Julio_Thomas' Guide to the SS/INV Brute
Invulnerability:
Back in Issues 3 and 4, Invulnerability was at its zenith. The Devs removed the rooting effect from Unyielding Stance (renaming it to Unyielding) and allow Unyielding to stack with Temporary Invulnerability. These changes made Invulnerability in general and Tanker Invulnerability in specific, peerless. Mobile mez protection and the ability to essentially cap Resistance to all Damage types, except Psi and Toxic, made Invulnerable Tanks virtually unkillable. Also worthy of note, Invincibilitys defensive boost was better unslotted than it is 6 Slotted today.
Changes to Invulnerability in Issue 5 cut the values of all Resistance and Defense drastically and ED cut it even further. Now, Invulnerability is a shadow of its former self.
That doesnt mean that Invulnerability is a bad set. Its just nowhere near as good as it used to be. Invulnerability gives great Resistance to Smashing and Lethal damage, but is very light in Energy, Fire, Cold, and Toxic damage and is completely defenseless to Psionics.
As a Brute, the goal of your Defense is to allow you to survive long enough to SMASH. You dont need to survive as long as a Tank, because things are going to drop much faster around you than around a Tank.
There is an ongoing debate about the Resistance caps Brutes have. Their resistance values are the same as a Scrapper, which is 75% of the value of a Tanker. Scrapper Resistance caps at 75% Empirical testing have many believing that Brutes actually have the same 90% Resistance cap as Tankers. As of this writing, a Dev hasnt confirmed what a Brutes caps are. If it is indeed at 90%, Invulnerable Brutes will be the only ones that can reach this cap alone, albeit much later in the game.
Now, the powers
..
1. Resist Physical Damage (Default at Level 1) You have to take this. You have no choice. RPD is a good, not great power, as it gives you a Base of 5.63% resistance to Smashing and Lethal damage. Since its a passive power, it uses no Endurance. By itself, you wont notice anything, but it layers well with all of your other S/L Resistance.
IF you decide to slot it, slot no more than 3 SOs.
Base Numbers:
Base Resistance 5.63%
3 slotted Resistance 8.78%
6 slotted Resistance 9.28%
End Cost N/A
Activation Time N/A
Recharge Time N/A
Slotting: 1-3 slots. Resistance only.
2. Temporary Invulnerability (Available at Level 2) This is one of your most important powers. It gives you a base of 22.5% against S/L damage. S/L is the most prevalent type of damage in the game. This is usually the first defensive power chosen. It does cost Endurance to run. Early in your career, youll be slotting it with Endurance reducers.
Base Numbers:
Base Resistance 22.50% (Smash/Lethal)
3 slotted Resistance 35.10%
6 slotted Resistance 37.13%
End Cost .32 per Secs
Activation Time .67 Secs
Recharge Time 2.00 Secs
Slotting: 3 - 4 slots. 0 1 End, 3 Resistance
3. Dull Pain (Available at Level 4) This power is also vital for your protection. Dull Pain used to increase your Base hit points by 40% and slotting it with Heal enhancers allowed you to boost your Health regen rate. Recent changes to the power now have Heal enhancers actually ADDING hit points on top of the initial 40% boost.
This power is effectively your Psionic protection, your Energy protection, your Toxic protection, your Elemental protection. 40+ % extra hit points are nothing to sneeze at. This is a 6 slot power, if there ever was one.
Base Numbers:
Base Resistance N/A
3 slotted Resistance N/A
6 slotted Resistance N/A
End Cost 10.4
Activation Time .73
Recharge Time 360 Secs
Duration 120 Secs
Slotting: 6 slots. 3 Recharge, 3 Heal
4. Resist Elements (Available at Level 10) Like RPD, this power gives you a Base of 5.63% resistance to Fire and Cold damage. Many feel that Invulnerabilitys passive powers arent worth getting or slotting. Personally, I think there are other powers Id prefer to have than this.
Base Numbers:
Base Resistance 5.63%
3 slotted Resistance 8.78%
6 slotted Resistance 9.28%
End Cost N/A
Activation Time N/A
Recharge Time N/A
Slotting: 1-3 slots. Resistance only.
5. Unyielding (Available at Level 16) This is your Status protection. Arguably, it is your most important defensive power because being stunned, held, or disoriented shuts down all of your defensive toggles. Defeat usually ensues if this happens.
Unyielding does give you some minor resistance to all damage types (except Psionics), but it is offset by a 5% Defensive Debuff that you incur when using the power. The debuff seems like overkill after the I5 and ED. Initially, Id only single slot this power. I consider this my Status protection only and consider the extra Resistance as gravy. Eventually, you should consider slotting this power up.
Base Numbers:
Base Resistance 3.75% (Smash/Lethal)/ 7.5%(Fire, Cold, Energy, Toxic)
3 slotted Res 5.85% (Smash/Lethal)/ 11.7%(Fire, Cold, Energy, Toxic)
6 slotted Res 6.19% (Smash/Lethal)/ 12.38%(Fire, Cold, Energy, Toxic)
End Cost .24 per Secs
Activation Time 2.33 Secs
Recharge Time 10.00 Secs
Status Resistance Disorient, Hold, Knockback, Immobilize, Sleep
Slotting: 3 - 4 slots. 0 1 End, 3 Resistance
6. Resist Energies (Available at Level 20) Same as the other passives.
Base Numbers:
Base Resistance 5.63%
3 slotted Resistance 8.78%
6 slotted Resistance 9.28%
End Cost N/A
Activation Time N/A
Recharge Time N/A
Slotting: 1-3 slots. Resistance only.
7. Invincibility (Available at Level 28) This used to be THE power in the set. Now, its just good. Invincibility gives you increased Defense and an Increased To Hit Buff when surrounded by enemies. It also gives off a low-level Taunt, which keeps enemies stuck to you. The power used to give a flat % increase for each foe in range, but its been recently changed to give the bulk of its defense with a few people in range. The increase caps at 10 enemies.
Due to the changes in the power, there arent any reliable figures to give on how much of a buff the power gives. For a SS/INV Brute, slotting for Defense is more important than for To Hit Buffs. Slotting for Taunt might not be a bad idea, but you dont want too much aggro.
Base Numbers:
End Cost .19 per Secs
Activation Time 3 Secs
Recharge Time 10.00 Secs
Slotting: 3 - 5 slots. 0 1 End, 0 1 Taunt, 3 Defense Buffs
8. Tough Hide (Available at Level 35) This passive gives you some defense against all attack types (except Psionics). It can almost eliminate the Defense Debuff caused by Unyielding. Tough Hide is arguably the most helpful passive you have. Itd be nice if it came a little sooner in the build. You should probably at least take it with the default slot. You can slot it up later, if you like.
Base Numbers:
Base Defense 3.75%
3 slotted Defense 5.85%
6 slotted Defense 6.19%
End Cost N/A
Activation Time N/A
Recharge Time N/A
Slotting: 1-3 slots. Defense Buff only.
Unstoppable (Available at Level 38) Unstoppable allows an Invulnerable Brute to reach Tanker resistance caps (assuming that is possible). Unstoppable gives you 3 minutes of capped resistance and incredible End regeneration. Since its a Click power, it cannot be detoggled in PvP.
Im eagerly looking forward to the day when I can get Unstoppable and run my Brute through a mission. The mere thought of capped resists, limitless endurance, Rage, and a full Fury bar
..wicked.
Of course, there is the matter of the Crash. Unstoppable drains 90% of you HP and all of your Endurance when it drops. It also keeps you from recovering Endurance for 15 seconds afterward.
When it was possible to cap resistance without Unstoppable, it fell into disfavor. Now, its the only way to cap non S/L damage. Many dislike the crash, so its very much an optional pickup. I know Im getting it.
Base Numbers:
Base Resistance 52.5% (Smash/Lethal, Fire, Cold, Energy, Toxic)
3 slotted Res 81.9% (Smash/Lethal, Fire, Cold, Energy, and Toxic)
6 slotted Res 86.63% (Smash/Lethal, Fire, Cold, Energy, and Toxic)
End Cost 2.6
Activation Time 3.1 Secs
Recharge Time 1000 Secs
Duration 180 Secs
Status Resistance Disorient, Hold, Knockback, Immobilize, Sleep, Increased Endurance Regeneration
Slotting: 4 - 6 slots. 3 Recharge, 1 3 Resistance
Power Pools:
Invulnerable (and Energy) Brutes have the most flexibility regarding Power Pool choices. Since both of these Brutes have comprehensive Status protection in their secondaries, neither is forced into a specific Travel Pool to offset a weakness. Unyielding gives protection to Knockback, which Dark and Fire Brutes would LOVE to have. Generally speaking, Fire and Dark Brutes usually get the Leaping pool to get the Knockback protection in Acrobatics. Many Stone Brutes get Teleportation, since you cannot jump or fly when using Rooted.
IMHO, there is truly only 1 mandatory Power Pool for the SS/INV Brute. That would be the Fitness pool. There are a few Brute builds that have Endurance recovery powers in their Primaries and/or Secondaries that make Stamina less needed (or unneeded). Unfortunately, SS/INV doesnt. It is VERY important to get Stamina as soon as you can. I personally recommend getting it at 20. As a Brute, its important to keep on moving to keep your Fury up. Stamina cuts your downtime drastically. I waited till 24 to get it on my Brute, and even with just the default slot, the difference was very noticeable.
Ill mention the other Power Pools and give a quick overview as to their effectiveness for the SS/INV Brute:
Concealment Concealment is great for PvP to let you sneak up to Heroes and SMASH them. Limited use for PvE.
Fighting Fighting is great for picking up some extra S/L Resistance via Tough. Boxing is a good a filler attack to build up Fury. I wouldnt recommend Weave, as Tough Hide gives better Defense without using Endurance.
Flight Air Superiority is arguably the best Power Pool attack in the game. Damage is OK, but AS really shines in the fact that there is an extremely high chance of knocking down your Foe. Combined with the Knockdown present in most SS powers, you can effectively play Boss Pinball by keeping tough enemies off of their feet. Flight is a safe, albeit somewhat slow, travel choice.
Leadership The percentages are low for the benefits derived. Leadership has PvP plusses. Limited use for PvE.
Leaping Super Jump is a very Brute-ish travel power. Combat Jumping is a great power for the extra defense and mobility.
Medicine Aid Self can really help a Brute to keep his HP high while Dull Pain is recycling. You have to take a power that helps others first. Overall, this is a pretty good choice for a Brute to pickup.
Presence Intimidate and Invoke Panic are real PvP plusses. Very few players have Fear protection. Can be used effectively in PvE as well.
Speed Hasten is good, but not as essential as it used to be. Hasten does allow you to attack with your big guns more frequently, which is always a good thing. Super Speeds lack of vertical movement makes it a little less desirable in CoV than in CoH.
Teleportation Recall Friend is a power that teammates love! Teleport Foe is a great PvP power. Imagine this
..
Pop Rage. Teleport a Squishy to you. Hit him with K.O. Blow. Hold takes effect. Beat down Squishy with impunity. If the Squishy files away, TP Foe him again. Rinse and repeat!
Finally, heres my Typical SS/INV Build
..
---------------------------------------------
Exported from Ver: 1.7.2.0 of the CoH_CoV Character Builder
---------------------------------------------
Level: 40
Archetype: Brute
Primary: Super Strength
Secondary: Invulnerability
---------------------------------------------
01) --> Jab==> Acc(1)
01) --> Resist Physical Damage==> DmgRes(1)
02) --> Temp Invulnerability==> DmgRes(2)DmgRes(3)DmgRes(3)
04) --> Punch==> EndRdx(4)Dmg(5)Dmg(5)Dmg(7)
06) --> Air Superiority==> EndRdx(6)Dmg(7)Dmg(31)Dmg(31)
08) --> Knockout Blow==> EndRdx(8)Dmg(9)Dmg(9)Dmg(11)Rechg(13)Acc(19)
10) --> Dull Pain==> Rechg(10)Rechg(11)Rechg(13)Heal(15)Heal(15)Heal(19)
12) --> Swift==> Run(12)
14) --> Fly==> EndRdx(14)Fly(17)Fly(17)
16) --> Unyielding==> DmgRes(16)DmgRes(34)DmgRes(34)
18) --> Health==> Heal(18)Heal(36)Heal(37)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Rage==> Rechg(22)Rechg(23)Rechg(23)TH_Buf(25)TH_Buf(37)
24) --> Haymaker==> EndRdx(24)Dmg(25)Dmg(27)Dmg(27)
26) --> Hand Clap==> EndRdx(26)
28) --> Invincibility==> DefBuf(28)DefBuf(29)DefBuf(29)TH_Buf(36)TH_Buf(40)
30) --> Hurl==> EndRdx(30)Acc(31)Range(36)Range(37)
32) --> Foot Stomp==> EndRdx(32)Dmg(33)Dmg(33)Dmg(33)Rechg(34)
35) --> Tough Hide==> DefBuf(35)
38) --> Unstoppable==> Rechg(38)Rechg(39)Rechg(39)DmgRes(39)DmgRes(40)DmgRes(40)
---------------------------------------------
01) --> Sprint==> Jump(1)
01) --> Brawl==> Acc(1)
02) --> Rest==> Heal(2)
01) --> Fury==> Empty(1)
---------------------------------------------
I hope this brief overview helps those new to the game that wants to get their SMASH on.
Enjoy.
Outstanding guide! Very comprehensive, and as a nice consolation to me, your suggested build almost exactly mirrors my own through about level 24, at least (I haven't nailed down my build past that point yet).
Just a couple of quick comments--when you reference the RES to Energy in various INV powers (such as UY), you omit Neg. Energy. Those powers provide RES to both types of Energy powers.
Also, your link from the Brutes Guide section brought me to the bottom post of your guide. I thought it was very odd that you started your guide with a discussion of pool powers. It was only after I finished reading that section and was scrolling up that I realized there was more at the top. You may want to fix that link.
CGU:
Honor Harrison: 50 PB
CGS:
Capt. Arabella Blood: 50 Ice/Kin C
Maiden Might: 50 SS/INV B
Valentina Metis: 50 NW
Dark Falconayra: 45 EM/DA B
Imperiatrix: 45 Fire/Kin C
Fiona Flitterwing: 47 Ice/Kin C
Doc Electroshock: 43 SM/ELA B
Great guide! One thing I would suggest, though, is that Damage Enhancers really aren't as needed for superstrength Brute attacks. I usually slot my attacks with two accuracy (I hate missing), one or two endurance reducers (even with Stamina three-slotted, LONG fights can drop my endurance --- could drop one Endurance reducer if you were willing to rest periodically)... and one or two recharge reducers.
That's right, NO damage enhancers. I let Fury build up my damage. I'm more concerned with hitting and not missing (accuracy), lasting a long time (endurance reducers) and attacking FAST to build Fury (recharge reducers).
I skipped Jab and don't miss it. A Disoriented foe can wander away at high speed, and isn't attacking me to build my fury. With Punch, Haymaker and Air Superiority ---- and of course Brawl on auto-fire ---- I have ZERO down time between attacks. Of course, that's only because of the two recharge enhancers those powers have (actually I think Punch only has one recharge since it is already so fast).
Everyone talks about how slow Haymaker is, but with two recharges in it, it's almost always up. Combine Air Sup, Punch and Haymaker and I routine "bounce" bosses without letting them get any attacks in at all.
I skimmed the guide, to be honest, but if it's not spelled out, I'd recommend emphasizing that BRAWL should be an auto-fire power for all Brutes.
Now do you really think that Air Superiority and Hurl are necessary in a build. They both serve the same purpose: -Fly. In PvP, one is sufficient, and I'd rather go with Hurl since it's a ranged attack. It's all preference of course.
Good guide.
I dunno, Air Superiority is a quick animating attack, does a sweet flip animation to people that are on the ground, and doesn't cost very much endurance. Personally, I'd still take both, just so I could use Hurl on the fliers, and AS on the grounded people that don't have KB resist, in order to combo them relentlessly.
Save the drama for yo' mama.
I'd take hurl just to feel mighty :P
TY for the good guide. I did have one question though, is hover and brutes compatible at all? With other characters I have enjoyed floating in the air to get that classic hero/villain feel, but is it just too slow and akward for the face paced melee brutes? From here it seems like the slot may better be spent on AS, but one the other hand, I do love hover and try to build chars to concept.
I've heard the whole "Damage enhancers not required" thing form many people. IF you were going to skip them, a SS Brute with Perma-Rage would miss them the least.
Personally, I've got a small min/max in me that always slotted attacks 1 Acc/ 5 Dam back in they day. A Brute's job is Damage. I personally cannot ever see where it'd be a bad idea to 3 slot Damage in your primary attacks. 2 Acc SOs plus Perma Rage is serious overkill, unless you hunt Reds and Purps or PvP.
Excellent guide. Tagging this for later.
tagging for favorites
Love the guide. Great work!
I do have to disagree with your assessment of Hand Clap though. I took it as early as I could, and I ended up slotting it with three accuracy and one disorient duration. I know it does no damage, but with that much accuracy and the disorient ability, I could walk into any group and immediatly stun everybody, with the exception of the Boss. Things are much easier to deal with, and do much less damage when stunned too.
Basically, I took this power as a tool to make it easier to use all my other weapons. When I got Foot Stomp at 32, I began to use FS as my opening salvo (take some HP right off the top), then Hand Clap to stun them. Anyone not stunned, immediately gets my undivided attention. When that is done, I go to work on the LTs who are stunned. By that time, some are starting to wake up. But how ever many awake from the stun, it is less than it would have been had I not had that tool available.
I never saw it as a situationation power. I saw it as something that could make each mob a little more do-able, and also be my exit move if things turned against me.
Granted, the knockback is a bit of a pain (I would obviously prefer it to be knockdown), but all things considered, I have found it to be invaluable in my build.
22 Heroes at L50, and counting!
Most excellent, my goo sir. Favorited all the way.
I didnt know that RAGE had +acc, and I was gonna slot my attacks for 2 Acc. Now, I may consider 1 Acc, 1 End Reduc, and 3 damage. I like lots of damage, you see. And that is my job: Damage.
Once again, thanks for the great guide.
Good guide. It closely resembles my own build, with the differences that I took TP Foe instead of Hand Clap (very useful in PvE versus those Longbow Spec Ops) and have CJ and Super Jump, taking Air Sup instead of Tough Hide.
I may just get into Fly when I respec for I7, now that Tough Hide has been made more useful; and besides, it seems that so many of my characters take Super Jump as their travel power, it simplifies so much, but it is rather boring, and doesn't feed the weasel in Grandville. I will probably slot Tough Hide at the expense of Unstoppable.
Also, this seems to be a perma-rage build; no accuracy slots in any of the attacks. If for some reason you have to exemp to below 22 you will be hurting. I turn off perma-rage on large teams, because there are so many things to swing at, and so many mobs with endurance drains, and detoggling in those situations means instant death. Not sure how Rage stacks with the buff from Fury, but it seems to me that they are redundant one with another rather than stacking, so I use Rage as a Fury substitute when facing smaller groups.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
And here we go with a super long range necropost. This was the guide I used when I started my Brute, and he dinged 40 the weekend before Grandville opened. Took my time to get to 41. Then I left the game for nearly 3 years.
Now I'm/he's back. Starting with IOs, where should he go from here?
Moggie's big forum-brother.
"I'm a tech. I tell it how it is. I'm incapable of the sunshine blowing necessary in their field." - BillZBubba
[ QUOTE ]
And here we go with a super long range necropost. This was the guide I used when I started my Brute, and he dinged 40 the weekend before Grandville opened. Took my time to get to 41. Then I left the game for nearly 3 years.
Now I'm/he's back. Starting with IOs, where should he go from here?
[/ QUOTE ]
Start with reading this. Still a decent overview if you're not used to IOs. I'd wander into the brute forum afterward for specifics.
Last September, there was a poster (Shadione) who made the salient comment, Scrappers? Tankers? I just want to Punch the Bejeezus out of stuff! I dont believe Shadione is still with us, but if he/she was, Shadione would be a Brute!
This guide specifically deals with the Character I consider to be THE Iconic Super Person The SS/INV Brute. Frequent Board Posters Lazarus and Foo have excellent guides on Brutes in General. Anybody new to the Boards interested in Brutes should definitely check their Guides out. Im assuming that everyone reading this Guide is familiar with the Brawl Index and how it scales damage. If youre not familiar with the concept, you can search the Boards for how it works. Basically, the higher the BI, the greater the SMASH!
In my opinion, Brutes are what Scrappers and Tankers should have been in the first place. Brutes are big, tough Jokers who lay a world of hurt on anyone foolish enough to tangle with them. It shouldve been obvious that big, tough Jokers that Punch the Bejeezus out of stuff are staple characters in Comic Book lore. In CoH, Scrappers laid the hurt, but either used weapons or had darkity darkness pulsating form their fists. Tankers had the attacks that screamed Punch the Bejeezus (Stone and the Iconic Super Strength sets in particular) but, they were meh due to lower damage output.
Brutes get these attacks as PRIMARIES, which means the better attacks are available much earlier than their Tanker counterparts (Hello KO Blow at 8!). Fury, which mimics the whole The Madder I get, The STRONGER I get! thing is perfect for this AT.
Im going to go into my opinion as to how the SS/INV Brute should be built. My experience with Invulnerability comes from leveling an INV/SS Tank and a BS/INV Scrapper. I never leveled a SS Tanker in CoH, but really dug SS on my Brute in CoV Beta and am now hooked on it! This build goes up to 40. Primarily, this is a Respec build, but it can be done from beginning to end with minimal hassle. Ill explain each power and how I think they should be slotted. This is my first attempt at a Guide. Ive been a Board Lurker (and occasional poster) for some time now. Please feel free to critique, as I have a thick skin.
Super Strength:
Before starting
There are many people that think SS is a gimped set since it only deals Smashing damage and Smashing is among the most resisted damage types in the Game, for both PvE and PvP. According to those people, Smashing resistance is available to any AT that wants to invest in some Power Pools to get it.
This guide is primarily for PvE, so you may make some modifications to it if you like to do lots of PvP. While it is true that Smashing is more resisted than Fire, Energy, or Dark, it is only Highly resisted by Tankers (and to a lesser extent Stalkers, Scrappers and Brutes). Enhancement Diversity, for better or worse, evened out the playing field in that non-Melee characters do not have the ability to cap Smash/Lethal without major buffage.
Believe me, if you hit a Squishie in PvP with a Raged-up, Half Furied K.O. Blow, they wont be bragging about having High Resistance to Smashing damage!
Im pulling all of the numbers from the CoH/CoV Hero Builder program. Thanks to Sherk Silver for this great program. Special thanks also to Sword, BuffyASummers, Iron Vixen, and everyone else that contributed a ton of numbers for me to crib little bits of to bring life to this guide.
On to the Powers ..
1. Jab (Available at Lvl 1) Jab gets a bad rap, as it only does minor damage. People tend to forget that Jab recharges Crazy fast and can disorient a foe. The quick, consistent damage can add up. As a Brute, fast attacks are important. The more you attack, the more Fury you generate. With the level cap set at 40, I cant really justify adding slots to Jab. When the cap is raised to 50, you might consider it ..
Base Numbers:
BI 1.889 (3.4 with Rage)
End Cost - 3.536
Activation Time 1.07 Secs
Recharge Time 2.00 Secs
Status Effects Disorient (Foe)
Slotting: 1-2 slots. 1 Acc or 1 End
2. Punch (Available at Lvl 1) Punch is one of your Bread and Butter attacks. Punch recharges twice as long as Jab. Punch is one of the many SS attacks that have the potential to knock your opponent down, or back. In earlier levels, Knockdown helps to keep your enemies on their behind, which helps to keep you alive. This attack is virtually never skipped. Slot it and love it ..
Base Numbers:
BI 2.778 (5.0 with Rage)
End Cost 5.2
Activation Time 1.20 Secs
Recharge Time 4.00 Secs
Status Effects Knockdown (Foe)
Slotting: 4-5 slots. 1 Acc and/or 1End, 3 Dam
3. Haymaker (Available at Lvl 2) Haymaker is a double-fisted hammer smash that has a longer recharge time, but does some serious damage. This attack is also almost always taken, but can be pushed back if there are other things you want to get early. This is for two reasons:
i. Slower Charging attacks generate Fury much slower than quickly recharging ones. In lower levels, Fury generation is where a Brute gets the majority of its damage
ii. SS gets its SMASH attack (K.O. Blow) much sooner than other Brutes do.
Base Numbers:
BI 4.556 (8.2 with Rage)
End Cost 8.528
Activation Time 1.50 Secs
Recharge Time 8.00 Secs
Status Effects Knockdown (Foe)
Slotting: 4-5 slots. 1 Acc and/or 1End, 3 Dam
4. Hand Clap - (Available at Lvl 6) This power is useful when you bite off more than you can chew. Merely retreating doesnt always keep you from face planting. The main drawback with this power is it does ZERO damage. It can knock back and/or disorient a group long enough for you to get away from a dangerous spot. It is situational at best, and can be skipped. Most that get it pick it up later in their build.
Base Numbers:
BI N/A
End Cost 13.00
Activation Time 1.23 Secs
Recharge Time 30.00 Secs
Status Effects Knockback (Foe)
Disorient (Foe)
Slotting: 1-2 slots. 1 Acc, 1 Disorient and/or 1 End
5. K.O. Blow - (Available at Lvl 8) This power is one of the main reasons you choose Super Strength. This is your BFG! This is the power that makes you smile if it hits and cringe when you miss. Every Brute, except Dark, gets at least 1 Extreme damage attack (Dark has extra utility and 2 really good damage attacks). The beautiful thing about K.O. Blow is it comes at least 10 levels earlier than any other Extreme damage attack. SS Tankers get K.O. Blow at Lvl 20, Stone Brutes gets their Extreme attack at 18, Fire at 32, and Energy gets 2 Extreme damage attacks (18 & 32). These guys will eventually catch up, and may surpass, your BFG later. But, you get to have fun at Level 8! This attack will lay out Minions and Lts. With Moderate Fury and will put a serious hurt on any Bosses you hit it with. (Its also fun to see people fly in the air with the rag doll physics engine and flop to the floor!)
Another sometimes overlooked benefit to K.O. Blow is it has a Hold component to it. So, usually when it hits, the beneficiary is stuck for a few seconds. This gives you more time to SMASH them. K.O. Blow is usable to start fights against tough foes, but really shines as a Finisher when you have at least 40% of your Fury bar.
K.O. Blow is Brute iful! Slot it up!
Base Numbers:
BI 9.889 (17.8 with Rage)
End Cost 18.512
Activation Time 2.23 Secs
Recharge Time 25.00 Secs
Status Effects Knockback (Foe)
Disorient - Major (Foe)
Slotting: 5-6 slots. 0-1 Acc, 1-2 Recharge, 1-2 End, 3 Dam
6. Taunt - (Available at Lvl 12) There is an ongoing dispute as to whether or not Taunt is needed for Tankers, much less for Brutes. Brutes cannot stand the Aggro heat as well as Tankers can, so Taunt isnt seen as a priority for Brutes. Taunt can help save a fellow Villains bacon and is moderately useful in PvP. You can take it, or leave it (most people leave it.)
Base Numbers:
BI N/A
End Cost N/A
Activation Time 1.67 Secs
Recharge Time 10 Secs
Range 70 Ft.
Status Effects Taunt (Foe)
Slotting: 1 Slot. 1 Acc and/or 1 Recharge
7. Rage - (Available at Lvl 18) You will love Rage when you get it. All of the Brute Primaries have a power to give you a temporary boost to Accuracy and Damage. Most have Build Up, which is a 10 second boost with a 90 second recharge. Dark has Dark Consumption, which damages others and gives extra Accuracy and Damage to the user. Rage is, special.
Rage has a 2 Minute duration with a 4 Minute recharge. While Raging, you get an 80% boost to your Base damage and a 50% boost to you Base accuracy. When it wears off, you receive a moderate drop in End, a moderate Self - Defense Debuff, and you are unable to use any powers that affect others for 10 seconds.
Despite these disadvantages, Rage is great because you can effectively make the power permanent with 3 Recharge SOs. Rages accuracy boost allows you to hit even level minions at 95% accuracy, Lts. at 86%, and Bosses at 77%. Perma-Raged Brutes can actually decide NOT to slot for Accuracy and still come out ahead.
As cool as Rage is, you might have to push it back for a few levels to get Stamina. (IMHO, Stamina is required for Brutes). But dont put it off too long. 3 Slotting for Recharge is essential and, if desired, you can add some To Hit Buffs as well.
Base Numbers:
BI N/A
End Cost 5.2
Activation Time 1.17 Secs
Recharge Time 240 Secs
Status Effects Damage (Self) +Dmg (80%)
Accuracy (Self) +Acc (50%)
Defense Debuff (Self)
Endurance Crash (Self) Moderate
Slotting: 3-6 slots. 0-3 To Hit Buffs, 3 Recharge.
8. Hurl - (Available at Level 26) Hurl is the only ranged attack in your Primary. You basically rip a big chunk out of the ground and throw it at someone. Its range is relatively short, but if youre close enough you can knock fliers out of the sky with it. Its damage is consistent with Haymaker. Its a decent pick for later in the build. Its a great PvP power, but some choose TP Foe for that purpose instead
Base Numbers:
BI 4.56 (8.2 with Rage)
End Cost 9.36
Activation Time 3.83 Secs
Recharge Time 8 Secs
Range 40 Ft.
Status Effects Knockback (Foe)
- Fly (Foe)
Slotting: 3-4 slots. 1 Acc, 1 End, and 1-2 Range
9. Foot Stomp - (Available at Level 32) The last power in the set. Its your only Damage AoE attack, so youre most likely going to take it. People in a circle 15 ft. around you feel the hurt when you stomp. Damage is more than Punch, less than Haymaker. By the time you get this power, you are rounding in to your Defenses. Foot Stomp damages and knocks people down. An old SS Tanker referred to his Rage-Fueled Foot Stomp as his Blender of Doom. Blender indeed. Definitely worth slotting up.
Base Numbers:
BI 3.94 (7.1 with Rage)
End Cost 18.51
Activation Time 2.1 Secs
Recharge Time 20 Secs
Range AoE 15 Ft.
Status Effects Knockback (Foe)
Slotting: 5 - 6 slots. 0 - 1 Acc, 1 End, 0 1 Recharge, 3 Dam
On to Invulnerability