SS/Inv build, seeking advice please!
You missed out Unyielding, that's a must have power as it gives you your status protection.
For slotting attack, 3 slots is what I have on mine, however I haven't worked out what to do with them, currently I'm doing 2 Dam, 1xEnd with Perma-Rage on, however I feel I'm not quite hitting enough.
Personally I would 6 slot Knockout Blow and 4 or 5 slot Haymaker. Both liberally sprinkled with end reducers and recharge reducers.
Putting an end red in Combat Jumping is a waste of a slot, it has almost no running cost. Similarly Super Jump does not need an end red in it, you will never be fighting with it on, so don't waste the slot.
Hurl isn't worth 5 slots, it has a long animation time and only does as much damage as Haymaker. Put the slots in Haymaker or Knockout blow instead.
@Unthing ... Mostly on Union.
Dammit. You're right, I forgot Unyielding... Poop. Now I've gotta choose something to LOSE!
I hate building.
Thanks for the pointers! I'll have a play with it later today and see what I can come up with...
RIGHT! The only thing I'm willing to part with (unless people have good arguments against) is Resist Energies... though I was kinda miffed I couldn't fit in Resist Elements, so it seems a pain to have lost BOTH of them
Now I just need to re-work it and fit Unyielding in EARLIER as, if I remove Resist Energies, I'll need it BEFORE level 30
Painmaker.
Ok, had a fiddle around with it and this is what I've come up with...
---------------------------------------------
Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 41
Archetype: Brute
Primary: Super Strength
Secondary: Invulnerability
---------------------------------------------
01) --> Punch==> Acc(1)EndRdx(3)
01) --> Resist Physical Damage==> DmgRes(1)DmgRes(5)DmgRes(15)
02) --> Temp Invulnerability==> DmgRes(2)DmgRes(3)DmgRes(13)EndRdx(15)
04) --> Haymaker==> Acc(4)Dmg(5)Dmg(7)EndRdx(37)Rechg(40)
06) --> Boxing==> Acc(6)EndRdx(7)
08) --> Dull Pain==> Heal(8)Heal(9)Heal(9)Rechg(13)Rechg(21)Rechg(36)
10) --> Knockout Blow==> Acc(10)Dmg(11)Dmg(11)Dmg(37)EndRdx(37)Rechg(40)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)
16) --> Unyielding==> DmgRes(16)DmgRes(17)DmgRes(17)EndRdx(31)
18) --> Rage==> Rechg(18)Rechg(19)Rechg(19)TH_Buf(21)TH_Buf(23)EndRdx(29)
20) --> Swift==> Run(20)
22) --> Health==> Heal(22)Heal(23)
24) --> Stamina==> EndMod(24)EndMod(25)EndMod(25)
26) --> Tough==> DmgRes(26)DmgRes(27)DmgRes(27)EndRdx(29)
28) --> Hurl==> Acc(28)Dmg(34)Dmg(34)
30) --> Invincibility==> DefBuf(30)DefBuf(31)DefBuf(31)EndRdx(40)
32) --> Foot Stomp==> Acc(32)Dmg(33)Dmg(33)EndRdx(33)Rechg(34)
35) --> Tough Hide==> DefBuf(35)DefBuf(36)DefBuf(36)
38) --> Unstoppable==> DmgRes(38)DmgRes(39)DmgRes(39)EndMod(39)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Is that good, bad or positively ugly? Not keen on missing BOTH of the RESIST BLAH powers and also a little unsure whether Punch and Boxing are gonna be ANY use without either TWO Endred or at least a Dmg...
Any comments and suggestions are welcome of course!
Painmaker.
Personally, I find Punch very weak in comparison to Air Superiority.
The two powers are identical, Air Superiority is slightly slower to execute but not much. Comparing to Punch's 30% chance of knocking down someone, to Air Superiority's 90% the choice isn't hard if I also tell you that the two powers deal approximately the same damage.
In CoH they deal exactly the same power. I assume, seeing how SS now is a primary it should deal slightly more damage. Still, Air Superiority is a very handy power.
Jab, is also a consideration. It's has the highest DPS in the set, comparing Execution Time + Recharge. It also has the highest Endurance Usage.
So, basicly, both Jab or Air Superiority is a better pick than Punch, IMHO. Especially if you're not slotting 'em for damage anyway.
Resist Elements and Energies is strictly optional. Yes, the resistances are nice always nice in an auto power IMHO, but with Tough you'll be more of an Smash/Lethal kind-of-guy anyway.
Foot Stomp is kind of a two-edged sword. While a PBAoE attack like that is always nice, it's got high end cost and is therefore very poor against single targets. I experienced this with my MA/SR where I was dang close to just respec out Dragon's Tail once I picked it up. It was nice to have for the knockdown, but that was just about it.
My suggestions, if you wan't to free up powers and move stuff around.
<ul type="square">[*]Skip Punch, Jab or AS instead[*]Try holding out on Foot Stomp, unless you feel it's an absolute must-have[*]Just ditch ele/en res as you have now. You're better off teaming if you plan on fighting a horde of these anyway. And there's always DP and Unstoppable when things start going badly.[/list]
[ QUOTE ]
Skip Punch, Jab or AS instead
Try holding out on Foot Stomp, unless you feel it's an absolute must-have
Just ditch ele/en res as you have now. You're better off teaming if you plan on fighting a horde of these anyway. And there's always DP and Unstoppable when things start going badly.
[/ QUOTE ]
Ok, swapping Punch for Jab is easy and, yes, I can live with losing the Resist Blah powers...
As for Foot Stomp I was TEMPTED to drop it for Hasten and three slot RecRed, putting the two spare slots into Jab and Boxing as a Dmg in each, but I think it might still be useful and I've gone off of Hasten since loss of perma-Hasten
... Or would you suggest a different attack power? I just think Foot Stomp fits the character and I like everything to mesh
Painmaker.
Nope, no extra attack. For me (Tanker in CoH though) Jab > AS > Haymaker > KO Blow is a very sufficient and competent attack chain.
Hasten is by far nothing I really desire right now. I can see why it would help me recharge some things faster, such as Dull Pain and Rage. But as far as attacks go, I could easily stuff an Recharge enhancer in the slower ones. Have one in KO Blow so far.
Foot Stomp was mainly if you still wanted to try to squeeze in Resist Elements or Resist Energies. If you want mesh, many people like Hand Clap.
Also, don't cry your heart out just yet . We're obviously recieving 40-50 content for CoV, so you'll soon get those extra slots you need. And if we get some of those ancillary power pools in there as well, my suspicion is that you can drop Hurl and pick up a sensible ranged attack as well.
Lordy malorks. Under no circumstances what so ever miss footstomp. It is when teaming and the fury is flowing.
Every time I exemp down for a SF, and we fight a large spawn, a tear rolls down my cheek at the thought of the missed oppotunity for some STOMP.
It is a thing to behold and treasure.
My chain is Jab (on auto), punch, AS, haymaker, with footstomps, hurls and KO blows thrown in as appropriate.
I only picked up AS fairly late on though, up to that point brawl was on auto.
Slot wise, Jab, Punch, and AS are all three slotted (Acc, end red, recharge), and Haymaker, KO Blow and Footstomp are six slotted (Acc, end red, recharge, 3xDam), and hurl is one slotted for acc, as it is primeraly there for fun.
I only went for one resist, and intend to respec it out for something else at some point.
Dead Calm's Defender Manifesto
Once again, cheers for the info/comments/suggestions guys (and maybe gals)
I'll have another play around... May take the extra slots from Hurl and put them in Jab and Boxing as a Dmg, as I feel they recharge fast enough already
I'll post an improved build for critique either later tonight (unlikely) or tomorrow!
MUCH appreciate the help, people!
Painmaker (22 SS/Inv Brute)
Ok, so I found out that soloing the Seawitch (a Hero) and a bunch of technologically impaired Luddites is NOT currently possible for me
So... The new build idea!
---------------------------------------------
Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Painmaker
Level: 41
Archetype: Brute
Primary: Super Strength
Secondary: Invulnerability
---------------------------------------------
01) --> Jab==> Acc(1)EndRdx(3)Dmg(34)
01) --> Resist Physical Damage==> DmgRes(1)DmgRes(5)DmgRes(15)
02) --> Temp Invulnerability==> DmgRes(2)DmgRes(3)DmgRes(13)EndRdx(15)
04) --> Haymaker==> Acc(4)Dmg(5)Dmg(7)EndRdx(37)Rechg(40)
06) --> Boxing==> Acc(6)EndRdx(7)Dmg(34)
08) --> Dull Pain==> Heal(8)Heal(9)Heal(9)Rechg(13)Rechg(21)Rechg(36)
10) --> Knockout Blow==> Acc(10)Dmg(11)Dmg(11)Dmg(37)EndRdx(37)Rechg(40)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)
16) --> Unyielding==> DmgRes(16)DmgRes(17)DmgRes(17)EndRdx(31)
18) --> Rage==> Rechg(18)Rechg(19)Rechg(19)TH_Buf(21)TH_Buf(23)TH_Buf(29)
20) --> Swift==> Run(20)
22) --> Health==> Heal(22)Heal(23)
24) --> Stamina==> EndMod(24)EndMod(25)EndMod(25)
26) --> Tough==> DmgRes(26)DmgRes(27)DmgRes(27)EndRdx(29)
28) --> Hurl==> Acc(28)
30) --> Invincibility==> DefBuf(30)DefBuf(31)DefBuf(31)EndRdx(40)
32) --> Foot Stomp==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Rechg(34)
35) --> Tough Hide==> DefBuf(35)DefBuf(36)DefBuf(36)
38) --> Unstoppable==> DmgRes(38)DmgRes(39)DmgRes(39)EndMod(39)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Is that better? Foot Stomp fits my character better than Hand Clap, so I've stuck with it... Though replaced the EndRed with a Dmg due to the fact it won't be used OFTEN in the attack chain
So... Do we think this is a servicable build? Or are there still improvements to be made?
I -so- hate the smilies here!
Painmaker (22 SS/Inv Brute that got his [censored] kicked by a woman!)
Heya, just had a quick look at your build and I'd say, if you need extra powers and slots then get rid of boxing and tough. Your S/L resist is pretty darn great anyway. Oh, and for small attacks to build up Fury, I find brawl and jab chain very nicely together without the need for things like punch, boxing etc. I'd still go for air superiority, since that's a smart attack (maybe). Anyway, if you can fit them in, I'd suggest taking the two passive resists just to take some of the bite out of elemental and energy attacks. You're currently very susceptible to them.
Anyway, whatever works for you really. Most of my inv and SS comes from playing a tank so it might be quite different
IN MEMORIUM OF GAYBABY
CRUELY TAKEN FROM THIS WORLD WHILE SO YOUNG
/Cry!!!
Now I'm tempted to drop Boxing and Tough for the two Resist Blahs! What IS our resist cap as Brutes? Is it a known thing? Would I notice the loss of Tough?
Anyone know?
I'll see how it looks in the Builder I use, but I don't know if that will tell me anyhting about CAPS. I think I read somewhere we (Brutes) cap at 75% resist... That sound right?
Once again, thanks for the advice guys and gals
Oh! Just discovered that ONE slotting RPD gives 6.8%, THREE slotting it gives 8.8%, So I've freed up another two slots... Also at current level, I'd have ~48% resist smash/lethal without Tough and ~65% with it... Worth losing it for Resist Elements and Resist Energies or not?
Painmaker (SMASH!)
Sometimes, when soloing missions (Inv/SS tanker in CoH), or in 2-3 player spawned missions, I just ditch toggles all together or run around with Invincibility (sometimes Unyielding, but rarely). At least vs. even-level. My HP gets me far enough. Especially if I Dull Pain on top of that. And since I save up a lot Endurance, I can just smash quickly through the mission.
My Resistances wasn't on the top for a few levels (outleveled my enhancments) but I did just fine, the thing is that with ~50% res to smash/lethal and a Tankers HP you can pretty much solo everything. However, when teaming it becomes more obvious that it's not all that great but if you team, you face bigger mobs. But, luckily, you should team up with people who can either buff you or just kill fast enough for you to just have to handle the initial aggro.
Basicly, the choice is still up to you. You can handle without the Resist Blahs and you can handle without Tough.
IMHO, I would go for passives. Since they're auto, cost no endurance and you have a moderately high S/L resistance, but could dang well use some more element/energies. It's how I feel, but some rather stick to stacking S/L to be as safe as possible in those fights.
Ok, after MUCH deliberation I've decided I can live without (though not how long for ) the Resist Blahs... So this is the final build...
---------------------------------------------
Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Painmaker
Level: 41
Archetype: Brute
Primary: Super Strength
Secondary: Invulnerability
---------------------------------------------
01) --> Jab==> Acc(1)EndRdx(3)Dmg(5)
01) --> Resist Physical Damage==> DmgRes(1)
02) --> Temp Invulnerability==> DmgRes(2)DmgRes(3)DmgRes(13)EndRdx(15)
04) --> Haymaker==> Acc(4)Dmg(5)Dmg(7)EndRdx(37)Rechg(40)
06) --> Boxing==> Acc(6)EndRdx(7)Dmg(15)
08) --> Dull Pain==> Heal(8)Heal(9)Heal(9)Rechg(13)Rechg(21)Rechg(36)
10) --> Knockout Blow==> Acc(10)Dmg(11)Dmg(11)Dmg(37)EndRdx(37)Rechg(40)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)
16) --> Unyielding==> DmgRes(16)DmgRes(17)DmgRes(17)EndRdx(31)
18) --> Rage==> Rechg(18)Rechg(19)Rechg(19)TH_Buf(21)TH_Buf(23)TH_Buf(29)
20) --> Swift==> Run(20)
22) --> Health==> Heal(22)Heal(23)
24) --> Stamina==> EndMod(24)EndMod(25)EndMod(25)
26) --> Tough==> DmgRes(26)DmgRes(27)DmgRes(27)EndRdx(29)
28) --> Hurl==> Acc(28)Dmg(34)Dmg(34)
30) --> Invincibility==> DefBuf(30)DefBuf(31)DefBuf(31)EndRdx(40)
32) --> Foot Stomp==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Rechg(34)
35) --> Tough Hide==> DefBuf(35)DefBuf(36)DefBuf(36)
38) --> Unstoppable==> DmgRes(38)DmgRes(39)DmgRes(39)EndMod(39)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Pretty much the same as the last one, but with some slots moved around (and 2 slots taken out of RPD)
Any major flaws come to light?
Painmaker (who now needs to gain a level so he can DO the respec mission)
Do you really want tough hide? IMO, resist energies, or even elements, would be much more useful.
Resist Energies three slotted still only gives 8.8% though... Does it help RESIST the -Acc from most Dark attacks? I'd love to drop Tough, as it's another bloody toggle to worry about, but I'm dubious
IF I dropped Tough, I could have Resist Energies 3 slotted and put the remaining slot into RPD I suppose... It's certainly worth thinking about, but if you or anyone else reading has a clue as to HOW useful Resist Energies is, please gimme some more feedback
Painmaker (finally 24 and looking into the respec thang)
Resist energies doesn't help resist acc debuffs as far as I know. I would take Tough Hide over Resist energies or Resist Elements any time because it stacks more significantly with your powers.
@Unthing ... Mostly on Union.
Well, still trying to get a respec trial sorted... As it stands so far, I think I'll sit on Unthing's side of the fence though.
The resistances from Resist Blah are pretty paltry, whereas the gains from Tough are more significant...
If I got hit for 100 fire damage, I won't resist an extra 9 points of it, but if I'm slapped (it happens!) for 100, I'll resist n extra 18 points of it...
I'll no doubt regret it everytime I'm wasted by a Fire/Ice/Dark/Energy type, but hey. I'll rock against slappers
Painmaker (24 SS/Inv Brute who is VERY grateful for all of your help!)
I was talking about Tough Hide, the level 35 power in the Inv set, but yes, Tough from the fighting pool is generally more useful than the Passives too.
@Unthing ... Mostly on Union.
i like what what coffee has said especially about gallavanting around with needless toggles off, thats knowledge and thats confidence but i have to say i love hurl, as my invuln/ss tank i dont fly,jump or tp and if something in a pvp zone was smacking me from above i need to throw a heavy brick at it that brings it down so i can smack it some with all of my attacks. I do pvp with my tanker and thats where hurl has played a big part. However if you are within the action time of it and get AS from a stalker capping his damage through inspirations your reflexes to dull pain wont matter. But thats the thing with this game, you cant have everything.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Hey all
LOVE my SS/Inv Brute, but he ... well ... kinda sucks.
I've learned from my mistakes (and from reading a lot of the posts here) and I've come up with the following build (mostly PvE, though will [censored] the odd hero here and there)
---------------------------------------------
Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Painmaker
Level: 41
Archetype: Brute
Primary: Super Strength
Secondary: Invulnerability
---------------------------------------------
01) --> Punch==> Acc(1)EndRdx(3)EndRdx(9)
01) --> Resist Physical Damage==> DmgRes(1)DmgRes(13)DmgRes(37)
02) --> Temp Invulnerability==> DmgRes(2)DmgRes(3)DmgRes(9)EndRdx(13)
04) --> Haymaker==> Acc(4)Dmg(5)EndRdx(5)
06) --> Boxing==> Acc(6)EndRdx(7)EndRdx(7)
08) --> Combat Jumping==> DefBuf(8)EndRdx(37)
10) --> Knockout Blow==> Acc(10)Dmg(11)EndRdx(11)
12) --> Swift==> Run(12)
14) --> Dull Pain==> Heal(14)Heal(15)Heal(15)Rechg(17)Rechg(17)Rechg(36)
16) --> Super Jump==> Jump(16)EndRdx(40)
18) --> Rage==> Rechg(18)Rechg(19)Rechg(19)TH_Buf(21)TH_Buf(21)EndRdx(31)
20) --> Health==> Heal(20)Heal(31)Heal(31)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> Tough==> DmgRes(24)DmgRes(25)DmgRes(25)EndRdx(37)
26) --> Hurl==> Acc(26)Dmg(27)Dmg(27)Dmg(34)Rechg(34)
28) --> Invincibility==> DefBuf(28)DefBuf(29)DefBuf(29)EndRdx(34)
30) --> Resist Energies==> DmgRes(30)
32) --> Foot Stomp==> Acc(32)Dmg(33)Dmg(33)EndRdx(33)Rechg(40)
35) --> Tough Hide==> DefBuf(35)DefBuf(36)DefBuf(36)
38) --> Unstoppable==> DmgRes(38)DmgRes(39)DmgRes(39)EndMod(39)EndRdx(40)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Right... The main cycling attacks will be Brawl, Punch and Boxing, then following on with the bigger boys once I've some Fury built up. Is 1 acc and 2 endred too much? Should I just go 1 acc, 1 dmg, 1 endred?
Any comments/thoughts/suggestions are MOST welcome, as when I respec him I'd rather get things right FIRST TIME
Painmaker (21 SS/Inv Brute)