Brawl Change: Cons?
You mean aside from making it game-breakingly good when IO procs are applied to it?
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So that I can 6 slot it with damage procs and some acc for a high damage, no end cost attack that I can set on auto?
Level 1: Brawl -- GS-%Dam(A), Hectmb-Dam%(3), Mako-Dam%(3), C'ngImp-Acc/Dmg(5), T'Death-Dam%(5), GS-Acc/Dmg(7)
That gives 53% in acc and dam with 4 damage procs. With no recharge, it will fire off every 1.056 seconds (using arcanatime) doing 34.46 damage before the procs.
The procs will add:
GS: 14.36
H: 35.343
MB: 14.36
ToD: 10.77
Total average damage of chain: 109.23 every 1.056 seconds for a average DPS total of 103.5. While you won't be soloing pylons with it, it's probably still a bad idea.
Be well, people of CoH.

Maybe they should change it so that you can't slot it with IO's?
Even with the no endurance cost...I still find myself just waiting to attack.
It's going to be like that until level 20. Maybe 28 or so on a tank/defender.
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Maybe they should change it so that you can't slot it with IO's?
Even with the no endurance cost...I still find myself just waiting to attack. |
At what level?
Unless you are a Brute using it on auto to fill in attack chain downtime, Brawl rarely should matter beyond set muling once you start selecting attack powers from primary/secondary. I rarely use it after... 10 or 12.
Maybe they should change it so that you can't slot it with IO's?
Even with the no endurance cost...I still find myself just waiting to attack. |
I've slotted Brawl before as a set mule, I can't believe I'm the only one to have done that, so it wouldn't happen.
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Maybe they should change it so that you can't slot it with IO's?
Even with the no endurance cost...I still find myself just waiting to attack. |
I ask because with the use of the tier1 and 2 attacks with brawl and the origin power, you should not be waiting much, if at all, with just about anything out there.
Be well, people of CoH.

I'm curious as to what's causing this. What powersets are we talking about here?
I ask because with the use of the tier1 and 2 attacks with brawl and the origin power, you should not be waiting much, if at all, with just about anything out there. |
Honestly, I understand it's my fault for selecting only two powers...but I was just coming up with ideas.
I completely forgot that you could slot IO's in the power.
Well, I suppose they could lower the recharge to 1.5 seconds. That would be the same as Neutrino Bolt, and it would get it down within the recharge time of most melee attacks with a single Recharge Enhancement.
I think if you reduced its Recharge to only 1 second, though, that would be too low. Even though technically speaking with its damage scale its recharge time should be about 1 second. (0.36 compared to 0.6 for Neutrino Bolt or 0.7 for Barb Swipe)
Then again, another consideration is that it now costs no Endurance.
Wait, what?
Did they actually remove the recharge of Brawl, or is it a suggestion that someone made?
If tehy actually DID remove the recharge, what the hell were they thinking? A brute could slot it with a couple Acc/Dam IOs and 4 procs and basically never need to use any of the attacks in their primary, because it would fire again as soon as the animation is over.
Just sounds like a horrible idea.
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. |
Using Shadow Punch, Smite, Sands of Mu and Brawl.
Honestly, I understand it's my fault for selecting only two powers...but I was just coming up with ideas. I completely forget that you could slot IO's in the power. |
EDIT: C&E, you're late.

Be well, people of CoH.

To further elaborate for the OP, here is what would happen:
You have an attack that activates in .83 seconds, and can fire again every .83 seconds because there would be no recharge slowing it down.
Now, if you slot a couple Acc/Dam IOs in the power you have your accuracy needs met.
Slot the rest with procs which would include:
Touch of Death: Chance for NE damage. 20% chance to deal 71 damage.
Mako's Bite: Chance for Lethal Damage. 20% chance to deal 71 damage.
Hecatomb: Chance for NE Damage. 33% chance to deal 107 damage.
And the KD proc from Kinetic Combat.
You'd end up with an enemy flopping on it's back fairly often, while potentially taking over 200 damage every .83 seconds (that's LESS than a second, in case it was confusing)
You could potentially break 200 DPS with just Brawl if the procs all consistently go off (unlikely, but possible). That would be horribly, brokenly overpowered to give that kind of ability to a power that costs no endurance. The only reason Brawl is even still balanced as it is, is that it still has to recharge like anything else.
I don't think the devs will EVER give us the ability to solo a pylon with Brawl, which removing the recharge would enable us to do.
Edit: My DM/SR brute deals 70+ damage with Brawl at full fury, and it's not even slotted for damage.
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. |
I honestly don't think the OP was really wanting to eliminate Brawl's recharge completely, just get it under the animation time of a second attack, so they can be alternated.
Anyway, that's enough for me, I'm hogging the thread.
I want to ask the community...would there be potentially bad side effects to removing the recharge of Brawl?