No one's talking about Brawl/Inherent changes?
Worth slotting? Probably not to enhance with damage. It might be good as a place to throw some procs if you have slots to spare.
For Brutes, though, it's a fantastic way to maintain Fury.
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Step 1: Make a brute.
Step 2: Put brawl on auto.
Step 3: Set difficulty for -1/x3
Step 4: ???
Step 5: Profit!
Seriously, I don't think it's worth slotting. For my brute (the only character that will use brawl after level 10ish) it doesn't matter if it hits, it'll never do enough damage to matter, but just because I swing it builds fury, so if anything I'll throw a recharge IO in there.
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You mean you weren't slotting it that way before?
The only reason nobody is talking about the Brawl/Inherent end changes is because they haven't figured out how it's ruining the game yet.
My original point being that pre-Stamina tanks tend to have End problems cuz their attacks typically have a lower Damage per Endurance than the other damage-dealing AT's. Yes, Brawl has horrible damage, but it's Damage per Endurance is now the best in teh game!
>.>
<.<
If you can see around my sarcasm, my second point is that: playing by the numbers sometimes might cause some bad power choices.
"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy
Just throw one IO Acc in there and hope it hits, beyond that, it's still 'generally' not worth slotting. There is almost always something better to slot.
But hey, if you want to, go for it! It's likely not 'ideal', but it definetly wouldn't hurt. A zero END attack that you can always use is nothing to scoff at.
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It's made a significant difference on my level 10 MA/INV scrapper (no toggles) but I have a really nice chain of attacks that doesn't suck for damage.
Still here, even after all this time!
Now Brawl costs no Endurance and the Origin based inherents (Mutagen, Throwing Knives, etc) got their End reduced to a third of their previous End cost.
So, is Brawl worth six-slotting now, especially for lowbie tanks....? |
As someone else said, it certainly isn't gonna hurt the Brutes..
However, Defenders with a no-end brawl AND Vigilance jjust makes them overpowered now.
Well maybe some endurance heavy builds might decide to throw it in their attack chain. Maybe a Tanker who is end heavy on his primary may use it to help punch-taunt without cost him any end?
As someone else said, it certainly isn't gonna hurt the Brutes.. However, Defenders with a no-end brawl AND Vigilance jjust makes them overpowered now. |
I'm pretty sure Brawl was not given the Punchvoke aspect that Tanker Secondaries and Power Pools were given.
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1 Acc, 2 Rch and 3 Procs here i come.
Yeah, made a new character playing with some proliferation. Endurance free brawl is nice for the lowbie without enough attacks yet. The origin power I thought was costing less, but I was thinking maybe it was just Brawl not costing anything. It's still pretty crummy, but at least it's not so terribad that you don't even use it because it leaves you sucking wind for no good reason whatsoever. Srsly, you could chuck a throwing knife or whatever at a fleeing mob with a tiny sliver of HP and it would be like "lol no"
What would've been funnier? Give your origin power a small chance to proc a small infusion of endurance, like a Performance Shifter for noobs.
Do a MAN build and PvP with nothing but 6-slotted brawl! u will pwnz.
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Stats on brawl:
.83 cast/1.056 arcanatime cast
0 end
2 second recharge
.36 unspecified damage
Slotting:
Hecatomb Acc/Dam/Rec
Hecatomb Negative Damage Proc
Gladiator's Strike Smashing Damage Proc
Mako's Bite Lethal Damage Proc
Touch of Death Negative Damage Proc
Crushing Impact Acc/Dam/Rec
Adjusted stats
Cast: 1.056
Recharge: 1.354
End: 0
Dam: .36
Average Damage:
Hec Proc: 35.7
GS Proc: 14.36
MB Proc: 14.36
ToD Proc: 10.77
Brute Damage Modifier: 41.708
Damage buff from 90% fury + enhancement damage buff = (1.80+.477+1)*.36 = 1.17972
Brute damage with brawl = ~49.204
Add in averaged out daamge from procs = 124.394 damage on average per hit at working max fury for no end.
DPA of this attack in a chain = 117.797
DPC = 91.871
duuuuuuude. I'm soloin Hamidon with this.
Be well, people of CoH.
QR:
Blasters feel faster than many other ATs to me, and I haven't seen any recommended yet. I'd recommend an Archery / Mental Manipulation Blaster. Try it, you'll like it.
(Conversely, stay away from Energy Blast, it's kinda the Broadsword of the set)
I can also back up the folks who have recommended Claws, as I've got a fun one of those at lv. 22. Quick and deadly.
EDIT: How in the heck did this end up in *this* thread? I could have sworn I was posting to a different one. Gah! :P
in my secondary build for doing low lvl SFs, I slot brawl with Acc/End/Rechg IOs and dmg procs because it's an extra attack that I could squeeze in under lvl 25.
Of course that all will have to change when I get a round tuit.
haven't decided exactly how just yet-- will have 5 extra powers to slot AND won't have to use any end red in brawl
hmmm
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
|
QR:
Blasters feel faster than many other ATs to me, and I haven't seen any recommended yet. I'd recommend an Archery / Mental Manipulation Blaster. Try it, you'll like it. (Conversely, stay away from Energy Blast, it's kinda the Broadsword of the set) I can also back up the folks who have recommended Claws, as I've got a fun one of those at lv. 22. Quick and deadly. |
Now Brawl costs no Endurance and the Origin based inherents (Mutagen, Throwing Knives, etc) got their End reduced to a third of their previous End cost.
So, is Brawl worth six-slotting now, especially for lowbie tanks....?
"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy