Deus_Otiosus

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  1. I use the FF proc myself.

    I would say that if your playstyle sees you constantly surrounded by enemies, while you madly mash the foot stomp button - you want the FF proc.

    But in single/few target situations, or teams with a slow pace - you really won't get much out of it.
  2. Quote:
    Originally Posted by Arcanaville View Post
    That was not the design intent.

    CoV archetypes were never meant to be direct analogs of CoH ones. They were meant to be completely different things that did similar things in totally different ways.
    I understand that it might not have been the original design intent, that's not actually what I said.

    I said:

    "For the position they currently fill on actual redside teams..."

    And the position they currently fill is alpha duty/aggro control or as JuliusSeizure put it 'stickyness'.


    So it's not really important now whether that was the original intent, because that's the role they ended up filling, for multiple reasons.



    Quote:
    Originally Posted by Arcanaville View Post
    The fact that Brutes are often played as pseudo tankers rather than buffable scrappers is evidence that the "holy trinity" is as much imposed on players by developers as it is self-imposed on players by themselves.
    It might be "self imposed" but it's also something I see as a practicality.

    I've been on teams where the MM was playing "Tankermind", and it worked.

    But it was slow before fights, chaotic and hectic during them.

    Not to mention that running around in a cave with multiple MMs make's me want to quit teams out of not being able to even move.

    (note: I have nothing against masterminds, but I have a lot of hate for caves. )


    Quote:
    Originally Posted by Arcanaville View Post
    In fact, you could argue that by making Brute defensive caps identical to tankers the devs shot themselves in the foot by making it seem like Brutes were meant to *be* tankers. If they had resistance caps of, say, 80%-85% (higher than scrappers, lower than tankers, and around Kheldians) it might have been more obvious that Brutes were not meant to be plug and play alternatives to tankers.
    The hit points and 400% taunt attribute are also there as well.

    It works out to a full package of aggro duty. This doesn't make you a Tanker, this makes you capable of aggro duty.

    The two are not one in the same.

    Let's say Brutes did not have the taunt attribute, and the higher hit points, do you really think 90% resistance caps would have led the population to believe that Brutes are there for aggro control?


    I wonder if the general playerbase, the ones that do not use mids or come to the forums, even know that Brutes have a 90% Resistance cap.
  3. Quote:
    Originally Posted by Sarrate View Post
    (I think giving Brutes the 90% res cap was a mistake.)
    For the position they currently fill on actual redside teams, I don't think the 90% cap is out of order.

    It's not blueside, where there is a clear division between Scrappers and Tankers and the roles they fill.

    They also can't get near that cap on their own.

    GoRo will be changing this dynamic, but I don't think even GoRo will make this seem like a big deal.
  4. Quote:
    Originally Posted by Sarrate View Post
    Actually, Brutes' base damage is lower than Tanks. Tanker base damage is 0.8 while a Brute sits at 0.75. Pretty minor, but it is indeed lower. A Brute needs ~6.5% Fury to equal Tanker base damage.
    True.

    But Dechs' point still stands, the Brute soaks up Fulcrum/Painbringer/Forge better than the Tanker ever could.

    Besides, my Brute get's 6.5% fury when someone Farts in his general direction.

  5. Quote:
    Originally Posted by Dispari View Post
    Huh. I've done dozens of villain-only LGTFs and ITFs, and always done just fine with Brutes. And of course the hardest task in the game, the LRSF, is always done without Tankers.
    I think a lot of blueside only players often forget that on redside, players "manage" to complete the LRSF regularly without Tankers or the higher buff numbers of Defenders.



  6. Quote:
    Originally Posted by Arcanaville View Post
    In fact, given that the Hulk is much more often portrayed as the irresistible force rather than the immovable object, I think the Hulk's concept skews much more towards high offense than high defense, even though his defense is obviously formidable. Which means even though he is harder to kill than almost anything else, he's still a scrapper.




    The Hulk is a Brute! He's the original Brute that went Rogue.


    "The madder Hulk gets, the stronger Hulk gets."
    - The Incredible Hulk vol. 3, #109-#111 (Oct.-Dec. 2007)
    Wikipedia entry for The Hulk





    I do agree with you, that you can't compare Comic Book heroes to the ATs they may have inspired in game.

    As you said, in comic book universes/multiverses there are huge scales of variance in powers among beings - with no artificial level based (ex: L10 vs. L50) discrepancy, and no excuses made.

    A prime example of this is when Doomsday lays waste to The Justice League. Those were all experienced, and seasoned heroes - they simply were completely out of their league. If Superman himself had ever gone on a berserk rampage, they'd have been in a similar situation.


    Comic book heroes are more often designed within this power scale, dictating what magnitude of feats they are capable of accomplishing (with plot often making generous exceptions both for and against them) both physically, mentally and in some circumstances spiritually (usually for magic based stories).




    However I do agree in general with Umbral in reagrds to the concept that Scrappers lean more toward skill (as opposed to finesse), where Brutes lean more toward raw power.

    That being said, the line is blurry in some instances - especially where primary sets are shared, and also because Brutes in general were designed with blurry lines with their hybrid in-game mechanics.
  7. Quote:
    Originally Posted by Werner View Post
    Yes, I know I'm a numbersraping powergamer.
    Quote of the day?



    Werner, I much prefer to think of it as "numbersfondling" where the numbers clearly enjoy it.
  8. Quote:
    Originally Posted by JWatt View Post
    Also, most scrapper attacks don't have built-in taunts like Brutes, leaving them much more free to hammer on enemies without fear of retaliation (provided that there's a tank doing its job) than a brute, who needs to attract attacks to itself in order to better build fury.
    Brutes do not fear retaliation. They thrive on it.


    It's one of the things that sold me on the Brute AT completely.



    As a side note, most Scrappers I've played with have no fear of retaliation either - they just don't get as much of as it Brute's tend to.
  9. My favorite combo is highly skilled teammates with a casual attitude.

  10. Quote:
    Originally Posted by Barbie_Ink View Post
    It's possible that's coloring my view somewhat as Traitors aren't all that susceptible to knockdown, and do tend to charge into close melee range almost immediately.
    KD seems to work just fine for me against Cim Traitors.

    I'm not sure where the discrepancy might stem from.
  11. Deus_Otiosus

    Brute vs Tank

    Quote:
    Originally Posted by Darth_Vernon View Post
    Bill - thanks. I was more trying to find a way around the -speed in granite and thought that Lightning Rod would help while in combat. Plus it fit thematically for my Darkseid knockoff. I was only thinking about the damage increase for Brutes as I like to solo some. Interesting thought though about the -speed and fury. I'll have to consider that. This will be my long term IO project I think. AHHHH ALTITIS!!
    So you think Elec / Stone is completely gimped or just slightly?
    Quote:
    Originally Posted by Darth_Vernon View Post
    As always ur wisdom is worth its digital weight in gold. I still torn. Just cant see waiting til Stone for the sets to work well. Do you think Dark would be a better choice?

    For what I think you're looking for (a tanker like secondary for Brutes), I think you might want to look into /Invuln.

    Invuln is plenty sturdy, and with a solid build can achieve impressive levels of mitigation without all of Stone Armors negatives - you'll be great both teaming and solo.

    As for the Darkseid Theme, I would look to the stone costume set, mixed with other pieces. You'll actually look a lot more like Darkseid that way, then you would in Granite. Granite looks more like a stone elemental or boulder come to life.


    As for primaries, DM, Elec, and EM would all fit thematically.

    But for performance, DM, Elec and even SS would be my choices. You can fill out with powers from a patron to add to overall theme, and use the power customization options as well.


    I would avoid Dark Armor as your first time Brute. Dark Armor is a solid set for Tankers, but it has several issues to overcome for Brutes which while not impossible would not be something I would recommend either.
  12. Quote:
    Originally Posted by Barbie_Ink View Post
    The -only- thing Footstomp has going for it is it's radius (15 vs 8) and it's knockdown. In the time it takes someone to use FS twice (assuming enhanced/hasten buffed recharge time of 7 seconds), I can have used Spin 3 times (assuming enhanced/hasten buffed recharge time of 4.5 seconds), and done over twice as much damage per target. While an argument can be made that the nearly double radius of FS makes up for this, in my experience almost all enemies have melee attacks and make it into that 8ft radius almost immediately.

    Add to that the fact that FS comes at level 32, while Spin comes at level 8? Yeah, I'm comfortable saying Spin > FS, and that for AoE

    I'll make my comments here as someone who plays both an SS Brute and a Claws Brute and who loves both sets.

    I love spin, spin is awesome. It most certainly does more DPA than FS hands down.

    The radius is sometimes not a problem, and other times it is.

    On teams in particular, Foot stomp's radius has a clear advantage. I've often been frustrated with spin's radius on teams, where I know I would have gotten another 2-4 mobs in if it had been foot stomp.


    I also personally look at Claws as a 'Scrapper' set. And it excels at dealing damage, with all the other choice benefits it brings to Brutes (chiefly, lower end cost and rech - both of which are great for FURY).

    I look at SS as the tanker (or maybe Scranker) style set.

    It doesn't have the same damage dealing as Claws, but it does have excellent damage dealing and also provides TEAMWIDE mitigation through Foot stomp's Knockdown.
  13. Deus_Otiosus

    Brute vs Tank

    Quote:
    Originally Posted by Nurvus View Post
    I actually like Taunt for the -range debuff on it. Despite all the negativity that the power gets, I find it to be kind of useful. It wouldn't hurt to try it out at least if you have room for it.
    It's not that taunt isn't "kind of useful" as you put it, it's that Brutes have great choices in their patron power pools making it much harder to squeeze in.

    It's also just not very necessary Redside. Most of your fellow teammates will be able to handle themselves.

    And to be honest, I've never needed it on co-op TFs either.

    I can't think of a single time I was at the forefront of a team, taking alphas and controlling aggro in combat where I thought "I wish I had taunt right now."

    If I had more power picks, I might take it. If it was given to me for free, I would use it.

    Otherwise, I find I'm fine without it.
  14. Deus_Otiosus

    Brute vs Tank

    Quote:
    Originally Posted by Vitality View Post
    I understand that the Tank is primarily defensive while the Brute is primarily offensive.

    I'm planning to re-create my main WP/SS Tank as a SS/WP Brute.

    I'm hoping I can play this character basically the same way...always leading the team...except I will not take taunt.
    I'm wondering if Fury is enough to keep my upright since I will not have as much defense as a Tank.

    Basically...how much more often do Brutes die compared to Tanks?
    I play a SS/WP Brute quite often, I also have a WP/SS Tanker.

    If you plan on heavily IOing your Brute, you will be plenty survivable for all manner of "tanking" on teams. (Focus on HP, and typed Def first. You'll want at least 30% SM/L/Nrg/Neg)

    You will not be as survivable as a tank, but you will do truckloads more damage.

    The difference between both will be quite noticeable early on.

    However with the right buffs and support as others have said, you will be able to approach tanker levels of survivability.


    Luckily, Corrupters are a popular class redside as are MMs. You'll sometimes be in Brute heavy teams, but more often there'll be corrs or MMs with you.


    Don't worry about Willpower's weak taunt aura. You've already played a WP/SS tank, so you have an idea of what you face.

    You won't need taunt, I don't have it and I've never needed it. Unless you're one of those people who are obsessed with always trying to have every mob aggro'd to you and you alone (I find tankers often pride themselves on this, it's unnecessary redside).


    With Footstomp, and a second AoE from your patron pool (stick with either Soul Mastery or Mu and be sure to pick up one of the AoEs) you'll have no problems maintaining aggro. Just make sure you have enough rech to cycle one or the other within 13s (the duration of the taunt component).


    Be mobile, play aggressively, be the first one in the fight and open up with one of your AoEs and you'll hold aggro just fine.
  15. Quote:
    Originally Posted by Leo_G View Post
    What I'm not doing is taking my playstyle, no matter how oppressive and impressive it is, and then label it as something it's not. As a melee, the sum of your narrow contributions is damage.
    A Brute contributes to aggro control.


    Quote:
    Originally Posted by Leo_G View Post
    Outside of a true Tanker, asking anything more is just a plea to appease yourself.
    This is simply untrue.

    I often play as main aggro control for my static team. I've "tanked" (for lack of a better word) the ITF, LGTF and RSF many, many times.


    Quote:
    Originally Posted by Leo_G View Post
    Cries for attention and unimpeded glory for yourself is all it is. In that case, you might as well split up from the team's path or just solo. Because if you were actually thinking of the *team* and not just *you*, you'd take into consideration the advantage *all* the effects capable by your team and not just how they mesh with *yours*.
    I'd like for you to take the time, if you're willing, to re-read that quote of yours and try to understand why it's way off base, and has no place in a rational discussion.


    And just for the record the TEAMS I've been on don't want KB. And I'm usually at most, 1 of 2 melees on the team.

    Since I'm usually not the leader, I never give my opinion on what ATs or powersets should or should not come, nor do I tell others how to play.

    Everyone is on the same program. And rampant, useless, knockback is not part of it.


    Quote:
    Originally Posted by Leo_G View Post
    Take into consideration the time it takes to bundle those targets too. Using an AoE as often as possible is counter to efficiency. Waiting for targets to play ring around the rosie before using your attacks eats into your precious DPS too (and I would have to wait, seeing as I'd have taken out half of the spawn as they stepped up).
    All I can say is we're playing different games.

    Whether I solo farm +2x8, or I'm on a full team - I'm generally always fully surrounded by mobs.

    There is no set up time. None.

    I'm not a tanker, I don't do "set up time".

    I charge in, hit an AoE and the team engages a second or two after that.


    This will be my last response. I don't think any further discussion will affect either of us.

    Good luck to you.




    Quote:
    Originally Posted by Twisted Toon View Post
    The reason I go ahead and lock the mobs down before the brute gets there is becuase we'd have to *gasp* wait a second or three (sometimes more) for him to actually grab aggro and take the alpha. Something that I seem to recall most meleers in this thread taking a hard stance against concerning KB.
    What's taking him so long?



    Quote:
    Originally Posted by Twisted Toon View Post
    So, you're saying that its ok for 7 people to wait on that one person to take all the aggro, just because he's a melee character? Where as, a single character that uses KB has to wait for a specific set of circumstances to be able to enjoy the game?
    I'm saying that in my playstyle, there is as little downtime as possible.

    I'm saying that I personally enjoy a ceaseless state of combat, and take measures to ensure of that.

    You would rarely wait at all on any team where I would be on alpha, and if you got to the mobs before me I wouldn't say a word if you went and mezzed them - because I failed to get there first.




    Quote:
    Originally Posted by Twisted Toon View Post
    Yes, I understand that some people enjoy the "challenge" of walking the wire edge between victory and defeat by taking on as many foes as they can conceivably handle.
    That pretty much sums it up in a nutshell.

    If only my aggro cap was higher...
  16. Deus_Otiosus

    Fun with Freaks

    Quote:
    Originally Posted by Chaos_String View Post
    I'm the sort of player who begins with a concept and min-maxes from there.
    I kind of meld the two, and remove stuff from the concept if it interferes with integral performance needs.


    Quote:
    Originally Posted by Chaos_String View Post
    His COSTUME is a genetically-engineered symbiant (think Venom) which feeds off his body's electricity to produce the spines and to sustain itself. The spines don't actually *poke through* the costume; they're *extruded from* the costume.
    I like it, cool concept.
  17. Quote:
    Originally Posted by Emberly View Post
    Seems whenever this argument comes up on the forums, two things become clear:
    • Lotta people think their tank (or brute!) is the most important player on the team, and start arranging their viewpoint to support this idea
    • Lotta people (often the same people) expect others to alter their playstyle so the tank/brute doesn't have to

    I think the team is the most important.

    If the team decides that use of KB is the best option for that particular team, I'll go along with it. If it really hinders my playstyle, I'll bow out and look for another team. (Or run off and solo half the map like you mentioned )

    That's been my position throughout the thread.


    Quote:
    Originally Posted by Emberly View Post
    Now these things are always couched in terms of efficiency or best use of abilities or team safety, but I guarantee you the guy getting told not to use certain of his powers, or to use them only at certain times, is not having nearly as good of a time as he could.
    I agree with you. But that's why this thread exists. Powers with KB can't turn the KB off, and many teams find KB to be detrimental.

    It's unfortunate, but that's the situation.


    Quote:
    Originally Posted by Emberly View Post
    I especially resent it because no KB user ever tells the melees how to play so as to maximize their enjoyment. Imagine if I told the brute to make sure to start fights only in corners so Hurricane could be used more easily, ...
    I'd have no problem bringing things to corners if your goal was to hurricane things senseless and lock them down in that corner.

    That's smart use of KB, I have no issue with that.

    It's when a player thinks Hurricane literally all the time or should be used whenever they feel they want to for their fun, putting their fun above other teammates and the team itself.

    The bare truth of it is, there is really nothing as disruptive to other powersets or playestyles as giant AoE KB scatter.


    Quote:
    Originally Posted by Emberly View Post
    That would be ridiculous but somehow it's OK for the tank or brute to tell me not to use an awesome debuff like Hurricane because he can't figure out how to select another target and beat it down.
    Select another target?

    If all of the mobs are being PBAoE KB scattered all over the place, it's frustrating to even get ahold of the target.

    Just so you understand, this hinders more than melees. I dislike rampant use of PBAoE KB on any AoE focused ranged damage character I might be playing as well.

    Why? Because it's disruptive to other playstyles. Blasting stuff til it's dead, or rounding it up and smashing it are not.


    Quote:
    Originally Posted by Emberly View Post
    Sure seems more appealing than everyone waiting until the brute is ready and then making sure that nobody steps on her toes while she does her thing.

    Waiting...for the Brute...BLASPHEMY!!!

    Are you sure your Brute wasn't a tanker in their past life?


    Quote:
    Originally Posted by Emberly View Post
    Barring completely obnoxious crap like putting Gale on auto and /following the tank or something like that, it's really not that bad for melees assuming you have the tiniest amount of consideration and patience. Except for Solar Flare and the people who use it, that is beyond the pale
    I really think this IS in fact what gives KB a bad name.

    ST target KB is hardly an issue, unless I just wound up my biggest DPA ST hitter and missed because of it - which is just as obnoxious - get your own damn target!


    In all seriousness, it's the AoE KB - the ultimate extreme end of KB - that causes the most frustration for entire teams.
  18. Quote:
    Originally Posted by Ocasta View Post
    I quite clearly stated the mobs are on me. So no, it doesn't help anyone. The best thing that happens, the mobs still maintain mudpot agro and run back to me (assuming they don't stay at range), the worst thing, they turn around to kill a squishy instead. Knocking back mobs that are already locked onto a target that will not die from them serves no useful purpose to the team.

    To me, what it boils down to is this. KB, unlike most (if not all) other secondary effects can reach a point where is it only has the potential to be a negative effect without providing any positive effects. If a team has enough buffs/debuffs/tanking/control/etc so that mitigation is not an issue at all, KB has nothing positive to offer to the team anymore.

    In cases like that, many people find the KB effect to be negative or to interfere with their fun. If that happens, and it's the consensus of the team, it would be downright arrogant to insist you deserve to use KB powers anyway because your fun is more important than everybody else's combined. It's at that point people end up removed from teams because of their use of KB, or where certain sets are outright denied from teams because of their inability to control KB.

    Because of the way the game is designed, it's actually pretty easy for a balanced group to hit the point where they do not need more mitigation, so KB ends up losing it's only positive aspect, and the no KB mantra becomes more common.

    Edit: Actually I forgot KB can still be used to push mobs around to position them better. Sadly, this good use of KB seems to be extremely rare, and for every person that knows how to use KB well like that there seem to be 10 that turn the game into a bowling alley.

    Well said.



    Quote:
    Originally Posted by Leo_G View Post
    Who said I don't? I use Spin but I use it in the instances it's most effective. I *could* take advantage of Shockwave's KB to cluster foes and then use Spin...OR I can just slash whatever is close with everything else. Besides, throwing spin over and over gets old so mixing it up with ST and Shockwave fixes that.
    It's most effective to be surrounded by Spin's full allotment of targets and use it as often as it's available, and mixing in your other attacks when available - unless you're taking down a single hard target


    Quote:
    Originally Posted by Leo_G View Post
    and BRUTES AREN'T TANKS! If you want yours to be a tank that's you but mine wishes to strike unimpeded by the needs of the team.
    Brute's control aggro. This is a fact.

    Not all Brute's are built to handle a full team's aggro, but that doesn't mean Brute's don't control aggro. Through auras and attacks.

    And it might do you well to relax a bit, this is a discussion.


    Quote:
    Originally Posted by Leo_G View Post
    He's not worried how close that next spawn is or if the MM got attacked by an ambush. He'll handle what comes *his* way and mop up the rest later.
    I'm sorry to be rude, but I'm seeing a very clear pattern here.

    You seem to have overall little regard for the team in both the circumstances of knockback, as well as how you play your brute.

    I'm not saying you need to play as a tanker - but simply having no regard for what's happening to other teammates or where the next spawn is, indicated by the 2 quotes above, shows a considerable lack of regard for team play.


    So it looks like we have wildly different playstyles. For me, the team comes first. I go along with what works best for the team I'm on.

    I'm lucky that I'm on a static team with roughly the same pool of players, and most of us appreciate similar styles of play.



    I'll address your last comment, and I think we'll just need to agree to disagree and call it a day - as I doubt either of us will change the other's viewpoint.


    Quote:
    Originally Posted by Leo_G View Post
    And the reason for not taking advantage of the full 10 target spin? Simple:

    Because there aren't always 10 foes huddled while twiddling their thumbs waiting for you to kill them! Because when there aren't 10 foes huddled while twiddling their thumbs, I don't want to be the whining ***** that's threatening to kick people for not lining up my bags of xp like I want it! And no, KB doesn't need to be present in order to have scattered mobs.
    Generally, by L30 or 35, I still team with my brute's but I often end up solo as well. In those situations, I usually solo at 0x4 or 0x6 depending on what that particular Brute can handle.

    So I do usually have enough foes for either PBAoE target caps, or mitigation Auras, etc.


    I also think you're exaggerating, as I've never mentioned wanting the team to 'line up bags of xp' for me, and whining or otherwise going into a tirade when they don't.


    Quote:
    Originally Posted by Twisted Toon View Post
    The entire team rolls through 52s and 53s (Longbow slows us a tad bit) quite fast enough. We don't even need a Brute. But, the player likes the character. He doesn't mind the fact that he's not gaining fury form the mobs that get locked down. He's just out to punch things and have fun.
    Well if that' works for your team then great.

    And if you're moving fast enough, I'm sure the brute will eventually have a full fury bar.

    At the same time, if the Brute can handle the alpha strikes I'm not sure why you wouldn't want him to?

    A Brute has lower defenses, lower resistances and lower hit points than a tanker - and without Fury actually does less damage than a tanker.


    If you could slightly modify your strategy, allowing the Brute for fast and constant fury, it would improve the entire teams damage capabilities - no tto mention let the Brute player enjoy the full benefits of his ATs Inherent ability.

    Imagine if team play could nullify Domination, Scourge or Assasination for example, but modifying tactics slightly would allow the classes that use those to use them for full effect.

    Wouldn't the latter circumstance be preferable to the former?
  19. Quote:
    Originally Posted by Clouded View Post
    Why is it frustrating? Because it's different from the normal Huddle + AOE garbage that fills this game? Why is it so bad to have a little bit of chaos in such a mundane enviorment?
    I don't have a problem when the whole team is with the KB program. I go with what the team is capable of, or what works best for the team.

    But when a character is designed to be surrounded by enemies and has just specifically gotten the mobs in a big pack, knocking them away from that character is just inconsiderate imo.

    Quote:
    Originally Posted by Clouded View Post
    Do you ever here of people being kicked from teams for NOT using their KB powers? Do you ever here people saying "KB powers only please?"
    Of course not. Not using KB doesn't really create a detrimental effect on some other styles of play.



    Quote:
    Originally Posted by Clouded View Post
    I've even been irritated by the use of KB when it was employed INCORRECTLY (though I've instructed the player rather then scold them), which brings us full circle to the main problem with Knockback in this game...

    ...INEXPERIENCE OR POOR USE OF KNOCKBACK. There is nothing wrong with the mechanic of KB, only the person utilizing the effect.

    I think that sums up my feelings nicely.
    I'm in agreement with you. I've never said anything less in this thread, or in game.

    Even in the most extreme farms I've been on or lead, I've always said "please control your KB" and not "No KB", because some powersets simply don't have an option of not using KB.



    Quote:
    Originally Posted by Leo_G View Post
    My point is, while building for maximum AoE and what not is dandy and all, it sort of reveals a weakness in that you need foes clustered in a certain way for maximum effect.
    You're welcome to your opinion. But the fact is if you're not using every endurance points worth of spin when you let loose with it, you're not taking advantage of what is currently either the highest or one of the highest DPA PAoE's for Brutes in the game.


    Assuming equal targets, it does higher DPA than both Fire Sword Circle AND Foot Stomp.

    And you don't need to be specifically built for anything other than incoming attacks to take advantage of it.

    Yes at 31 as a Brute, it will be difficult to play tank for large groups.

    When your Brute is L50. And is fully IOd, and capable of handling the 10 targets Spin can hit - I can't imagine any reason you wouldn't want him to be using it to it's full effect.


    Quote:
    Originally Posted by Twisted Toon
    Not when my Dominator Stuns+Immobs the entire group before the Brute is even halfway there. No one gets the alpha, and the Brute's "precious Fury" is left unaltered. Which, slows the rate of the Brutes killing. But then, a mob that's not attacking is not a threat. Funny, same argument used for KB.
    That's great, that you seem to enjoy specifically working at cross purposes with your team and fellow players.

    Slowing the Brute's killing means slowing down a part of the team's killing power.

    Nothing can stop you from purposefully playing to the detriment of your team and fellow players. So good luck to you.
  20. Quote:
    Originally Posted by Clouded View Post
    I think you mean, "...has now deprived my brute of their playstyle..."
    No that's not what I mean.

    Maybe you're right. Maybe there are Brutes who run around the edges of the fray and attack single lone targets, while there's a big rumble happening.

    I've yet to see it happen, but maybe it exists.

    So let's talk for the majority of situations, in the majority of situations when a Brute/Tanker (or even the Mastermind for that matter) can handle the alpha, can handle the aggro and incoming damage (either on their own, or through the support of their team) - unrestricted KB scatter does nothing to help the team. In fact it's a hindrance.



    Quote:
    Originally Posted by Clouded View Post
    To be honest, I enjoy a bit of chaos and a bit of surprise when I play on a team, and KB can provide that sometimes.
    I'm fine with that really.

    I'm fine with people just saying they think KB is fun, and like watching stuff get flung around like ...well..ragdolls.

    It's the long winded arguments trying to tell me how great KB can be for the group which I personally think are just grasping at straws.

    Yeah, if you're on a team composed of nothing but squishes, all of whom have practically no method of protecting themselves then KB all over the place will be helpful.

    But I'm focused on the teams that are even halfway balanced in composition, comprised of a number of different ATs filling in different roles.

    Other than instances when the poop hits the fan, taking enemies someone else has just specifically organized into a great big pile for slaughter and knocking them in all directions is not helpful.


    Quote:
    Originally Posted by Clouded View Post
    I understand where you are coming from Deus, but I think you are projecting a larger issue than what really exists ingame. I definitely do not know your experience, but after 5 level 50 Brutes I'm pretty confident with my assertion about KB vs. Brute.

    It doesn't happen very often.

    But it does happen, in the situations I've been in, the teams quickly got on the player who basically wasn't going along with what the team was doing. It had less to do with the Brute in those circumstances.


    Quote:
    Originally Posted by IanTheM1 View Post
    But if you insist, I'll make the same point again: Clearly we must remove AoE controls from Dominators. Mezzed groups don't attacks, hurting my precious Brute's Fury, which slows down the killing.
    I covered this I believe.

    Mezzed is fine. Because the Brute has already taken the alpha hit. Mezzed means they are still in a tight circle around the brute for PBAoE, and the AoEs of the ranged players (KB affects these folks too), mezzed means they are all within reach of constant ST attacks for Fury. Mezzed means you don't have to run about willy nilly trying to get a hold of enemies.

    And before we get back to the "W" key, I'm pretty sure the player using KB has one as well.

    So I know you're having a bit of fun, but it has less to do with a brute's "precious fury" (which I'm going to steal and use from now on ) and has more to do with the team as a whole.


    Quote:
    Originally Posted by IanTheM1 View Post
    Also, only one Brute per team. And Tankerminds get shot into the sun.
    More Brutes means you just attack more mobs at once.



    Quote:
    Originally Posted by Clouded View Post
    You're also assuming the KB didnt kill the critters that were KBed. You're also assuming the Brute wasn't in any trouble of dying from all the aggro.
    That's the general assumption yes.

    In situations where the Brute can't handle the aggro, where the team can't handle the aggro - yes KB will be useful and probably welcome.


    Quote:
    Originally Posted by Clouded View Post
    Like I said, in THEORY, KB is determental to a Brute but in actual practice it rarely makes a significant impact on performance. If there is a impact on performance it can be measured in seconds.
    Performance is measured in seconds. (See: Scrapper forums )

    I think we're also talking about different things at this point.

    I'm not fussed with one off KB shots, where some single target gets knocked down a hallway on accident. Or on teams where they really really need the extra protection.

    I'm not even concerned with single target KB, where 1 enemy out of 20-30 will be knocked away from the main fight (though the KB user really should find that elusive "w" key).

    I'm talking about uncontrolled AoE scatter. Where it seems the player is consistently knocking things away from the team, and away from the ATs who are specifically designed to be surrounded by enemies.




    If you're team has everything under control, and has been cutting down enemies like a scythe - is there really a reason to AoE scatter the mobs?

    I've had this happen. It's extremely frustrating.
  21. Deus_Otiosus

    The Best DPAs

    Quote:
    Originally Posted by Edana View Post
    Base damage divided by activation time corrected for arcanatime. (0.132*(1+roundup(activation/0.132)))
    Cheers, thanks!
  22. I love the guides. Very funny stuff.


    Quote:
    Originally Posted by Silas
    Offensively: Drop under a spawn so they melt faster. And my, how they will melt. A spawn with Tar Patch under it will burn at all ends, they will not last the night; but ah, my foes, and oh, my friends--It gives a HELLISH LIGHT

    Muahahahhaha!

    Wait, where was I?

    Oh, yes.

    :3

    *ahem*

    I still do this.

    All. the. time.


    In groups, or solo, I laugh like a loon at the PC when I've got tar patch down, and let loose with RoF & Fireball.


    Thank god I don't use ventrilo for this game...
  23. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The only complaint I've heard about WP is that it's taunt aura is rather weak compared to other sets so WP tankers have a harder time holding the attention of a corwd.

    Quote:
    Originally Posted by Call Me Awesome View Post
    Now my main complaint with WP as a tanker set is it's nonexistent taunt aura... WP tankers have a much harder time holding aggro and most I've teamed with don't even try. The terrible aura is the main reason why I haven't had any interest in playing a WP tank; I feel rather strongly that a tank is supposed to hold aggro.

    The weak taunt in RttC can definitely be compensated for by choosing Taunt, Taunt IOs, Gauntlet and choosing a primary with a fast recharging AoE/PBAoE. (Shout-out to Footstomp and Tremor )

    It just requires a slightly more mobile, aggressive style of play (which is funny because one of the usual complaints on WPs play style is the set it and forget it toggles).

    C'mon guys, if I can hold aggro on my /WP Brutes you guys can do it on your tankers!!

    (Note: I've got a lowbie WP tanker in the works as well )


    Quote:
    Originally Posted by JanusFrs View Post
    God, how weird! I played with a scrapper today, who stated that he hated the set because it gave barely no def dbuff res what so ever.
    The lack of DDR will be rougher on the scrapper due to lower regen, lower HP and lower resistances.

    I imagine a tanker, with much higher native resistances, HP and regen would suffer less trouble from cascading def failure. Obviously the amount you spend on IOs for the build will improve that performance even further.
  24. Deus_Otiosus

    The Best DPAs

    Quote:
    Originally Posted by Edana View Post
    So I went on a trawl through all the attacks brutes get to find out. The results actually surprised me.
    1. Seismic Smash - 86.53
    2. Clobber - 83.88
    3. Shield Charge - 77.80
    4. Burn - 74.33
    5. Energy Transfer - 65.50
    6. Knockout Blow - 62.50
    7. Incinerate - 56.44
    8. Gloom - 55.61
    Out of curiosity, where did you pull these numbers from?
  25. Quote:
    Originally Posted by Clouded View Post
    HI Deus,

    I've been a long time Brute player and a SS/WP player since the WP set was introduced. I have a large variety experience with my Brute; from the RSF to farms, from Hami Raid to paper teams.

    The situation you discribe is a rarity among rarities. If a Mastermind or Corruptor KBs my aggro away from RttC then I simply adjust and find the biggest pack to run towards. It's hardly crippling in anyway, whatsoever. I have never, NEVER died or even came to the brink of death from a mob being KBed away from my RttC.

    In theory, your point holds true but in practical game play, from my experience, this type of situation is not something to hold has an argument against KB.
    If your addressing the regen portion of RttC, then I do agree with you.

    I've already conceded (lost somewhere in the pages of this thread no doubt) that KB is mitigation - but it's extreme mitigation often in unneeded amounts by any halfway decent team.

    The Brute won't need his mitigation tools when the mobs are knocked into the next room or down a hallway but that still doesn't address the fact that KB scatter has now deprived the Brute of their play style, which is exactly what several proponents of KB in this thread have been saying "No KB" does to them.



    I think the problem is that KB (in particular the AoEs) is an extreme form of mitigation, and when uncontrolled or used recklessly provides just as much (if not more) hindrance as it does benefit in my opinion. This is unlike KD and KU, which provide less mitigation, but in more controlled doses.


    Also, I'll mention it again (not directed at you clouded) that I've played with people who used KB indiscriminately, and I added notes to those players for future grouping (or non-grouping as it were) purposes.

    I've also played with people who adjusted their play style realizing KB can have detrimental effects on team play when it's recklessly used - and in those instances KB is not really noticeable.



    EDIT: I'll also add, that on the whole I've suffered less KB problem redside than I have blueside. That's my subjective experience of course, but I just thought I'd toss it into the discussion. I'm not really sure what to attribute it to.