Dark Melee/Dark Armor
A Brute's Guide to the Dark Side
General Brute Information and play style:
Brutes are not quite tankers and not quite scrappers but many people play them like one. This guide is not meant to get you to change your plays style, but I do offer some suggestions based on my own experience. That said, take what you like and ignore what you dont. Also, any comments and suggestions on this guide are always appreciated.
Brute get a nice bonus to their damage when either; they attack someone, or someone attacks them. In order to achieve the best effect from this (even on an 8 man team) you will be shifting between targets quite a bit. I highly suggest you use Recharge and Endurance Reducers in your attacks (after you slot them for Acc). The increase in damage output becomes rather high quite fast when you are able to increase your rage bar quickly.
In some cases you will have to be the first man in, but when you have an option, always allow the pets from master minds to jump in first. The first hit can be quite deadly most of the time, even with a good healer. I find it much more effective to follow the pets in and take agro from them one mob at a time. I run and shift from one target to the next quite rapidly. Any attack chain you can put together that will help you with this will quickly raise your Rage bar.
One final note; there is no one right way to play a Brute. If you are playing support in the backfield pulling the mobs from the backfield players or if you are up front standing toe to toe with any and all comers, play your toon as you like.
I have rated each power below on a scale of 1-5. 1 is the least useful and 5 is the most useful. I also included suggested slots for each. With the advent of Endurance Discount, I try to revel in slotting for as many different things as I can in hopes of getting a better return for my power.
Dark Melee:
Shadow Punch This is by far your quickest attack and will help you fill in any attack chain you have. It does decent damage and lowers their to-hit Acc. (Score 4) slotting 3 Acc, Rchg, End Red (if you have spare throw in some damage as this is one attack you will use more than any other to keep your attack cycle going)
Smite Fairly decent attack with a fairly short recharge. This can also help fill in your attack chain. If you are going to be using Air Superiority or another filler attack you can skip this. Personally, I would not because I really like keeping the Acc as much as possible. (Score 4) slotting 3 (or more) Acc, Rchg, End Red (and as many Dmg slots as you can afford)
Shadow Maul This is a very small and very short cone attack that works like Flurry from the speed line. If you are looking for great fillers this would be great, but since it hits multiple targets, it is an added bonus. Granted, if you miss, the whole whiff factor and animation time can be a pain. Seeing this go off after your rage has been built up is nothing short of amazing. This is truly a hallmark power to pick up (Score 5) slotting 6 Acc, Rchg, End Red, and 3 Dmg
Touch of Fear This power can be very situational. If it hits the hold (fear) effect is nice, but in most cases you are trying to get the mobs to hit you to boost your rage. This said, there will be plenty of times when you would like to lock down someone and this will surely work. (Score 2) slotting 1 Acc (put more slots in here if you are going to take it and you have them add in Fear and To-hit)
Siphon Life This is another situational power. Some take it and swear by it others never bother. It is an attack with some damage that will help raise your Rage as it heals you at the same time. I have seen DMs with me who had it last longer than I did in a close fight because of this power. It is not much of a heal, but if you 3 slot it you can get around a 20% heal. If you feel you need the heal early on, pick it up. If not, wait for Dark Regeneration. If you have no other heal, this can come in handy depending on your secondary. (Score 3) slotting 3 Acc, Rchg, Heal (if you have more slots 3 slot the Heal)
Taunt This power has been changed and modified over time since CoH came out. At the moment it works as stated. You can target one enemy and taunt them to attack you. This can boost your Rage while pulling a mob off of an ally from a distance. It is situational due to the fact that it only targets one. Some take this and put it in as part of their attack chain, but many skip it. You have so many other choices for getting and holding their attention, that this one could be skipped. (Score 1) slotting 1 Acc
Dark Consumption Brutes are one of those ATs that eat thru endurance pretty quick. You are cycling your attacks and running toggles so endurance can become scarce. This power allows you to get some back. It works like Consume from the Fire secondary. The more mobs the more endurance you will get back. In order for it to work though you must slot it for Acc. (Score 5) slotting 4 Acc, 2 Rchg, End Rcv (if you can throw in a slot add another Rchg the End Rcv is for when you are fighting smaller mobs or bosses)
Soul Drain This is a very nice version of Build up. It is an AoE attack that will boost your Acc and Dmg based on the mobs around you. Throw this in with rage running and it can become very ugly. Some use it at the beginning of a battle to draw agro, boost damage and increase Rage. Overall this is one of the set defining powers. (Score 5) slotting 3 Acc, Rchg, End Red (slot up to 2 more Rchg in this if you can)
Midnight Grasp This is a very nice attack and immobilize that like all dark attacks lowers their accuracy. This is another of the set defining attacks. Aside from the nice damage over time, it will immobilize most to keep those pesky mobs in place. You can use this and move onto other mobs as the enemy takes damage over time and between your attack and their response, your rage will go up. (Score 4) slotting 6 Acc, End Red, 3 Dmg, Imb Dur
Dark Armor:
Dark Embrace Toggle armor that gives you smash, lethal, negative energy and toxic resists is pretty good for a level one power. As a dark armor toggles become your life, so slot them each with End Red. (Score 5) slotting 4 End Red, 3 Dmg Resist
Death Shroud Toggle that will get you more agro than you can handle pretty fast while eating up your endurance in the process. Other than that, this is a wonderful power and one that helps define the set. I usually wait until after Stamina to pick this up because there are so many things I want and cant fit them in early enough. (Score 5) slotting 6 Acc, 3 End Red, 2 Dmg
Murky Cloud Toggle armor that gives you energy, negative energy, fire, cold and endurance drain protection that only gets better as you run into new mobs. Lots of bonus resists on one toggle makes this well worth the choice. (Score 5) slotting 4 End Red, 3 Dmg Resist
Obsidian Shield Toggle armor that gives you psionic protection (one of the few) and protection from sleep, hold, disorient and fear, this is yet another toggle you will end up running. (Score 5) slots 4 End Red, 3 Dmg Resist
Dark Regeneration One of the nice things about having to deal with all of the toggles on dark armor is Dark Regeneration. With only 3 enemies you can heal yourself pretty much back up to full. You will have to hit them and the endurance cost is pretty pricey, but the heal factor is nice. This is truly a set defining power. (Score 5) slotting 5 Acc, 3 End Red, Heal (I throw in the heal for those times when only one or two mobs are left and my health is low)
Cloak of Fear This toggle is very expensive and does not do nearly as much as it did at one time. It has been tweaked a bit too much I think. It can still be a great hold (fear) on most mobs, but the endurance cost is very steep and there are better alternatives, at least until they change it again. (Score 2) slotting 5 2 Acc, 3 End Red
Oppressive Gloom Toggle AoE that will disorient mobs around you. This comes in very hand and can be a pain at the same time. Mobs that are disoriented tend to wander off, but they dont attack very well. If you are going to be diving into mobs taking the alpha strike, this can help quite a bit by thinning out the herd some. (Score 5) slotting 2 Acc, Dis Dur (if you want to add in another Acc and Dis Dur it will only help it some)
Soul Transfer This is basically a self rez. They have played with it some over time, and it is an ok power. If you need to use it in a massive mob situation, you can draw a tad too much agro. But, overall a decent rez power. (Score 4) slotting 2 Heal, End Rec
Pool Powers
Leaping
With no knockback/knockdown protection, you will definately want Acrobatics. If you pick up Dark Consumption and Dark Regeneration, it make it easier to pick up Acrobatics at level 20. Sooner or later you will become tired of watching yourself bounce off of the floor. One option around this is Hover, but since you grab more agro being agile and quick on the field, hover can become a problem.
Fitness
Given the number of toggles you will be running along with constant attacks, Stamina (even 3 slotted) is pretty much required. Once again if you pick up Dark Consumption and Dark Regeneration early it will allow you to put off the Fitness Pool until your early 20s.
Final Note
Once again, any comments on this would be appreciated. Tanks are more my thing, but I am starting to love Brutes. Final Note