SS/Invul for pvp


Blackie

 

Posted

Got a spare respec for my lvl 40 brute, and pvp is the way im goin now. Is there any specific powers apart from the usual (fitness, travel, hasten etc) that would be advised for this build of brute? Not got coh builder so cant really post the build, but iv got all the main secondry powers apart from resist elements and all the main powers apart from hand clap, jab and taunt. Jabs the only power im think i need for the disorient, is punch really required? or could i get away without both resist elements and energies? and if not, which one u think is more suited for pvp. Cheers and apologies for the short unclear post


 

Posted

I find that ss/inv are very weak to slow effect, the more attacks the better i feel. I have all attacks in SS excluding handclap with air sup added in the chain. I have jab unslotted , though this may change as the lvl cap is raised once I7 goes live.

The more i use unstoppable, the more i find that 3 recharge slots is enough.

I skipped resist elements and resist energy as i find that in PvP it is not needed with the unresisted damage from blasters. I'll probably grab both if i have the room in the next few level however.


 

Posted

hi well this is my build of my brute, is the medium , good for pvp and v. good against mobs... i've done this cos i'm looking forward to I7 so i don't want to remake this brute for pvp only....my base is , take RES DAM; forget DEF, tough hide is not as good as said... and taunt really... sucks , almost when u using invicibility, it has TAUNT.... and air sup... having HURL in primary power set.. i think is not good choice... hurl hurts much than air sup, and throw ppl from highs... xD


Name: NiTRoXiDe
Level: 40
Archetype: Brute
Primary: Super Strength
Secondary: Invulnerability
---------------------------------------------
01) --> Punch==> Acc(1) Dmg(3) Dmg(9) Dmg(37)
01) --> Resist Physical Damage==> DmgRes(1)
02) --> Temp Invulnerability==> DmgRes(2) DmgRes(3) DmgRes(5) EndRdx(34)
04) --> Haymaker==> Acc(4) Dmg(5) Dmg(9) Dmg(13) EndRdx(31)
06) --> Dull Pain==> Heal(6) Heal(7) Heal(7) Rechg(15) Rechg(15) Rechg(33)
08) --> Swift==> Run(8)
10) --> Knockout Blow==> Acc(10) Dmg(11) Dmg(11) Dmg(13) EndRdx(23)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)
16) --> Unyielding==> DmgRes(16) DmgRes(17) DmgRes(17) EndRdx(36)
18) --> Health==> Heal(18) Heal(19) Heal(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Rage==> Rechg(22) Rechg(23) Rechg(25)
24) --> Boxing==> Dmg(24) Dmg(25) Acc(34) Dmg(40)
26) --> Tough==> DmgRes(26) DmgRes(27) DmgRes(27) EndRdx(33)
28) --> Invincibility==> DefBuf(28) DefBuf(29) DefBuf(29) EndRdx(31)
30) --> Hurl==> Dmg(30) Dmg(31) Dmg(36) Acc(37)
32) --> Foot Stomp==> Dmg(32) Dmg(33) EndRdx(34) Dmg(36) EndRdx(37) Acc(40)
35) --> Resist Energies==> DmgRes(35)
38) --> Unstoppable==> DmgRes(38) Rechg(39) Rechg(39) Rechg(39) DmgRes(40)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Heal(2)
---------------------------------------------


 

Posted

Air sup is there for the attack chain. It has the same Brawl Index as punch. Also a great chance of knockup your target, its great in PvE and also in PvP.

Hurl is situational, i don't use it in my attack chain, long animation usually enough to die pretty quick before i can re-toggle for exemple. I use Hurl against fleeing targets, i don't keep track anymore of squishies that tryed to flee away with a silver of life left only to find themselves with a rock smashing their face. And of course, great to bring down flyers wich you can't jump at with air superiority because you are either slowed, or unable to jump (caltrops for one..)

Tough is good, but not needed for INV, the set as the most smashing/lethal resistence (not counting granite). I can see the use of Tough for Dark Armor, Fire Armor or Energy Armor. And Smashing/Lethal damage is not what will be the most damage done to you in PvP, think energy, cold, toxic.

For a pure PvE build, Tough would have its use.

Now, Tough Hide, yes its defense buff but its always on and drain no endurance. Its auto power, thus it cannot be de-toggled. Once slotted, its nothing to smouch at.

Rage could use some To hit buff so's, KO blow need a recharge redux too.


 

Posted

ermmm INV is almost based on RES DAMAGE; so why not increase that?? my DAMAGE RESISTANCE is without unstoppable and all shields activated, 67.5% all slotted of course... without tough it makes only 47% so ... i prefer to be tougher, and hurl , i don't mind about animation, and i'm a bit hard to be killed so i can throw hurls the time i want, KO Blow is good as the chain of attacks i use... so don't need to waste a slot for recharge redux... and tough hide... is def , yeah , no end redux... but no need if i have a good damage resist, foes will die before me that's for sure xD


 

Posted

Of course, i agree with you with that. As i said, i would personally get tough for a pure PvE build. But what will be the use of 67,5% smashing/lethal resistance in PvP when you will face, energy blaster wich are the most common? And thats another toggle you have to run.


 

Posted

[/color]<blockquote><font class="small">Antwort zu::[/color]<hr />
ermmm INV is almost based on RES DAMAGE; so why not increase that?? my DAMAGE RESISTANCE is without unstoppable and all shields activated, 67.5% all slotted of course... without tough it makes only 47% so ... i prefer to be tougher, and hurl , i don't mind about animation, and i'm a bit hard to be killed so i can throw hurls the time i want, KO Blow is good as the chain of attacks i use... so don't need to waste a slot for recharge redux... and tough hide... is def , yeah , no end redux... but no need if i have a good damage resist, foes will die before me that's for sure xD

[/ QUOTE ]

Youre speaking of resistance to smash/lethal, which most likely tankers/scrappers will do when fighting you. ive spend quite some time at sirens call, as well es dueled lot of 40s. what i found is that most of the times you dont have problems fighting single tankers/scrappers, they will soon fall once your fury hits the max, unless its a regen scrapper of course. but thats not a typical situation for pvp. in pvp theres either only 1 oder 2 ppl online, so you dont really need another smash/lethal resist, or, theres big teams fighting each other. in big teams however you dont get to fight 1 or 2 tanks/scrappers, most likely you will find your self chasing a scrapper/tanker while under attack of blasters/controllers. thats why i would skip tough.


 

Posted

[ QUOTE ]
ermmm INV is almost based on RES DAMAGE; so why not increase that?? my DAMAGE RESISTANCE is without unstoppable and all shields activated, 67.5% all slotted of course... without tough it makes only 47% so ... i prefer to be tougher, and hurl , i don't mind about animation, and i'm a bit hard to be killed so i can throw hurls the time i want, KO Blow is good as the chain of attacks i use... so don't need to waste a slot for recharge redux... and tough hide... is def , yeah , no end redux... but no need if i have a good damage resist, foes will die before me that's for sure xD

[/ QUOTE ]

THERE REALLY IS NO NEED TO SHOUT ALL THE TIME!!!


 

Posted

Currently im building another SS/Inv Brute on the german server, mainly for pvp (rv, once i7 is out). so far i took invincible, and my other brute got tough hide as well. with this build i thought about not taking tough hide for it is only a small def bonus, and put more res slots in other toggles. what would you say?
as for invincible, is it worth taking? i would say my accuracy with 1-2 SOs and rage is sufficient, and afaik invincible "only" gives like 3-4% acc per enemy. so unless youre fighting in large battles, there should be only a small acc bonus along with (11%?)def bonus (of which 5% go away from unyielding iirc). should i keep invincible or drop it and take some other power instead?

another question regarding slots:
how should i slot /inv powers? i usually put 3res 1endredux in toggle powers and 3res in auto powers. in case i drop invincible/tough hide for 1-slot powers like stealth or hasten, there would be enough spare slots to put into toggles... hows the numbers for 4-5res slotted toggles? (compared to 3res slotting)
and what about acrobatics? is it worth taking for additional mez protection?

as for the patron powers, i will most likely only take 1 or 2 powers from the pool, leaving room for another 2-3 powers in the 40s, which could be used for invincible/tough hide as well.

thanks in advance for any comments and advice.


 

Posted

anyone?


 

Posted

Difficult one, personally I'd refer you to the Tankers SS/Inv guides but put emphasis on Acc for attacks. I know my Inv/SS Tank is very tough in PvP on a PvE build, but I'd really wait to I7 where your armour can't be toggle dropped so easily.

One thing to remember is that Tanks usually lead with the big hitters (KO Blow, Haymaker); whilst a Brute would be better equipped to throw Jab, Jab, Jab, Haymaker for full use of Fury.

As for the other questions, ALWAYS ALWAYS ALWAYS take Invince as it's the best power in the set, bar none.

Tough Hide's only useful if you want MAX defence, with Rad/Dark nerf it might no longer be necessary. Invinciblity's latest change is that it now stacks a lot more on the first critter than the rest.

Roughly I think 10% on first, +5% on second, and so on reducing each time, so even against 1 it's worth it.

You might also want to look into HandClap as it's use in PvP is MUCH greater with the ragdoll physics and increased KB. Considering one clap will stun most blappers, it's liable to be very useful.


 

Posted

[/color]<blockquote><font class="small">Antwort zu::[/color]<hr />
Difficult one, personally I'd refer you to the Tankers SS/Inv guides but put emphasis on Acc for attacks. I know my Inv/SS Tank is very tough in PvP on a PvE build, but I'd really wait to I7 where your armour can't be toggle dropped so easily.

One thing to remember is that Tanks usually lead with the big hitters (KO Blow, Haymaker); whilst a Brute would be better equipped to throw Jab, Jab, Jab, Haymaker for full use of Fury.

As for the other questions, ALWAYS ALWAYS ALWAYS take Invince as it's the best power in the set, bar none.

Tough Hide's only useful if you want MAX defence, with Rad/Dark nerf it might no longer be necessary. Invinciblity's latest change is that it now stacks a lot more on the first critter than the rest.

Roughly I think 10% on first, +5% on second, and so on reducing each time, so even against 1 it's worth it.

You might also want to look into HandClap as it's use in PvP is MUCH greater with the ragdoll physics and increased KB. Considering one clap will stun most blappers, it's liable to be very useful.


[/ QUOTE ]

Thanks for your reply. Ill respec today at 37, getting new set of SOs as well.

Another 2 questions: should i even 5-slot toggles for resistance or keep 3res slots?

And would acrobatics be any useful for pvp, when stacked with unyielding, so i cant be held that easy?


 

Posted

[ QUOTE ]
[...] Another 2 questions: should i even 5-slot toggles for resistance or keep 3res slots? [...]

[/ QUOTE ]
The fourth and fifth slot would give you far too less extra resistance for them to justify it.


 

Posted

[ QUOTE ]
And would acrobatics be any useful for pvp, when stacked with unyielding, so i cant be held that easy?

[/ QUOTE ]

Not as useful as there's less chance of UY going down, but more defence is always useful


 

Posted

Jab or punch what will an SS/Invul gain the most from of these two attacks?


 

Posted

Jab has a very fast cooldown and very low endurance cost. Punch does as much damage as air superiority in the flight pool with a slight chance to knockdown. So, basically jab is a very usefull to get your fury up, the faster and the more you hit, the faster you fury bar will increase.

Depending on your build, i would say get both. If you can't, i would recommend ditching punch to take air sup as soon as possible. Air superiority does as much damage and a 90% chance to knockback your oponent (not too sure about the number but it is very high).

Another way is ditching jab for boxing in the fighting pool to open the way for Tough (smash/lethal resist). Although i don't find Tough that usefull for an Invuln brute.


 

Posted


[ QUOTE ]
Invinciblity's latest change is that it now stacks a lot more on the first critter than the rest.

Roughly I think 10% on first, +5% on second, and so on reducing each time, so even against 1 it's worth it


[/ QUOTE ]

Ok, unfortunately (IF my planner is right, it's the latest but i'm always in two minds whether to trust it) the numbers on invincible are nowhere near this. Mine states you get a 4.5% buff to def and acc for the first critter and a 1.125% buff for the rest, but ONLY up to 10, as thats it's cap. This means in a full mob you still only have a max of around 14% def and acc buff, not to be sniffed at, but hardly the amzing power it was before.

I have a lowbie SS/INV brute and have been fiddling with the idea of not slotting acc in attacks and using rage and invinc for the buff. With 3 (+3) SOs tothit in rage it gives a 31% acc buff, and invinc (assuming just one in melee range) 4.5%...so you get a little more than one SOs worth of acc in total. However take those tohits out of rage and put them back as an acc in 3 of my attacks and i get a permanent +55% acc buff with one foe in melee range...a little over the top, but assuming debuffs etc. should make for very few misses.

I personally wouldn't take tough, we're brutes not tanks, and it's the other damage types that will kill us, not S/L. Also it's a very expensive toggle and will just take precious slots away from important things like attacks.

I would take the passives, for 2 reasons; 1) they cost nothing and don't need much slotting (2 SOs gives most bang for your buck by my planner), meaning more slots elsewhere and 2) They don't offer much, but any nrg/elemental res is better than none, and might be the difference between just surviving and faceplanting.

Just my 2 cents


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