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Before you go all rebel disestablishment, you have to consider why some people rate auto resist powers lower.
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How pedantically patronizing, but continue.
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First off, I agree that not all autopowers are awful. Case in point:
Stone Armor--> Stone Skin vs. Invuln--> Resist Physical damage
I love stone skin. Numbers aside (7.5% vs 5.25% resists to S/L), the reason why I would take stone skin in my stone armor set and not RPD in my invul set is
a)because it stone skin complements S/L defense with S/L resists, providing me a more synergistic defense versus two common damage types.
b)Invul has a two toggle that has the exact same effect, but stronger, both of which are necessary and provide an adequate level of S/L resists.
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In other words, you agree with me. It's my fault I guess. My purpose here was to encourage people to consider auto powers, and not just dismiss them en masse. Nowhere am I insisting that people get temperature protection... although cold and fire are becoming more and more common in PvP. It may not be essential, but it may not hurt in some cases.
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The same goes for Energy protection in /EA: it's a passive that pushes resists into something that you already have a resist/defense combination for, while negative energy is already mostly accounted for with another toggle.
Finally, most autos come early, at key points where a brute has to choose between getting Acro (/Fire,/Dark), or continue the road up to stamina, all while laying the groundwork (mez protection, Main S/L resists, minor secondary resists) to being able to survive, and have at reasonable repertoire of attacks upon which to build fury.
The reason why there is such a de-emphasis on autos (with the exception of some of Invuln, in which they do increase survivability until you get invincibility) is because there are almost always better powers to take. By the time you can take them, you've either already reached SO levels, or your defenses are shored up enough in one form or another to be rather well off. /Fire and /EA are prime examples.
For you to assume that toggles drop often implies that the problem isn't one of survival, but one of end management, which, until you get your end recovery power or reach SOs with fully slotted stamina, is always something to work around until then.
The "Field experience" line of reasoning is a red herring. Not everything is functional out of the box, and some mobs will completely mow you down based on your powerset. The word of the day in the field is "adaptability." If, on a team, you find the same strategies result in you constantly dying, alternate means may be necessary. If solo, inspirations are there to give you that extra push against that nasty Longbow boss. Careful and rational analysis are the solution to most situations, and will do vastly more than 10 points to a redundant resistance or defense.
Basically, while it's not good to spurn any power because it's auto and has low base values, it's equally foolish to assume that all autos are functional and worthwhile. There are reasons why autos are rated lower than their toggle counterparts. It's true that you can stack auto and toggle powers, but toggles make up the meat of your defense. Autos are ancillary, and unless they do provide something vital (i.e. Grounded), always keep the option of other powers open.
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etc. etc. etc. I think that we more or less agree on this point. Please note that I said that you may want to prioritize toggles, but that doesn't mean that autos are useless. I do understand that stamina is important to keep those toggles on, here are other factors that are involved some times. Mus and their dastardly lightning attacks can zip down your endurance perhaps without you even noticing. Sure, human error is part of the issue here, but don't act like even the most 1337 of gamers don't miss stuff like that on occasion. Electricity blasters are also pretty good at teaming up to wipe out your endurance before you realize it. Also it is possible for a group of heroes with multiple holds and disorients to finally knock you out for a while. Even if you're just relying on your autos you'll still be a sitting duck, but at least you won't be a sitting duckling.
Furthermore, even if a brute's resistance/defense is "maxed out," they won't be maxed out for long if there are debuffers out there
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Fury isn't as absolutely vital as the OP makes it out to be, and survivability is not just defense, resists, and damage output; it comes int he form of self-heals, knockback/up/down, stuns, and holds as well. While it's not building mad fury (how much fury can a lone foe build anyway?) knocking a mob off its feet or keeping it mezzed is 100% damage mitigation for the duration. I'd take air superiority over RPD anyday.
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Wait... when did I knock self-heals, stuns, holds, and knockbacks? Of course these play a vital role in a brute's survival, but I don't see how these are at odds with building up one's fury bar. Keeping an entire mob mezzed or knocked back is difficult for a brute alone, but building up a fury bar so you can pound them into oblivion is relatively easy. Oh, and your question about "how much fury can a lone foe build?" goes directly to my call for brutes to get taunt. One foe can't build that much fury, but even only 3 gives a pretty significant boost to your damage output.