Curious about Toggles
I'm playing a SS/Shield brute at the moment and I'm having a hard time understanding how to use toggles, specifically the first two for melee and ranged damage, respectively. Should I run both at once? Do I switch constantly? Do I pick one and roll with that? I'm not too sure, and any help would be appreciated.
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When you are low level, you may not have the endurance to run all your toggles simultaneously. Slotting attacks for end reduction (high priority), slotting toggles with end reduction (moderate priority) and getting Stamina (if/when you can) all will alleviate this issue, as will various special IOs or accolades that improve your endurance total and recovery rate.
If you find you cannot run your two toggles together until you get better slotting, you should probably prefer the melee defense toggle. Most mobs are more damaging with melee attacks, and/or have more of them to cycle through. Making them miss more in melee is probably more valuable. On the downside, many low level mobs debuff your defense powers with their ranged attacks (bullets often do this), so your results may vary depending on foe.
Defense powers work by checking the attacks "types" (such as ranged or melee) against all your defense values. If you have any defense that work against the attack's types, you benefit from the highest of those defense values. As far as I know, there's no such thing as an attack that's flagged both ranged and melee. Most attacks combine one position type (melee, ranged, AoE) and one or more damage types (lethal, smashing, cold, fire, energy, negative, or psionic - there is no "toxic" attack type). A few have only a single position or a single damage type, but not the other.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
In general you'll want to run them both at once (along with Against All Odds once you get it). Due to the need for them to recharge after being switched off trying to toggle shift rapidly in combat is pretty much impossible. Having both running at once means you'll get your defense bonus against all attacks (excluding a few from exotic enemies such as Hamidon).
However at lower levels (until you can get stamina and/or slot some end redux in your attacks) you may find yourself short of endurance trying to run both at once. If that happens you will probably want to turn one of them off in which case you have to look at your opponents and decide which one is more useful (it's normally Deflection since melee attacks are more powerful and Deflection also provides some resistance to protect agaisnt non-melee attacks).
I'm playing a SS/Shield brute at the moment and I'm having a hard time understanding how to use toggles, specifically the first two for melee and ranged damage, respectively. Should I run both at once? Do I switch constantly? Do I pick one and roll with that? I'm not too sure, and any help would be appreciated.
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Because of this Deflection protects from punches, kicks and the like but doesn't protect you from a mob tossing energy blasts at you from 20' away. Likewise Battle Agility protects from those attacks but doesn't help you against punches & kicks. Once your build matures you'll be running both shields plus other toggles as well to maximize your survivability.
HOWEVER, I'm going to guess that your brute is still low level? Pre-20 and Stamina? In that case endurance will be an issue for you... I generally don't get the Ranged/AOE shield until level 22 and deal with the Melee shield only until then. The reasoning is that as a Brute you'll be fighting mostly Melee mobs and before Stamina endurance is tight, particularly with a brute constantly chasing Fury.
My suggestion for the early levels would be to slot endurance reduction in your shield and mainly slot accuracy and endurance reduction in your attacks. If it were me I'd probably start a SS/Shield brute something like this:
1. Punch & Deflection
2. Haymaker
4. True Grit
6. Hurdle (Fitness pool)
8. Knock Out Blow
10. Active Defense (eventually 3 slot for recharge)
12. Combat Jumping
14. Super Jump
16. Against All Odds (endurance reduction, one is probably enough)
18. Health (Fitness Pool)
20. Stamina, 3 slot for Endurance Modification.
22. Battle Agility
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Thanks for the help everyone, this has really shed light on the issue for me. Looking forward to more Brute smashing with this guy!
I'm playing a SS/Shield brute at the moment and I'm having a hard time understanding how to use toggles, specifically the first two for melee and ranged damage, respectively. Should I run both at once? Do I switch constantly? Do I pick one and roll with that? I'm not too sure, and any help would be appreciated.