Claws 4 Brutes


Acidon

 

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K
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4
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lol


 

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I think the animation at 8 seconds would be great as an alternate animation for Eviscerate.


 

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Some one is playing a claws brute right now...and it is killing me. Aargh!

Anyways, I broke the link above....here is a replacement. The animation I like is the stab and slash outwards move at 8 seconds.



 

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what i don't get is why haven't they created claws as in sabertooth with it's animalistic <--spelled right? anyways, attacks slash...clawing...mauling..not hard to do i am sure and it would fit a brute better then i think but that is just me.


 

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Quote:
Originally Posted by joefrompa74 View Post
what i don't get is why haven't they created claws as in sabertooth with it's animalistic <--spelled right? anyways, attacks slash...clawing...mauling..not hard to do i am sure and it would fit a brute better then i think but that is just me.
Ever been mauled by a bear? They're very fast. Just like claws scrappers. Mind you, they don't do backflips.

I am hoping that BAB figures out a workaround so that we can one day have talons instead of back-of-the-hand mounted claws.

Fury claws on the huge model look really good though.


Be well, people of CoH.

 

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I REALLY hope the dev can change Shockwave's knockback to knockdown for every AT after hearing Brute fans complain about all the crazy kb!!!

I know my Claw Stalker will be so good if shockwave is kd.

I like knockback sometimes but I LOVE knockdowns ALL THE TIME!


I think aoe knockback in general is more annoying on a melee toon especially Brute will be using follow up to chase the target. Stalker doesn't have follow up.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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In the past I've been a big hater of KB in Shockwave, but to be honest, I kinda like it now. I've gotten use to it and it's nice to be able to pack entire mobs into a corner or knock a boss off the edge of a building if your getting overwhelmed. It can be really fun and usefull sometimes.

That said, it is still annoying alot of the time and I'd be fine with it being changed to KD instead. I'll be happy either way. The ideal choice would be to have an option of making it do KB or KD so each player could further customize their character to do excatly what they want.


 

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Originally Posted by JDouble_NA View Post
In the past I've been a big hater of KB in Shockwave, but to be honest, I kinda like it now. I've gotten use to it and it's nice to be able to pack entire mobs into a corner or knock a boss off the edge of a building if your getting overwhelmed. It can be really fun and usefull sometimes.

That said, it is still annoying alot of the time and I'd be fine with it being changed to KD instead. I'll be happy either way. The ideal choice would be to have an option of making it do KB or KD so each player could further customize their character to do excatly what they want.
Now THAT'S power customization!! You can choose to kb or kd!

If it's knockdown now, you just need a simple +kb to make it real knockback.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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I have to wonder if it's a balance issue.

Shockwave is a HUGE cone in relation to other melee cones out there. It has a very short cast time.

Above all, though, when fighting lvl 54s with it on my scrapper, it does turn into kD. And what that allows is a touch on the vicious side.

Namely: herd 'em up, cycle followup, spin, shockwave, repeat all with zero worry about tossing enemies around. They just sit there flopping in place while I shred them to pieces. Imagine adding eviscerate on top of that. That's a lot of mitigation tied in to a lot of AoE damage output.

Perhaps the devs have left the kB in place so that you can't do that for 18 levels against everyone.


Be well, people of CoH.

 

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Quote:
Originally Posted by BillZBubba View Post
I have to wonder if it's a balance issue.

Shockwave is a HUGE cone in relation to other melee cones out there. It has a very short cast time.

Above all, though, when fighting lvl 54s with it on my scrapper, it does turn into kD. And what that allows is a touch on the vicious side.

Namely: herd 'em up, cycle followup, spin, shockwave, repeat all with zero worry about tossing enemies around. They just sit there flopping in place while I shred them to pieces. Imagine adding eviscerate on top of that. That's a lot of mitigation tied in to a lot of AoE damage output.

Perhaps the devs have left the kB in place so that you can't do that for 18 levels against everyone.

Could be. Maybe the dev wants you to think twice about using Shockwave on a big group because you may not want to scatter them.

At least it's a range cone so you have to jump back and forth while meleeing.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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While trying to find a claws attack chain for my scrapper that went past the 200DPS mark on ST damage, I decided to go ahead and see how that same chain with the same slotting would do for my future brute.

This is, of course, assuming no changes are being made during the proliferation.

The chain is Followup / Slash / Focus / Strike / repeat

Followup needs 184% total recharge. Done without having hasten in the build

Assault is in the build.

FU has a Mako's dam proc and the chance for buildup.
Slash has a Hecatomb dam proc and the chance for dam-res debuff
Focus has an Apocalypse dam proc and the chance for buildup.
Strike has a Mako's dam proc.

Here's an unfortunate fact:
The chance for buildup, as per Castle's memory, IS based off of AT mods rather than a flat 100% buff, meaning the brute only gets 80%.

In the brute's favor, since damage procs ignore mods and buffs, the brute gets more benefit from them.

Scrapper final DPS: 215.5
Brute final DPS: 206.4

I still don't know what secondary I'm going to use for my claws. The numbers listed here are based off of my soon to be claws/sr build.

This is also based on crits firing off at 10% so assume a hard target.


On to the secondaries.... really, I'm stumped.

I don't want another claws/sr.
Stone is right out. Not even an option.
Same for Fiery Aura. Hate that set.
Willpower is overused. Yes, even by me. Think I've got 5 WP characters right now.
Elec has always been blah to me.
Not allowed shields.... which SUCKS. Claws/SD would be brutal. Wanna know how brutal? If I cap out AAO with monkeys and attack a pylon, my DPS with the above chain jumps from 206.4 to 229.7 DPS.

That leaves Inv and EA.
I've got a claws/inv werewolf scrapper. But I might consider rebuilding him as a brute which would solve this problem. Hmmm, he is only 20.

And that leaves claws/ea. The much aligned EA. The pretty EA. The sounds cool but has huge steaming mitigation holes EA. However, shockwave/focus make all secondaries better. With EA, I wouldn't be worried about knocking enemies out of my buff PBAoE like I would with invincibility.

Hmmmmm. Thoughts?


EDIT: hehehehe... for giggles I threw in tank modifiers... same chain for a tank does a measly 139.4DPS. Ouch.


Be well, people of CoH.

 

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I get where your coming from about WP being over used, but I don't care I'm going Claws/Wp without a doubt. However, with the change to electric, I might role a claws/Eclectric as well to see how I like it. I'm a sucker for the built in 20% recharge boost....and black elctric armor might look pretty cool.

Also, now that Invuln won't make you look like a purplish black smear anymore, I might look into Claws/Invuln...but most likely will save Invuln for when Brutes get Martial Arts.


 

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Still debating the secondary for my Claws brute as well. Going between /SR and /Elec. Maybe I'll roll one of each.


 

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I'll be going Claws/Elec I'd say. But then again there will be 100s of these running around now Elec is getting the wee revamp too. Maybe Claws / Invun instead but that won't really look as cool.

My other quandry is whether to do it EU side or switch active accounts and do it US Side where there might actually be a fair amount of PuGs. But then of course I lose all my Vet rewards


 

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Quote:
Originally Posted by Carnifax View Post
I'll be going Claws/Elec I'd say. But then again there will be 100s of these running around now Elec is getting the wee revamp too. Maybe Claws / Invun instead but that won't really look as cool.

My other quandry is whether to do it EU side or switch active accounts and do it US Side where there might actually be a fair amount of PuGs. But then of course I lose all my Vet rewards
Claws/Elec will look freaking WICKED looking.


 

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Yes, they're real. And they're fabulous.


Be well, people of CoH.

 

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Klawz4br00tz are finally here and they rock! I promised myslef I wouldn't play it past 10 as to not ruin it for me when it goes live.....but it's going to be hard since I am not working tomorrow~!


 

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Originally Posted by JDub View Post
[FONT="Georgia"][B][I][SIZE="3"][COLOR="LightBlue"]Klawz4br00tz are finally here and they rock!

These are not your Scrapper's Claws!

The base damage, end and recharges have all been changed except for Follow Up. All the recharges were lengthed and the base damage and end costs flow from them.

The Claws discounts are still in effect but a different formula seems to have been applied to alter the damages from the Arcana animation alteration that was applied to Hero Claws.

Not sure what the change is yet but I'll post on the Beta forum about it along with all the new numbers.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

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Good, if your gonna do the comparison I don't have to! Please post a link when you get it up.


 

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I have all the numbers from Brutes and Scrappers on paper in front of me, but don't feel like taking the time to post them.

So looking at Claws for brutes numbers I see that with the exception of Follow Up, every attack has had it's recharge time lengthened, and it's endurance use increased....along with damage reduced. I undertsnad and expected the damage reduction because Scrappers have a higher damage modifier, but can someone explain the recharge and endurance use increases?


I'm having a hard time understanding how Dual Blades are exactly the same for Brutes and Scrappers, besides the difference in damage....but Claws needed these changes for Brutes to use them. If the attacks do less damage than the Scrapper version, and I can use them less because the recharge is longer...then why does it also cost more endurance? I'm just not wrapping my head around this.


 

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Damage wasn't reduced. Take into account the fact that Scrappers are 1.125 melee damage modifier and Brutes are 0.7 and damage went up, alot. And then on top of that, Castle increased it again to make the DPS go up further too. I'll post all this in the Test Server thread

check the feedback forum in a little bit.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

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Having played a Claws/ Brute on test...wow. Sorry I ever dogged Claws, seriously. It's pretty damn effective.