LIVE LONG AND KILL FAST an EM/EA Brutes Guide to Level 40
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by Inspector 6
This guide reflects my opinions and suggestions on the EM/EA brute, and should not be taken as the only way to go. If you are completely unfamiliar with City of Villains, I suggest you first look through the following guides:
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Guide to Jargon & Abbreviations
Brute = SMASH! - An intro guide to the Brute AT
The Art of SMASH! - Basic Training for Brutes[/list]Even though this guide is pretty long, theres a lot more to be said about all of these powers. Stop by the
Brute Forums for more information about slotting and tactics. For help planning your build, check out the immensely helpful
CoH_CoV Character Builder.
INTRODUCTION TO A BRUTE WITH CLASS
Question: can you picture your brute looking good in a tuxedo? If you can, than youre halfway to making a killer with style and poise the Energy Melee and Energy Aura brute.
The earth might not shake when you drop an opponent, but with your bare fists, you can be more cold-hearted and vicious than those other hairy oafs that mistake themselves for the tough guy on the team. Even as your opponents attempt to tease you for the pom-poms that envelope your hands, they will fear them. You
will destroy your enemies, but youll do it with the icy grin of malice, not the gaping maw of a madman.
ENERGY MELEE
EM has two of the most devastating attacks this game has to offer, and all the attacks have some chance to disorient your enemies, so youll often have time to surgically dissect a tricky foe as they stumble around drunkenly. Disorient magnitudes and percentages are provided at the end of this section.
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Barrage (3/5) available at level 1
With a quick recharge time, and a 100% Mag1 disorient, some people may favor this attack. It is a fast attack which is great for building fury but unfortunately, the damage output is not terribly substantial. If you do not pick up this power, consider Air Superiority (from Flight) or Boxing (from Fighting).
Energy Punch (5/5) available at level 1
A fast and highly effective punch that is notable for its high damage-per-second. This will be constantly cycling in your attack chain.
Bone Smasher (5/5) available at level 2
A devastating attack that will be the centerpiece of your attack chain. Take it. Love it.
Build Up (5/5) available at level 6
An excellent power that should not be overlooked. You may find it difficult to fit it into your build until later levels, but be sure to have it by level 25 if you plan on doing any PvP.
(3 Rechg, 1-3 TH_Buf)
Whirling Hands (3/5) available at level 8
A fairly good PBAoE (Point Blank Area of Effect) attack that can draw aggro to you and/or disorient some of the enemies around you. Because it has little use in PvP, Im not a huge fan of this power, but even for PvE Id recommend picking it up in later levels in favor of a solid single-target attack to fill out your attack chain.
Taunt (1/5) available at level 12
Punch them, and theyll fight back. You dont need to waste a power on that.
Total Focus (5/5) available at level 18
Youve just taken the first step away from a punching guy to an assassin. This is a big attack, and with the added bonus of a 100% Mag4 disorient, most PvE enemies left standing will be staggering around helplessly. Youll usually need to stack some other attacks in PvP to get a disorient, but the damage output alone makes this a must-have.
Stun (3/5) available at level 26
In PvP, this is arguably a 5 out of 5 for stacking disorients and seriously incapacitating enemies, but in PvE, you can generally get all the disorient you need with Total Focus. With three disorient duration enhancements, the stun will last for nearly 20 seconds.
(2-3 Acc, 3 DisDur)
Energy Transfer (100/5) available at level 32
Be prepared to answer this question from your uninitiated teammates: What just happened? Theyll see you throw a fast and seemingly minor punch, and the target will be dead. No, the earth did not shake, there were no flashes of blinding light, and no glaring sound effects rose above the din of battle. You are now an assassin, and with a good level of fury, bosses that were once threatening are laughable. While the endurance cost is relatively minor, it will consume some of your own hit points.
(2-3 Acc, 3 Dmg)
EM DISORIENT INFORMATION
Barrage - 100% Mag1 5sec
Energy Punch - 30% Mag2 5sec
Bone Smasher - 60% Mag2 5sec
Whirling Hands - 30% Mag2 5sec
Total Focus - 100% Mag4 10sec
Stun - 100% Mag3 10sec
Energy Transfer - 30% Mag3 5sec[/list]
ENERGY AURA
EA can be a tricky beast that requires finesse and a little luck. As a defense set (as opposed to a resistance set), youll avoid much of whats thrown at you, but what does hit can sting pretty badly. Expect good streaks and bad streaks of luck, and know that fighting similar enemies can give you different results. Additionally, you will be vulnerable to psionic and toxic attacks most of the time, but a few choice punches can usually eliminate that threat. On the plus side, all brutes have troubles with endurance, and EA offers some useful tools for coping with a dwindling blue bar.
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Kinetic Shield (5/5) available at level 1
Take it. Its your job to inflict the
SMASH damage, not the enemies.
(3 DefBuf, 1 EndRdx)
Dampening Field (2/5) available at level 2
The good news is that EA has some S/L damage resistance and that its an auto-power that doesnt cost endurance. The bad news is that its so weak that few people recommend it. If your looking for more resistance, try out Tough in the Fighting pool. I should add however, that if you can spare the room in your build, getting both Dampening Field
and Tough will give you a substantial amount of damage resistance.
(3 DmgRes)
Power Shield (5/5) available at level 4
This will fill out most of what Kinetic Shield doesnt defend against, as well as give you defense against ranged attacks. As you run into endurance problems before Stamina and Energy Drain, feel free to selectively turn these toggles off.
(3 DefBuf, 1 EndRdx)
Entropy Shield (5/5) available at level 10
This may be the best status protection the game has to offer. Enjoy standing upright as your team flops around on the floor. In PvP, you can have a good laugh every time someone tries to teleport you. If this toggle is down, all your other toggles are more vulnerable to drops.
(1 EndRdx)
Energy Protection (1/5) available at level 16
Even less useful than Dampening Field, since it resists less common damage types one of which is Energy, which you will already have a defense bonus to since you have both shields. Skip it.
Energy Cloak (5/5) available at level 20
Some people say its too stalker-ish and not very brute-ish. I happen to think that those same people play too tank-ish. Energy Cloak mitigates unwanted aggro from mobs (because they cant see you), and it allows you to get up close for your melee before they try any ranged attacks. It also offers a fairly good amount of defense when slotted up, and to me this is a no-brainer. As far as PvP goes, the rule seems to be any stealth = good.
(3 DefBuf, 1 EndRdx)
Energy Drain (5/5) available at level 28
Its tiresome work punching stuff, so its time to start taking back all that endurance the mobs faces have been stealing from you up till now. This is an excellent utility that allows you to pretty much recover all your endurance off as little as two nearby enemies, and it auto-hits, so its completely reliable. Its also interesting as a weapon. In PvE, you can drain a resurrecting Tank Smasher of his half bar of blue to render him completely useless, or in PvP (where its less effective), clear off the last scraps of endurance on a hero to drop their toggles.
(3 Rechg, 3 EndMod)
Conserve Power (3/5) available at level 35
While useful, CP isnt really a necessary power for /EA. It cuts endurance use in half for 90 seconds, and with three recharge enhancements its ready in just over 5 minutes to fire again. It's a tool to use in the Stamina-less build, and can be a big help when fighting AVs or PvPing against certain ATs, but it doesn't seem very popular for us since we already have Energy Drain to help manage our endurance. If you do pick it up, you can replace the Endurance Reduction enhancements in your attacks with Accuracies or Damages.
(3 Rechg)
Overload (1,000,000/5) available at level 38
For three minutes, you can be the most frightening person in the game. I cant tell you how many times Ive stood over the bodies of my fallen teammates and defeated a couple of accidentally-pulled spawns single-handedly. This may be the best panic button out there, but why wait till youre in trouble to use it? With it stacked on your other defenses, you can tank a bright purple AV while the rest of team clears minions, or clear a few spawns while your teammates rest up. Just remember
3 minutes till all your toggles drop. Even thats not too bad - pop a blue, get your toggles up, charge back in, hit them with Energy Drain, and your no worse for the wear.
(3 Rechg, 1-2 DefBuf, 1-2 Heal)[/list]
POWER POOLS - TRAVEL
Unmentioned powers are not worth considering for the vast majority of EM/EAs.
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Leaping
Having to pick up both
Combat Jumping and
Super Jump can be pretty taxing on many builds, but jumping is a great travel power that fairs well both in PvE and PvP. Its fast, it can get you vertical, and neither CJ nor SJ need extra enhancement slots to be useful.
Flight
If you pick up
Air Superiority which is awesome for keeping mobs on their backs and dropping fliers out of the sky - you might as well consider
Fly. It requires extra slotting to be a fast means of transportation, and since youre all melee attacks, youll have to stop flying to deal damage.
Speed
Hasten is another one of those powers that will tempt you. For PvE, its a great way to kickstart your fury-building when you begin a mission, and even if you solo on the easiest difficulty, itll be back up by the time you reach the end fight. In PvP where burst damage rules - you can keep a rock-solid wall of fists flying at your opponents, and get your utility/attack Energy Drain back up quicker. Perhaps most importantly, you can use Hasten to recharge Overload quicker. As for
Super Speed, its probably not the most effective power for getting around since youll have no means of getting over obstacles, but in a ground-level fight, it can be used for nasty charge attacks and quick getaways. Though very few builds have room for
Whirlwind, its also a PvP favorite for knocking the toggles off opponents, but with so much built-in disorient potential, youre better off punching them in the face than zipping around them.
Teleportation
Ive never used
Teleport with a brute, but I could see it being used for surprise attacks (after youve built up fury on NPCs, naturally) and quick getaways. It is an endurance hog however, so youll have to pay extra attention to timing any maneuvers.
Teleport Foe is a much loved and loathed PvP trick. Check the PvP forums for the latest rants for and against it.[/list]
POWER POOLS OTHER
Again, unmentioned powers are probably not worth considering.
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Fitness
Very few ATs can afford to avoid this pool. Between
Swift and
Hurdle, I would recommend eventually picking the power thats most different than your travel power (Swift for Super Jump, Hurdle for Super Speed). I say eventually, because at lower levels, Hurdle and Combat Jumping together make a great mini-travel power to use in PvE missions. As you level up, however, the two powers scale up and can get a little unruly you might overshoot your mark so it may be best to respec into Swift.
Health isnt as great as it is necessary, so add it to your build.
Stamina
well, youll definitely want it ASAP, but in later levels, you
may choose to respec out of it if you have both Energy Drain and Conserve Power. Theres also a nifty trick where you can cycle between Overload and Conserve Power (both of which reduce endurance usage) with very little downtime in between.
Medicine
Though Ive faired well without it, many, many, many EM/EAs swear by
Aid Self. We have no self heal, and healing is the best defense to anything. For it to be really effective in a fight, youll need to put a lot of slots into it something like 1 Recharge Reduction, 2 Interrupt Reductions, 3 Heals. If you were to go this route, Id recommend
Stimulant over
Aid Other, so you wont feel guilty about not slotting it. Besides, I find the thought of a drug-dealing brute a better fit with the concept than a healer.
Concealment
Energy Cloak will pretty much take care of your stealth needs, and it wont stack with these concealment powers.
Invisibility is great in PvP, but you probably wont find room for it in your build.
Fighting
Tough will add a lot more S/L resistance than the fledgling Dampening Field, so if youre considering
Boxing instead of Barrage, think about leaving room for it (or get both Tough and Dampening Field for excellent resistance). Tough will cost endurance, and it is another toggle that can be dropped.
Leadership
Tactics is another power that
would be great to have in PvP if you can make it fit. Unfortunately, you probably wont. I would only go into the Leadership Pool if I knew regular teammates that were getting these powers too. The combined effect of an eight-man team all with
Assault would be amazing.
Presence
While
Intimidate might be useful in PvP, youd have to pick one of two lame taunt powers. Not worth it for an EM/EA.[/list]
BUILD TEMPLATE
This is a pretty standard template of the must-have-ASAP powers. Your travel power and the Health & Stamina combo require one lower-level power in their pools to be chosen before you can take them.
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01) -->
01) --> Kinetic Shield
02) -->
04) -->
06) -->
08) -->
10) --> Entropy Shield
12) -->
14) --> [travel power]
16) --> Health
18) --> Total Focus
20) --> Stamina
[See the description in the Fitness pool]
22) --> Energy Cloak
24) -->
26) -->
28) --> Energy Drain
30) -->
32) --> Energy Transfer
35) -->
38) --> Overload
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ENHANCEMENT SLOTTING
The reason I have not made slotting recommendations on every power is because 1) your slotting will depend on your current level, and 2) even fully slotted, optimal slotting will depend on your playstyle and whether or not it is a PvP build or a PvE build.
I make sure there are at least two Accuracy Enhancements in every attack before I even think about a Damage Enhancement. Missing a target is a huge waste of endurance, and a big waste of any damage slots. If youve leveled sufficiently to enter into PvP zones, and youre into that sort of thing, three Accs are probably best (unless you have Tactics).
Especially in lower levels for PvE play, Endurance Reductions are a very smart move for your attacks.
The freebie power
Brawl is particularly useful to a brute. As a fast attack, it can be a great fury-builder, and for PvP it has the chance to drop a single toggle of your target. Many brutes set it to auto-fire (control+click on it in your power tray). I havent added any extra slots to it, but for PvP, extra Accs couldnt hurt. Be warned for the amount of damage it does, and how often it triggers, it is a BIG endurance hog. An Endurance Reduction may be the way to go for PvE.
CLOSING
Let them mistake you for a stalker who missed his Assassins attack. Let them joke about your pom-poms. Let them run their endurance down. Let them think that a fight that starts out evenly will stay that way. Theres no need to argue with them
theyll learn.