Lazarus

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  1. Luddite Hacker:
    "Man, no one is going to read these pamphlets."

    Hordeling Beserker sitting on beach with a book:
    "Now the lesson begins..."

    Ace McKnight had one of the best at the end of his cutscene:
    "Hey, it's <villainname>! How's it going buddy? Let me introduce you to my friends in Longbow."
  2. Well, that mission showed that there was something more to the Lost, as they shouldn't be capable of such sophisticated things. Remember that you're not supposed to even meet the Rikti until the 30's and discover the Rikti/Lost connection for yourself.

    As I remember, the Rikti were trying to use the teleporter network as a communication system. They already knew how it worked, as the teleporters were salvaged Rikti technology. (They didn't exist during the invasion, which is why so many heroes died during it.) The Lost were their pawns in the matter.

    I never understood why they bothered using the Lost really as later in the game the Rikti walk around in the open like it's nothing, so their presence is hardly a secret.
  3. "Shivans are like a giant glob of death with a crunchy center."

    "What are you doing here <villainname>? We're not hiring."

    Best was a Bone Daddy who said this.
    "Umm, so you have fallen into my clever trap! I'll let you live if you leave now...please?"
  4. Channel Name: Brutes
    Purpose: Discussion for all lovers of the Brute archetype. Ask your questions, look for other Brutes to team with, or swap some funny Brute stories.
  5. [ QUOTE ]
    I don't know about the eye, but that darned tree for the respec trial can be easy, or WAY hard. First thing you should do is clear out all the mobs in the cave, skip doing the vines till last, as they grow back. After you're finished with the mobs, you need to take out 15 vines at the same time (before the 1st one grows back that is). After that, we didn't really have any problems with the Tree itself, then again, there were lots of Brutes on the team, and we had our SMASH! on.

    [/ QUOTE ]

    Plus we had both Force Fields and Sonic Shields to boost our already decently high Brute defenses.
  6. And give them knives and stick them in the cage at the Monkey Fight Club!
  7. We do have single target taunts on all attacks. I believe it is supposed to be that way in PvP or it would have been removed after the two beta PvP test events. Even during Statesman's Strike I repeatedly punch-taunted Positron whenever I ran into him. (That or he really liked picking on me out of the crowd. Must have been the cute demongirl costume. )

    That's just my conclusion, Jonyu will have to make it official.
  8. Acrobatics will stop all but the strongest knockback. Only a few archvillains have ever been powerful enough to knock me down with it running.
  9. [ QUOTE ]
    Your mission was to talk to a contact in a PVP zone correct? Simply talk to the contact and leave.

    [/ QUOTE ]

    The complaint is the same as the Hollows. You have to waste your time traveling all the way to a zone you don't want to go to just so you can get back to what you want to be doing in the first place. Having all of your contacts in Founders Falls (none of which you have phones for yet) telling you that you now have to go all the way to Warburg (plus they don't even tell you how to get there, so then you have to find that out from someone) just to tell the guy there that you don't want to do anything for them, then go back to Founders Falls to get my normal missions.
  10. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Sparcetriel (First Respec Trial)
    Trasprecial (2nd Respec Trial)

    [/ QUOTE ]

    What the heck is with both these names being anagrams of 'Respec Trial?'

    Anyone? Anyone? Devs?

    [/ QUOTE ]

    HAHAHA.. sneaky sneaky devs. I didn't even notice that. 10 points to Lady Sadako though

    [/ QUOTE ]

    Hah, I didn't realize that either.
  11. I'd rather triple-slot Health, it actually works well on my Scrapper.
  12. I hope he meant that Brutes don't need to slot for damage right away.

    By the 20's you should be slotting for Damage.
  13. [ QUOTE ]
    Never took the first attack, and I always start with my heaviest hitting attack. 3, 2, box and brawl have worked fine, and I garner enough fury from one set of mobs to move on to the next with a full meter.


    [/ QUOTE ]

    Every tried doing it the other way around? It's that heavy hitter that benefits most from Fury, not Brawl.

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    "Guides" are only ment for people who want to follow other people's pattern. I'd suggest people try it out, see what builds up fury to your liking, and stick with it. After that, it's smooth sailing to 40.

    [/ QUOTE ]

    The Art of SMASH! is not a template or build guide, it is a FAQ for the Brute archetype so that people don't have to ask these same questions repeatedly.
  14. Once you get access to DOs, slot everything that is not passive with a Endurance Reducer. Then use the leftover money to get a Accuracy for each attack.

    Always take the first two basic attacks and do use Brawl, those are your main Fury builders. Save your heavy attacks for when Fury is up to at least 40%

    Anything else you can find in the Art of SMASH! guide.
  15. [ QUOTE ]

    Fire/Dark

    Cliche "demon from the void" concept, but I like it. I'll roll with it.

    [/ QUOTE ]

    Dark/Fire, the other demon build.

    Fire Aura doesn't obscure your costume so much as Dark Armor.
  16. With Combat Jumping Hurdle is redundant. Swift means getting to mobs quicker without have to turn on Sprint and having it draining your endurance.
  17. It can build Fury indirectly by attracting and holding aggro. The more those guys are aiming at you the better your Fury will grow.
  18. Positron did state it in Beta. In fact is was originally a 800% cap and Fury was a 300% boost. In Beta Fury was changed to 200%, the cap raised to 850%, and our base damage raised by an amount I don't remember but someone else can fill in.
  19. Yes way. Full Fury is a 200% boost to your base damage.
    100% + 200% = 300%

    Now if you have Build Up for example:
    100% + 200% + 100% = 400%

    Now we assume 3 Damage SO enhancements (rounded to 100% for simplicty):
    100% + 200% + 100% + 100% = 500% damage

    That leaves another 350% for you to reach through inspirations and teammate buffs.

    Don't expect to hit this all of the time. A Brute running at 850% damage is going to be a special occasion and an awesome sight to behold.
  20. Very nice bro, you covered just about everything. Now for my suggestions.

    Consume, Dark Consumption, Soul Drain, and possibly Siphon Life should all have at least two Accuracy enchancers, especially at the SO levels. These powers are critical and a series of misses can doom your Brute, especially if he is Stamina-less. You'll thank me when Spectral Daemon Lords and Death Mages start debuffing your accuracy into the gutter.

    Cycling Brawl, Boxing, Shadow Punch, and Smite make for a great Fury building sequence. Getting Boxing makes taking Tough even more worth it if you're going for the Power-Build.

    Consume, Dark Consumption, and Soul Drain are aggro-magnet powers. Once you fire those off everyone is going to be taking a shot at you, driving your Fury up quickly. Just make sure that you can survive the incoming assault long enough to dish it back out. In fact, I like to use Consume for topping myself off at the end of a battle and there is nothing like having all of your foes at a sliver of health and finishing them off while refilling your endurance at the same time.

    Shadow Maul's greatest strength is that it is a cone attack. Once you get manuevered to line up your targets, the trick is to target the guy behind the one you are closest to, someone in the middle of the mob. That greatly increases your chance of hitting most of the mob with a single attack.

    Blazing Aura may seem like pitiful damage at first, but with full Fury and a good Soul Drain buff you can get those damage ticks past 30 damage each without slotting any damage into the power at all. This is one of the keys to taking down large mobs quickly, the aura whittles them down so you don't have to hit them so many times in the long run.

    I strongly recommend Combat Jumping, Superjump, and Acrobatics. Combat Jumping gives great resistance to Immobilization, which Fire Aura lacks greatly. Superjump is just an awesome travel power. Acrobatics provides strong Knockback and some extra Hold resistance. If you hate getting rooted and knocked around, this is the power pool for you.

    As for Concealment, a Stealth Brute might be an interesting concept worth trying. You could drop into the middle of a mob unseen, turn it off and fire your Soul Drain and still have instant Fury while maintaining the element of surprise.

    Leadership would only be worth it really if you have a regular group to play with that has a concept and/or are balanced against each other. With that in mind, a team made almost entirely of Brutes with each running Assault could be a fearsome force to reckon with.

    When you do die, and trust me that you will get your [censored] kicked sooner or later on some Trial or in a PvP match, nothing makes a more awesome comeback than Rise of the Phoenix. Burning vengance from beyond the grave!
  21. [ QUOTE ]
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    “The weaker the will, the easier it is to control.”


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    My favorite moment was Sister Psyche confusing my brute... it gave me so many targets to SMASH!!!, I dont know if her player recieved them or not, but I sent tells BEGGING to be confused.

    [/ QUOTE ]

    Funny thing was that when she Confused my Brute the next attack hit her square in the face. I guess she likes it rough.
  22. [ QUOTE ]
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    He may have had the best sense of humor, but Statesman hit poor little Lambchop so hard it knocked her and the computer out, locked up and had to reboot! Guess my system conned as grey to him too.

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    lol...now thats funny.

    [/ QUOTE ]

    So, 6-slotting KO Blow for Knockback will knock you right off of the Internet?
  23. [ QUOTE ]
    Positron also did alot of smack talking. He went on about how his armor held in his power so what chance did we have of hurting it.

    [/ QUOTE ]

    I told him that I had a very sharp can opener and was willing to try. Then he started beating the crap out of me.
  24. The Art of SMASH! - Basic Training for Brutes
    =============================================
    Written and Compiled By Lazarus

    I: What Are Brutes?

    Brutes are the strongest, meanest, most destructive people around. They live to SMASH everything into rubble and have a blast of a time doing it. Brutes live for battle and it sustains them, their blows growing stronger with every punch they throw and every hit they take.

    II: What Are Brutes Not?

    Brutes are not Tankers. True that most of their powersets were originally Tanker sets, with the exception of the Scrapper sets Dark Melee and Dark Armor, and the brand new Energy Aura set that is shared partially with the Stalker Archetype. Despite the similarity in powers the Brute has a resistance and defense cap that matches that of the Scrapper but their health is higher than that of a Scrapper though lower than that of a Tanker. The Brute also has lower base damage than a Scrapper, nor do they have criticals, but they do have a much higher damage cap of 850%, the highest of any Archetype.

    III: What Is Fury?

    Fury is what drives a Brute in their desire to SMASH! Fury is an inherent power that boosts your damage based upon how much Fury you have built up. You will see an extra bar between your Endurance bar and XP bar, that is the Fury bar. For each attack that you perform or is aimed at you, you will build Fury. It doesn't matter if the attack hits or misses, so high defense or low accuracy will not affect your Fury generation.

    Area of Effect and Cone attacks only generate as much Fury as a single target attack. Damage Auras like Death Shroud and Blazing Aura do not generate Fury directly, but they do it indirectly by drawing aggro from those foes it hits who will then attack you in response. Incoming attacks from Lieutenants generate more Fury than from Minions, Bosses generate more than that Lieutenants, and so on up the ranks.

    So what do you do with this Fury stuff, you ask? Well that bar is representing a Damage Boost Multiplier. As the bar approaches 100%, the multiplier approaches 3 * Base Damage. That's right, Fury can grant you a 300% boost to your damage output, that's over 1/3 of the way to the 850% damage cap.

    So while you're not a Tanker, you want to be attacked and want to attack fast. You want that aggro but you want to be able to survive it and dish out the punishment fast. That brings us to the next section.

    IV: Brute Powersets

    A Brute is not defined simply by his primary or secondary set like most Archetypes are, but is defined by the combination of his primary and secondary. You primary offers many attacks, a taunt, and sometimes soft-control* or recovery powers. You secondary offers defenses and/or resistances, usually a self heal and a aggro aura, a few have a aggro aura that deals damage, and some even have endurance recovery and soft-control* powers.

    * (By Soft-Control I mean powers that are not Holds, Sleeps, or Immobilizes. This means Fear and Disorients, which are 'soft' in that the target can still have a chance to fight back or escape.)

    All powersets have their strengths and weaknesses, but all are very solid sets and can provide some great combinations of powers. For example, Dark Melee/Fiery Aura has less resistance, less defense, and less basic damage than Super Strength/Invulnerability. However, Dark Melee/Fiery Aura has more utility and greater potential for damage and long-battle survivability from having access to two self heal powers, two endurance recovery powers, and two damage boosting powers. This utility though comes with the cost of needing to know how, when, and where to use these extra powers to best effect. There is no one way to build a Brute.

    Here is a listing of the Brute primaries and some highlights of what each offers.

    Dark Melee:
    Smashing and Negative Energy damage. All attacks debuff accuracy of the target. Sacrifices a few attacks for useful utility powers like Touch of Fear (ST Foe Fear), Siphon Life (ST Foe Damage, Self Heal), Dark Consumption (PBAoE Foe Damage, Self Endurance Recovery). Finally attack is also an immobilize. Soul Drain has potential to be much better buff than Build Up but requires risk to use. Shadow Maul is one of the best cone attacks in the game and always a crowd pleaser.

    Fiery Melee:
    Fire and Lethal damage, nearly all attacks also deal extra damage over time. Basic, easy to learn set with a large number of attacks. Relatively low endurance costs throughout set.

    Energy Melee:
    Smashing and Energy damage, nearly all attacks have a chance to disorient foes. Early attacks are quick to recharge and endurance efficient. Later attacks can deal devastating damage.

    Stone Melee:
    Smashing damage and lots of it. Attacks are slow to recharge and endurance heavy, but deal very heavy blows. Stone Fists can disorient, Fault is an AoE with a good chance to knockdown and disorient. Many attacks can knock back foes and the final attack can hold the target.

    Super Strength:
    The definitive SMASH set, all Smashing damage. Early attacks recharge quickly and are cheap on endurance, later attacks deal much damage and make good finishing moves for unleashing your built up fury. Most attacks deal knock back. Rage is a great build up but has a penalty when it wears off.

    Here is a listing of the Brute secondaries and some highlights of what each offers.

    Dark Armor:
    The only set with Psionic resistance. Can be endurance heavy as it has a lot of toggles. Death Shroud is a good damage aura and grabs aggro quickly. Highest Negative Energy resistance. Has a stealth power, a fear aura that debuffs foe accuracy, and a disorient aura. Dark Regeneration allows you to recover health for every foe in range. Soul Transfer allows you to resurrect yourself long as a foe is nearby to leech from. Lack of Immobilize and Knockback protection is a downside.

    Fiery Aura:
    The highest Fire resistance possible. Blazing is a good damage aura and grabs aggro quickly. Very few toggles, more endurance efficient. Healing Flames heals and grants temporary Toxic damage resistance. Consume recovers endurance for each foe in range that it damages. Fiery Embrace boosts Fire damage greatly and slightly boosts all other damage output. Rise of the Phoenix is a self resurrect that deals PBAoE fire damage. Hold/Stun/Sleep protection comes very late. Lack of Immobilize and Knockback protection is a downside.

    Energy Aura:
    All defense and status shields available within the first ten levels. Passive resistances available. Features a Stealth power. Energy Drain recovers endurance for each foe in range that it drains endurance from. Conserve Power greatly reduces endurance cost of all powers for a minute and a half. Overload is like a cross between Super Reflexes' Elude and Invulnerability's Dull Pain, with an endurance crash when it wears off. The main weaknesses I can see with this set are the total lack of defense again Toxic damage and Psionics.

    Invulnerability:
    Primarily resistance based set, with high resistance to Smashing and Lethal damage and decent resistance to all other damage types except Psionic. Dull Pain heals and increases your total health for a couple minutes. Many passive resistances and two toggles, there is also a minor defense passive. Invincibility boosts your defense and accuracy for each foe in range and acts as a taunt aura. Unstoppable makes you very tough to kill for two minutes. No Psionic defense.

    Stone Armor:
    The most Tanker like set. Large mix of resistance and defense shields. Mud Pots immobilizes and slows foes in its range and draws their aggro onto you. Earth's Embrace heals and increases your total health for a couple minutes as well as grant Toxic damage resistance. Rooted increases health regeneration rate but slows movement and makes jumping and flying impossible. Granite Armor grants high resistance and defense to all but Psionics at the cost of reducing damage, speed, and making jumping and flying impossible.

    V: Managing Fury

    Now back to Fury, as it is quite important. Fury is most easily built by using fast, endurance efficient, and quickly recharging attacks. Remember all those required but weak attacks you wish your tank could skip? Well here they are useful again.

    Once you have built your Fury up you can make great use of it through your slower, endurance heavy, but much more damaging attacks. Consider these your 'Finishing Moves'. Good 'Finishing Moves' include Knockout Blow, Shadow Maul, Heavy Mallet, and Bone Smasher. You get these attacks quite early and will use them for the rest of the game.

    This means that slotting the normal one Accuracy, five Damage enhancements is not the most optimal strategy. Fury building attacks can benefit greatly from Recharge Reducers, while 'Finishing Moves' should get Endurance Cost Reducers. Powers that can disorient or reduce accuracy may benefit from such enhancements that boost those properties and open up new strategies. All attacks can be slotted with Taunt Duration as well, meaning they will help you hold aggro longer. Remember that Brutes do not have Punch-Voke like a Tanker, while all attacks have a taunt element it is only on the target of the attack. Anyone not hit by the attack will not be taunted.

    Now keep in mind that when you're not fighting you Fury meter will slowly decay. Running quickly to the next fight is fine if you can survive it still and have the endurance, but remember that when on a team to be considerate of your teammates. They can help you SMASH more than you could on your own so use that advantage but don't abuse it or you won't be getting any more support.

    VI: Playing Well With Others

    Some people may think that some teammates might hinder Fury. Mastermind henchmen tend to grab aggro, Dominator holds can take foes out of the fight. That just means you have to adapt as do your teammates.

    If the foes are beating up the henchmen instead of you, you don't need fury so much as you can take more time to defeat them, plus the henchmen are damaging them as well.

    Dominators can use their holds to keep troublesome Lieutenants and Bosses off of your back while you build up your Fury on the minions, or use a AoE Immobilize to keep foes around you so you don't have to chase those who run off. Remember that you still generate Fury by attacking, so a held foe doesn't mean no more Fury.

    Corrupters are a great asset as they can add ranged damage and often use their secondary powers to buff your defenses and heal damage that you receive.

    Stalkers can act as advance scouts, take out troublesome foes (like mezzers) right at the start of the fight, and deal a large blow to bosses so you don't have to spend so much time fighting them.

    Got another Brute on your team, then you have double the SMASH. Don't worry about competing for Fury, you'll generate more than enough as you SMASH everything in your path. Know your strengths and differences, if you have a primary of quick but moderate attacks and the other guy has a set with slower but more devastating attacks, then maybe you should focus on the minions while he takes on the bosses.

    VII: Conclusion

    The Brute is a fun and very powerful Archetype who is great solo and a good addition to a team. The Archetype is not very complicated but not easy mode either, so keep these lessons in mind as you build and play your Brute.

    Now go forth and SMASH!
  25. I only started my Warshade in Galaxy City because the Warshade contact, Shadowstar, is there while the Peacebringer contact is in Atlas Park. Otherwise all my other alts start in Atlas.