Energy Melee/Invulnerability...Brute or Tanker?


Agonus

 

Posted

What's up guys. I've recently built myself a EM/Invul Tanker, and I'm loving it. But now with Going Rogue coming out, I'm wondering if brutes are better. I want to play on Heroes side since I like the game better, but I've heard people say that there will be no use for Tankers once going Rogue comes out because Brutes are so much better. I have a few questions

A) Is this just a matter of opinion?

B) Are the maximum caps for Damage + Defense different?

C) Does it have to do with epic powers?

D) Any other suggestions or opinions?


Thanks in advance.

Edit: Also, did they mention if we can get Hero badges if we switch a villain over to the hero side?


 

Posted

The main thing with Brutes and EM is that EM is a slow-recahrge set, so it'll be really really hard to build up fury without a recharge bonus. I've heard people say it's the worst set for brutes.

Brutes have a much higher damage cap than Tankers do, while tanks have better defense numbers out of the box... unfortunately, the advantage still goes to brutes. You can easily build for capped defenses with a brute... you can't build for +800% damage on a tanker.

Also, I have an invuln/Em myself, and i have to say that pairing a set who's main form of mitigation is "keep foes close" with a set that makes them wander away from you (stuns)... isn't all that great numbers-wise. It still works okay though!


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

That's a shame, it's such a fun build to play it's sad that it's known as "The worst build for brutes", but easier to softcap than its Tanker counterpart. Hopefully, I will be able to figure something out with this and let everyone know how it goes once GR comes around.


 

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Quote:
Originally Posted by Jags_Powar View Post
That's a shame, it's such a fun build to play it's sad that it's known as "The worst build for brutes", but easier to softcap than its Tanker counterpart. Hopefully, I will be able to figure something out with this and let everyone know how it goes once GR comes around.
Easier to soft-cap a Invul Brute than a Invul Tanker? No idea where you got that idea, but it's definitely not true. Tanker Invul powers have higher base values across the board.

What EmperorSteele was saying, I believe, is that you can soft-cap defense on a Brute, though it's more difficult and expensive than it would be for a Tanker, but there's no way to similarly enhance a Tanker's damage to match a Brute's.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
Easier to soft-cap a Invul Brute than a Invul Tanker? No idea where you got that idea, but it's definitely not true. Tanker Invul powers have higher base values across the board.

What EmperorSteele was saying, I believe, is that you can soft-cap defense on a Brute, though it's more difficult and expensive than it would be for a Tanker, but there's no way to similarly enhance a Tanker's damage to match a Brute's.
Yeah, that's what I meant. Oops


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

See, I think the whole Brute VS. Tank/Scrap debate is a bit wonky, because it really is situational. In a situation like a bunch of scraps and blasters vs an AV, then the tank will win, because they don't need buffs to be tough. I certainly wouldn't want a Brute for the STF simply because if all the AVs aggro, I *know* a tank will be more capable of holding the aggro and surviving than a brute that will be more likely to rely on a tier 9 and would definitely need better buffs.

On an all scrapper team, the brute simply won't be able to build fury. Sure, they could take the alpha and get a couple hits in, but once the scrappers start in, mob gone while fury is still low. Not that a tank would be much better, but at least they can handle extra spawns or possibly herd up a couple spawns to max out the scrapper's AoEs, while the brute may face plant with more than one spawn on him.

In a situation where buffs are readily available, though, the brute wins over both scrappers and tanks. Def/Res buffs are partially wasted on Tanks, because the same buff will have a larger overall effect on a Brutes. And brutes can really take better advantage of damage buffs like Fulcrum Shift than Scrappers could. A brute at the damage cap will out do a scrapper in the damage category. I've been there and done that myself. Only time the capped scrapper will hit harder is when he crits, and that just isn't consistent for DPS. Nice when it happens, sure, but the Brute will be able to do just slightly less *all* the time.

And then there's the fact of what job they are meant to perform. All ATs have a task they fulfill on a team, in their own way. Dom's and Controllers are damage mitigators, either by control and debuff or by control and dead mobs. Defenders and Corruptors are both damage multipliers, either by high buff/debuff and modest damage, or by high damage and modest buff/debuff. Scrappers and Stalkers are both *designed* to be Single Target elimination. Their job is to get in and get the boss/threat taken care of quickly, while the rest of the team works on the rest of the mob.

But tanks and brutes aren't parallels. The tank's job is to hold aggro to keep the squishies alive. For villains, that's the Mastermind's job. They hold aggro through chaos, by having extra bodies to get attention away from the rest of the team. Brutes have the job of mob elimination. They are designed to get large mobs around them and destroy them with fast hard hits. Know who else are designed to do that? Blasters. Brutes and Blasters are the parallel between hero/villain ATs, even though they do the job in completely different ways. Trying to get your brute to be as tough as a tank or as capable as a scrapper is a waste, because that is not what they are designed to do. They can do it, yes, but blasters can scrap, doms can blast, trollers can destroy entire spawns. One of the great aspects of this game is just about any build can fill any role on a team, if it's built and played right. Just don't forget what they are made to do in the first place, because that is always what they will do best.

(It'll be asked what job the EATs are designed to do. That's simple. All of them! They can do every job a team may need them to do, just not quite as well as the AT designed to do that job. Jack of all Trades, Master of none.)

~WP


Just my opinion, feel free to disregard...

 

Posted

BRUTE=Overpowered Scrapper
TANK=TANK lol

Brutes do more damage but can't take nearly as much as a tank can. So it's all your opinion.

EDIT: also ignore this crap about it being the worst build for brutes or whatever, unless your doing pvp you really don't need to worry about it. If you know how to play with your toon and your team, you can take on the world with any build.


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Posted

The classic solution for building Fury with a low recharge set: Brawl. Especially now that it costs no endurance. I have high-20s EnMelee/Dark and EnMelee/Elec and they do fine.


Arc #40529 : The Furies of the Earth

 

Posted

Roll a fire/invuln brute. problem solved.

Waiting for the animations on EM is like watching paint dry. So boring and slow. Its the exact opposite of what a good fury generating set needs to be.

Honestly, until EM is "fixed" again its a broken set. Especially for brutes trying to keep up fury and still get to use their high damage attacks.

Fire melee does exellent single target and good AoE damage, and generates fury much better at high damage value then having to spam brawl...

Plus it looks cooler then having colored pom poms on your brutes hands.


 

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Quote:
Originally Posted by W Peace View Post
But tanks and brutes aren't parallels. The tank's job is to hold aggro to keep the squishies alive. For villains, that's the Mastermind's job. They hold aggro through chaos, by having extra bodies to get attention away from the rest of the team. Brutes have the job of mob elimination. They are designed to get large mobs around them and destroy them with fast hard hits. Know who else are designed to do that? Blasters. Brutes and Blasters are the parallel between hero/villain ATs, even though they do the job in completely different ways. Trying to get your brute to be as tough as a tank or as capable as a scrapper is a waste, because that is not what they are designed to do. They can do it, yes, but blasters can scrap, doms can blast, trollers can destroy entire spawns. One of the great aspects of this game is just about any build can fill any role on a team, if it's built and played right. Just don't forget what they are made to do in the first place, because that is always what they will do best.
Man, if you could be any more wrong.

Blasters are equivalent to stalkers. Scrappers are equivalent to brutes. Tanks are equivalent to masterminds. At least you got the other ATs correct.

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BRUTE=Overpowered Scrapper
I don't think brutes are. Scrappers don't have to worry about losing damage if they have to go afk to grab a snack or use the bathroom. And they come with a higher damage modifier right out of the box.


 

Posted

I will have to say that currently EM is not a great set on a brute. It is fine solo but it is so slow as to be almost useless on teams... if I ET one more mob that dies during my wind up I will cry :P

And yes, my main 'toon is an EM/WP brute.


"Life is what happens when you are making other plans"

 

Posted

Currently I have a EM/Invul tank in the works (lvl28 ^^) and while he can take a fair amount of damage, recharge wise it's not to pretty (which I assume can be fixed later on with recharge bonuses, of course) still waiting to see how Energy Transfer/Total Focus work, although there's been a bunch of hate for EM tanks :( . I'd say stick with your tank, unless your fixing him up for PVP, in which case I'd go for Brute, which gives up to a +800% dmg bonus :O


 

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Originally Posted by Atheism View Post
Man, if you could be any more wrong.

Blasters are equivalent to stalkers. Scrappers are equivalent to brutes. Tanks are equivalent to masterminds. At least you got the other ATs correct.
I really wish people wouldn't continue to perpetuate this "MM = Tank" idea. Yes, at a very early stage in the development of CoV, MM were expected to act as a meatshield through having a huge amount of disposable hitpoints in the form of their pets (it didn't matter whether they died ot not, they could be resummoned). However, by the time the game came out, it was pretty clear that this was no longer the case.

Yes, some MM builds can tank with the addition of the pool power provoke. But in general, MMs can't tank that well, and they're certainly not Tanks. Nor are Brutes actually. They're Brutes. Not Tanks. Not Scrappers. Brutes. Direct parallels between CoH and CoV archetypes don't exist. Stop creating them.


 

Posted

Quote:
Originally Posted by Jags_Powar View Post
What's up guys. I've recently built myself a EM/Invul Tanker, and I'm loving it. But now with Going Rogue coming out, I'm wondering if brutes are better. I want to play on Heroes side since I like the game better, but I've heard people say that there will be no use for Tankers once going Rogue comes out because Brutes are so much better. I have a few questions

A) Is this just a matter of opinion?

B) Are the maximum caps for Damage + Defense different?

C) Does it have to do with epic powers?
As an EM Tank, you have more options with the Epic pools to make up for the dismal performance of Whirling Hands.

Quote:
D) Any other suggestions or opinions?
Honestly, I'd roll another character. You could try Super Strength and re-color the SS effects to make them red if you like the EM visual.

I have an EM/Inv Tank "leveled" to 50 during the early days of AE, and I have no intention of going back to the character until EM gets overhauled. You didn't say what level you are, but Energy Melee is dreadful in the higher levels for Tanks and Brutes. Your two hardest hitting attacks have animation times of about 3 seconds each. It might not sound like much, but in a high level team, you'll get used to activating Total Focus or Energy Transfer, and having your target get killed by your teammates before you finish swinging.

Or your high level solo game is slowed down, waiting for those two attacks.

And then there's your only AoE in Whirling Hands, which is just sub-par all around.


Tales of Judgment. Also here, instead of that other place.

good luck D.B.B.

 

Posted

Quote:
Originally Posted by PhroX View Post
I really wish people wouldn't continue to perpetuate this "MM = Tank" idea. Yes, at a very early stage in the development of CoV, MM were expected to act as a meatshield through having a huge amount of disposable hitpoints in the form of their pets (it didn't matter whether they died ot not, they could be resummoned). However, by the time the game came out, it was pretty clear that this was no longer the case.

Yes, some MM builds can tank with the addition of the pool power provoke. But in general, MMs can't tank that well, and they're certainly not Tanks. Nor are Brutes actually. They're Brutes. Not Tanks. Not Scrappers. Brutes. Direct parallels between CoH and CoV archetypes don't exist. Stop creating them.
Phrox is totally right, you can't compare AT's to eachother directly, why do you think 8 SoAs are so untouchable together? Hero ATs are more like the classic trinity setup, Villains are like voltron, the more you get together the crazier they become. If you play a redside AT you're best off with 8 people who have lower mitigation numbers but things like grant cover and the leadership tree... 8 people with maneuvers is 6 defense x 8 = 48% defense to all and 10% damage from assault from 8 is 80% damage and 48% denfese... that's just untouchable. EDIT: adding in the point so not to have it confused, both sides can do this but the fact brutes have fury and stalkers have better crit than scrappers in teams plus the base damage of reside attacks when compared to the closest equivalent are higher on the corrs and doms but scrappers and tankers base is higher but they dont have the fury or higher crit. Simply said, redside ATs alone aren't as survivable as blueside but together they benefit better from buffs