Brute vs. Scrapper for fun


Ben_Arizona

 

Posted

My cousin, wife and i are making a team on red. We normally play on blue so im new at the strengths of red.

I know brutes build up power as they fight. In Mids, the base values are considerably lower than scrappers.

My question is, how fast does the Fury build up to reach maximum damage? Is it good enough to have such lower base values? They are both making Fire/SD brutes and im running a Fire/Traps Corruptor. Thanks for any info.


 

Posted

Generally a single brute pulling most of the aggro will have full fury (or at least what is reasonable attainable being equivalent to full) by the time the first mob is defeated.

Two brutes can cannibalize each others fury though, but then you just turn the difficulty slider to produce larger spawns.

There is little reason that by the time the second mob falls both shouldn't have very high fury. Then it is up to you to keep up!


 

Posted

i would be more worried about them killing everything before you used your traps.


 

Posted

Quote:
Originally Posted by RoboBug View Post
i would be more worried about them killing everything before you used your traps.
Yea, i was concerned about that. But since it's a controlled team, i can just get them to work with me and let me set up then pull the mobs. This is my first traps/devices toon and i hope i even like it. lol. We're use to running at a larger team size so hopefully it'll work out nicely.


 

Posted

IMO

Do anything but traps, especially running with two brutes. To keep fury high the brutes need to run from mob to mob attacking and being attacked as much as possible.

Brutes love buffs, especially end recovery. I have yet to see any brute not love pairing with a kin.

I have a 50 fire/traps corr I'm in the process of striping. He's being stripped because no team wants to wait every mob to let you put down @4 traps and then pull the mobs to them.


 

Posted

I concure.....2 Fire/SD Brutes will just be ripping through 8 man with boss spawns 30+, heck a I have 2 Scrappers, elec/sd and fire sd and 50 who rip through 8 man with boss spawns solo at 50 to..they are io'd out and softcapped to, and a 50 SD/Elec tank that rips through the same, just a bit slower, but with more leeway hehe.

So I would NOT got fire/Traps on a corr with that team...your "Control" of the team in slowing them down would just lower your DPS...drop there fury to nothing and slow you all down.

Just go /Pain or /Dark, or /anything other than Traps

Either way have fun.


 

Posted

Quote:
Originally Posted by Zmoosh View Post
IMO

Do anything but traps, especially running with two brutes. To keep fury high the brutes need to run from mob to mob attacking and being attacked as much as possible.

Brutes love buffs, especially end recovery. I have yet to see any brute not love pairing with a kin.

I have a 50 fire/traps corr I'm in the process of striping. He's being stripped because no team wants to wait every mob to let you put down @4 traps and then pull the mobs to them.
I usually jump ahead to the next spawn while the last few are being mopped up on my fire/traps. Target seekers into the middle of them and in I go. I usually don't have any issue getting the traps I want out (acid, poison).

The fact that traps has an alpha absorbing power that is second only to Phantom Army (and may be better in some ways due to the much faster recharge) is something that needs to be used and abused. Pulling mobs into traps is IMO the wrong way to play the set.

That said, for the OP, keeping up with two fire/shield brutes will be a challenge. And if you ask them to stand around and pull into your setup then you are asking them to play in a manner that will cause them to have fury generation issues.

And if you do keep up with them or even ahead of them then seekers and poison trap are very anti-fury. Seekers steals the alpha from them and PT is like a controller/dom using their aoe hold on every single spawn.

The more I think about it, you guys will be a very uncomplimentary combo.

It will work of course, but it won't be as synergistic as say a rad or kin, both of which can add recovery and recharge, which shields loves. Rad makes them safe so they don't need to uber stress on def IO'ing. And kin, well brutes with fulcrum are just unbelievable. But don't think it will be all about them overshadowing you, kin corrs are among the highest damage blast toons in the game and /rad corrs are downright awesome too.


 

Posted

The main synergy would be that your Forcefield Generator will boost the Shield brutes' defenses up near the softcap even just running on SOs, which is pretty awesome. Until the endgame if/when your friends IO up to supplement their defenses, your FFG will triple or quadruple their survivability - but only long as they stay within its relatively small radius. It's fine for contained, prolongued battles, but if they're running all over the map, keeping up with them could likely prove difficult. Keep that in mind.

FFG aside, Traps will help soften the enemies up for the brutes to smash through, and Poison Gas Trap would be awesome to deal with overly-dangerous groups and shred AV regeneration. However, as the posters above mentioned, brutes benefit greatly from being able to just keep rolling ahead without pausing for setup time, and heavy mezzing/distraction from the likes of PGT (and Seeker Drones) would also hurt their fury generation. You guys can work with it, and Traps is still a pretty solid set despite all the flak it gets, but a more 'conventional' buffing set would likely complement your two friends a bit more. For some of the same trap-laying, debuffing feel, you might consider a /Storm corr (Freezing Rain and Hurricane for crippling debuffs and the late-game pseudopets to add damage), or a /Kin, /Sonic, or /Thermal for powerful buff-and-go play.


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

Posted

FFG struggles to keep up with just sprint turned on

It really needs a massive speed increase, which would greatly help traps get over the perceived "need to pull" and "need to turtle" that has been attached to the set.

With just cj+hurdle and a quick hop of about 50 ft into a spawn it takes a couple/few seconds to show up. That isn't cool.

I find it ok on MM's considering the pets are generally slow as molasses too (though faster than FFG still), but on corrs and defs it is really apparent just how slow it hovercrafts along.

*then again, I've often wondered if the devs play the game at all similar to us. Or if they just use base run speed between things?


 

Posted

Quote:
Originally Posted by eryq2 View Post
My cousin, wife and i are making a team on red. We normally play on blue so im new at the strengths of red.

I know brutes build up power as they fight. In Mids, the base values are considerably lower than scrappers.

My question is, how fast does the Fury build up to reach maximum damage? Is it good enough to have such lower base values? They are both making Fire/SD brutes and im running a Fire/Traps Corruptor. Thanks for any info.
You're biggest problem will be the brutes splitting up and going different directions. As a trapper, you do very well when the mobs are gathered.

With two brutes you will feel a little worthless here and there. But against tough mobs you'll the backbone.

Recomend you pick up assalt to boost the damage of your brutes early on and let them (preferably just one of them) lead the way.


 

Posted

Quote:
Originally Posted by eryq2 View Post
Yea, i was concerned about that. But since it's a controlled team, i can just get them to work with me and let me set up then pull the mobs. This is my first traps/devices toon and i hope i even like it. lol. We're use to running at a larger team size so hopefully it'll work out nicely.
Controlled team? That might not be so fury friendly. Once the Brute is able to sustain his endurance, he's gonna wanna keep fighting non-stop.

You might develop some stategies where you herd spawns forward and pull spawns into a kill zone. And also increase the number of enemies as you've already discussed.

It sounds like you're already aware of the potential issues. Personally, I don't think it's unmanagable if you're playing on a static team where you try to play toward each other's strengths.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by eryq2 View Post
Yea, i was concerned about that. But since it's a controlled team, i can just get them to work with me and let me set up then pull the mobs. This is my first traps/devices toon and i hope i even like it. lol. We're use to running at a larger team size so hopefully it'll work out nicely.
This type of controlled team sounds as though it's going to be an exercise in frustration and boredom for the two brutes on the team.


 

Posted

Yeah slowing down the murder machine so that you can set up traps is basically cutting off your nose to spite your face. If they are killing fast enough that you don't have time to set traps (and that's probably how it's gonna be) then don't slow down, just enjoy the ride. Be a bro and jump in to take the alpha now and again with seekers and poison gas trap or something, but don't make your brute buddies bleed fury off while you set trap after trap around some corner.


 

Posted

I see what you guys are saying. Another thing, with 2 SD brutes, mobs will prolly drop faster than it takes to build fury anyways. I may swap to a /dark or /thermal build. I just wanted to try a set i haven't played yet and caltrops + rain of fire sounded nice, lol. But so does Fearsome Stare + Rain of Arrows.


 

Posted

tar patch + rain of arrows is pretty nice.


 

Posted

Quote:
Originally Posted by eryq2 View Post
I see what you guys are saying. Another thing, with 2 SD brutes, mobs will prolly drop faster than it takes to build fury anyways. I may swap to a /dark or /thermal build. I just wanted to try a set i haven't played yet and caltrops + rain of fire sounded nice, lol. But so does Fearsome Stare + Rain of Arrows.

Dark would be good, Thermal would be good.

As was suggested, rad or kin would be great choices.



But definitely avoid traps.


 

Posted

Personally, if you're expecting to blitz through things that fast, I would lean towards Thermal over Dark. The faster the enemy dies, the more enemies a buff lasts through; conversely, the faster an enemy dies the shorter the benefits from a debuff will stick around.

But Dark Miasma is an awesome set, so hey, no complaints there.


 

Posted

You could try a /Sonic as well if you're going to be on a static team.

Throw shields out every 4 minutes and your brute partners are harder to kill, which also leaves you with plenty of time to join in the carnage. One of the brutes can get your PBAoE debuff toggle, making everything in melee range that much easier to kill. And you can debuff resistance on hard targets like AVs or GMs with your gotta take it tier 1 power.

Basically a win/win for everyone.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Teaming with 2 brutes you should go fire/kin.

No endurance problems for the brutes and 2 brutes means you can crank the difficulty way up so you'll always be getting huge Fulcrums off.

2 Brutes also means you should be able to blast away wildly with very little chance of getting aggro.


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Posted

I have an Ice/Dark at 19. When we hit that level ill prolly swap over to it. I don't wanna run another /kin. I have one of those as well as /sonic. It's between /dark and /thermal and i know /therm has more debuffs but i really want a /dark toon so i'll prolly run it. Fearsome Stare just rocks. lol. Good stuff though guys, thanks.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
You could try a /Sonic as well if you're going to be on a static team.

Throw shields out every 4 minutes and your brute partners are harder to kill, which also leaves you with plenty of time to join in the carnage. One of the brutes can get your PBAoE debuff toggle, making everything in melee range that much easier to kill. And you can debuff resistance on hard targets like AVs or GMs with your gotta take it tier 1 power.

Basically a win/win for everyone.
I was going to suggest this. /Sonic works great with brutes, what with the debuff toggle being ally-melee range, and you'll literally roll over 95% of enemies in the game. The other 5% will eat -res debuffs out the wazoo and then get rolled over.


~union4lyfe~

 

Posted

How about a /cold? Sleet is a huge -resistance debuff, especially with an Achilles heal proc in it. And heat loss is like fulcrum shift for endurance, keeping the brutes with lots of endurance.


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