SS/FA - A Brute Primer from Repeat Offenders


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Posted

Super Strength/Fiery Aura - A Brute Primer from Repeat Offenders:

By Full Duplex & The Repeat Offenders VG.

Contents
1.0 Introduction

2.0 Super Strength - Primary Overview
2.1 - Jab
2.2 - Punch
2.3 - Haymaker
2.4 - Hand Clap
2.5 - Knockout Blow
2.6 - Taunt
2.7 - Rage
2.8 - Hurl
2.9 - Foot Stomp

3.0 Fiery Aura - Secondary Overview
3.1 - Fire Shield
3.2 - Blazing Aura
3.3 - Healing Flames
3.4 - Temperature Protection
3.5 - Plasma Shield
3.6 - Consume
3.7 - Burn
3.8 - Fiery Embrace
3.9 - Rise of the Phoenix

4.0 Power Pools - Overview
4.1 - Fighting
4.2 - Fitness
4.3 - Leaping
4.4 - Flight

5.0 Builds - Overview
5.1 - PvE Build
5.2 - PvP Build / Respec

6.0 Acknowledgements and Thanks
7.0 Wrap Up


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1.0 Introduction

After rolling through about 4 different brutes, I finally settled on SS/FA. The fury building chain of Super Strength paired with Fiery Aura (and more importantly: Blazing Aura) was what I had been looking for in a brute all along...

So... I've set off to write this primer for SS/FA, taking from my own personal experiences, research, and input from my fellow Repeat OffendersG mates... Some of you might ask what an all Corrupter VG knows about Brutes? The answer comes in the form of the Stalker/Brute coalition called Slash & Smash, the land from which most RO Brute alts come from.

By no means do you have to take my advice... I might even be off my rocker in some situations, but contributing is what's important, and I hope this guides all who're looking for help in the right direction.

Super Strength / Fiery Aura in my opinion is THE BEST SMASH COMBO, and I hope most agree. You'll be a great addition to any team, and very impressed by the solo capabilities you now possess.

Also, I used Xanatos' Ice Blast guide as an example when formatting this primer, so much thanks to Xanatos for creating what I think is the easiest guide to read. I love his use of specifics on each power, though I only included recommended slotting for powers which I advise you take. :]

For more information on some basic guidelines to a brute (such as why it's important to put Brawl on auto), check out The Art of SMASH! - Basic Training for Brutes by Lazarus.


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2.0 Super Strength - Primary Overview

Looking to build that Fury bar up as quick as possible and SMASH! your way through mission after mission? Super Strength will is here to save the day!

Pros:

Super Strength has the fastest, low endurance cost attack chain of any set, and arguably the best fury exploit in the form of Knockout Blow. There's no better joy than hitting a boss for 140+ damage with one KO Blow at level 8. Haymaker's knockdown capability is pure bliss, and Rage is outright insane with helping that damage output sky rocket. The sound effects feel Brutish, and so do the graphics. This set, to me, provides the ultimate SMASH! experience that goes hand in hand with what a Brute should look, and sound like.

Cons:

The standard damage of all your attacks aren't that great... With no fury you're going to feel like you're less of a brute and more of a brute's little brother. Also, the attack graphics are very standard... They look SMASH but they don't have the eye candy that other sets do.

Note:

My analysis of Super Strength is based on the fact that you will be grabbing Boxing from the Fighting Pool at level 6.


2.1 - Jab

The second attack in your chain (the first being brawl). It only deals minor damage, but the quick recharge of Jab is what makes it the second most vital part of your chain when it comes to building that Fuy bar up. Not often, but at times you'll Disorient a foe which is nice.

Type: Click
Endurance Cost: 5.0
Damage Type: Smashing
Activation Time: 1.0
Recharge Time: 2.0
Range: 5
Recommended Slots: 5
Recommended Slotting: 3 Damage, 1 Accuracy, 1 Recharge Reduction
Brawl Index: 1.8889


2.2 - Punch

I personally don't take punch. I opt for the Fighting Pool at level 6 and take Boxing, which also opens up Tough later on. If you're not thrilled with Boxing, I say take punch as the alternative. It doesn't do great damage, but the knockback of Punch does come in handy, and it feels and sounds like SMASH!

Type: Click
Endurance Cost: 7.5
Damage Type: Smashing
Activation Time: 1.0
Recharge Time: 4.0
Range: 5
Accuracy Base: 75.0
Brawl Index: 2.7778


2.3 - Haymaker

Haymaker caps your attack chain, often knocking your foe down. It does great damage, which lets you take out most minions in a mob and save your KO Blow for the opening attack on Bosses/LT's. Get it early, and love it.

Type: Click
Endurance Cost: 12.5
Damage Type: Smashing
Activation Time: 2
Recharge Time: 8.0
Range: 5
Recommended Slots: 6
Recommended Slotting: 3 Damage, 2 Accuracy, 1 Recharge Reduction
Brawl Index: 4.5556


2.4 - Hand Clap

Eh... I hate hand clap. In my opinion this is a near worthless power. NEAR being the keyword... It's useful in some situations, such as an opening attack against a mob, giving you time to single out a foe. When I took it on my first brute I used it most of the time as a panic button. I'd clap and run and hope I get away to rest and fight again. The fact hand clap does no damage annoys me, as the animation screams HURTFUL. I'd recommend everyone pass, unless you absolutely have to have it.

Type: Click
Endurance Cost: 19.0
Activation Time: 1
Recharge Time: 30.0
Range: PBAoE (n/a)
Accuracy Base: 75.0


2.5 - Knockout Blow

KO Blow is how you exploit your fury building attack chain. As soon as you get it you'll be looking at 133+ damage with a well filled Fury, which is enough to nearly take out any LT, and more than enough to 1-Shot even level minions. It almost always does knockdown + major disorient. The only crappy part is the long animation, but the damage is worth it. This is the equivelant of American Express for any SS Brute: Don't leave home without it.

Type: Click
Endurance Cost: 19
Damage Type: Smashing
Activation Time: 2
Recharge Time: 25.0
Range: 5
Recommended Slots: 4
Recommended Slotting: 2 Damage, 1 Accuracy, 1 End Reduction
Brawl Index: 9.8889


2.6 - Taunt

Another "eh..." You have a good amount of taunt coming from Blazing Aura. I don't see the use in Taunt, unless you're actually trying to make your Brute into a tanker... Else you might be taunting a little more than you'd like to and dying quickly. Grab it if you want.

Type: Click
Activation Time: 3
Recharge Time: 3.0
Range: 70


2.7 - Rage

Rage sounds Brutish right? It is! Pick this up early if you want, or after you dive into your Fitness needs. This gives you a great boost to damage for 60 seconds. The disorient time after rage subsides kind of sucks, but 60 seconds is sometimes enough to bash 90% of an even level mob. Your many toggles make the Self -DEF debuff unnoticable. Slap some recharges in Rage and it'll be up a lot, making this a must have power for your brute.

Type: Click
Endurance Cost: 19.0
Activation Time: 1
Recharge Time: 192.1 (240)
Duration: 60 seconds.
Recommended Slots: 3
Recommended Slotting: 3 Recharge Reduction
Brawl Index: 100% Damage Boost. (Correct me if I'm wrong...)


2.8 - Hurl

Hurl is needed if you're not grabbing Air Superiority. It's not the best, but it's an option if you lack a -FLY. I personally would go into the Flight pool and grab AS over Hurl, as you won't be including hurl in your attack chain and use it situationally, while AS is added into the chain when you grab it due to it's quick recharge.

Type: Click
Endurance Cost: 13.5
Activation Time: 4
Recharge Time: 8.0
Range: 40
Brawl Index: ????????


2.9 - Foot Stomp

If you want an PBAoE than pick up Foot Stomp. It's not bad, but I don't grab it. To me it's a Panic Button with damage and the damage isn't that great. It's an absolute "eh" power to me.

Type: Click
Endurance Cost: 26.5
Damage Type: Smashing
Activation Time: 2
Recharge Time: 20.0
Range: PBAoE (n/a)
Brawl Index: 3.9444


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3.0 Fiery Aura - Secondary Overview

Fiery Aura is accepted as the best secondary for Brutes, and mostly for two reasons: Blazing Aura and Healing Flames.

Your protection is pretty good. You get sleep/hold and disorient and major protection from Energy and Fire with the help of Fire Shield and Plasma Shield. You do lack immob and knockback protection, which makes Leaping the best choice for an */FA brute, as you get to grab both Combat Jumping and Acrobatics these two powers make up for your missing resistances.

Blazing Aura combined with Fury is amazing, though the End Cost of BA is hurtful pre-Stamina & 3 End Red SO's. And since you're not a tanker, Healing Flames with Recharge SO's can help keep you alive while that Blazing Aura is taunting everyone into knocking your face around.

I love FA, and it combo's well with all primaries in my opinion.


3.1 - Fire Shield

Fire Shield gives you your basic resistance to Smash/Lethal and gives you good protection to Fire attacks, and a *little* to Cold attacks & Disorient. It's low on endurance use and is always going to stay on.

Type: Toggle
Endurance Cost: 0.38/s
Activation Time: 2
Recharge Time: 2.0
Recommended Slots: 4
Recommended Slotting: 3 Damage Resistance, 1 Endurance Reduction
Resistance: Lethal/Smashing/Fire(22.5), Cold/Disorient(7.5)


3.2 - Blazing Aura

Anyone entering melee range will get blasted by Blazing Aura when it's turned on. It's endurance cost is kind of annoying, but in the end this is a MUST HAVE for your brute, as with Fury going this can take out minions on its own while you focus on an LT or boss. It's an amazing power that goes great with Fury. Until you get Stamina and SO's to cut down the endurance cost of this toggle try only turning it on when your Fury bar is half-full. Get it asap! Many people only dump 1 End Reduction into Blazing aura, and use other slots for ACC and DMG. I think that 3 End Red is needed for BA if you're like me and want to run it from the moment you enter a mish until you leave... It's base 0.75/s cost is a bit much, but with 3 End Red you're looking at 0.6/s, which is low enough to run BA constantly.

Type: Toggle
Endurance Cost: 0.75/s
Damage Type: Fire
Activation Time: 2
Recharge Time: 4.0
Range: PBAoE (n/a)
Recommended Slots: 6
Recommended Slotting: 3 Endurance Reduction, 2 Damage, 1 Accuracy
Brawl Index: 0.6111


3.3 - Healing Flames

The other beauty of FA. A personal heal for a brute is amazingly useful, as you're not quite at the HP base of a tanker, though you often times taunt full mobs. It also provides Toxic resistance for a few moments. If you're not into racking up insane debt, grab this ASAP.

Type: Click
Endurance Cost: 15.0
Activation Time: 3
Recharge Time: 60.0
Duraction: 45
Recommended Slots: 6
Recommended Slotting: 3 Recharge Reduction, 3 Healing
Resistance: Toxic(15.0)


3.4 - Temperature Protection

Blah blah blah. Not needed. Blah Blah... Better things to take. Bleh Bleh... I guess if you want extra Cold resistance and more Fire resistance on auto, than grab it. Else it's not needed at all and I do not grab it.

Type: Auto
Resistance: Fire(15.0), Cold(7.5)


3.5 - Plasma Shield

The ying to your fire shield yang. This fills your resistances (aside from immob and knockback), by dulling those NRG/Neg NRG attacks, holds and sleeps. It also gives more protection to Fire. Get it as soon as it's available and keep it on!

Type: Toggle
Endurance Cost: 0.41/s
Activation Time: 2
Recharge Time: 10.0
Recommended Slots: 4
Recommended Slotting: 3 Damage Resistance, 1 Endurance Reduction
Resistance: Fire/Energy/Negative Energy/Sleep/Hold(22.5)


3.6 - Consume

Between endurance reduction enhancements and 3 slot Stamina you shouldn't be having that much of endurance problems, but there will be times when you don't want that filled Fury bar to goto waste while you wait for some Endurance. This is where Consume shines. A medium sized mob can almost fill your bar back up and let you keep SMASHING your way quickly through a mission. Some people slot it with 2 accuracy to make it reliable, I say 3 is the way to be sure it'll be hitting. A very good late-build addition.

Type: Click
Endurance Cost: 2.0
Activation Time: 2
Recharge Time: 180.0
Damage Type: Fire
Range: PBAoE (n/a)
Recommended Slots: 3
Recommended Slotting: 3 Accuracy
Brawl Index: 1.1111


3.7 - Burn

This is another worthless power, or Panic Button unless you activate it while a good amount of a mob is immob'd. Else the mob scatters. I pass on this power, grab it only if you really want a panic button and foot stomp and hand clap isn't enough for your Panic needs.

Type: Click
Endurance Cost: 7.0
Activation Time: 3
Recharge Time: 10.0
Damage Type: Fire
Range: PBAoE (n/a)
Brawl Index: 0.5556 * 10 (5.556)


3.8 - Fiery Embrace

Greatly Increases Fire attacks, and increases all other attacks slightly. I activate Fiery Embrace during the downtimes of Rage, but it's not substitute. I don't put any slots into FE only because I have other powers that need it more. When the LVL Cap is upped to 50 I'll be dumping a few more into FE.

Type: Click
Endurance Cost: 11.5
Activation Time: 1
Recharge Time: 180.0
Duration: 30 Seconds.
Recommended Slots: 1
Recommended Slotting: 1 Recharge Reduction
Brawl Index: +???% DMG.


3.9 - Rise of the Phoenix

I personally like that I can not worry about Awakens or someone with Rez on my team. This is also an amazing PvP power due to the momentary invulnerability. There are times when the AoE burst from RotP can finish off that last sliver of a boss. The knockdown + disorient also gives you time to run. I grab it as my final power.

Type: Click
Activation Time: 5
Recharge Time: 300.0
Damage Type: Fire
Range: PBAoE (n/a)
Recommended Slots: 1
Recommended Slotting: 1 Healing
Other: Rez, +50% HP/Endurance.
Brawl Index: 4.0278


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4.0 Power Pools - Overview

Without a doubt the power pool that's most important to a PvE Brute is Fighting so that you can grab Boxing, and later pick up Tough. Second is Leaping to fill the gaps in your resistances (CJ and Acro being the keys). AS from the Flight pool is a good -FLY attack that also fits into your chain, and of course Fitness is a good way to go to keep those endurance issues in check without relying heavily on End Reduction enhancements and Consume.

You're free to go your own route of course, but this is what I recommend for PvE. PvP your pool choices should change, which I'll explain in the 5.2 portion of this primer. Because of this I'll only be looking at Fighting, Leaping, Fitness and Flight.


4.1 - Fighting

Fighting is the first pool I go into. I grab Boxing at 6. Boxing is essential to your Fury building attack chain. 5 Slot it with 3 Damage, 1 Accuracy and 1 Recharge Reduction. It's low endurance cost and recharge time fits perfect with your plan, and it does more damage than Jab. Later on grabbing Tough helps up your defense. 3 Slot Tough with 2 Damage Resistance and 1 Endurance Reduction. Tough I normally grab around LVL 30+. I don't grab Kick or Weave, though both are options if you prefer either.


4.2 - Fitness

Most would grab Hurdle from fitness first, though I choose to grab Swift instead and 3 slot it with Run Speed due to the fact that CoV is filled with a lot of low-ceiling missions in which you're not bunny hopping around much. Health and Stamina round out your early level problems, especially Stamina. 3 Slot them both with their respective ENH's. I personally take Swift at 18, Health at 20 and Stamina at 22.


4.3 - Leaping

This is the best pool to grab for travel and added protection. Combat Jumping and Acrobatics fill the holes in your protections. You don't have to use Super Jump as your travel. If you're comfortable with it, you can grab Fly from the Flight Pool, as I think grabbing AS from Flight is better than Hurl anyway. I Slot Acrobatics with 1 Endurance Reduction, and 3 Slot Combat Jumping with Defense Buff.


4.4 - Flight

I only go into the Flight pool for Air Superiority for a much needed -FLY attack. AS can go into your attack chain cycle, where Hurl can't, and it deals decent damage and looks good for your SMASHING. I don't grab anything else from Flight, though at times I am tempted to grab Hover and 3 slot it, which to me is much better than Combat Jumping for combat. What I lack is the room.


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5.0 Builds - Overview

This is the builds I use... This doesn't mean I absolutely recommend them, but these fit my play style well. Some may want to pick up Stealth, or even opt to go for Flight for travel as opposed to Leaping. In the end, these work for me, and I think they fill the roll of a Brute, which in my opinion is dealing damage. Others choose a more Tanker-esque build, which I don't agree with but hey... to each their own.


5.1 - PvE Build

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Brute
Primary Powers - Ranged : Super Strength
Secondary Powers - Support : Fiery Aura

01 : Fire Shield damres(01) damres(5) damres(15) endred(27)
01 : Jab dam(01) dam(3) dam(7) acc(29) recred(34)
02 : Haymaker dam(02) dam(3) dam(7) acc(29) acc(34) recred(37)
04 : Blazing Aura endred(04) endred(5) endred(15) dam(36) dam(39) acc(40)
06 : Boxing dam(06) dam(9) dam(9) acc(31) recred(39)
08 : Knockout Blow dam(08) dam(13) acc(13) endred(33)
10 : Healing Flames recred(10) recred(11) recred(11) hel(36) hel(36) hel(31)
12 : Combat Jumping defbuf(12) defbuf(19) defbuf(19)
14 : Super Jump jmp(14)
16 : Plasma Shield damres(16) damres(17) damres(17) endred(27)
18 : Swift runspd(18) runspd(39) runspd(34)
20 : Health hel(20) hel(21) hel(21)
22 : Stamina endrec(22) endrec(23) endrec(23)
24 : Rage recred(24) recred(25) recred(25)
26 : Consume acc(26) acc(37) acc(40)
28 : Acrobatics endred(28)
30 : Tough damres(30) damres(31) endred(37)
32 : Air Superiority dam(32) dam(33) dam(33) acc(40)
35 : Fiery Embrace recred(35)
38 : Rise of the Phoenix hel(38)


5.2 - PvP Build / Respec

Once I get to LVL 40 I respec into a more PvP oriented Build. Once the level cap is upped to 50 I will once again revert back to PvP until LVL 50. You can still do okay in PvE going from the ground up in a PvP build, but I don't recommend it. I don't recommend PVP until at least 35+, but that's just me. I don't like be [censored] by LVL 50 heroes personally.

Of note is that I drop the Fighting pool so that I can open up Teleportation for Teleport Foe, which is a Brutes best friend in PvP. I grab Temperature Protection to replace Tough, and Punch to take the place of Boxing. It doesn't hurt your chain, as AS keeps the gap filled.

I also drop Swift for Hurdle, since you won't be running as much. This opens up 2 slots which I dump into KO Blow and Punch. It's still up in the air for me if I want an End Reduction in KO Blow for PvP or a Recharge Reduction. I'll figure it out one day though. Here's the PvP Build.

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Brute
Primary Powers - Ranged : Super Strength
Secondary Powers - Support : Fiery Aura

01 : Fire Shield damres(01) damres(5) damres(15) endred(27)
01 : Jab dam(01) dam(3) dam(7) acc(29) recred(34)
02 : Haymaker dam(02) dam(3) dam(7) acc(29) acc(34) recred(37)
04 : Blazing Aura endred(04) endred(5) endred(15) dam(36) dam(39) dam(40)
06 : Punch dam(06) dam(9) dam(9) acc(37) acc(39) recred(34)
08 : Knockout Blow dam(08) dam(13) acc(13) acc(33) endred(39)
10 : Healing Flames recred(10) recred(11) recred(11) hel(36) hel(36) hel(31)
12 : Combat Jumping defbuf(12) defbuf(19) defbuf(19)
14 : Super Jump jmp(14)
16 : Plasma Shield damres(16) damres(17) damres(17) endred(27)
18 : Hurdle jmp(18)
20 : Health hel(20) hel(21) hel(21)
22 : Stamina endrec(22) endrec(23) endrec(23)
24 : Rage recred(24) recred(25) recred(25)
26 : Temperature Protection damres(26) damres(37) damres(40)
28 : Acrobatics endred(28)
30 : Teleport Foe acc(30) acc(31) acc(31)
32 : Air Superiority dam(32) dam(33) dam(33) acc(40)
35 : Fiery Embrace recred(35)
38 : Rise of the Phoenix hel(38)


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6.0 Acknowledgement and Thanks

I'd like to say thanks to Dharq of Slash & Smash (The all Stalker/Brute VG) for his input. I'd also like to thank Quasel and Hobo the Zombie of Repeat Offenders (The all Corrupter VG, and the best VG in my opinion! RO 4Life!) for their input, and for putting up with my newbness. Thanks to Xanatos' for creating such a good looking Guide format for me to rip off. :]


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7.0 Wrap Up

Have fun SMASHING with your SS/FA Brute. It's the most fun I've had. I'm not saying SS/FA is the best, but it's the best for me. Look me up anytime as Full Duplex (Corr Toon) or Hellhound Duplex (Brute Toon) on Freedom Server!

SMASH!!!


 

Posted

A very well-written guide! Having just started a SS/Fire brute (L14 now) myself, I find that I agree with most of what you've written.

Obviously I can't comment too much on the higher level powers. I do have a few alternative opinions on things I did differently:

[ QUOTE ]
I am tempted to grab Hover and 3 slot it, which to me is much better than Combat Jumping for combat.

[/ QUOTE ]
I think you'll find that if you take Hurdle instead of Swift, you'll be much happier with Combat Jumping. In fact, I took Hurdle at 6 and Combat Jumping at 8, and used that as a mini-travel power until 14. In the low-ceiling missions, I just turn Sprint on and off as needed to move along faster.

[ QUOTE ]
It only deals minor damage, but the quick recharge of Jab is what makes it the second most vital part of your chain when it comes to building that Fuy bar up.

[/ QUOTE ]
I took Punch instead of Jab, and Boxing at 10. I have a chain of Boxing-Brawl-Punch-Boxing-Brawl-Haymaker- Boxing-Brawl-Punch-Boxing-Brawl, at which point I have to wait a moment for recharge. That will take down between 1.5 and 4 even-con minions at L14, depending on how much I miss and whether I had any Fury at the beginning, and I end up with a little over half a Fury bar. I use the wait time to either hit Healing Flames or beat up someone with Knockout Blow - it one-shots even or +1 minions after the Fury buildup from the chain. I find that the knockdown of Punch, plus the higher damage, is much more helpful than Jab.

[ QUOTE ]
Until you get Stamina and SO's to cut down the endurance cost of this toggle [Blazing Aura] try only turning it on when your Fury bar is half-full. Get it asap!

[/ QUOTE ]
Rather than doing this, I chose to put Blazing Aura off completely until after I have Stamina. The End usage is just too much until SOs, and I find that I can plow through minions fine with the SS attacks. At higher levels with better defenses, BA will be great since I can herd up a few groups and kill 'em all at once - but in the early game it's just not worth the End.

Again, great guide, and I hope my comments give people some insight into alternative build options.


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Posted

This is awesome, thank you! Exactly what I was looking for. I keep rerolling a brute named Beshemoth, trying new things with her, never satisfied. Last night I decided on ss/fire and ran through 5 levels without noticing, because I was playing the 'let's see how fast the fury bar fills' game. So far, I am loving this build!

I DID take jab, then punch and blazing aura though... I have a lvl50 fire tank on CoH, and I know how much I loved BA then, but brutes are not tanks, so not sure if I should reroll one last time and postpone BA till later, ditch punch and grab boxing instead or just tough it out. I know I can make it work. Hmmmm... food for thought.

Thanks again for the great guide!


 

Posted

Nice Guide.

*****


 

Posted

Saying no to FootStomp?! I've got a SS/Fire at 40, and man, did the whole game change when I got FootStomp. Think about it:

Almost as much damage as Haymaker, but it hits everyone on melee range.
Knocks down almost the whole group, nearly everytime, giving you some breathing room, or time to fire off Healing Flames.

Hit Rage, and run into a pack of bad guys with BlazingAura on, targetting and running right up to the Lt or Boss. Let yourself absorb the alpha that will come from BA ticking away at everyone, giving you a nice chunk of Fury to start. Once everyone has had their crack at you, hit Footstomp. Minions will lose half of their Health, at the very least. you wail away on the boss with your normal attack chain while BA ticks away at all those around you. by the time you get the Boss or couple Lt's down, all of the minions are dead, and if not, FootStomp is recharged, and will certainly take em all out.

When I had the fury bar up, I could not wait to get into the next group and FootStomp. Minions don't stand a chance. Nevermind if you're teamed with a corruptor or two that has you buffed, or the bad guys debuffed. If someone has dropped a Tar Patch, or you have the /rad debuffs on your side, or God willing, a Fulcrum Shift from a /kin, FootStomp will one-shot yellows.

Overall, this was a nice guide. I didn't mean to nitpick one small thing. I was loving the guide right through, then I hit that one spot and my heart sank. I enjoyed my ss/fire brute from 1-40, and am glad to see someone sharing the love. I fully agree that this is the most SMASH-tastic Brute available, and definitely takes the best advantage of Fury.

Also, I thought about dropping Boxing and respeccing into Hasten with the I7 respec. I was thinking that I already have a decent attack chain without Boxing (brawl - punch - haymaker - air superiority - knockout blow - footstomp (not necessarily in that order, but thats what I've got to work with)). I did not take anything else from the Fighting Pool, so it would not mess me up in that respect. And when Hasten is running, there would be no problem with attack chain gaps no matter how you look at it. Any thoughts?


"Before there was Rock, you only had God."

Playing on Protector
Heroes - BurlyTorch, Johnny Tectonic, BurlyFrost, Maridon, Soul Doubt, ProtoTorch
Villians - Matt Daemon, IceLuge, Incendere, Mugwort, Vedova Mortale

 

Posted

Hurl Boulder does almost as much damage as haymaker, making it good for runners, openers, and pulling, and even as a finishing move is haymaker and ko blow are recharging.

The mez effect on KO Blow is a hold, not a disorient. Important to know for PvP, since disorients get through acro, while a single hold does not.

Also, Hand clap has use in PvP too since its a disorient. This is not stopped by acro, so youll be able to mez many ATs.


 

Posted

Nice guide! Just a couple things I disagree on.
1)the slotting of 3 defense so's in combat jumping for a net yield of like 4% defense. I normally just slot the default with 1 defense so and leave it that.
2)You have blazing aura doing like .6 endurance per second with 3 red end so's. It would actually put it more around .34.

Other than that, very nice guide 8)


 

Posted

[ QUOTE ]
Saying no to FootStomp?! I've got a SS/Fire at 40, and man, did the whole game change when I got FootStomp.

[/ QUOTE ]

I agree with this 100%! Foot Stomp is the bomb. Not only does it deliver very nice AoE damage but it also provides very nice soft control via an AoE knockdown.

If AoE attacks is your thing--and it should be as a member of Repeat Offenders--take it and love it.


 

Posted

Several comments here.

First, the Rage crash does NOT have a self-disorient. It has an end drop of 20 or 25, and 10 seconds of reduced defense/only affecting self where you cannot attack. I would strongly, very strongly, recommend taking Rage as soon as it's available for any SS/ Brute.

I would never put Stamina off to 22 on a Brute. The added endurance recovery is simply too good to pass up for the keep-moving playstyle of a good Brute.

Taunt is useful but a playstyle choice. I try not to skip it on mine.

AOE damage auras should, IMO, be put off until after 20 so that you have the endurance to support them and continue attacking at a frenetic non-stop pace.

Burn is incredibly underrated, especially in Mayhem missions. One of the nastier killing tools of your secondary, especially when combined with an AOE knockdown power such as Footstomp, Burn combined with Blazing Aura is very destructive if properly used. The more so since your Blazing Aura will taunt them back into your Burn patch, and since you can get a cone or AOE immobilize in your Patron pools.

Why in the name of god are you not putting 3 Damage into KO Blow? Make that thing do as much damage as you possibly CAN!

Put an end reduction into your fast attacks instead of wasting those slots in additional end reduction for Blazing Aura. You get vastly more effectiveness per slot in saving on your total endurance expenditure with end reduction in an attack instead of in toggles. Run the math on it yourself, you've got the numbers right there.

While we're at it, I'd replace Jab with Boxing instead of Punch, since Jab/Boxing are pretty equivilent damage/recharge/end cost wise, and Punch does more damage than either.

Rage with 3 Recharge/3 to-hit eliminates the need for a second acc except in PVP. Rage with 3 Recharge SOs is perma-able. So with Fiery Embrace...what Rage downtime? The only downtime you have is your 10 second crash, and it's a waste to use FE during the crash.

Consume recharges slowly. If you plan to use it reliably, put the three recharge in it.

Your ideas are somewhat solid, but I disagree with most of your build design for a Brute here. I completely disagree that Tough is "required" for a Brute in any way, and feel that Stamina is a much higher priority for Brutes. While Tough is possibly useful, I've yet to see an absolute need for it on any of my five Brutes, including the /Fire brute.


@SithRose and @Sith Rose
Permanent resident of Virtue
"Mommy, I need Cthulhu. He keeps the bad dreams away."

 

Posted

your slotting is messed up on KO Blow -- how can you not 6slot that power?

also you fully underestimate FA's dismal performance against the post-40 game -- end drains, toxic damage, psi damage . . . it underperforms (and healing flames doesn't help when you've had your endo sucked dry by SpecOps or Malta)...


"Sometimes you have to roll the Hard Six." -- Adama
Teabagging Ms. Liberty - http://kk-comics.com/allmmproject/rsf21.jpg

 

Posted

I know this is an old guide but I have a few things to add to this. First its a nice guide but there are some things that are incorrect.

1) Rage lasts for 2 minutes with a 10-15 second self -def after the effects wear off.

2) CJ (Combat Jumping) is not really worth slotting for defense, especially for an all resistant set like fire. I would use the two extra slots on other powers like for end redux on acro and tough, since you will be toggle heavy if you take tough, your essential toggles, acro, & cj/hover.

Burn is not as terrible as most people say it is. I actually found this power quite useful against pvpers, Rikti Drones *hates the hell outta their defense*, nemesis & other bots (as they do not panice from the fear in Burn) and also for some spur of the moment oh crap taking too much melee damage get off me attack. Not to mention this power will be much better if you consider taking one of the group immob powers from the PPP set.

I find that you first build is good for both PvP & PvE more so then your second build as I find that Fire preforms well without Temp protect. I believe Tough is much better choice as Fire is a Resist set. Just last night my Brute was fighting 4 scrappers and a blaster at once (some katana/sr's a spines/regen, a MA/SR and an Archery/device blaster). It took them a very long time to kill me and I managed to take out the MA/Sr and one of the Kat/SR scraps as well as the blaster.

Punch is a better power to take over jab in my opinion. The reason I say this is because SS is the "Juggle" set in the game. It can also be considered to be, damage mitigating (as the enemy is on the ground they cannot act against you), great fury building set (complements of knockdown/Knockup).

Consume in my opinion is slotted wrong. True consume needs acc but with SS you have rage which is +acc. My advice is 1 acc 3 recharges you want this up as much as possible.

My final coment is on Footstomp. This power is an excellent AoE with great damage to all foes I have delivered about 224+ damage with my brute to each foe depending on fury. My advise take this at 32 you will NOT regret it. Slot it and love it .

EDIT:

You will also want to six slot KoB 2acc, 3 damage & whatever else suits your taste. I actually slotted 2acc, 3 damage, 1 endredux.

Rage is also a six slotter 3 THbuff and 3 recharge once this power wears off its back up again.

My personal opinion is you are wasting slots on Jab I would only slot this power 1 acc & 2 damages IF I took it (no more than that unless at the very end I don't know where to put a random slot ). I took Punch instead.

Boxing you should only two slot 1 acc & 1 recharge, you will notice great fury building at a decent end cost. BTW my Brawl and boxing are both slotted that way. I am loving it.

Air sup (if it is taken) should be 2 or 3 slotted. I recommend 1-2 acc & 1 endredux.


 

Posted

What about until lvl 50? What do I do then?


 

Posted

[ QUOTE ]
What about until lvl 50? What do I do then?

[/ QUOTE ]

Roll up another Brute

Nice Guide.

I disagree about Burn, not putting recharges in consume, and taking boxing at 6.

I find that Air Superiority at level six allows you to juggle foes quite well, and adds to your overall survivability tremendously.

Rage is pretty much Perma with 3 SOs with only a 10 second crash period where you cant attack. To me it's the whole reason to take SuperStrength. The damage bonus is huge and it comes before you can get SOs, and stacked with Fury it allows you to do things that make other Brutes cry.


Centinull

 

Posted

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2.8 - Hurl

Hurl is needed if you're not grabbing Air Superiority. It's not the best, but it's an option if you lack a -FLY. I personally would go into the Flight pool and grab AS over Hurl, as you won't be including hurl in your attack chain and use it situationally, while AS is added into the chain when you grab it due to it's quick recharge.

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hurl is a long distance attack, AS is a close distance.

hurl dmg is higher than AS.

The choice is obvious.