Fear_of_Hell

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  1. Enjoy:

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    fearofhell: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Shadow Punch
    • (A) Smashing Haymaker - Damage/Recharge
    • (3) Smashing Haymaker - Damage/Endurance
    • (3) Smashing Haymaker - Accuracy/Damage
    • (17) Smashing Haymaker - Damage/Endurance/Recharge
    • (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (50) Siphon Insight - Accuracy/Endurance/Recharge
    Level 1: Resist Physical Damage
    • (A) Reactive Armor - Resistance
    • (15) Reactive Armor - Endurance/Recharge
    • (40) Reactive Armor - Resistance/Endurance
    • (42) Reactive Armor - Resistance/Recharge
    Level 2: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (11) Reactive Armor - Resistance/Recharge
    • (13) Reactive Armor - Resistance/Endurance
    • (15) Reactive Armor - Resistance
    Level 4: Dull Pain
    • (A) Doctored Wounds - Recharge
    • (5) Doctored Wounds - Heal
    • (5) Doctored Wounds - Endurance/Recharge
    • (11) Doctored Wounds - Heal/Endurance
    • (21) Doctored Wounds - Heal/Recharge
    • (39) Doctored Wounds - Heal/Endurance/Recharge
    Level 6: Smite
    • (A) Kinetic Combat - Accuracy/Damage
    • (7) Smashing Haymaker - Damage/Endurance/Recharge
    • (7) Smashing Haymaker - Damage/Recharge
    • (17) Smashing Haymaker - Accuracy/Damage
    • (37) Smashing Haymaker - Damage/Endurance
    • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 8: Siphon Life
    • (A) Damage Increase IO
    • (9) Healing IO
    • (9) Smashing Haymaker - Damage/Endurance/Recharge
    • (13) Smashing Haymaker - Damage/Recharge
    • (34) Smashing Haymaker - Accuracy/Damage
    • (34) Smashing Haymaker - Damage/Endurance
    Level 10: Swift
    • (A) Empty
    Level 12: Combat Jumping
    • (A) Defense Buff IO
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 16: Health
    • (A) Empty
    Level 18: Dark Consumption
    • (A) Obliteration - Accuracy/Recharge
    • (19) Obliteration - Damage
    • (19) Obliteration - Chance for Smashing Damage
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Damage/Recharge
    • (42) Obliteration - Accuracy/Damage/Recharge
    Level 20: Stamina
    • (A) Endurance Modification IO
    Level 22: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (23) Reactive Armor - Resistance
    • (23) Reactive Armor - Resistance/Endurance/Recharge
    • (42) Reactive Armor - Endurance
    Level 24: Touch of Fear
    • (A) Fear Duration IO
    • (25) Siphon Insight - Accuracy/ToHit Debuff
    • (25) Siphon Insight - Accuracy/Endurance/Recharge
    • (36) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (36) Siphon Insight - ToHit Debuff
    • (36) Siphon Insight - Accuracy/Recharge
    Level 26: Soul Drain
    • (A) Multi Strike - Damage/Endurance/Recharge
    • (27) Empty
    • (27) Empty
    • (29) Empty
    • (40) Empty
    • (43) Multi Strike - Accuracy/Endurance
    Level 28: Resist Elements
    • (A) Reactive Armor - Endurance/Recharge
    • (29) Reactive Armor - Endurance
    • (39) Reactive Armor - Resistance/Endurance
    • (48) Reactive Armor - Resistance
    Level 30: Invincibility
    • (A) Luck of the Gambler - Defense/Endurance/Recharge
    • (31) Luck of the Gambler - Defense/Recharge
    • (31) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    Level 32: Midnight Grasp
    • (A) Enfeebled Operation - Accuracy/Endurance
    • (33) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (33) Enfeebled Operation - Accuracy/Immobilize
    • (33) Damage Increase IO
    • (34) Enfeebled Operation - Accuracy/Recharge
    • (40) Damage Increase IO
    Level 35: Resist Energies
    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (45) Reactive Armor - Resistance/Endurance
    • (46) Reactive Armor - Endurance
    • (50) Reactive Armor - Endurance/Recharge
    Level 38: Unstoppable
    • (A) Recharge Reduction IO
    • (43) Reactive Armor - Endurance/Recharge
    • (45) Reactive Armor - Resistance/Endurance/Recharge
    • (46) Reactive Armor - Resistance/Recharge
    • (46) Reactive Armor - Resistance
    Level 41: Tough Hide
    • (A) Defense Buff IO
    • (43) Defense Buff IO
    Level 44: Maneuvers
    • (A) Endurance Reduction IO
    • (45) Luck of the Gambler - Defense/Endurance
    • (48) Endurance Reduction IO
    • (48) Luck of the Gambler - Defense/Endurance/Recharge
    Level 47: Superior Conditioning
    • (A) Endurance Modification IO
    Level 49: Physical Perfection
    • (A) Healing IO
    • (50) Endurance Modification IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 2: Ninja Run
  2. Fear_of_Hell

    DM/Inv Brute

    Here's a build I made last night


    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    fearofhell: Level 50 Mutation Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Flight
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Shadow Punch
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (17) Kinetic Combat - Damage/Endurance/Recharge
    • (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 1: Resist Physical Damage
    • (A) Reactive Armor - Resistance
    • (15) Reactive Armor - Endurance/Recharge
    • (40) Reactive Armor - Resistance/Endurance
    • (42) Reactive Armor - Resistance/Recharge
    Level 2: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (11) Reactive Armor - Resistance/Recharge
    • (13) Reactive Armor - Resistance/Endurance
    • (15) Reactive Armor - Resistance
    Level 4: Dull Pain
    • (A) Doctored Wounds - Recharge
    • (5) Doctored Wounds - Heal
    • (5) Doctored Wounds - Endurance/Recharge
    • (11) Doctored Wounds - Heal/Endurance
    • (21) Doctored Wounds - Heal/Recharge
    • (39) Doctored Wounds - Heal/Endurance/Recharge
    Level 6: Smite
    • (A) Kinetic Combat - Accuracy/Damage
    • (7) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (37) Kinetic Combat - Damage/Endurance/Recharge
    • (39) Pounding Slugfest - Accuracy/Damage
    • (39) Pounding Slugfest - Damage/Endurance
    Level 8: Siphon Life
    • (A) Healing IO
    • (9) Healing IO
    • (9) Smashing Haymaker - Damage/Endurance/Recharge
    • (13) Smashing Haymaker - Damage/Recharge
    • (34) Smashing Haymaker - Accuracy/Damage
    • (34) Smashing Haymaker - Damage/Endurance
    Level 10: Swift
    • (A) Empty
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Defense/Endurance
    • (17) Endurance Reduction
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 18: Dark Consumption
    • (A) Obliteration - Accuracy/Recharge
    • (19) Obliteration - Damage
    • (19) Obliteration - Chance for Smashing Damage
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Damage/Recharge
    • (42) Obliteration - Accuracy/Damage/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    Level 22: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (23) Reactive Armor - Resistance
    • (23) Reactive Armor - Resistance/Endurance/Recharge
    • (42) Reactive Armor - Endurance
    Level 24: Touch of Fear
    • (A) Fear Duration IO
    • (25) Nightmare - Accuracy/Fear
    • (25) Discouraging Words - To Hit Debuff/Recharge
    • (36) Discouraging Words - To Hit Debuff/Recharge/Endurance
    • (36) Discouraging Words - To Hit Debuff
    • (36) Unspeakable Terror - Accuracy/Endurance
    Level 26: Soul Drain
    • (A) Multi Strike - Damage/Endurance/Recharge
    • (27) Multi Strike - Accuracy/Damage/Endurance
    • (27) Multi Strike - Damage/Recharge
    • (29) Multi Strike - Accuracy/Endurance
    • (40) Multi Strike - Accuracy/Damage
    • (43) Multi Strike - Damage/Endurance
    Level 28: Resist Elements
    • (A) Empty
    • (29) Steadfast Protection - Resistance/+Def 3%
    • (46) Empty
    Level 30: Invincibility
    • (A) Luck of the Gambler - Defense/Endurance/Recharge
    • (31) Luck of the Gambler - Defense/Recharge
    • (31) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    Level 32: Midnight Grasp
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance
    • (33) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (34) Pounding Slugfest - Accuracy/Damage
    • (40) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
    Level 35: Resist Energies
    • (A) Empty
    Level 38: Unstoppable
    • (A) Recharge Reduction IO
    • (43) Reactive Armor - Endurance/Recharge
    • (45) Reactive Armor - Resistance/Endurance/Recharge
    • (46) Reactive Armor - Resistance/Recharge
    • (46) Reactive Armor - Resistance
    Level 41: Tough Hide
    • (A) Defense Buff IO
    • (43) Defense Buff IO
    • (48) Defense Buff IO
    Level 44: Gloom
    • (A) Empty
    • (45) Empty
    • (45) Empty
    Level 47: Dark Obliteration
    • (A) Empty
    • (48) Empty
    • (48) Empty
    Level 49: Air Superiority
    • (A) Kinetic Combat - Accuracy/Damage
    • (50) Kinetic Combat - Damage/Endurance
    • (50) Kinetic Combat - Damage/Recharge
    • (50) Kinetic Combat - Damage/Endurance/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 2: Ninja Run
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    1. I knew you'd be back.

    2. One of the sets that's best at single target damage is one of the worst at AoE damage. Oh my. Welcome to balance.
    Mkay, I don't have any energy melee numbers with me, so I'll just make up an example.


    let's say power A has 500 damage single target and 3 seconds for activation time.


    Let's say power B in another powerset has damage of 250, with the maximum of 10 targets with 1 second activation.
    If it hits all 10 targets, that is 2500 points of damage in a third of the time.


    That is a hypothetical example, but that is simply why thinking "AOE<ST" is flawed.

    In my energy melee/elec character, lightning field, will oftentimes kill off enemies before i can kill them. Granted i also use whirling hands and electrifying fences, but that goes to show that the killing power of aoe is in many ways more efficent in large mobs.

    Devs don't like AVs being tackled solo, among other things, so ST are usually first on the nerf block.
  4. Hey man, ya'll got some purps for me?

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  5. On my em/elec brute, I have ET up a lot, and it actually ends up taking a huge toll on my survivability, i've found myself to be saving ET and TF for lieutenants and bosses.
  6. Why? Because i personally think it was a pvp motivated change. You could drop anything in about 2 seconds with it back in the day. But the tradeoff is that it does damage to the user. Now with the new(ish) PVP changes, it actually does MORE DAMAGE than it did before.

    To me, with the old energy transfer, you paid for it in health, I think thats a fair trade for the damage. Total focus you trade damage for a slow attack. See what im getting at?

    It makes you extremely vulnerable to attack, and then it DOES DAMAGE to you, this reduces your survivabilty greatly. Yeah, you killed that one lieutenant, now you're dead.

    Before it was hailed as one of the best sets period. Now it's got considerable weakness due to the fact that the animation is just TOO long. Also for brutes, it's not fury-efficent.

    My suggestions:

    Reduce the damage it does the player by half.

    OR

    Reduce the cast time to about...1.7-2.0 seconds Cast time, more than barrage and less than whirling hands, sound fair?
  7. Fear_of_Hell

    DM/Inv Build

    Drop tough and weave, you really don't need them. And stick with crushing impact they have the recharge and more recharge=more damage. Also take mu lightning, it fills up your attack chain nicely.

    Drop Shadow maul. Trust me.
  8. Powers that aren't worth it(Im looking at you jump kick)

    Defensive sets that need aidself/tough/weave to be viable.

    The inability to delete old contacts, Im sick of sorting through them. Or have a level range sorter.

    PVP needs to be totally scrapped and re-worked, it needs to be a non-speciality. They need to make builds that work in PVE work equally well in PVP. That simple. Yes you can do it, just get creative. PVP should be a part of this game that is important. The entire concept of COH/CoV is that heroes and villains are at war with each other. Hell, they should have ways to get into paragon city and the rogue isles and actually attack each other on the home front.

    That being said about PVP, I think the drinking of "haterade" By some types of players on PVPers and pvpers on others needs to stop. A LOT of the problems in this game are player-based and things that we, as a community need to solve.

    Also, a removal of anonymity from the market would be good. If you buy all of one item, then re-sell it at 20x it's regular value. You should be able to be scorned for it. That simple. You wanna drop prices on the market. hold people accountable.
  9. Price inflation is the increase in price.

    Inflation in general is the increase in currency......
  10. Reason that it would cause an inf sink is that you basically pay upkeep on it, and you have to pay more the more you have.

    This works in other games where player housing is more free-based and everyones house actually takes up-in game space. I just think that they should be there 1. for the coolness.
    and 2. As a way to drop the amount of inf.
  11. Let's face it; this game's inflation rate is increasing at an extreme rate. With cash a common commodity and skyrocketing prices a solution will have to be made or the prices will get to the point where those who wish to "play the market" have the largest amount of money, and casual players are left in the dust.

    This is not an attack on marketeers; i profit greatly from the market and it's a good thing that rare things are more expensive, but the problem I wish to combat is inflation.

    People have been wanting player-based homes or a "secret hideout" for a while. This request was answered in the form of bases, allowing supergroups to meet, have teleporters, ouro crystals, etc. Very nice places.


    So why am I suggesting apartments?


    I think that this would be an extremely signifigant way to sink the tar out of the inf pile that's been building up and is beginning to raise questions of raising the inf cap as well as other solutions.

    The idea is that the "personal home" or apartment or whatever you'd call it is fully designable, much like a base, you can have all sorts of decorations, but you should also have it be a place that one can show off their personal acheivements, souveniers, hell have it be a way to "hang up your suits" or whatever.

    Each of these things would drain INFLUENCE as opposed to bases, who use prestige.

    To make it an even bigger drain, have each person able to have up to 3 of these places, have them not just be a portal, but a tangible location, you can "rent" out the various places throughout zones (note, other people can rent out these places too, so it's not just one person buying all the spaces) You go through the door and there's your apartment, personal lair, etc.

    You can have them have a theme which each zone (Have the PI one have a portal for example)

    So overall, im kinda suggesting this more as a way to burn influence than just a "neato thing"


    Also another idea, make bases require you to convert inf into prestige, have a "Fee" for each character that the leader sets (30% of inf gained goes to group 40% etc)
  12. To me, the most useful part is the fact that if you properly enhance it, you can pick out one pesky enemy (My favorite are Sappers or Longbow Nullfiers) and hit that enemy with it, and then pick off everything but that enemy, then go back and finish it.

    You can also put a proc in it; therefore giving it occasional damage.
  13. I don't like it at all, I want this game fixed, not a "war"
  14. [ QUOTE ]
    Actually I'd call air superiority the second biggest -fly power in the game despites its name. He also forgot THE biggest -fly power and it exists on not 1 but 2 AT's. It's public enemy number 1...

    Impale. 40' range, immob, -fly, high damage.

    Of all the -fly that will make you want to delete your flying toon, impale will do it quicker than any.

    IMO flight is really only a viable PvP travel power when combined with TP. I know plenty of people disagree.

    [/ QUOTE ]

    On my brute I tried an interesting combination of superspeed and flight, and it works really well, my survivability is increased and I still have that backup power as well as superspeed and I can switch depending on the situation flight for many enemies, superspeed for fewer.
  15. How could I forget? I'll add it ASAP
  16. Wow, this thread is over 3 years old and was just a small venture into helping people who were undecided about which brute they wanted to play, but i've updated this with more detail and less generic "blah" ness of it's previous form: Enjoy


    Electric melee:

    Elec/Elec: This is one will drain the hell out of your enemies, throw on lightning field to boost your AOE, and you have a good build here. Not as popular as it once was, but still perfectly valuable and thematic great.

    electric/stone: This build was fairly popular in the mainstay of elec/ back in the pre-IO days. The aoe helps keeps enemies taunted, in lieu of just using taunt. Overall, I think this build suffers a lot from the damage penalty of granite

    Elec/shield: Can you say BU+Lightning Rod+Shield charge after a decent mob with about 60+ Fury. This is an AWESOME build, highly recommended.

    Stone melee:

    Stone/Stone The most common stone build it gives a nice defense to deliver some of stones strongest attacks. The Knockdown of stone offers great damage mitigation, but the slow recharge causes you to take a big hit. But the damage overall is great, albeit smashing.

    Stone/elec: Stone/elec is a great

    Fire:

    Fire/fire: the damaging and AOE effects between Fire and fire help this build's damage output. As well as the heal. And the boost to fire damage is snazzy too.

    Fire/dark, the cloak of fear helps the fire AOEs do their job, along with the massive amounts of aoe, this can keep a lot of foes close so you can bust out the dark regen when needed.

    Fire/stone: In the same spirit of elec/stone. This can help you with keeping the aggro in a large group. Overall, I haven't seen too many of these, so try it and let me know what you think.



    Super strength:

    SS/inv: This is an oldie, a pretty popular one, I personally love

    SS/stone: The SS's Rage can help undo granite armor's -damage, but the rage crash can be a double edged sword. Pretty fun

    SS/dark: Eh, cool theme, but overall a bit end sucky. Can be a good build /dark is an "at your own risk" build however.

    SS/elec: The -recharge of SS/elec has SS's Rage able to be double stacked for quite a while, I have an /elec armor with crushing impact fully decked out has about 120% Recharge with hasten on. Pretty scary.

    SS/WP: Awesome build, ready out of the box, no end troubles, solid all around. A favored build of the brute community
    Dark melee

    Dark/dark Dark melee's fear with Dark armor's fear and debuffs helps create a fear and blindess build, great for teams with kins boosting your end output

    Dark/energy: the dark/eng build helps double stack acc debuffs and eng's defense. Notably not as popular as maybe it should be.

    Dark/SR: HELLO: Defense build and a -tohit build, it's love at first sight!

    Dark/elec: The electric armor's end conservation and +recharge helps create a self-sufficent in terms of endurance, this is a MONSTER due to the recharge.

    Dark/fire: dark's siphon life and healing flames help create a rock solid defense of defense, resistance, and regeneration at once, which is the strongest form of defense. Helps make /fire a bit more

    Dark/invulnerability: This is a strong build for soloing, doesn't really outshine or outperform dark/shield or dark/fire. But has a strong survivability, TAKE EVERY SECONDARY POWER. The heal creates a resistance/defense/regen aspect to this build. I have one of these that was leveled before both the invuln and the dark melee changes, and it was tough. More popular these days.

    Dark/Shield Defense: I have heard the most amazing things about this build and have considered making one, Against all odds along with fury, a nice souldrain, and the end recovery aspect of dark melee, REALLY make shield defense a more powerful, more survivable build.

    Dark/WP: stacks with the defense, adds a heal, fun for all involved. Good, solid build.
    Energy Melee:
    Energy

    Energy/electric armor: I've got one of these, kinda awkward build since the energy transfer changes(Which kills fury imo) Insane recharge.

    energy/invuln: Energy tears while invuln keeps you alive, a nice solid build +HP helps negate the effects of energy transfer

    Energy/fire: The heals from fire, and energy's attacks make this a rock solid offfensive build also The buildup+Firey Embrace+Energy Transfer Is an incredible burst of damage

    Energy/dark: Never seen one of these, try it at your own risk.

    energy/stone: The high damage from energy will definately make granite damage not a big problem. this build will hurt in and out of granite. Pretty good one.


    This was recently updated, and i haven't added any of the weapons builds yet because frankly, I don't know enough about them. I will try them out and further update this guide.


    that's all folks
  17. [ QUOTE ]
    Wow. I'm not sure its even possible to point out all of the areas you're wrong. To start: enhancement level doesn't matter. If you're level 30 with level 30 enhancements, and someone else is level 40 with level 40 enhancements, your enhancements have identical strength. A lvl 40 player is NOT better off than a lvl 30 player in this reguard. In fact, since enhancements now scale when exemped, the lvl 40 may be worse off. The only way to lvl 40 is better off is if they've added more slots to powers they've gotten before 30.

    Second, Dom holds are NOT mag 2. Most are Mag 4 in PvP, just like most controller holds. Other holds (blaster, corruptor, etc.) tend to be Mag 3. The average Dom hold has slightly less duration than the average controller hold, but you can still easily stack them through mez protection. Heroes do have more sources of mez protection buffs at SC's level.

    Hero builds are generally considered better than villian builds, overall. This is not the case at Siren's level, however, which is recognized by the Devs and any observant player to be Stalker paradise. It is far easier to get multiple layers of stealth and 2-shot people, than it is to defend against that *at that level* (this changes considerably at higher levels). Other villian ATs aren't nearly as strong in SC, but they still aren't considerably weaker than heroes at that level.

    There are, indeed, many holes in the base defenses of the SC villian base. There are also many holes in the hero base defenses, including a way to get right above the only exist to the hero hospital, where you can hit anyone coming out. All of the PvP bases are poorly designed, with the exception of the RV bases.

    Finally (and this isn't a complete list), heroes do not taunt villians in broadcast. Villians do not taunt heroes in broadcast. Whiny losers who want to show off their ..... because daddy doesn't love them taunt other people in broadcast. Behavior in PvP zones isn't a heroes and villians thing: it's a general [censored] thing. Get used to it; there isn't a PvP game in existance that doesn't have it, and you will occasionally see it in PvE as well.


    [/ QUOTE ]


    ^ one who enjoys ruthlessly ganking and taunting in SC, and probably has never played as a villain getting ruthlessly ganked to the point of non existance.
  18. If you don't have much experience with Brutes here are some things you should know


    ONE: Brutes are NOT tanks: Brutes are not very effective for tanking as their HP is not nearly as high as tankers, also, their resists are much lower than tankers as well.

    TWO: Brutes are NOT Scrappers: Scrappers in CoH are the ones who do the damage while the tankers soak it. The Idea behind brutes is that their job is to smash all in their way. Usually they do this quickly enough and can absorb enough damage in the process unlike scrappers who usually need a crutch (tanker) for most damage dealing


    Ok time for some bread and butter, dark melee/invuln has great synergy, As you not only have a maintence heal (Siphon life) and dull pain. Dull pain is very much your panic button for a long time. So get it ASAP And slot it.

    A note on endurance: This set (the way I build it at least) Is incredibly efficent when it comes to endurance, especially at higher levels.

    Now ready for the powers? You sure? Ok then.


    Dark melee:

    Shadow punch: This power is a good power in terms of decent damage but the recharge isn't worth the damage in most cases, endurance is decent, but the split negative energy/smashing can keep enemies guessing.

    Recommended slotting: 3 Dmg, 1 acc 1 recharge


    Smite: This is the best power in the set in my opinion. The damage can be great for the endurance cost and recharge. This is a MUST GET. Once again the acc de-buff is a plus.

    Reccomended slotting: 3 Dmg 1 recharge, 1 acc 1 end



    Shadow maul: This is a fury user, the damage can be quite horrible for the endurance, recharge time, and accuracy. This is a great power -- if you have high fury, but otherwise I don't reccomend it for usual use.

    Reccomended slotting: 3 Dmg, 1 recharge, 1-2 endurance 1 acc


    Touch of fear: This is your most powerful de-buff power, and can cripple a squishy long enough for you to finish them. Also an excellent base accuracy rate and highest debuff. However I do reccomend slotting with 2 endurance SOs as it can drain greatly overtime

    Reccomended slotting: 2 end, 1 Acc, 1 recharge, one debuff


    Siphon life: This is an excellent power in two ways: one it has a damage/heal. And 2 it has a decent recharge downside is lower than average accuracy, damage and endurance cost.

    Reccomended slotting 1 acc 1 recharge 2 end, and 3 heal (if you want to slot heal, it's entirely optional)

    Taunt: If you want to be a tanker, go ahead and take this, although invincible has a built in taunt.

    Dark consumtion: This is a good end heal power, however there's a gigantic recharge timer.

    Reccomended slotting: 1 acc 3 recharge

    Soul drain: This is your build up power, it drains from surrounding enemies, and increases damage and accuracy. buff varies depending on how many enemies you hit.

    Reccomended slotting 2 recharge (Endurance cost may be worth slotting)

    Midnight grasp: This is a immobilize move, it has a decent Aoe and above average damage. And a decent recharge. However, the immobilization seems to not work on many occasions, could be the enemy has resistance to it.


    reccomended slotting: 1 end 2 damage, 1 acc. (recharge is optional, not essencial)




    Invulnerability: This powerset's synergy really comes in with invincibilty, and tough hide as defense adding to the debuff can make you very difficult to hit. This is really shown in 1v1 pvp

    Resist physical damage: Not much of a choice a decent base resist, but nothing spectacular, I do not reccomend adding any slots

    Temp Invulnerability: Decent smashing/lethal resist (22% base)

    reccomended slotting 3 resist 1 end


    dull pain: This power is very much a panic button when it comes to toxic enemies and psychonics. I highly reccomend six slotting with heal and recharge, although recharge is very bad on it however.

    Resist elements: I don't reccomend taking any passive resist powers, (other than the one you have to take) as the resists aren't worth it

    Unyielding: This power is a very important one as it will be your primary resist for several other damage types, around 12% resists for other than smashing /lethal and roughly 3% for smashing/lethal take note it does not protect against psychonics

    reccomended slotting: Depends, 3 resist, 1-3 endurance

    resist energies: A passive energy resistance power, not reccomended as it is insufficent in terms of resistance.

    invincibility: This power increases your accuracy and your defense depending on how many enemies are within melee range, Reccomended slotting: 1-3 end 1-2 defense (possibly accuracy as well, also note the aoe taunt built in)

    Unstoppable: In the late 30s, survivabilty at higher difficulties is poor at best. This power can effectively change that due to it's "god mode" property, it can help a lot in pvp, against high damage squishies (blasters)



    This combo in Pvp Is excellent in 1v1 pvp against brutes, tankers blasters and scrappers. I've gone for about a half hour against a spines/regen scrapper before getting defeated.


    Travel power: I reccomend picking fly due to air superiority, and the pure tactical advantage.


    This is my first guide so please leave feedback

    Sources CoH Cov character builder.
  19. [ QUOTE ]
    I think I died 3 times on the final mission, all to the Thorn Tree itself, and I had a full Domination bar at that point too. Once we got to the point where we were all attacking it (Brute, MM, Dom, Corr), it went down pretty easy, and no one died... unlike the first Respec trial, where we had multiple TPKs in the final room.

    [/ QUOTE ]

    Nice for someone that appreciates dominators. Have you tried brutes? They're ftw.