Brute or Tank?


Atheism

 

Posted

I want to play an SS/Inv (or SS/WP) Scrapper, but since they don't exist (yet?), I have a choice between the two ATs that do have SS. So, do I go with a Tank who's already a hero or a Brute who I can import from Red Side when Going Rogue releases?

Thanks!


 

Posted

Brutes play like a scrapper. Tanks play like...a tank. If you want a scrapper, go Brute.


 

Posted

Tanks are great if you hate being defeated and want to fill a team support role. Brutes are great if you want to be a primary damage dealer and a somewhat higher probability of defeat doesn't bother you. Tanks probably do more for a team but Brutes soloability is far superior. So:

Tank: rarely defeated; good team support; low damage for the first half of your career; poor soloer (especially at low levels; 40+ Tanks can actually be great soloers).

Brute: high damage; solid soloer 1-50; somewhat more likely to be defeated; adequate team support.

If you're thinking Scrapper, Brute is the only real choice between the two. If you want to be more team oriented, the Tank is the superior choice.


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Posted

I'm exhausted, I could swear seeing a heated thread on this last week.


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Posted

for ss/inv, a brute cant cap out smashing and lethal even with tough.

also remember that you fight a metric butt-ton of longbow post 40, and what they do to regen and resist based defenses


the sturdier combo is a tanker and thanks to rage (if you dont count fury) they do decent single target dmg.


 

Posted

Brute if you want to do more damage. Tank if you want to take more damage. I'm going to leave it as that.


 

Posted

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for ss/inv, a brute cant cap out smashing and lethal even with tough.

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If I remember correctly my /invul brute is at 40% or 42% smashing and lethal.Not quite soft-cap but close enough.
Cost a fair bit of inf to do tho.


 

Posted

Do you want a hero or a villain? That seems to be the question.


Words to the wise aren't necessary- it's the stupid ones that need them.

"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
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Posted

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for ss/inv, a brute cant cap out smashing and lethal even with tough.

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If I remember correctly my /invul brute is at 40% or 42% smashing and lethal.Not quite soft-cap but close enough.
Cost a fair bit of inf to do tho.

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the smash/lethal resist cap is 90%. brutes cant hit that unless they are granite with tough


 

Posted

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for ss/inv, a brute cant cap out smashing and lethal even with tough.

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If I remember correctly my /invul brute is at 40% or 42% smashing and lethal.Not quite soft-cap but close enough.
Cost a fair bit of inf to do tho.

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Getting Tough would cost a fair bit of infamy to do?


 

Posted

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for ss/inv, a brute cant cap out smashing and lethal even with tough.

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If I remember correctly my /invul brute is at 40% or 42% smashing and lethal.Not quite soft-cap but close enough.
Cost a fair bit of inf to do tho.

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the smash/lethal resist cap is 90%. brutes cant hit that unless they are granite with tough

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Doh! I was thinking defenses not resistances.Sorry about that.


 

Posted

Thanks for the feedback. It really isn't about Tank v. Brute, but which would be more satisfying as a damage dealer. I have to tell you, I hate Fury. Forever to build up, instantly cools, but oh well.

I'll tell you what though, if the devs ever make SS a Scrapper set, they'll have me for life (Guys? You reading this? ).


 

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I'll tell you what though, if the devs ever make SS a Scrapper set, they'll have me for life (Guys? You reading this? ).

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Funny, I feel the same way about Claws for Brutes.


 

Posted

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Thanks for the feedback. It really isn't about Tank v. Brute, but which would be more satisfying as a damage dealer. I have to tell you, I hate Fury. Forever to build up, instantly cools, but oh well.

I'll tell you what though, if the devs ever make SS a Scrapper set, they'll have me for life (Guys? You reading this? ).

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I never have an issue building fury, it certainly never takes forever to build, and the cooling isn't a problem so long as you keep fighting. If you are used to playing a tank with regular pauses between mobs, sure you may have a less satisfying experience with fury, but even then, you still are dealing solid damage.


Words to the wise aren't necessary- it's the stupid ones that need them.

"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality

 

Posted

I dont think I can play a Tank or Scrapper after I played my Fire/Fire Brute..

Fury isn't much of a big deal if you're on a good team or solo..
IMO



Once they add the next expantion...why would anyone want to play a Scrapper Blue side??


 

Posted

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Once they add the next expantion...why would anyone want to play a Scrapper Blue side??

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Yes. I prefer Scrappers with their high sustained damage without having to work with another factor (fury) to deal good damage. I also like having survival on an AT that also doesn't draw all the aggro onto themselves to the point that I feel like I have to play the most durable sets exclusively (like WP) or pick up Tough/Weave or go crazy with IOs.

The problem I always see is that people who play a specific class (Brute) always assume everyone else wants to play that class too. Contrary to your belief of how impossibly cool Brutes are, not everyone is going to stop playing other ATs to be a Brute.


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Posted

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I dont think I can play a Tank or Scrapper after I played my Fire/Fire Brute..

Fury isn't much of a big deal if you're on a good team or solo..
IMO



Once they add the next expantion...why would anyone want to play a Scrapper Blue side??

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Mostly because IMHO, and many others I'm guessing, feel Fury is kinda a pain to build, and keep. It can be done, but I feel like a slave to the Fury mechanic when playing my brute.

I do like Brutes, but mobs can be spread pretty far out in some missions(caves, offices) when soloing where mobs will often die before you can build decent Fury unless you peck them to death with Brawl/Tier 1 attacks only to have your Fury gone by the next mob.
On big teams, it doesn't always work out that you are the main aggro gatherer where you can survive AND do the bulk of the damage.

I just like the straight ahead approach of Tanks, and scrappers.

On Scrappers, I can kill mobs as fast or as slow as I want to, knowing I'll always do great damage.

Brutes may have a higher potential, but the scrappers, and Tanks may already be at the finish line by the time the brute gets up to speed.


 

Posted

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Once they add the next expantion...why would anyone want to play a Scrapper Blue side??

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Yes. I prefer Scrappers with their high sustained damage without having to work with another factor (fury) to deal good damage. I also like having survival on an AT that also doesn't draw all the aggro onto themselves to the point that I feel like I have to play the most durable sets exclusively (like WP) or pick up Tough/Weave or go crazy with IOs.

The problem I always see is that people who play a specific class (Brute) always assume everyone else wants to play that class too. Contrary to your belief of how impossibly cool Brutes are, not everyone is going to stop playing other ATs to be a Brute.

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This.

As someone with many Brutes in his character list, I can honestly say that Scrappers are much more efficient fighters. And sometimes, having to generate Fury is a bit of a pain. For example, if you're on a good team that's more or less steamrolling through things, in most cases, you simply won't be able to keep enemies alive long enough to build a significant amount and will therefore be dealing subpar damage until you come across a spawn (be it an EB/AV or a really tough spawn of mobs in general) that can't be dropped in a few seconds. Yeah, you're a freight train once you've got a bit of Fury built up, but it's not always a cakewalk building and maintaining said Fury. Even if you've got a lot of Brutes in your character list.

Scrappers, by comparison, are built around more of a "set it and forget it" playstyle where damage is consistently good, and sometimes great due to the occurrence of critical hits.

Now, as for the OP:

The safe choice is an Inv/SS Tanker. Until you get Rage and SOs/IOs, your damage is gonna be low. You're a Tanker; it's your lot in life. Now, the SS/Inv Brute is - by far - more capable of generating incredibly high damage, but the cost is even lower survivability than normal due to the Defense penalty associated with Rage crashing. Yes, the Tanker will also experience this, but the impact upon survivability is offset by the Tanker's higher base Res and Def numbers. But by no means are you gimped as an SS/Inv Brute. Until I kinda retired him, my main was an SS/Inv and he did well in most situations.

And as for Scrappers getting Super Strength: don't hold your breath. A big reason that SS exists in its current form is the low base damage modifiers for Tankers and Brutes. Put the Super Strength powerset - including Rage - in the hands of a Scrapper with much higher damage mods AND critical hits, and you've got a possible recipe for overpoweredness.


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Posted



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Once they add the next expantion...why would anyone want to play a Scrapper Blue side??

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Yes. I prefer Scrappers with their high sustained damage without having to work with another factor (fury) to deal good damage. I also like having survival on an AT that also doesn't draw all the aggro onto themselves to the point that I feel like I have to play the most durable sets exclusively (like WP) or pick up Tough/Weave or go crazy with IOs.

The problem I always see is that people who play a specific class (Brute) always assume everyone else wants to play that class too. Contrary to your belief of how impossibly cool Brutes are, not everyone is going to stop playing other ATs to be a Brute.

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I'm not assuming anything, (and you know what happens when you do A$s-u-Me )

This is just my observation from playing various Scrappers and Tanks and now my Brute in relation to the OP's question.

In regard to Fury I really don’t see how or why everyone complains about it. Like really it’s not that big of a deal; in a group you can maintain 50-70% quite easy and solo just about the same...If you feel you’re lacking non/pre-fury damage, then add one damage enhancement to your attacks

While I like Scrappers and Tanks lots..If you want to play a toon that is very forgivable and easy(easier) than both...then Brute is for you.

Once they go Rouge, like I said, from my perspective I just see a Brute filling roles that say an off tank or an off Scrapper would fill now. Scrappers are, imo lots more boring to play and like the poster above me said "set it and forget it".

Granted Brutes won't replace Stone, Invul - top Alpha absorbing tanks but the latter yes.


 

Posted

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I dont think I can play a Tank or Scrapper after I played my Fire/Fire Brute..

Fury isn't much of a big deal if you're on a good team or solo..
IMO



Once they add the next expantion...why would anyone want to play a Scrapper Blue side??

[/ QUOTE ]

for the same reason people dont play brutes now even though redside has the superior content and most efficient levelling zones if you arent abusing MA - not everyone likes the fury mechanic.

plus you cant get regen, claws, broadsword or katana on a brute.


 

Posted

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Granted Brutes won't replace Stone, Invul - top Alpha absorbing tanks but the latter yes.


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I don't see any content in the game... at all... anywhere... ever... that needs or even wants such massive Alpha absorption. Maybe other people want them because they don't understand how Inspirations work, or how to use their other powers, or that you can put buffs on teammates.


 

Posted

theres still people in the game that dont understand that a team of buff/debuffers can walk through AV's that a balanced team would struggle with


know the power of the squishy side


 

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Granted Brutes won't replace Stone, Invul - top Alpha absorbing tanks but the latter yes.


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I don't see any content in the game... at all... anywhere... ever... that needs or even wants such massive Alpha absorption. Maybe other people want them because they don't understand how Inspirations work, or how to use their other powers, or that you can put buffs on teammates.

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I agree with you in principle, but the issue comes around when you're discussing a teaming toon versus a solo toon. I could see a solo toon needing more alpha absorbancy, as they wouldn't be able to get the buffs. I do agree that proper inspiration use can mitigate much of ANY alpha, however. But it's hard to keep that many skittles around for constant use...so I can see both sides of the argument. It's situational.


Basically too many 50's to count, but I'm generally a brute/scrapper/tank kind of guy.

 

Posted

Since we're on topic and I've never rolled an Invuln/ heroside is it easy to cap S/L Resistance and cap max hit points heroside?

I've IO'd out an Energy Melee/Invuln Brute and decided to reroll a Super Strength/Invuln and transfer my IOs. I found I could tweek it a bit to get 81.81% S/L Resistance and 3,100 max hit points after exausting my funds to craft everything. Is it that much easier heroside and get better results?