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Posts
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Joined
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Quote:Granted, Brutes really on aggro for their damage. But they don't need all the aggro to do it. I think when GR comes out, Brute and Tank combos will actually be very welcome to teams. If the rest of the team is squishy, you could have quite the efficient steam rolling team.Brutes are greedy for agro. Be warned, they are coming to a city near you, and they want your agro. A Tanker with taunt will still be able to hold the agro from a brute (sad panda), but a Scranker with no taunt will be left on the battles sidelines, unless he follows the brute around. Have a smashing good day.
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Not overpowered? It only cost one slot to get a pretty sweet defense bonus. That's pretty dang powerful. What's the usual requirement for a bonus like that? 4-5 slots? That's 3-4 slots going into other powers for more results. It was a sweet ride, I won't deny I used it to my advantage. But it's hard to be surprised they would need to adjust it.
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Ok, maybe if I include my build for critique it might inspire some ideas. Or critiques.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Durahell: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- Acc/Dmg(A), Dmg/Rchg(9), Acc/Dmg/Rchg(9), Acc/Dmg/EndRdx(13), Dmg/EndRdx/Rchg(15), Dam%(43)
Level 1: Charged Armor -- ResDam/EndRdx(A), ResDam/Rchg(3), ResDam/EndRdx/Rchg(3), ResDam(5)
Level 2: Haymaker -- Acc/Dmg(A), Dmg/Rchg(15), Acc/Dmg/Rchg(17), Acc/Dmg/EndRdx(17), Dmg/EndRdx/Rchg(19), Dam%(46)
Level 4: Conductive Shield -- ResDam/EndRdx(A), ResDam/Rchg(5), ResDam/EndRdx/Rchg(7), ResDam(7)
Level 6: Hurdle -- Jump-I(A)
Level 8: Knockout Blow -- Acc/Dmg(A), Dmg/Rchg(19), Acc/Dmg/Rchg(21), Acc/Dmg/EndRdx(21), Dmg/EndRdx/Rchg(25)
Level 10: Static Shield -- ResDam/EndRdx(A), ResDam/Rchg(11), ResDam/EndRdx/Rchg(11), ResDam(13)
Level 12: Combat Jumping -- Rchg+(A), ResKB(50)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Rage -- ToHit(A), ToHit/Rchg(27), Rchg/EndRdx(27), ToHit/Rchg/EndRdx(29), ToHit/EndRdx(50), Build%(50)
Level 20: Stamina -- EndMod(A), EndMod/Rchg(29), EndMod/Acc(33)
Level 22: Grounded -- ResDam/EndRdx(A), ResDam/Rchg(23), ResDam/EndRdx/Rchg(23), ResDam(25)
Level 24: Lightning Field -- Dmg(A), Acc/Rchg(33), Dmg/Rchg(33), Acc/Dmg/Rchg(34), Acc/Dmg/EndRdx/Rchg(34), %Dam(46)
Level 26: Boxing -- Acc-I(A)
Level 28: Energize -- Heal/Rchg(A), Heal/Rchg(34), Heal/EndRdx/Rchg(36), Heal/EndRdx/Rchg(36), Heal/EndRdx/Rchg(36)
Level 30: Tough -- ResDam/EndRdx(A), ResDam/Rchg(31), ResDam/EndRdx/Rchg(31), ResDam(31)
Level 32: Foot Stomp -- Dmg(A), Acc/Rchg(37), Dmg/Rchg(37), Acc/Dmg/Rchg(37), Acc/Dmg/EndRdx/Rchg(40), %Dam(42)
Level 35: Power Sink -- EndMod/Rchg(A), EndMod/Rchg(40), EndMod/Acc/Rchg(40), Acc/Rchg(42), Dam%(46)
Level 38: Weave -- Rchg+(A), Def/EndRdx(39), Def/Rchg(39), Def/EndRdx/Rchg(39)
Level 41: Jab -- Acc/Dmg(A), Dmg/EndRdx(42), Dmg/Rchg(43), Dmg/EndRdx/Rchg(43)
Level 44: Soul Tentacles -- HO:Nucle(A), HO:Nucle(45), RechRdx-I(45), EndRdx-I(45)
Level 47: Dark Obliteration -- HO:Nucle(A), HO:Nucle(48), EndRdx-I(48), RechRdx-I(48)
Level 49: Lightning Reflexes -- Run-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 2: Ninja Run
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 15% Defense(Smashing)
- 15% Defense(Lethal)
- 1.25% Defense(Fire)
- 1.25% Defense(Cold)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 15% Defense(Melee)
- 5.63% Defense(Ranged)
- 2.5% Defense(AoE)
- 40% Enhancement(RechargeTime)
- 48% Enhancement(Accuracy)
- 15% FlySpeed
- 163 HP (10.9%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 14.9%
- MezResist(Stun) 4.4%
- 6.5% (0.11 End/sec) Recovery
- 10% (0.63 HP/sec) Regeneration
- 15% RunSpeed
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I think the purple drop rate could be bugged.
...to too much. (not that I'd be upset)
Hear me out. In the last week, I've received three purple drops. While on teams. And someone else got a purple on the same mission I did. So that was at least 4 potentials.
I'd say the amount of time I played was about 10 hours. And the team size was usually 3-5 people on missions set to x8. The window of time could just be the RNG showing me love for once in my life, but I wanted to see if other people out there were experiencing a good luck streak as well and if it seemed too good to be true.
Granted, I probably should have kept my mouth shut so prices don't drop on the purples I want to sell. But more than likely, I've just been lucky and soon enough, I won't see anymore drops until 2011. -
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Because if you're going to run content over and over again, you may as well do it on a toon you enjoy. If the tank is the AT you enjoy most, then why not?
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I'm trying to plan out a build for a SS/ELA brute with the intent for farming. I know a lot will suggest /FA, but I plan on running this brute through different farming material and would like him to be a little more durable for the different enemies he may be farming.
I've been trying to max out defense to S/L (or melee) as much as I can while also picking up plenty of recharge where possible. I've managed to get ~25% defense with 50% global bonus (this includes LR), but I can't help but think someone could come up with better. So does anyone have a build they use that could better achieve what I'm going for?
The only pools I dip into our Fitness, Fighting and Leaping (CJ, SJ). And Soul, of course. I'd post the build, but for a couple of reasons I won't: 1) It's on my home PC, 2) I don't want to block someone's creativity. The only other thing I tried to keep in mind was getting decent end-reduc enhancement when possible, but with enough recharge and Sync, I won't worry about it.
Thanks in advance!
[edit] Also, I don't want to have to drop a billion inf for the build, but I'll still consider more expensive options if I need to. -
I'm not saying he couldn't be right. I'm saying I won't ever trust anything he tells me. There's a difference. After all, I took OneWhoBinds input.
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Quote:I have a Elec/ Tank that I built 30% S/L def which seemed to be over the top for survival. If I can manage a lot of recharge and 25-30% S/L for the brute, I think he'll be tough enough for most farming content.SS/Elec has a longish recharge heal and no Fiery Embrace (which is great for Blazing Aura), OTOH it has the recharge bonus and power sink. If you manage to survive until the next Energize, I think it would be a very decent farmer. Especially for Rikti with all those psionics and energy floating around.
I think. -
Howzabout SS/Elec. You know... for those non-demon farms.
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Quote:Controllers? Aside from /kins, are there enough controllers to make this statement true? If you can take a small selection of one AT to say it kills fast, then you can look at the small selection of Tanks and say the same.Tanks kill the slowest out of scraps, trollers, brutes and tanks.
Keep in mind, it depends on what's being farmed. Money? Tickets? Drops? Merits? So the OP could be interested in using a Tank to keep his farmer open to numerous types of farms. Your Fire/Kin will certainly be faster, but in some situations, he's too vulnerable. On a Battle Maiden farm, ran solo at x8, my SD/Elec is almost as fast as my Fire/Kin. Only he doesn't ever get stunned or drop dead. So there's reason to want one over the other sometimes.
Quote:Anyway, any combination of...
Primary: Fire, SD
Secondary: Fire, SS, Elec -
Quote:Good to know. Thanks for the input!In my experience, Electric Melee is actually primarily a single target set that happens to do a lot of incidental AoE. The thing is, you can't rely on most of that AoE to be terribly effective. Even moving around to take full advantage of Jacob's Ladder, you probably aren't going to take out all the minions of a large spawn without Lightning Rod.
It's still a fun set to play, make no mistake. And it will chew through spawns faster than several other melee sets. But it's just not really effective for farming. -
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Thunderstrike doesn't do well enough? I only ask because SS would be highly resisted in most of the game.
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Just out of curiousity, why do so many suggest SS over ElM? Wouldn't more AoE's be more helpful in farming situations? Or is it that KOB helps with bosses and lt's that are left?
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It's for PLing. Farming isn't just about money.
With a a decently built damage dealer accompanying the tank, plenty of lowbies could receive a fast level up. Granted, there are other ways, but this one could be fastest for the right groups. -
My one wish would be to take away the accuracy check for gauntlet on AV's. Taunt should not be our only guaranteed way to get their aggro, and it would take some of the fuel out of flame-bait threads.
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Quote:I think for anything like this to ever be acceptable is to also restrict it to tiers. You can only have one tier 1 power, 1 teir 2 power and so forth. Even then, the devs would have to go back through and make sure powers across the tiers lined up in a way to keep you from doubling up on similar powers. Oh, and they'd have to restrict Granite Armor from being an option at all.This actually is for all AT: have a lvl50 from each primary - at which point you could freely make that AT from a mix of any powers so long as you had to limit powers to that AT's power sets and primaries stayed primary and secondaries secondary.
On second thought, "NO." -
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Quote:Actually, what you did was start a thread telling tanks they should take taunt and how they should play. Naturally, people don't like it. In fact, that's what the OP is talking about.I laugh at this whole post. I started a tunt post on Tank side. Wow, talk about agro! Half the tanks think they are not tanks lol. Or at least it seems that way.
To the OP, don't worry about it. People will get upset that you didn't play to their liking sometimes, because they expect you to play to what they consider fun. I'd only worry about it if everyone you played with said there was a problem. But enjoy your Brute how you want. -
Quote:I don't think tankers are anti-team. Certainly some players are, but not the majority who actively tank. If someone wants to make a solo-farm tank it doesn't mean anything other than the fact that they're looking to use a tank to get their farming done.Mostly cause I got the bulk of my work done early this month and have time to post :-).
But seriously, let's let it die. I delved into this trying to find out if some tankers were really that anti-team. Between this thread and the guy that wants to solo farm with a tanker I think I got my answers.
Cyas.
Sure, some tanks are anti-team. But so are some scrappers. So are some controllers. So are some of any other AT. The important part is to know it's the player, not the people who play that AT. -
I think where this could be most beneficial is for those who run in certain PVP zones or TFs where exempting is expected to take place. Sure, you tried to get all level 35 recipes so that you'd be covered exemping to 32, but you couldn't find that one recipe below 38. Enhancement difference isn't much, but the 5% recharge/3% global defense bonus/whatever in that TF will make a big difference.
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Ghouls = Dr. Vahz experimenting with Banished Pantheon?