.

    Beyond that however, softcap is achievable by both ATs - but base resistances are the same.

    Brutes can pull ahead "in the right situation", which is indicative of the brute AT - a giant buffsponge.

    Offensively, you really can't put a price on being able to do your full compliment of damage right out of the box.

    I'm capable of maintaining 85-90% fury most of the time, but there are plenty of situations where you simply can't be in a permanent state of combat and you will lose fury.

    Off the top of my head, the Hamidon fight in the LGTF when you're taking down the mitos can often see you lose large chunks of your Fury bar.

    I'm not saying that brutes can't be buffed to amazing levels, I just think there is something to be said for permanent, right out of the box Damage dealing capabilities (or superior mitigation, in the case of Tankers).



    Quote:
    Originally Posted by Dispari View Post
    Additionally, he will more or less make Tankers useless as they have the same buff caps, the same aggro cap, and more or less the same taunt capability.
    I really dislike the word "useless". The buff cap in particular, as it applies to resistances (since IOs grant all melees the capability of softcapping DEF) is not something Brutes easily achieve. It can happen, but availability of support does not mean you can count on capped resistances all the time.

    At best, it's either temporary (inspirations, T9 powers) or requires specific powersets to grant to you.



    I think that a player looking to tank for teams, who doesn't want to invest 1-3 billion inf to get the job done (and still not be as tough without enough support), will turn to the Tanker AT every time.
  24. Quote:
    Originally Posted by JuliusSeizure View Post
    In a team setting, the developers may have thought that the Brute would get stomped with the amount of threat they can produce and granted them Tank level caps because of this.
    They often do actually.

    Many Brutes not heavily IOd or without solid support from other teammates, and in some cases both, are easily overwhelmed by the amount of threat they generate.

    This is often the case for Brutes while leveling, and it's the case for Brutes at L50.


    I've gotten many tells in groups from fellow Brutes asking how my WP manages to handle things that eat their WP brute alive. I explain that's really just a matter of a focused build and a lot of IO investment.


    I run a lot of LGTF & ITF with roughly the same group of players. Sometimes we have tanks, sometimes brutes, sometimes both.

    Sometimes the brutes can peel aggro off the tankers, but sometimes they can't.

    No one ever claims we should just get rid of the tankers for brutes, or vice versa. Cooperation and communication go along way to allowing each player and the team as a whole to take full advantage of the particular strengths of each AT.


    I hope we'll see that on a larger scale when GoRo is launched.
  25. Quote:
    Originally Posted by Sarrate View Post
    Just a heads up, that 400% taunt you see viewing the in game 'real numbers' is a bit nonsensical. No AT has a "X% taunt." That's the 'real numbers' system misinterpretting a field. There are only two taunt attributes I"m aware of, MAG and duration.

    A taunt's MAG determines whether a mob is taunted or not. Think of it like a hold, that when the enemy's MAG is overcome, they're taunted. The catch is, most mobs have no form of taunt protection, so higher a MAG really doesn't mean too much. (This is where 'real numbers' is getting 400%. It's taking "MAG 4", a "4" in a spreadsheet, to be "400%".)

    The second attribute to taunts is their duration. This is where you really see a difference in effectiveness. Basically, the longer the taunt, the more weight it has on the AI. It applies more threat when placed on the target, and it amplifies incoming damage/debuffs/etc more on a factor of 1000*remaining duration. It just so happens that both Tankers and Brutes (and all ATs) have the same InherentTaunt modifier, as well as the same scale taunt on their attacks / Taunt powers. (This, btw, is another mistake in my opinion. A Brutes' taunt durations should be lower.)

    Sorry for the tangent.
    No don't be sorry, I prefer that it gets clarified.

    I've got a good "rough" grasp of the overall game mechanics, but sometimes the smaller details like that I still need to brush up on.


    Quote:
    Originally Posted by Sarrate View Post
    I've heard that Brute Taunt only applies the -range debuff on its target, while Tanker Taunt applies it to all 5 targets. That does make Tankers a bit better at clumping up mobs. (I use Taunt for the -range all the time.)
    Do you mean the actual selectable Taunt power?



    Quote:
    Originally Posted by Arcanaville View Post
    However, I find it a bit contradictory to claim that most people don't know about the Brute 90% res cap, but then claim that the threat 4.0 is an indicator Brutes are aggro specialists. I dare anyone to prove a Brute *has* 4.0 threat without trusting the RN screens (I think even Stargazer would have extreme difficulty detecting that).
    You're right, in that most players who don't know that Brutes have a 90% res cap know the exact magnitude of Brute Taunt.


    I still think taunt is more readily apparent to the average player as in game Taunt magnitude is listed in every single power description Brutes have. You can't find the limits for things such as Resistance or HP listed anywhere in your power selections.


    Quote:
    Originally Posted by Arcanaville
    The 90% res cap is easy for all but the most new players to spot: the floating red numbers keep going down. No one needed to be told in CoV beta that Brutes had a 90% resistance cap. I doubt *any* player in CoV beta both knew the Brute threat value *and* knew what it meant.
    I disagree.

    You can play for a very long time as a Brute and not actually have a clue what the various Corr or MM secondaries are actually doing for you. (I didn't know for a while myself, until I started digging into Paragonwiki and the like. )

    You'll just notice that on a full team with a bunch of buffers that you're harder to kill.


    On the other hand whether solo, on small teams or teams of 8 - it will be readily apparent that you are "sticky", that mobs are attracted to you for one reason or another.



    Quote:
    Originally Posted by Arcanaville
    In CoV beta, the average perspective on Brutes evolved from "Brutes are Tankers, but they aren't very good at it" to "clearly Brutes are Scrappers, and its Masterminds that are the Tankers" which was closer to the actual dev intent. It was only post-launch, possibly in conjunction with the release of inventions and level 50 content, that the pendulum began to swing the other way to "Brutes are Tankers but you have to work a lot harder at it, which is ok because red side archetypes need less Tanking."
    I agree with you here.

    I think post IO sets and L50 content is the area where Brutes can truly shine in an aggro control role.


    Quote:
    Originally Posted by Arcanaville
    I think the "state of the art" in Brute/Mastermind** thinking, which is not typical, is "what with the Mastermind creating all that havoc, all my Brute needs to do is tank that one big baddie from wiping all the MMs pets and we're home free." Which is personally appealing to me because it *does* break the holy-trinity's hold on players, and shows the way to the future. YMMV.
    I agree here too as well.

    This is why I play redside heavily, even with the lack of players and the wacky, severely lacking market.

    The ATs are designed exceptionally well, are extremely fun to play in groups and solo - and break the mold set by both CoH and most MMOs in general.

    I really hope it is the way to the future as you say, for CoX and beyond.



    Quote:
    Originally Posted by Arcanaville
    ** (Just an example: Brutes and Masterminds are not the only archetypes in the aggro equation. Dominators, in particular, are also designed to mitigate threat in a different obvious way)
    That's true as well.

    It's interesting to me because I think we've seen an evolution in other games as well along these lines - 4th ed D&D in particular seems to have borrowed and incorporated MMO concepts like these.

    It's also part of the fun of a good redside team, there's less set up and the team is usually a fraction of a second behind whoever is the pointman.