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Mainly thinking AOE attacks for APP since DM has no full aoe attack that can fit in a an attack chain.
If you have the room Fireball would be the best AOE you could get, but would cost 3 powers. For brutes, Melt armor is pretty much crap. With the exception of AVs, most stuff will be dead in just a few hits anyway and a little extra -resist will not make that much difference.
Soul Mastery gets you Gloom that does great damage but it is a DoT and Dark Obliteration and would keep on your orignial theme with dark and fire.
Now if you don't care about the theme then you could go with Mu for Ball Lightning and Elec Fences. 2 Decent AoE attacks but they are both DoTs as well. However, on a farming build, those 2 attacks combined with your damage aura, Soul Drain and FE can melt a huge spawn in a very short amount of time. Then you can burn whatever boss is left standing. -
Quote:If you say something that you believe to be true it is not a lie so there is no need for name calling. I searched the forums on how fury notified mobs and could not find anything. Granted finding anything that specific on the foums can be quite a task so me not being able to find anything would not really prove you wrong.Except that it's not wrong, and it happens on Brutes at the hard cap on Stealth, and you're apparently magically the only person in the world that it doesn't happen to. And Energy Aura doesn't have an aggro toggle (which is when I first noticed the issue), and it happens without the aggro toggle on, but if you're going to assume I'm a complete idiot then I'm just going to call you a liar with your claim about being within 5' "indefinately". You're full of it and need to check it - preferably in game - before you start spouting off.
Fury has 4 components. One of them notifies all of the mobs within 10' of you that you're there. What it does do is make it completely irrelevant because the mobs know that you're there, and you're added to their aggro list, and they then proceed to attack no matter what level your stealth is.
Edit: Here. A nice little recording of my EM/Elec running a Stealth IO and Superspeed in Cimerora (at least, after the annoying commercial) - note that the mobs don't attack until I get close, but I didn't do anything to aggro them - I added the stealth radius for monitoring so you could see it was higher than 35' (if you watch at full screen, you can read that it's at 95' until they aggro, the toggles all stay on, and it drops to 0 as soon as they aggro - all with no action on my part).
I then tested it in game before saying anything. However I am guessing I was right at (or very close) to the 10' spot. Difficult to judge short distance in this game but it appeared that the mobs would have been on the outer edge of my 8' aoe attack. I was wrong. In hindsight I probably should not have used a super tall toon to use as a reference for distance. After your post I tested again at the distance I thought would be within 10' and hit my aoe attack and no to hit rolls were made. Yes, I know I should have tried this the first time but this falls in the 20/20 hindsight thing. Anyway I inched a little bit closer and waited for a couple seconds the mobs saw me. I am man enough to admit I was wrong and am not about to pretend that it worked for me before and suddeny didn't. I was just tired after work and didn't bother to test as much as I should have before making a post.
On the bright side I learned something new todayI learned that fury does indeed tell mobs 10' away that you are there and I also learned that apparently I am great at judging 10' in game but not 8'.
If you do have a link or something on how fury works with the mob notification I would love to see it so I can better understand the mechanics. -
Quote:Sorry but this is just plain wrong. With my stealth proc on and no other stealth powers running I can get up to 5' from mobs without extra perception for as long as I want. Fury has nothing to do if mobs can see you or not. There is nothing about fury that would aggro any mob. Now if you are dumb enough to leave your aggro toggle on while trying to stay hidden, that is another story.Re: highlight in red - are you using a Brute? Stealth doesn't work for Brutes unless they're in an "Only Affecting Self" state, due to one of the aspects of Fury (although if the timing is right you should be able to get up to 10 seconds of standing within 10' of a mob before it aggros).
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Quote:Exactly right. It can make a big difference when you get hit for 830 instead of 1000 by an AV.You're right getting hit for 83 instead of 100 isn't a big deal, its the harder hits that make tough worth it. If the OP can afford the slots, I suggest slotting tough. That being said, on my DM/SR I only used tough for the defense unique and I do well with him but I have Siphon Life to help out.
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Attack vitals for single target time. Sweep for multi targets. All you need. Drop some cash and get some recharge in your build and you can spam either one all day long.
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Your problem is you are not lvl 45+. SR is a very slow bloomer. But once it does, wow. I am currently having the same issue with my mid 20s SR. Sometimes it makes me want to pull out what little hair I have left. But I know once I get to that magic 45% def to everything and also have that massive DDR in place I will be damn near unstopable (pending bad luck on the RNG). So far at 26 it is getting better. I am chewing fewer insp to stay alive and now mostly have to work on that damn blue bar instead of the green bar. Numina uinquie will help with that once I can slot it.
SR can be a pain to level but once you are done, it can be much more rewarding than many other sets.
Oh and yea. Get rid of those extra slots in swift. Quickness when you get it will be just fine in most cases. And as others have said, pick up spin, drop a damage slot on your attacks and put in recharge and let fury take care of the damage in low levels. My normal slotting is Acc first, then end redux, then recharge and last damage for brutes. -
As far as playstyle goes there really is not much of a difference. At least not for me. With a WP scrapper or brute Ill be running in first and beating the crap out of everything I see as fast as I can.
As far as builds go, both would want to slot for recharge (in addition to the normal def +hp and regen) since the power siphon power adds damage for up to 20 seconds instead of just 10 and you want that up as often as possible.
I honestly cannot think of how playstyle would be different for either unless you are one that normally plays scrappers and brutes different.
Edit to add. I did think of something. On a brute I normally start out with my low damage attacks and finish off with high damage attacks until fury is built up. On a scrapper I would start with the high damage attack and use the low damage to take care of the remaining health. Once fury is built up then I play them both pretty much the same. -
Quote:Ok wait, I dont quite get it. You took handclap?
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If you build it right, you should not be dying so resurgance is a waste. SoW can be handy in pinch times. Hitting it right as Rom goes down for the first time in the ITF so you can have the extra mez protection to fight through the stun cany be quite handy. But still I would consider it an optional power for a tight build. If you do take SoW, I would not bother putting extra slots in it. Just one resist is fine.
Oh it does make a good mule for Steadfast 3% Def IO or the PVP version.
And yes you do want Health in addition to Fast Healing. Probably stamina in addition to QR if you are running Tough and Weave as well. -
Here is what I would change. Well I would change more but this keeps with the powers you already have. Still at or near the soft cap but beter regen and recovery and quite a few more HP.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(3), S'fstPrt-ResDam/Def+(5)
Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34)
Level 4: Fast Healing -- Numna-Heal(A), Mrcl-Rcvry+(5), Numna-Heal/EndRdx(7), Numna-Regen/Rcvry+(9), RgnTis-Regen+(9), Mrcl-Heal(23)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), SW-Def(7), SW-Def/EndRdx(11), SW-Def/EndRdx/Rchg(48)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(13), HO:Golgi(50)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(15), Mocking-Acc/Rchg(15), Mocking-Taunt/Rng(17), Mocking-Rchg(17)
Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(19)
Level 14: Hurdle -- Empty(A)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(23)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), SW-Def(25), SW-Def/EndRdx(25), SW-Def/EndRdx/Rchg(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(29)
Level 28: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(50)
Level 30: Weave -- LkGmblr-Rchg+(A), SW-Def(31), SW-Def/EndRdx(31), SW-Def/EndRdx/Rchg(31)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), SW-Def(33), SW-Def/EndRdx(33), SW-ResDam/Re TP(50)
Level 35: Super Jump -- Winter-ResSlow(A)
Level 38: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 41: Crowd Control -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(43)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), SW-Def(45), SW-Def/EndRdx(45), SW-Def/EndRdx/Rchg(45)
Level 47: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(48)
Level 49: Strength of Will -- GA-3defTpProc(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run -
All I ask is that they make it so it looks like your fury bar is full. Chop off that last 15% or so. That way it tricks my eyes into thinking my fury bar is near full as it should be.
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Quote:KM is like bacon it goes with anything.I am leaning toward Invuln because I love my Invuln tank. But Brutes are not tanks. So...for concept reasons I've also considered Elec, Energy, SR, or Willpower. What does everyone think about the synergies with KM for Brutes with an eye toward PvE and survivability among these 5 possible pairings? Thanks.
Not an endurance hog so goes good with sets that are a bit tough on the blue bar like Dark and SR.
-damage debuff comes in handy on hard targets vs sets with no defense like Elec.
WP is like cheese and it also goes with anything.
KM/WP is like bacon and cheese together. You just cannot go wrong. -
I have noticed so far the change is not so bad. Yea the cap is a little lower but you get to that cap much faster so you are putting out more consistant damage. Now while I didn't want a damage nerf for brutes, I can understand why it happened.
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In addition to spines/SD, DB/SD also pumps out the damage on scrappers. Should give that one a try too.
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Quote:This.I'd like to think it's a balancing point in the set. The bonuses for having four of the set are ridiculously good, so to compensate the power itself has to be underslotted.
An easy fix is adding one more slot to your power and putting in a Crushing Impact Acc/Dmg/End. -
Quote:Speaking on IOs, for these two powers, I tend to 3 to 4 slot both of them depending on available slots.
In HPT I like 3x Numi + the steadfast unique. I don't bother slotting for more resistance as the return is not high enough IMO.
For RttC, 3 x Numi and then +1 to 2 slots depending. I like 1 golgi to squeeze out more regen & end rdx, but there's several choices here.
As a Brute, I don't bother with slotting Taunt IOs into RttC. If your primary has decent AoE capabilities, you'll be fine on aggro generation for the vast majority of situations - if you want to make sure you grab aggro for fury or helping your team grab taunt, something especially useful if you have a very single target focused primary.
Yea what he said. -
Yea but Consentrated strike has to crit in order for the recharge to take place in exchange for the double damage. So it is not like you can make it perma on scrappers without any global recharge just because CS is up every 20 seconds.
Although I do think that CS should be able to actually crit and cause double damage in addition to the recharge. A stalker can crit on TF and it does the same damage so the argument that it does too much damage is invalid. In addition I believe the recharge of PS should be added to tanks and brutes as well to help compensate for the overall lackluster damage the set has. -
Hell give brutes the dom ones. I would be fine with rain of fire and fireball.
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Looks very average. Unusual power recharge times. 3,5,7 and 8 for the lower damage single targets and 15 for the aoe. Probably would rather see 3,6,8,10 for higher damage attacks myself.
Here is the DPA breakdown for the single target attacks.
Quick Strike 37.91
Body Blow 40.72
Smashing Blow 46.77
Focused Burst 32.39
Concentrated strike 51.13
Now if it had the 3,6,8 and 10 second recharge we would be looking at this for the DPA.
Quick Strike 37.91
Body Blow 46.34
Smashing Blow 51.82
Focused Burst 38.71
Concentrated strike 51.13
Ceartanly not game breaking but would bring it up to slightly above average.
just my 2 inf
Edit to add: numbers based on arcanatime -
You can start where you like. However if you start blueside you are limited to hero AT and if you start redside you are limited to villian ATs. If you start in the new zone you can pick any AT (nonEAT) and branch out to one side or the other at 20.
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Quote:Yes by the 40s brutes are normally under controll as well. But when you start adding more and more recharge and you are able to have an attack chain of 3 aoe attacks and have to deal with rage crashes and hasten crashes.Personally, I'm liking the Dominator ones over the Brute ones - by the time I get to the 40s if my endurance isn't under control already I built something wrong... but I suppose to each their own.
Then again 2 of the 3 aoe attacks are in the Mu tree so just skipping those attacks would probably solve my end issues -
I would rather see it get the midnight grasp change. Higher up front damage with lower dot.