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Posts
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Joined
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Quote:I would venture to say it's braver to take blows and simply lessen the impacts with a shield moreso than it is to duck, weave and dodge every hit coming at you. I'm looking at you, /SR.My most powerful character is a DB/SR scrapper, and she's quite happy with her SR. She has little use for the cowards who lurk behind shields rather than facing danger like a woman.
Stop dancing like a fairy and take a hit like a scrapper. -
Didn't look at it too closely, but a few things: Serendipity is not really a set you want to be using. Uses up a lot of slots and doesn't really help you much, giving .63% more def to two damage types, while giving double that to a positional. Look into moving those slots around, leaving the LotG 7.5% and 3 Hami-O's of the appropriate type for you to move 2 slots. Boxing is a good power to move them over to, as the stun set 'Stagger' has a 3 slot bonus of 1.25% Fire/Cold, basically acting like two Serendipity sets.
In general I'd overlook your build and use the set bonus finder to help with this--You've got a lot of set bonuses geared toward a primary positional +def, which means you're only using the halved type-def bonus. Try to avoid that when possible.
Also note that I think Energy Drain should be slotted better, but I don't know how often you team or how Energy Aura itself performs on just the high defense.. but I know it has a Toxic and a Psi weakness, so I'd probabl want Energy Drain to be used as a decent heal in large groups. -
Just because they *are* your primary and secondary powersets doesn't mean you should take all the powers. Most Tier 1 attacks are never taken (for Brutes; Blasters have incentive to, and Tankers have to) because of their low damage. Given that Brawl is free now, no real reason to take a very poor attack unless you just like the animation or something (Energy Melee being an example, for me).
There's usually one other power or two that you can or might want to skip in some sets (Hurl, Shadow Maul, etc..) Even though they're decent powers, you either don't like the animations or just don't have any real need for them. -
medium to good single target damage? I was fairly certain SS was in the top end for that kind of thing, due to Rage's permanent buff helping the set so much.
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Most likely Dark, considering it's nothing but toggles and clicks. Basically, the less auto powers it has the better, and Dark's probably your best bet.
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I would say your best bet is going to be Energy Aura because it has a stealth power that allows for transparency without the need for a power pool dip (plus Stealth isn't that transparent anyway). With all your Energy shields up I think it looks fairly decent for a dark-themed set.
I wouldn't advise Willpower, just not enough graphically going on there.
I wouldn't suggest /SR either, not really the same visual and I think black colors for SR's toggles just looks choppy, doesn't look really 'good' like Dark Armor's fluffyness. -
I believe it's been stated that Patron pools will still be available to villains, but if you respec blueside as a villain then you'll have access to some ancillary power pools like the heroic AT's have (though I've been told they won't be exactly the same).
Also: I can't disagree enough with people who say to not take Weave or Maneuvers. Both are very good powers for a brute to take, as they're some of the easiest methods of gaining more defense. With a Willpower Brute, they tend to have the Endurance necessary to manage the toggles. -
Quite the opposite.
Brutes are pretty much a hybrid of Scrappers and Tankers. They have the same baseline (roughly) as Scrappers, but they have the taunt auras and capability of a Tanker, along with a Tanker's limitations when it comes to buffability (and even moreso, offensively), with hit points that are a bit above a scrapper's. Their inherent leads to a non-stop pace, killing everything in their path until there's nothing targettable left, and they accept that their PBAoE powers will not work on their teammates, no matter how hard they mash the button while nearby their allies.
tl;dr -- No. -
0 and 7. And Two of those are just me telling Arcanaville Happy Birthday and her response.
I think I had a few more talking to CuppaJo back when she was around, but that was way long ago. Never really talked to any of the other devs, just posed a question here or there. -
Quote:He did say 'besides concept'. But in a game like CoH, that's a pretty big factor to consider proliferating a set for. I know I'd love it if Martial Arts became a Brute set.I will have to dissagree on this there SPiNE ol buddy.
Theres plenty of examples of MA being very much conceptual for Brutes.
Take Oni for instance, they are Demons from the Orient, and lets not forget Akuma of Street Fighter either.Technically he is a Oni possessing a Martial Artist and has a bad temper to boot.
Just look around.Theres a few MA concepts out there that would tie in with a Brute.
I for one would love a MA Brute.
To also answer whats the point?Think back to how Claws compair on a Brute thats got a full fury bar going vs a Scrapper.Iv seen a furied Brute with Claws before.Its damage was very impressive compaired to my Claws wielding Scrapper.
One of the reasons being Fury makes everything better, including Martial Art's low DPS. -
Willpower takes Heal Self. /Regen takes Hasten.
In that respect they kind of even out. It's really the fact that Willpower has built-in defense and /Regen doesn't that helps to shoot Willpower up so far, given that +Def from IO's is really the best thing to do with set bonus slotting. -
One day, /Regen. One day you'll get IH back as a Toggle. One day..
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Leadership pool is a good choice. Take Leadership and Fighting, stack Weave and Maneuver's defense bonuses to get you closer to the softcap. Nothing wrong with a brute taking Leadership for more defense (but the other powers in it are kind of unneeded, unless you have nothing better to take).
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Hey, Brutes. Idle question that I'm mulling about tonight: I just recently joined Virtue and realized that there's actually roleplay to be had on CoX. I've done roleplaying and I've played CoH for years, but never sought to do one with the other until recently.
I came back and now have a SS/WP brute up to level 41, and just spent millions giving him decent IO's and memorizing some of the basic IO recipes. He's got a good chunk left, but not too much.
Well, I'm thinking of starting another character (as the one I'm playing now isn't one I'd really like to RP, I started him before I looked into the RP-dig). SS seems like a staple (I'd prefer martial arts, but it's the next-best-thing, as DM's a bit too flashy with Soul Drain/MG), so I was thinking of maybe changing the secondary from WP to another defense-based secondary.
Problem is they all have some glaring issue, I feel like.
* Energy Aura I like, but it has no true Taunt Aura since it's located in a click power, it has a Toxic hole, and I hear bad things about it overall--But if I don't take WP again, I'm considering this. Anyone's experiences--good or bad--with EA would be awesome to hear.
* SR I *love*, but it has a click mez protection and I am way too lazy/forgetful to click the mez protection or Rage every two minutes, I'd want to be able to set them both to auto-fire, and the game doesn't allow it. If anyone has experience with SS/SR, love to hear it.
* Shield Defense is a good set I hear, but it's out for concept reasons. Not gonna carry around a shield.
* Invulnerability I've played and I like, but I feel like it's one of those sets that really only shines when played on a Tanker as a primary.
As it is I'm trying to decide between Energy Aura or taking WP again, rather undecided. The eventual goal is to softcap the defenses, which I know WP benefits tons more from softcapping than Energy Aura does, given its built-in regen that synergizes so well with the softcap. Opinions? -
Quote:Yeah, I completely agree that there's something wrong there. I don't tend to notice it with scrappers vs. Tankers, because Scrappers don't have the built-in 'gauntlet' effect that Brutes and Tankers do, but I've done a few ITF's as an Invuln/ Tanker with various Brutes and they've repeatedly been able to take aggro from me, even if I'm using taunt.One of my biggest pet peeves with Brutes (and Scrapper with taunt auras) is threat generation. They have the same threat mod, taunt mod (ie: duration), taunt mags (largely irrelevant), and single target Gauntlet while dealing more damage (damage is a large component of threat calculations). If a Brute wants aggro (ie: uses Taunt), there is not a damn thing a Tanker can do about it.
I'm not saying Tankers should just sneeze and hold aggro. I don't care if they have to work for it. But being 100% incapable of holding it is completely borked. -
Quote:'Cause brutes have the same threat level and taunt magnitude as tankers, and can do more damage while holding aggro.Why play a brute when us tankers are going to go out of our way to steal your aggro?
You'd have to be taunting them to keep them on you and not the brute that's beating them down, and if the brute's not dying, you've no reason to steal his aggro just to hamper his DPS when you get nothing out of the aggro control yourself. -
Quote:As someone who played Regen waaay back when IH was a toggle and never really fell out of love with it, regardless of how good or bad the set is, as long as it's left mostly in-tact (not having QR taken out of it, ala Stalker version), I will take it and love it all of my CoH days. Something about the set remains iconic and amazing to me.Actually, I'm not convinced that would be that good except as a soloing set. On teams, I think it would be very challenging, especially if the Brute actually tried to tank.
With support it'd be hideous, though.
But I think top-end Regen would be fine on its own (perhaps less so with standard SOing), since Perma-DP would be even better on a brute.
I'd also love to see Martial Arts someday ported to Brutes.. But that's a dream that may never happen. If you read this Arcanaville, make it happen! You are the Martial Arts maiden.
As for Brutes/Scrappers, Scrappers are never going to be obsolete because of minor statistical differences. that is like making an argument that because Scrappers do damage and Blasters do damage, Scrappers are clearly the better choice because Scrappers have much better defenses than Blasters. It's never been a problem, purely because they both do good damage. The same echoes with Brutes/Scrappers.
If Brutes will step on any toes, I think it's Tankers. But that's another topic for another time. -
Anyone heard more about this? I don't believe that Powerset Proliferation has been slated to be with I18 or GR, but I'm really really hoping it's just a well-kept secret. I may be in a minority, but am I the only one that wants to see /Regen ported to Brutes, Along with Martial Arts? And for Energy Melee to be given alternate animations so Bonesmasher/ET/TF all aren't forced to be double-fist animations?
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AV's will resist the majority of the debuff toggle, making it less useful against them than I think you'd really like.
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SR's taunt aura in Evasion is pretty standard, in magnitude and duration. SR should have no problems holding aggro; those that say they do are probably just used to the /SR of Scrappers, and not Brutes. (That, and the fact that since it's a Defense set, you won't notice the additional aggro as much if your defenses are good, since you'll still be dodging the majority of them)
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I do believe it takes something like 114% +Max HP to cap a Brute's hit points.
If you get the +HP accolades, that leaves 94% required. You can get a decent chunk from sets if you slot appropriately (use Mid's to look up what sets offer the best bonuses, and which sets you can slot the most of), but I'm not sure if you can actually reach the cap without some sort of power (like Dull Pain, which WP doesn't have) to help you out.
Best of luck. Sorry I don't have a build to show for it. -
Haha.
Thanks for the help, Galactiman. I think that's the conclusion I've come to, since I don't own that kind of keyboard anyway. Appreciate the help. =) I'll end up just leaving Rage on auto and clicked PB anytime I see the icon flash. -
I appreciate the responses!
Quote:1.) It removes the Defense crash of Rage (which, as SR, is of obvious importance to me).I stopped here, because it is not necessary to set Rage to auto, and can even be detrimental. Firing Rage more often will let you stack Rage, but it will also lead to more frequent Rage crashes. It is also extremely noticeable when Rage crashes, especially if you monitor your damage bonus: a big red -9999% is hard to miss. I have always activated Rage manually, and recommend that you try doing the same.
2.) It double-stacks the Damage buff shortly (which is awesome, when timed right for a crazy-damage KoB or Footstomp).
While I appreciate you trying to warn me of the downsides (having the damage crash more often is annoying), I'm aware of how it works and am intending to stack it moreso to avoid its crash that would lower my defense.
That said, I am not sure about Hasten; in fact, I usually skip it. While an awesome power, I'm bothered enough trying to find a way to not have to hit a key to get two powers to activate. In order words, I end up forgetting to use it and then end up with little reason to actually take it. =P I might consider it later in the build, but it's not something I'm worried about planning for right now.
I would rather set Rage to auto-fire than Practiced Brawler from the simple fact that there is really no reason to ever double-stack PB. I'm not going to PvP that much (I hardly ever do), and with so much defense it's very, very, very unlikely I'll ever have so many mez's applied to me that they'll get through a single application of PB; add to that that it costs 10 end base and I don't plan to slot end red in it (unless I end up with so much recharge that I don't need to slot it for that at all--maybe with Hasten! ;P), and it means I only want to make it perma, not ever double-stack it, since there's no benefit for doing so (while there is for Rage).
Is that the only reason you wouldn't put PB to a movement key, however? If it's a simple case of staying active, I like to move around alot (even against AV's, who stand there and hit you), so I don't think that'd be as much of an issue. -
So, I'm really wanting to make a SS/SR Brute; I really like SR because I've just recently gotten into Defense-based sets, and Super Strength just has some awesome damage potential with perma Rage + Fury giving you some massive ST damage.
Problem being, both Rage and Practiced Brawler are click powers which need to be set to auto, and I can only set one power to auto-activate. So, I've been looking through my options, and I've come up with.. two, it seems.
1.) Make a Keybind (and/or macro) which sets Rage to Auto-activate, and then activates Practiced Brawler. I believe I'd still have to click it every two minutes to ensure Practiced Brawler is refreshed, however.
2.) Someone else suggested to me that Icould try to keybind the activation of the powers --Rage and/or Practiced Brawler--with movement keys, i.e., they're activated any time I move (or jump, or what-have-you). If it worked properly, it'd ensure they're pretty much always auto (as long as I'm actually playing, which is the only time it really matters). I would probably do it so PB is set this way, and leave Rage on Auto-fire, as Rage I'd want to double-stack moreso than PB.
Can someone tell me which is the better option, if #2 is even possible like I'm thinking? Has anyone else come up with some other convenient way of maintaining multiple click powers (like Domination and Hasten), which have to be refreshed as soon as they're up? -
Quote:With Dark Melee's inherent -Tohit on its attacks stacking, there is really *no* reason as an /SR to go beyond 45%. Even if you are debuffed to 44%, your -tohit should cover that 1% more than enough to ensure they don't get more than a 5% chance to hit you.The 1% difference between a 44% defense and a 45% defense is probably the most significant 1% difference in the game. It's the difference between getting hit 5% of the time and 6% of the time: that's a +20% increase in getting hit, even if it's hard to "feel" the difference when you're getting hit so sporadically in either case.
That being said, if your 46% defense really never gets debuffed below 44% even under the worst case scenario, presumably anything over 47% really is a waste.