Werner

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  1. OK, here are some guesses with Street Justice. I assume it's a smashy smashy set like Martial Arts or Super Strength with a mishmash of secondary effects that provide a lot less mitigation than you might hope. I'm going to assume it's a low-mitigation primary. I also assume it has no heal?

    While leveling at least, some secondaries are happier with some mitigation or a heal from your primary. You're not really getting that, so for leveling purposes, you may want to limit yourself to secondaries that provide a more complete package.

    In that regard, I think Willpower or maybe Energy Aura would be best, at least for survivability. Then there are a bunch of secondaries that would like a heal, but greens are usually sufficient, and you can always pick up aid self. I'd put Super Reflexes, Shield Defense and Invulnerability in that boat, and would probably pick Shield Defense to boost your damage, and because Shield Charge is also smashy, so is consistent in that way. Then there are secondaries that I think do best with decent mitigation from your primary, which is something you don't (?) have a lot of, so these are the ones I'd be more cautious about choosing - Dark Armor, Electric Armor, Fiery Aura and Regeneration.

    As I said, I don't have any experience with Street Justice, and I also haven't studied Energy Aura, so take my recommendations (particularly for the Street Justice/Energy Aura combo) with a grain of salt. A really big grain of salt. Maybe a salt lick. Maybe a "why am I even posting" sized salt lick.
  2. What mauk2 said. The devs have had many, many years to balance the secondaries. They've done a good job with the Scrapper secondaries. Primaries too. Different sets are better at different things, but there are no best and worst sets without knowing build goals, play style, and so on.

    Edit: Heh, and you clarified while I was posting. Unfortunately, I'm no Street Justice expert.
  3. Quote:
    Originally Posted by Vauluur View Post
    1.) Dull Pain - This is an HP buff, not a heal. Having it a little better than perma is good so that slows don't make it have downtime.
    The buff is more important, but the heal IS still worthwhile. So don't just click Dull Pain every time it comes up. Wait until you're hurt. Then you have the buff AND you're at full hit points.
  4. Quote:
    Originally Posted by GavinRuneblade View Post
    And it seems, though I don't want to put words in anyone's mouth, that Nihili, Werner, Iggy, et al go for Kat every time over BS in top end builds. Except when /shield comes into play. But I have to wonder, would any min maxer take BS over kat if /shield allowed kat to work?
    The performance difference between Broad Sword and Katana isn't something I notice seat of the pants, so to me, its mostly about how smashy I'm feeling with a particular character. Katana isn't very smashy. Sometimes I prefer smashy. When I do, the numbers don't get in my way.

    Admittedly, I've only done Katana on my top end builds. In one case, it was a character older than when I started paying attention to numbers, so this was mere coincidence. In the other case, it was a deliberate choice. But I DO have two level 50 Broad Swords (and I'm not a power leveler with a huge collection - I stop and smell the roses). I like Broad Sword.

    Divine Avalanche is actually the same as Parry, I think the one attack that's an exact clone other than name and animation. That's probably for the best. In any case, it means the defensive potential of both sets is basically equal.

    I wouldn't be opposed to a very mild damage boost to Broad Sword to bring it to parity with Katana.
  5. You can't use enhancement boosters on Hamios. I already checked that.

    It's easy enough to see if 52 Hamios would make much difference - just plug them in and see where the defense values fall compared to our targets.

    Melee down to 43% with one Divine Avalanche (oops!), but it was only 43.2% before (bigger oops!), still one purple from soft cap on ranged and AoE. Double Divine Avalanche still over incarnate soft cap melee and lethal.

    Shadow Meld still hits incarnate soft cap ranged and AoE, regular soft cap psionic, regular soft cap melee with no Divine Avalanche.

    Moment of Glory is still insane.

    So the difference should be negligible, I'd say. I suspect that even L50 Hamios would make only a negligible difference, but I'll leave that to others to check if they're interested.

    As far as endurance goes, I'm too lazy to check back through the thread or calculate, but I think the goal with my build was to be sustainable when using the two Divine Avalanche chain and with Tactics off. If I remember right, the build just squeaked by on paper. I don't think I checked that on anyone else's build, and I may even be misremembering on mine. And "my build" is a bit of a misnomer since I never built it.
  6. Quote:
    Originally Posted by Brimmy View Post
    The "trick" is the 'layering' of type-based defense, meaning that Energy almost always have Smashing, Fire tends to come with Lethal etcetc, and the Heal/Regen power is, for a def set more useful than a HP boost with slower recharge... And having Energy Drain which gives even more +Def is simply great for tougher situations, especially if you get debuffed, you can just 'drain' some of the def back.
    So defense IS the trick, and it's another one trick pony like Super Reflexes? A heal and regen power is nice, but I'd disagree with it being better than a HP boost when Siphon Life, Aid Self and Rebirth are available options for a most durable Scrapper. It's the resistance/hit points aspect of survivability that is generally more difficult to achieve on a Scrapper. As far as Energy Drain helping with defense debuffs, I'm sure it helps a little, but it looks like 6% defense or so at the top end if you slot it up and are surrounded? In the same situation, Invincibility is giving about a 11% defense buff over baseline in a toggle. Neither seem great, but it seems like 11% full time would be better, though Energy Drain looks like it could be stacked several times in a high recharge build?

    Apologies if I'm way off base. This IS almost my first time looking at this set. Y'all can slap me around and call me a noob if it's appropriate. Some sets I know. This one I don't. And my track record at immediately comprehending the potential of "new" sets is rather dismal. (Shields? Pfffft. What a stupid set.)

    Edit: Also, one reason for my curiosity is that I'm close to starting a new Scrapper or Brute. I was thinking Super Strength/Fire for the mass AoE carnage, but I'm also tempted by more "exotic" sets like Electric or Energy.
  7. Quote:
    Originally Posted by Microcosm View Post
    At the high end electric should also be considered. Softcap it to s/l and you get defense to the vast majority of attacks on top of its solid resistance (also able to cap all but psi with t9), protection from all sorts of annoying things like slow and edrain, heal+regen, no psi hole, and very powerful active mitigation with powersink (if modified properly).
    I can see that. I haven't tried to put one together, and there may be a better approach, but it seems like you could make a very solid one. Take Barrier and go whole hog on defense pools and bonuses to get to the positional soft cap (smashing/lethal would do for most purposes, but I'm trying for the MOST survivable build here, and I'm guessing that covering all positions from 0 is easier than all types from 0). Resistance should be over 50% to almost everything. Regeneration and healing wouldn't be that great on a soft cap build due to lack of recharge, so go with Dark Melee for the constant healing. But then, Siphon Life is slow there compared to most Dark Melee builds. Hit points are kinda meh. Hmmm, maybe going smashing/lethal IS better, as it allows more build flexibility, and you really need some recharge here, I think, for the powers to work properly. Eh, not sure. I can see it all maybe working, but don't have the experience to say for sure. I know someone that loves his Electric Tanker, but he loves all sorts of things for not strictly performance-related reasons.
  8. Quote:
    Originally Posted by Swift_Frost View Post
    Ill put another slash for super reflexes.

    Even though its warped my brain for the bad, simply because once you've soft capped it. It destroys any chance of you trying to play anything else.
    "Soft-capping is great relative to the strength of conventional SO builds, and its night and day for squishies. But on its own its actually not all that fantastic without additional support when it comes to high performance melee. Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister." - Arcanaville

    Yes, the soft cap makes you pretty durable. Yes, Super Reflexes is the easiest to soft cap. It can be a revelation if you haven't played a soft capped build before. But one shouldn't confuse "easiest to soft cap" with "most durable possible". The soft cap is only ONE aspect of survivability.

    There are basically three pillars of extreme survivability - defense, resistance/hit points, and healing/regeneration. (Active mitigation is also important, but I'm ignoring it for simplicity.) Super Reflexes natively has only one of these pillars, though its scaling resistance can be better than most give it credit for. Dark Melee, Aid Self and/or Rebirth give it the healing/regeneration pillar. But solo, it will always come up short on the resistance/hit points pillar with its lowish resistances and lack of hit point buffs. Really, when fully kitted out, its main advantage is its 95% defense debuff resistance, but that puts it in the realm of "situationally better" not "ZOMG Super Reflexes!"

    Now consider a Dark Melee/Invuln fully IO'd out. You're sitting at 45% defense to all but psionic facing one enemy, 56% when surrounded, which gives you a buffer for debuffs, or gets you close to the incarnate soft cap. Your smashing/lethal resistance is over 70%, and you have non-trivial resistance to other types except psionic. Your hit points are capped. You're spamming a small heal, have an infrequent but large heal, plus have massive regeneration from Rebirth scaled to your capped hit points. There are also some more subtle points here, like how Siphon Life and Rebirth are keeping your hit points topped up all the time, giving you huge protection against spike damage, and spikes of damage are what tend to kill extreme durability Scrappers. This spike protection is one of the major things that allows DM/Invulns to solo multiple AVs at once.

    Yeah, they have their kryptonite - psionic damage. But some of that psionic damage is non-positional. I bet my Dark Melee/Super Reflexes gets torn apart by Malaise faster than a Dark Melee/Invuln despite psionic not being my kryptonite.

    My Katana/Dark mostly laughs at psionic damage, but with comparatively low potection from spike damage, he'll crumple faster than a Dark Melee/Invuln in more common situations.

    I need to look into Energy Aura. I haven't studied what it's capable of. Edit: OK, on brief glance, it's just a positional defense set with low resistance and no hit point boost? Am I seeing that right? If so, it'll have the same issues as Super Reflexes - good on a budget, but not as good as something like a maxed-out Invuln in most situations. What tricks am I missing, or is "defense" the trick?
  9. Werner

    BS/DA Help!

    Oh, if you didn't already know this I certainly didn't make it clear - the Atlas Medallion and Portal Jockey are not IOs. They're accolade powers/badges that you get by completing certain tasks in the game. Start here:
    http://paragonwiki.com/wiki/Hero_Accolades
    You'll see that each grants +5 maximum endurance, which helps more than you might think, as more endurance means faster endurance recovery. Portal Jockey also gives you +5% maximum health. If you click on the badges, you'll see the list of requirements for each, which will be a bunch of OTHER badges. Click through on those to get a clear description of how to get them. Once you have all of the prerequisite badges, the accolade power/badge will appear.

    The easiest place to get The Silver Bullet and The Slayer is Striga in my opinion. There's a swamp area with graveyards and other things around it, and it's crawling with werewolves during the day and vampires at night. It still takes quite some time to rack up 200 kills of each, but it's worth it on a character with endurance problems.
  10. Werner

    BS/DA Help!

    Quote:
    Originally Posted by Devilscyborg View Post
    I'm "noob" so what does Frankenslotted mean? and where can I get those items you were listing? Sorry mate, I appreciate the help!
    OK, I'm not sure how far I have to back up, so I'll back up quite a bit.

    We have the invention system, which lets you build IOs, "Invention Origin" enhancements, from a recipe and some ingredients. You need an invention table or whatever they call it, available in schools and in most bases. When you combine IOs from the same set in a single power, you get small bonuses to various things. So normally, what you do with the invention system is exactly that - use only IOs from the same set within a single power.

    Frankenslotting is an alternative, and typically a much cheaper alternative to getting the good set bonuses. With frankenslotting, you focus more on the enhancement values than the set bonuses. I typically frankenslot my attacks some time in the mid 30s. IOs often enhance two or more aspects of a power (such as enhancing accuracy, damage AND endurance reduction). The total bonus from these is higher than you get from SOs or from IOs that only enhance one aspect. And since you don't care about set bonuses here, many of these enhancements can come from cheap "junk" sets. I can generally frankenslot a character with the influence they've earned and with no reliance on any transfer of wealth from richer characters.

    In your case, you'd be trying to do this with IOs that enhance endurance reduction AND one to three other things. Obviously make sure you get enough damage and accuracy in the attacks, and recharge is always nice. But frankenslotting lets you get higher values for everything than you normally would when slotting with SOs.

    As far as where to buy them, go to Wentworths, the auction house. Recipes and salvage will drop in game, but typically not so much that you can frankenslot your character in any reasonable time frame using only what drops. So if you want to enhance Hack, say, bring up melee sets, pick a level range you're willing to settle for (I'd say anything 30-43 would be fine), and select only what's available now so that you don't have to wait. Start tossing out lowball bids on whatever's available that suits your needs. I mostly buy recipes, but sometimes the crafted IOs can go for cheap as well. Be aware of salvage costs. Sometimes the salvage may be significantly more expensive than the recipe itself. And crafting costs influence as well.

    Probably some of what I suggested will be out of your reach financially if you consider yourself a noob. I haven't checked recently, but I think the Numina and Miracle uniques were going for around 100 million each last I looked, which can be more than you earn your whole trip from 1-50. They're helpful, but you can probably make do by picking up Conserve Power and Physical Perfection.

    Ah, and two other things I'd do related to the invention system, even though they have little to do with endurance - pick up a Steadfast Protection unique and a Kismet unique. Again, I haven't checked prices recently. Pulling numbers out of the air, let's say about 10 million each. They're worth it, but I'd frankenslot first. If you run out of money and can't get those uniques, don't sweat it.

    I guess you also won't be building anything like what I posted for a while. I think it cost me about 12 billion. It probably runs over 20 billion at today's prices. Fortunately, you can have a very solid character without spending that sort of influence, but I'm not really an expert at budget builds.
  11. Werner

    BS/DA Help!

    Quote:
    Originally Posted by Devilscyborg View Post
    My guys only 40 but he sucks endurance like a beast, nay way of fixing that?
    At 40, I'd want my attacks to be frankenslotted with a focus on endurance reduction. I'd want the Miracle and Numina uniques, and a Performance Shifter proc in Stamina along with three blues. I'd want the Atlas Medallion, and I'd be looking forward to picking up Portal Jockey. And you must must must have the Theft of Essence +endurance proc in Dark Regeneration. Then consider picking up Conserve Power and Physical Perfection. I'd probably be using Oppressive Gloom instead of Cloak of Fear at 40. I think I switched over to Cloak of Fear sometime in the 40s, probably once I had Conserve Power.

    With an end game build, you can pick up the Cardiac Core Alpha, which can make a big difference. I'd had sustainable endurance without it on an earlier iteration of my build, but Cardiac allowed me to burn endurance in my powers like there was no tomorrow and still be sustainable (with proper toggle management, anyway). Cardiac can also make a non-negligible difference in your resistance, which is nice.
  12. Well, you'd want a secondary that is perfectly functional without mitigation or healing in your primary. I'd probably go with Super Reflexes, Invulnerability, Shield Defense or Willpower, but I'm sure arguments could be made for the others as well. Pretty much any/any makes a good Scrapper.
  13. Werner

    BS/DA Help!

    If you want to farm, don't make a Broad Sword/Dark Scrapper. Enemies run and your AoE is only so-so. I probably farm two or three times faster on my Fire/Shield Scrapper than on my Katana/Dark, and a well-built Super Strength/Fire Brute is significantly better than even that, and probably even more so on a custom-built ambush map (I kinda hate AE personally, so mostly stay away).

    But viable? Yeah, you can be viable. It's a good combination. As far as building it, I soft-capped mine, and spent huge amounts of influence making up for most of the trade offs you'd normally suffer when doing so. You can also soft cap on a "budget", but the build will be more compromised, even if still very survivable. You can also forgoe some of that defense, and focus more on the strengths of the set.

    I'll post my I19 build (Katana is built almost the same as Broad Sword), but at this point, it's probably not how I'd build it from scratch. Now that Barrier is available, and now that I've seen (at least on paper) a nice smooth ramp down in performance as to-hit ramps up, I might settle for 40% defense and let Barrier make up the gap, and probably still be good for incarnate content. That would allow me to pick up Hasten to better spam Dark Regeneration. It might also let me better slot Cloak of Fear. Seems to me it would be worth it. Also, Broad Sword wants more recharge than Katana for the good chains, so Hasten would help you there. And you want Hack to replace Gambler's Cut, not Slash. I haven't thought about what might change as a result of enhancement boosters. I'd like to pick up another point of knockback resistance, as I occasionally spin in mid air, and might be giving up the Flight pool for Hasten.

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  14. Quote:
    Originally Posted by Atomic_Toy_Guy View Post
    I am surprised to see DM suggested as the most survivable primary for a scrapper. Sure the -ToHit and extra heal are handy. But the fact that the set lacks any substantial AOE seems like a pretty big deal. I always thought part of a Scrappers survival is kill speed. If you have to run around the mobs one by one and kill them it seems like its going to take a very long time to flatten an 8 man spawn. Heck I've always felt the reason that Dark Melee gets a 30 second damage buff was to make up for the fact that they have to run around punching everything in the face one at a time.

    Most survivable for a Tank sure, but as a Scrapper I know I would at least like to have access to one real AOE in my primary.
    In my opinion, very little of top end Scrapper survival comes from kill speed.

    Barring Invuln kryptonite, anything a top end AoE kill speed Scrapper with no heal can kill before getting killed is something that a top end DM/Invuln can park themselves in the middle of indefinitely. And then they can go and pull an AV or maybe five AVs to add to the mix.

    I'm not poo-pooing AoE. AoE is great. Dark Melee isn't a great primary for kill speed, and kill speed is what most of the game is about. But AoE has very little bearing on a survivability discussion compared to, say, a heal.
  15. Quote:
    Originally Posted by Gospel_NA View Post
    But that's a situational variance. Over normal use the buffing turns out to provide more mitigation over time.

    I agree with you 100% that there are, indeed, better times to use it.
    Right, the buff provides more mitigation and healing over time than the heal itself. I thought you were saying that people had proved that for maximum survivability you should click it as soon as it recharged, which would have been wrong. It sounds like I just misunderstood what you were saying, though. I think we're on the same page.
  16. Quote:
    Originally Posted by Gospel_NA View Post
    It's been tested time and time and time again that Dull pain is more effective as a mitigator (In the form of added regen/hp boost) rather than a heal which I am simply going to trust their word on that.
    Consider two Regen Scrappers entering a fight. The first uses Dull Pain proactively for the buff. The second waits. After both Scrappers take a bunch of damage, the second Scrapper clicks Dull Pain and heals to full. Both Scrappers are now buffed, but the second Scrapper has full health, and the buff will last a few seconds longer.

    This isn't a choice between buffing OR healing, it's a choice between buffing or buffing AND healing.

    Don't waste the heal.
  17. Quote:
    Originally Posted by SpikyShane View Post
    How about DM/SR? I'm sure Werner will agree that a DM/SR is an excellent scrapper. Easy to get positional defense over 45%, then you can work on other parts of the build.
    Dark Melee/Super Reflexes is an excellent Scrapper, but not the most durable in most situations. Most durable on a very low budget, perhaps, though I haven't really thought that one through.

    Quote:
    Originally Posted by streetlight View Post
    No love for Kat/Dark or Dark/Dark? Crazy heal, mez toggles, and your choice of +Defense or -ToHit. Not quite as good against single difficult targets, but unbelievable against the hordes.
    Oh, I love my Katana/Dark. Built right, it can be very survivable, and it's even fine for things like AVs because you leave a few minions alive and feared as healing fodder (at least when you need that). On paper, it's awesome. But so much of that on-paper survivability is tied up in your mega heal that you can't actually achieve it. Burst damage after you've used your heal can take you out (well, for no inspiration challenge play, anyway). I'd say it has excellent durability, but isn't the MOST durable in most situations.
  18. Unless something has changed, Mids' calculates DDR differently than the game. It's a little easier to hit 95% in game. I'm going to leave it at that, though. I'm not attempting to be mysterious; I just don't want to discuss what may be considered exploits.
  19. I agree with Dark Melee/Invulnerability. You can soft cap smashing, lethal, fire, cold, energy and negative with one target. You won't have the defense debuff resistance to back it up, but you'll be over the soft cap in most fights to give you a little breathing room, plus you have your other layers (resistance, hit points, damage recovery) intact.
  20. I think it's a good leveling combination, as Parry keeps you alive before Super Reflexes kicks in. It turns a late-blooming secondary into an early-blooming one. I wouldn't IO it out for regular level 50 content as I feel there are better options at that point. But for incarnate content, the easy high defense could be quite useful, particularly on a budget build.
  21. I can't comment specifically on your build since Mids' links don't work for me, but as a general rule, set bonus builds destroy enhancement builds (which you might see referred to as frankenslotted builds). You can get very good enhancement from sets anyway. Things like Hamios definitely have their place, but that place is limited.

    3. I'd recommend 12 points of knockback protection. Edit: Stick the stealth IO in one of the veteran sprints.
    4. Performance Shifter.
  22. Werner

    Claws/Regen

    The third school isn't the path to maximum survivability. It IS nice to have a lot of passive regeneration, though, so it's hard to argue with on quality of life grounds.

    I can't open builds from data links, so I can't comment directly on the build. But generally speaking, you want psychotic recharge first, defense second. They're not mutually-exclusive though, at least if you have the budget. I'd probably be shooting for hitting the incarnate soft cap when using Moment of Glory or Shadow Meld, and then getting enough recharge that they're available with very high uptime.
  23. Quote:
    Originally Posted by Deus_Otiosus View Post
    If I'm correct, Barrier and the Shield Wall unique make up for 8% of that advantage in your build vs. what I posted which would be a fairly standard IO build.

    So yes you can get to 60% SM/L on DA but it requires T4 Cardiac, T4 Barrier and the Shield Wall unique.

    However, I would actually reverse my advise if the build was Katana/DA as opposed to KM/DA.

    Katana not relying on a persistent damage bonus for its performance will see the Brute's offense nearer the Scrapper's than is the situation with KM.

    This is also a good example of what you were saying earlier about how its not very often that we have a clear definition of which AT makes out better.
    The 60% is without Barrier, so 65%+ with, but yeah, the Shield Wall is in that.

    But yeah, like you said, your advice was specific to KM/DA, and I'd probably go Scrapper for a KM/DA. I could get enough survivability out of it to satisfy me, and at that point, I think I'd rather have the damage than the taunt aura and other Brute goodies. I think the DPS would be a lot closer on Katana, particularly on a low-recharge Katana like mine where you aren't getting all that much out of Build Up. Seems like that would swing it over to Brute, at least for me. I'd have to fiddle with it and see, though.

    And yes, I agree this is a good example of how "better" isn't particularly clear cut. A change of primary here, or some IOs and incarnate powers there, and the picture changes significantly.
  24. My Katana/Dark Scrapper is at 60% smashing/lethal resistance with Cardiac. I'd only need a 30% buff to cap a Brute, and anything over 15% would benefit the Brute. That includes self-buffing with Barrier, which I have. I'd also love to have more hit points, which for me seems a bigger deal than the resist cap since it's equivalent to always-on extra resistance.

    But the main thing for me would just be the taunt aura. I'm happy with my Katana/Dark, but I'd be much happier with a taunt aura. However, the main thing I want a taunt aura for is to avoid runners, which waste time (and thus lower my damage output over time). I'd have to consider if the lowered damage from runners is worse than the lowered damage by going Brute. I haven't made any attempt to calculate. Mind you, I hate runners regardless of what the numbers might say.
  25. Quote:
    Originally Posted by Fiery-Enforcer View Post
    I'd only agree with mauk2's statement if it said "SS/Fire Brutes are still better."
    That's hard to argue with, at least for overall damage output. Many Scrappers (and Brutes) cream it for survivability, but built right, SS/Fire has ENOUGH survivability for most practical purposes, making the point largely moot.