Meant to be a brute, but can't stick.
Thanks Charnage your experience with various combinations is helpful. You've certainly tried some combinations I had not considered.
Tonality, thank you very much for the incredibly insightful post. It really does help having other people look at the builds. Some of the changes you suggested seem very common sense, but for some reason I had not seen them.
I am not certain if I will try to rebuild my Elec/SD, since I think two nuke type powers without much ST damage is a little too specialized for me.
However, I am going to revisit my SS/WP and poke around with my SS/Fire with your suggestions in mind. I think I can indeed make quite a few improvements on these two build.
Thanks to both of you for taking the time to provide so much information.
I run an elec/sd/blaze scrapper, and I have to admit, my specialty is killing almost everything before the team arrives at the spawn. When I team, it becomes more of, I kill a spawn, they kill the next one, and I kill the next one.
Adding Mu Lightning adds the single target damage you need for Elec Melee. Bosses still won't die quick, but once you learn to drag things to the next spawn, you kill them with AoEs.
the only ones that seem like they are a fit for you are WP, SR and SD.
WP you said youve tried already and arent feeling.
try SD with a few other primaries and see if itll fit you
SR definately has the whole "very effective without tons of inf" thing down.
Since I was busy typing the last post and didn't see this, I wanted to respond with some thoughts on this:
Thus, I'm really attempting to find a brute that can cover all my bases for me and fit a greatly into a farming role and still allow me to remain active in all the endeavors that my friends take on without being a liability to their tasks.
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I can say that with super strength, I really enjoyed that set, however the rage crashes could be annoying, but they were managed easily enough. The single target damage was phenominal, but the AoE damage just wasn't enough with footstomp alone. I certainly felt it need a little more to be a compliment to farming. I've considered SS/Fire, but I'm afraid I'm so very unfamiliar with the /fire set and how it plays and what kind of survivabilty it offers in most tasks. |
Now fire is an interesting beast. It is effective farming nemesis (because vengeance SUCKS), though you need a 3 KB IOs to deal with the insane KB they do. If you aren't fighting nem, though, only 1 KB IO is usually enough for most encounters.
Fire is very dependent on the heal. It does very poorly with Rikti because of the poor energy resists. It is suited very well with AE where you can fight only fire-type mobs. However, with the advent of other sets and improvements to Electric Armor, there are generally better options for farming and all-around performance.
Willpower, this seemed to be a phenominal set as well, however, I did find that in many task that my VG run on a regular basis he was always in danger of dying, speed run LGTFs, speed run ITFs, RSFs, he didn't quite boast the survivability that I saw in the numbers on Mids and he was very well IO'ed. In large groups he was very adept at surviving, but he had trouble holding aggro when it came to him absolutely need to and the rage crashes paired with this set were a little more troublesome fo rme. I know SS/WP is a good pairing, it just simply did not work out for me. |
If you revise your WP build, I think you will be very pleased with the performance.
I forgot to mention that I had a Energy Aura brute as well, that set...I don't know what to say about that set other than I have never gotten that set to perform well for me even though I've made several attempts at it. Highly lack luster in my opinion and has not performed well for me. |
My Elec/SD brute seemed well enough off other than having pathetically poor single target damage and rather low defense debuff resistances. He managed to survive most situations well, but did rather poorly when it came to vengeance stacking nemesis and large groups of defense debuffing Cimeorians. Perhaps, I would have been better of with SS/SD, but I do not think that the particular combination is going to meet my needs until I have more resources to perfect such a build. |
I really hate to see you scrap that elec/sd. It still performs well, but it is squishy and you have to work around that. That and pseudo pets suffer by not having a lower dmg cap, which means Lightning Rod and Shield Charge miss out on a lot while a scrapper version offers a tremendous boost in damage (approximately 600 vs. 300 when adding enemy resistances and whatnot).
I have been curious as to how ELA performs when paired up with various sets and DM/ELA sounds like a pretty good pairing as I've played DM on a couple of scrappers and found the single target damage to be rather intense, but was more curious as to how it's managed putting out enough AoE damage and how it would survive things like Lib farming, speed run ITFs, and on the RSF. |
DM/Ela was great when elec didn't have energize. It added a much-needed heal and some -to-hit to layer with the resistance. You are the Rikti's worst nightmare. It even does decently with PvP.
SS/ElA has tremendous AoE Potential. Lightning Field slotted for Damage can potentially do more damage over time than Ball Lightning will. Add to that the marvelous endurance tools and the only time you'll run out of endurance will be when you're tired and not paying attention (I hate that!). My SS/ElA sports 30% melee defense, great recharge (and armageddon in Footstomp). It doesn't die easily. It's easily my fastest-killing brute, but my elec/sd/blaze scrapper can kill about 150% faster. Actually, I cleared a map in the time it took two SS brute builds to do it.
Elec/Elec was my first 50. It took a lot of tweaking to get it where I wanted it, but it is my second-most survivable build out there, second only to my WM/Stone. It is a fun set, and power-set customization has been incredibly friendly to electric melee and electric armor. (Lightning Rod is awesome in any color)
What I don't recommend:
Fire/Elec: There isn't a lot of mitigation in fire. Knockdown does help Electric Armor's survivability.
NRG/Elec: Ew. NRG.
DB/Elec: I just don't like Dual Blades. Miss and a combo is blown, and well that 5% chance of missing annoys me.
What I think will also work well:
Mace/Elec: A nice balance of Single Target and AoE Damage.
Stone/Elec: No end problems here! Good knockdown.
Axe/Elec: Mace is better now that clobber got buffed.
SS/Fire will become a killing machine, but it does take a bit of IO investment to really boost its survivability. One of your defenses is having a good offense. The patron power set is debatable.
I've played a SS/Fire/Mu Brute for a couple of years and just have recently switched to Soul Mastery and haven't looked back. Some AoE damage was sacrificed by skipping Burn, but my overall killing speed increased. The little bit of reduced damage of Dark Obliteration is negligible since minions and LT's melt so fast regardless. And Gloom is just that good of an attack and allowed me to kill bosses much faster.
If you're planning on farming Liberate TV, the lack of Burn I've found not to be a problem. I didn't use it that much in that mission in the first place. First, by the time I locked down all of the minions and LT's they'd all pretty much be dead. Also, I didn't like it for Fake Nemesis since you have to immob them to keep them in the patch for long. It messed up the timing I had and they ended up using PFF more times than less.
With that said my SS/Fire currently sits at 92% recharge and sometime hits permahasten thanks to the FF +rech proc. Foot Stomp recharges in 5.6 seconds and Healing Flames in 11. Along with 2057 HP it can stand up by itself pretty well.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
You seem to have a lot of experience with Brutes in general, Tonality. Your post are certainly helping a lot. I will definitely mull over my SS/WP brute and see how it turns out for me.
However, on the other hand I am still very interested in a SS/Fire or now perhaps a SS/ELA.
I'm curious on how you think the two secondaries stack up when paired with SS in terms of damage, survivability, and ease of use?
SS/Fire will become a killing machine, but it does take a bit of IO investment to really boost its survivability. One of your defenses is having a good offense. The patron power set is debatable.
I've played a SS/Fire/Mu Brute for a couple of years and just have recently switched to Soul Mastery and haven't looked back. Some AoE damage was sacrificed by skipping Burn, but my overall killing speed increased. The little bit of reduced damage of Dark Obliteration is negligible since minions and LT's melt so fast regardless. And Gloom is just that good of an attack and allowed me to kill bosses much faster. If you're planning on farming Liberate TV, the lack of Burn I've found not to be a problem. I didn't use it that much in that mission in the first place. First, by the time I locked down all of the minions and LT's they'd all pretty much be dead. Also, I didn't like it for Fake Nemesis since you have to immob them to keep them in the patch for long. It messed up the timing I had and they ended up using PFF more times than less. With that said my SS/Fire currently sits at 92% recharge and sometime hits permahasten thanks to the FF +rech proc. Foot Stomp recharges in 5.6 seconds and Healing Flames in 11. Along with 2057 HP it can stand up by itself pretty well. |
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
You might want to give War Mace/Shield a try, wont drain you blue bar as much as SS rage and you have plenty of AOE at high lvl (Crowd control, shatter, whirling mace and shield charge)as well as control via stun and knockdown.
The single target damage is actualy pretty nice too, should be heaps better than elec melee.
With the changes to elec, I'd put elec above /Fire now for general all/around performance. Elec has superior end management tools and better resistance numbers to S/L/E, which are the big 3 types of resistance you will face end-game.
Fire still has the advantage of a very quick heal, offering it as quick as 10 seconds, but Elec has leveled the playing field as you can get energize reasonably near 30 seconds, with that 30 seconds giving you a good boost in regen for the duration. For damage potential, Elec and Fire are near dead-even. Fire comes out slightly ahead with combustion and fiery embrace, but both have a nice damage aura. Elec offers a 20% recharge bonus over +dmg with lightning reflexes. I like the extra recharge.
In terms of damage capability, I've run herostats on my SS/Elec and pulled an incredible 422 AoE DPS, (AoE damage increases DPS a TON). That was before I slotted armageddon in footstomp. It pulls ahead of my elec/elec, though I find Elec/Elec more fun.
I'll list a few encounters and put which armor comes out ahead:
Nemesis Farm: Fire Armor hands down. You need those heals.
Rikti/LGTF: Elec (90% nrg vs ~30% nrg) - only have to worry about Hami
AE: Both can build missions around their strengths.
Cimerorans: About equal with both.
Malta: Elec (sappers are the last thing I need to kill)
CoT: Maybe Fire
Carnies: Elec (little more psi resists, and end drain resists)
Edit:
I'll also repeat my suggestion of DM/SD. Here's the advantages:
1) All attacks debuff to-hit, which means pre-soft-cap, you're a little tougher
2) Siphon Life heals (which is why DM/SD is my preferred elder snake killer)
3) Dark Consumption helps endurance.
4) Soul Drain is a beautiful thing.
5) Shield Charge covers your AoE need fairly well.
With the changes to elec, I'd put elec above /Fire now for general all/around performance. Elec has superior end management tools and better resistance numbers to S/L/E, which are the big 3 types of resistance you will face end-game.
Fire still has the advantage of a very quick heal, offering it as quick as 10 seconds, but Elec has leveled the playing field as you can get energize reasonably near 30 seconds, with that 30 seconds giving you a good boost in regen for the duration. For damage potential, Elec and Fire are near dead-even. Fire comes out slightly ahead with combustion and fiery embrace, but both have a nice damage aura. Elec offers a 20% recharge bonus over +dmg with lightning reflexes. I like the extra recharge. I'll list a few encounters and put which armor comes out ahead: Nemesis Farm: Fire Armor hands down. You need those heals. Rikti/LGTF: Elec (90% nrg vs ~30% nrg) - only have to worry about Hami AE: Both can build missions around their strengths. Cimerorans: About equal with both. Malta: Elec (sappers are the last thing I need to kill) CoT: Maybe Fire Carnies: Elec (little more psi resists, and end drain resists) |
I'm just wonder how ELA manages to survive as well as Fire without a very quick recharging heal. 30 seconds is a far cry from 12. Even though an extra 200% regen and a massive endurance discount is pretty nice trade.
I do, however, like the growth potential of ELA. But, I will probably do SS/Fire and build that up as a farmer doing the lib farm for purple drops and then consider building up a SS/ELA when I can afford it.
Here is the build:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
I'm just wonder how ELA manages to survive as well as Fire without a very quick recharging heal. 30 seconds is a far cry from 12. Even though an extra 200% regen and a massive endurance discount is pretty nice trade.
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The heal and +regeneration are arguably just tertiary effects that let you last long enough for -endurance to take full effect. The total amount of mitigation that -endurance provides for ELA is much higher.
*(Sets like Ice, Dark, and Shields use debuffs too, but they are far from their respective second layer of mitigation, and offer values much lower than the combination of Power Sink and Lightning Field.)
Well, I put together a quick build for a SS/ELA with the advice you gave me earlier in the thread, Tonality.
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I'm just wonder how ELA manages to survive as well as Fire without a very quick recharging heal. 30 seconds is a far cry from 12. Even though an extra 200% regen and a massive endurance discount is pretty nice trade. |
I do, however, like the growth potential of ELA. But, I will probably do SS/Fire and build that up as a farmer doing the lib farm for purple drops and then consider building up a SS/ELA when I can afford it. |
Now the build:
- You don't need impervium armors. Endurance issues are a thing of the past.
- I'm not sure I'd waste the slots on Boxing, even though you are clever using stupify
- 5 doctored wounds will work in energize. Drop the Heal/End for a Heal/Rech. The numbers aren't that different to warrant the 6th slot.
- You get the same set bonus if you swap the miracle Heal/End for a numi Heal/End, and a slight more regen.
- I find I don't need powersurge that often. For gameplay, you'll pop demonic close to the crash of powersurge, have a blue insp, energize ready, and if you time everything right, you can actually get through the drop before you lose anything. It's still tough to pull off in the midst of mobs - a lucky hit and you're dead.
- Powersink is Auto-Hit, even though mids calculates accuracy values. All that matters is end mod/rech.
- Don't use the single-aspect purple in armageddon. That chance for fire Proc is incredibly handy for footstomp (it rolls a chance on every single mob footstomp hits, the same as force feedback).
Now here are two SS/Elec builds I've built in the past. I settled on Melee Defense, but going S/L defense is a viable option (and has some advantages). I picked melee as it covers all damage types and the bulk of damage you will face will be melee. You can generate very impressive numbers with S/L defense without compromising the build. As for not taking a taunt, I taunt things by punching them.
Here they are:
SS/Elec - Melee Def
- My Elec/Elec has slightly more defense (32%) which actually is noticeable compared to this 27.7%.
- The KB Protection in grounded is there because when you aren't on the ground, you lose your KB protection, and I like to jump around.
- Modest pricetag, with only one purple set.
SS/Elec - S/L Def
- 37% S/L Defense, without gimping the build.
- 14% NRG/Neg Def
- One purple set used, so semi-modest cost (kinetic combats are expensive)
- Less resists than the melee build, but significant gains on defense.
You've convinced me I need to give my SS/WP brute another try. I've taken your modified version of my build and tweaked it a little bit more. I'd like your opinion and observations, before I go into the respec later.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Well, I don't see a thing to suggest.
You could lower your end cost by slotting in the endredux parts of reactive, but you lose some resists - that's personal taste.
I do find that after a point, slotting for regen on a regen-heavy set really doesn't do anything. What you want is to stack defense or add recharge so that footstomp knocks things down faster, so the 8% regen you get in boxing isn't that big of a deal.
You could possibly switch to perfect zinger for some more S/L def, but lose the bonuses for fire/cold def and some recharge.
I think it will come down to personal taste now, unless someone spots something I missed.
Well, I don't see a thing to suggest.
You could lower your end cost by slotting in the endredux parts of reactive, but you lose some resists - that's personal taste. I do find that after a point, slotting for regen on a regen-heavy set really doesn't do anything. What you want is to stack defense or add recharge so that footstomp knocks things down faster, so the 8% regen you get in boxing isn't that big of a deal. You could possibly switch to perfect zinger for some more S/L def, but lose the bonuses for fire/cold def and some recharge. I think it will come down to personal taste now, unless someone spots something I missed. |
This has to be one of the most helpful threads I've been privy to be a part of. Thank you very much all of you.
Here are a few of the builds I have used and one that I am currently considering for a SS/Fire brute.
To start with, you aren't a terrible builder, so before you freak at this enormous amount of text, your builds really only need tweaking.
Overal Themes:
-Often defense oriented at the cost of offense
-Too much focus on accuracy/to-hit
-Not always end-efficient
-Rage often is stacked more than it needs to be, causing frequent crashes and increasing endurance issues
Oh, before we get started:
The biggest problems with the builds are lack of expected performance and endurance issues, which actually seems to be a reoccuring issue with many of my builds. But, I may simply have a hard time with the conversion of the number values to gameplay.
2) Yup, endurance problems is what I'm seeing. Might I suggest taking a look at SS/Elec (and these tweaks)?
Modified Elec/SD Build
Well, elec IS terrible for single target damage. The patrons do offer some extra ST damage if you grab Gloom or Mu Lightning.
Shield benefits greatly from carting around oranges and greens. For tough encounters (or x/8 soloing), rely on oranges to get you through the fights. Also, the four auto-accolades help a TON toward survivability.
But, I can see some things that might make life more difficult for you. For starters, focused accuracy will leave you gasping for endurance. You already have good accuracy bonuses and the to-hit unique. You really don't need FA.
I'd drop Mace completely for the patron. The redraw from mace blast would get annoying for me, I know. I'll swap it out with elec, grab mu lightning for single target dmg, and move gaussians to buildup. I'll grab superspeed as a travel to add in blessing of the zephyr. This will free you up in the future for adding some purple sets, or allows you to swap a mako out for a Touch of Death to get your defense above the cap to help prevent cascading defense failure. It's up to you on what you want.
So now, Mu Lightning can be slotted more. You have several choices. You can grab ruin for AoE def (which is silly if you pick up SS and 3 slot it with BoTZ), or decimation for an affordable 6.5% rech bonus, or thunderstrike for more range def - or a future purple. As far as that goes, now with SS slotted, in the future you could throw an armageddon into thunderstrike, apoc in mu lightning, and hecatomb in chain induction for a drastic increase in recharge and a very noticable increase in performance.
You will find now that the bulk of single target damage actually comes from three sources: Jacob's Ladder, Thunderstrike (yes, another AoE), and Mu Lightning. Mu Lightning is a great power - quick animation, good damage, and good recharge. Unlike Gloom, the damage is front loaded, and doesn't quite do equal damage to gloom, but I liked the thematic approach. Otherwise, you could pick up gloom and grab dark oblit for some to-hit debuff to layer on some more insulation to avoid that cascading failure. (don't slot oblit with tohits tho, slot for dmg) But, I liked grabbing the travel as it added some efficient defense bonuses.
It's not cheap, but grabbing a membrane hami-o and slotting 1 in active defense will help your DDR.
True grit needs more heal bonuses for +hp. Move that numi unique over to health and get some more HP. Then reslot health, grab the miracle heal IO with that proc for more recovery. You lose 4% in enhancement bonuses, but still manage to gain more regen/HP/recovery.
You have some more options now. You're above the defense cap for range and AoE, so you have some options. You can go back to 4 slotting stamina and look at maybe picking up some more +HP by slotting up your toggles with IOs. If you keep it slotted as is, you have room for 3 purple sets without compromising your AoE def (which isn't a big deal if you do anyway).
SS/WP Modified
I see you're going for softcapping S/L def. You'll be more than tough enough heading to 30%, so you don't have to gimp yourself to get those numbers.
Some similar advice:
drop focused acc. You have rage and accuracy bounuses. If it still bugs you, grab a kismet. Drop maneuvers/tactics as well.
Consider gloom/dark oblit for your SS. You'll layer on some to-hit debuffs with your lower defense and increase your damage potential.
For me, if I slot too much recharge in rage, I find that the crashes become too frequent and actually get in the way (yes, you can use veteran attacks during the crashes). So, if you drop the recharge down enough so it's perma w/o hasten, you'll be happy. Speaking of hasten, get it. The more rech for footstomp the better.
Footstomp: The ideal for quite some time has been 5 armageddon and the Force Feedback recharge proc. IT recharges that AoE unbelievably quickly, and that knockdown is unbelievable mitigation. You might Consider that FF proc instead of that oblit set (just swap out the oblit proc for the FF proc)
I'd take out the kinetics in boxing and move those slots to slot my other attacks better. But, I had surplus slots in my completed build, so I put them back.
What matters to a brute is living long enough to flatten mobs.One you're sure you can live through a fight, all that matters is how fast you flatten the map. The build is too defensive and not offensive enough.
Web Envelope adds KD protection, which hurts your mitigation of footstomp (the exception would be if you were SS/Fire and dropped a burn patch and wanted them glued in place)
I am starting to see a pattern: you really hate missing your attacks, and overcompensate. You don't need that much accuracy/to-hit. With rage double stacking, tactics, and focused, I'm seeing numbers in mids like 400% accuracy, which is just overkill.
SS/Fire
Ah, here's the FF proc in footstomp.
Elec/Fences Burn. Great.
Rage isn't as recharge heavy - good.
In general, you don't even need end mod in Consume, because if you hit 5 mobs, you get 100% end unslotted. What you want most is to hit the ed cap on recharge (oblit works nice here, especially since the power has a low end cost).
A 4th slot in stamina with the perf shifter would help with your end.
I think burn is overslotted. It's nice but you can save some coin here.
You want more recharge in Knockout Blow. At 19% recharge, the power isn't coming up quick enough.
Plasma Shield needs to be slotted for resistance. This is your nrg/neg resistance, and Rikti are going to rip you to shreds even more than normal for a FA brute.
Obliteration isn't the best choice in a toggle like Blazing Aura. The end consumtion is going to hurt. If you want slot efficiency, the least amount of slots to achieve good performance is:
Scir: Acc/Dam/End, Dam/End (10% regen)
Multi: Acc/Dam/End, Dam/End (some stupid bonus)
That gives you good dmg/end redux, and modest accuracy. You can add some neg resist if you add a 5th slot with another scirr and pick up more acc, but it's not necessary.
If you think your rage is still crashing too often, put in a single rech IO into rage instead of the two adjusteds. With your rech bonuses, you are still perma rage w/o considering hasten/FF proc.
IMO, your SS/Fire brute is your best build. It has a good balance of offense and defense. Now, /Fire is incredibly reliant on the heal to stay upright, and stacking that extra melee does help.
Since this isn't a defense-oriented build, I'm turning weave off and leaving it in as a mule for a LoTG 7.5.
There's still plenty of tweaking that can be done to this, but it's a start in the right direction.
edit: BTW, the titles on the builds are links to builds