Tough or Weave? Are they worth it?
I find Tough and Weave to be worth it on my DM/WP. ONce I had them slotted I noticed a big difference in my survival. I personally would get rid of them.
I honestly cannot see why a WP Brute wouldn't take Tough and Weave. Just makes it that much more survivable seeing as how they both enhance everything a WP Brute relies on besides Regen.
If you can find a way to have tough, weave and darkest night all stacking on willpower, you won't be dying very often.
Be well, people of CoH.
I would consider tough and weave to be pretty essential to making even a decently survivable willpower brute. Especially since their endurance can handle it without blinking. Then it's even /better/ when you get the IOs to stack onto it.
QR
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Tough or Weave? Are they worth it?
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For your SS/WP Brute? Yes.
I would say weave is much less important than tough. Even without weave, the only way I am dying in game is if I die IRL at the keyboard. I never even have to run darkest night outside of the last mission of LRSF.
-Virtue-
even a granite brute doesn thit the smashing/lethal resistance cap without tough. brutes do need tough and weave - unless you're one of those that doesnt really care that you faceplant a ton.
on my sm/wp she took a lot of dmg until she picked up tough at 35 and weave at 38. after that - and combined with fault (on mobs that arent immune to it and the stun..man sure are a lot of those nowadays) she's nearly unkillable.
I use Tough on pretty much every Brute build, and Weave on a select few that can benefit from stacking defense.
However, even with SR, I just take Tough. Tough can socket the 3% defense to all from Steadfast Protection, basically making this skill worth 18% Sm/L resistance while granting 55% of the value of Weave without having to burn another power selection.
With Tough and Weave if you do choose to ghost a mission on your Brute, it's almost as easy. Just turn on sprint, toggle off RttC, and run. Nothing can hurt you much in the time it takes you to sprint by--you'll heal almost all of it before the next spawn.
Tough and Weave are great. Both of them. The difference on my Brute between 21% energy defense and 27% is enough to be noticeable.
on /WP yes.
I take Tough on every Brute I play, it just seems that important. I'll take Weave if the build relies on defense, or if I need the 5% recharge from Red Fortune, but it's not an auto-take power like Tough is.
I (like many) play a SS/WP as well. I have Darkest Night, Tough, and Weave in my build. Weave is a nice boost to defense, but it's not too stellar against defense debuffers like the Romans. I have the room in my build for it though, the endurance to run it, and the desire to keep Luck of the Gamblers in it. For Willpower I think Weave is skippable, but I hardly see a reason to do that when paired with Super Strength. Why? Well, I'll tell ya why!
Fitting these powers into the SS/WP formula is easier than using the Slap Chop. You only need 5 powers out of the primary to be successful (Punch, Haymaker, KO Blow, Rage, Footstomp). Everything but Resurgence in Willpower. Two powers from a travel pool if you want (I like leaping personally), and three powers from Fitness (hurdle/swift, health, and stamina). Add up those powers and you have room for a power to unlock Tough and Weave, Gloom (Yes have some! This attack rocks the socks!), Darkest Night, and one other power of your choice (I like Hasten)!!! There are many ways to slot these power choices and it's hard to go wrong. My power choices may go against your character concept, but really the only difference I can see is swapping Leaping for Flight.
There ya go all the fan favorite powers all wrapped into one very fun to play engine of destruction!
"Fitting these powers into the SS/WP formula is easier than using the Slap Chop. You only need 5 powers out of the primary to be successful (Punch, Haymaker, KO Blow, Rage, Footstomp). Everything but Resurgence in Willpower. Two powers from a travel pool if you want (I like leaping personally), and three powers from Fitness (hurdle/swift, health, and stamina). Add up those powers and you have room for a power to unlock Tough and Weave, Gloom (Yes have some! This attack rocks the socks!), Darkest Night, and one other power of your choice (I like Hasten)!!! There are many ways to slot these power choices and it's hard to go wrong. My power choices may go against your character concept, but really the only difference I can see is swapping Leaping for Flight."
But then you miss out on Dark Obliteration, which is imo not an optional power. I was faced with a choice between Darkest Night and Weave. Darkest Night provided a noticable benefit for the team, and weave was only for me. Darkest Night is also more useful for dealing with AVs.
-Virtue-
I don't miss Dark Obliteration at all. I've had it before, and I don't think it's a bad power (or a bad choice in place of Weave). I just don't feel a need to have it. To take it in my current build it would break up my slotting on regeneration, and I wouldn't gain any new IO bonuses for doing so. The extra AoE attack became a luxury, and I decided to drop it. AoE is not the focus of my build anyway.
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"Fitting these powers into the SS/WP formula is easier than using the Slap Chop. You only need 5 powers out of the primary to be successful (Punch, Haymaker, KO Blow, Rage, Footstomp). Everything but Resurgence in Willpower. Two powers from a travel pool if you want (I like leaping personally), and three powers from Fitness (hurdle/swift, health, and stamina). Add up those powers and you have room for a power to unlock Tough and Weave, Gloom (Yes have some! This attack rocks the socks!), Darkest Night, and one other power of your choice (I like Hasten)!!! There are many ways to slot these power choices and it's hard to go wrong. My power choices may go against your character concept, but really the only difference I can see is swapping Leaping for Flight."
But then you miss out on Dark Obliteration, which is imo not an optional power. I was faced with a choice between Darkest Night and Weave. Darkest Night provided a noticable benefit for the team, and weave was only for me. Darkest Night is also more useful for dealing with AVs.
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the debuff component of darkest night vs. an AV is not on the same level as weave imo. dont forget that av's resist a hefty portion of those debuffs.
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dont forget that av's resist a hefty portion of those debuffs.
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AVs will render the -tohit pretty inconsequential, yes, but they don't have any heightened -dmg resistance. That is solely determined by their resistance and the purple patch.
Exactly. I hardly use darkest night for any sort of to-hit debuff.
-Virtue-
Why not have both? Here's a build for you. It's survivable and has potential to perma-haste once you get the predator badge and time lord accolade. You'll have to live without resurgence, but that's what that inspiration slot I keep hearing about is for.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Super WP Perma: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(3)
Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(31), Hectmb-Dmg/EndRdx(37)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(11), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Rchg+(37)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(17)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(19), Numna-Heal(19)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(50)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(46), Efficacy-Acc/Rchg(46), Efficacy-EndMod/EndRdx(50)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25), RechRdx-I(50)
Level 26: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(27), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(40)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(43)
Level 30: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(43)
Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34)
Level 35: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
Level 38: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(39), ImpArm-ResDam(39)
Level 41: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(48), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
Level 49: Super Speed -- Run-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
50 SM/WP Brute - D Block
50 FM/ELA Brute - Raging Daemon
50 Acher/MM Blaster - Dark Reiver
50 FM/SD - Firestorm Brigade
You were right to fear me...
I few wasted bonus's there but the only one that stands out is 4 slotting darkest night and getting an over the cap bonus. I'd take out the ToHitDeb/EndRdx and put that slot in HS for +3 Def Steadfast immediately.
Also I really have a pet peave about 4 slotting LotG for the accuracy when SS is the primary. You are hitting like a kitten without rage up so it doesnt really matter if you DO hit, and when it is up you need only minor bonuses to keep hitting. Replacing the Def/Rchg with Hami Cytos give you more defense for less end.
There are other tweaks that could be done with the slot usage (6 slotting QR and Stam, no recov/recharge uniques, Footstomp gets FF recharge proc) but I really wasnt sure what you were going for. Right now it looks kind of like its more expensive then good.
As stated, it was built for speed. As with most my builds, I aim for Perma-Haste. I don't put Hami's in my builds because they're harder to come by. 4 slots is still 4 slots. 6 slotting stam and qr was for the recharge bonuses, not to mention the damage buff along the way. The build is merely a template to work with, since I survive just fine without darkest night and super speed. FYI, having 5 purple sets in any build is gonna be expensive.
50 SM/WP Brute - D Block
50 FM/ELA Brute - Raging Daemon
50 Acher/MM Blaster - Dark Reiver
50 FM/SD - Firestorm Brigade
You were right to fear me...
my point was that although you put in that many purples you didn't use other equally expensive io's that the build would have benefited from. That was my entire point. Also even in those purple sets there were some odd choices, to me at least. Was simply pointing out that the build you posted had a pretty poor cost to benefit and that people shouldn't actually follow it as it was.
To each their own, I suppose. I prefer the purple set on knockout blow because the recharge is more beneficial there than on haymaker that pops up every 2.6 seconds. It's part of his 4 hit chain. Like I said, it's a template. Some people feel more survivable 5 slotting their heals and 6 slotting their defenses, or even 6 slotting their RttC. One mistake I did notice was putting rage at 26 instead of 18. It was shifted from my SM/WP build, so I overlooked that little mistake. Normally, I don't touch the epic pool, so this was a quickie to cater to the OP.
50 SM/WP Brute - D Block
50 FM/ELA Brute - Raging Daemon
50 Acher/MM Blaster - Dark Reiver
50 FM/SD - Firestorm Brigade
You were right to fear me...
Fair enough, I know I am a very happy Mu myself. Only breifly considered going soul for gloom, but a great ST attack just wasnt worth it for an AoE farmer.
I never build a tank or a brute without taking tough and weave.. never..
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I have a SS/WP brute that I am looking to fit in Darkest Night. I am thinking about swapping out Resurgence and Super Speed, but I i really love using Super speed for ghosting missions. Then I was looking at the 3 slots of T/W ad I was thinking how important is that combo?