SS on a Brute


all_hell

 

Posted

I am planning on making a SS/SR Brute, and am not very experienced with SS. Is the set worth getting due to the rage crashing all the time if you stack it more than once? Does the crashing get annoying to the point to where you don't want to play it anymore?


 

Posted

This really depends on the player.

I'm fine with the crash, I'm used to it.

I almost never double stack rage in an extended fashion as the proportional damage increase you get after adding in fury and the first stack of rage is not worth the extra rage crashes and loss of END.

I only ever recast it once the current buff starts blinking or so.


 

Posted

Quote:
Originally Posted by _UJ_ View Post
I am planning on making a SS/SR Brute, and am not very experienced with SS. Is the set worth getting due to the rage crashing all the time if you stack it more than once? Does the crashing get annoying to the point to where you don't want to play it anymore?
I have an SS/SR brute and I love it. Rage will be stackable if you take something like Hasten and have three recharges in Rage. On the other hand, if you don't want to take Hasten, and want to use the full Gaussian set for the 6 slot bonus, then you'll need to add some recharge into your build, such as Red Fortune or Luck of the Gambler. :3

As for Rage itself, I find that most people love it, and only a small percentage hate it. When Rage crashes, if it's not stacked, you'll suffer some defence debuff. Either way about it, you will also suffer a huge damage debuff, into the -9990% range. All your attacks, except for veteran/temp powers, will basically do like 1-3 points of damage for 10 seconds. HOWEVER, just because your damage is now extremely low, doesn't mean your attacks have stopped (which was how it used to work way back... I think... I can't remember). Take the time to Taunt, to heal, do knockdown, build up fury, etc.

Rage's plus points is the 80% constant (while it's not crashing) damage buff and 20% base tohit buff, which if you stack, is obviously doubled. This means SS doesn't suffer so bad from using things like Touch of Death sets (sixth bonus 3.75% melee defence), which 'only' has the equivalent of one level 50 Accuracy IO.

One of the things I like about SS/SR is that you don't need to take Weave if you don't want to - this can save on endurance issues a bit. You'd want to take Tough though for the chance to slot a Steadfast 3% def and some Smash/Lethal resistance if you choose to do so. If you decide to go the Fighting Pool route, take Punch over Jab - Boxing works almost exactly the same as Jab, right down to the chance to stun. Brutes don't get the Bruising effect from Tier 1 attacks like Tanks do, so don't worry about thinking you're missing out. :3


Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller

 

Posted

I have seen SS do some really powerful things. A lot of people really enjoy it. I think it's a great set.
But I don't like it.


 

Posted

Like Deus said it completely comes down to personal preference, my friend deleted his ss brute and re-rolled it as an elec whereas I love the set and currently have 6-7 toons with it at 50. I usually put procs in brawl and boxing and use them along with the sands of mu vet reward to put out at least some damage during the crash.


 

Posted

SS is probably my favorite Melee set mostly because i actually hate build up powers, only 10 seconds of +dmg >.<, but love rage. And the the KD is great dmg mit.


"I have ridden the mighty moon worm!"
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Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

The crash isnt usually a big deal for me. Just a few seconds, you can find something useful to do during them, you can still aggro, chase a runner etc.


Mains - Freedom: Croatoa - 50 Fire/Psi Dom, Grandville - 50 SS/Elec Brute, Dark-Astoria - 50 Dark/Fire Scrapper, Pearline - 50 Spines/Regen Scrapper, Caffeine Girl - 50 Earth/Kin Troller

 

Posted

I have used SS on at least a 1/3 of my Brute 50s. ! was my main for almost a year. Rage is beautiful. The crash is annoying, but nothing else. It is definitely preferable to stack it a little, to get rid of half of the penalties for the crash. You are stuck with the low damage for a few seconds though. A good workaround for that time is to use Vet attacks, as somehow their damage is not nerfed. Otherwise, use the time to plot strategy, combine inspirations, move, and use no damage attacks to set the board (like hand clap and taunt).

But definitely take Rage if you do Super Strength. If you don't take it, you should seriously consider another primary, because a Rageless SS is beat by just about every other attack set hands down.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
Otherwise, use the time to plot strategy, combine inspirations, move, and use no damage attacks to set the board (like hand clap and taunt)
On a marginally related note, players may like to know something I have learned about combining inspos via keybind--it doesn't count against your other actions. I can fire off an attack and then use my inspo combine bind while that attack is cued (queued?) or while it is executing. Inspcombine binds don't seem to take any time or to interfere with any other actions. Basically, there're free.

Just an FYI to anyone who has thought about using an inspos combine bind.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
a Rageless SS is beat by just about every other attack set hands down.
I hear it consistently loses arena matches to a petless MM. With whirlwind and flurry.

Troo storie.


My postings to this forum are not to be used as data in any research study without my express written consent.

 

Posted

I like SS - it feels the most "Brutish" to me.

As for the crash, it's no more than an annoyance to me. I do agree you
want to be able to stack it to avoid the def part of the crash.

As for the -dmg, that doesn't affect Vet Power attacks. So, when it
goes down, I just fire Sands of Mu, Blackwand, and Nemmie Staff, instead,
and that pretty much gets me through it, with minimal loss of effectiveness.


Regards,
4


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

Thanks for all the input guys, I liked reading them, I think I am going to just stick with it, and like you reccomended using vet powers : )
Anyways here is my build if you want to comment on it, made it in mids:

Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(11)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), S'dpty-Def/EndRdx(40), S'dpty-Def(50)
Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5), S'dpty-Def(25), S'dpty-Def/EndRdx(40)
Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
Level 6: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(17)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21)
Level 10: Kick -- Empty(A)
Level 12: Practiced Brawler -- RechRdx-I(A)
Level 14: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(23), TtmC'tng-ResDam(23), S'fstPrt-ResDam/Def+(50)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(27)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43), RechRdx-I(46), RechRdx-I(46)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29)
Level 22: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31), DefBuff-I(40), DefBuff-I(50)
Level 24: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 26: Hurl -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(36)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(36)
Level 30: Combat Jumping -- Winter-ResSlow(A)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), FrcFbk-Rechg%(39)
Level 35: Aid Other -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36), RgnTis-Regen+(37)
Level 38: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(42), Dct'dW-Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43)
Level 41: Superior Conditioning -- P'Shift-EndMod(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(45), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc/Rchg(45), P'Shift-EndMod/Acc(46), P'Shift-Acc/Rchg(48)
Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 49: Quickness -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run


 

Posted

You need to brush up on ED (Enhancement Diversification).

5 slotted haste is a huge waste. Likewise is the overslotting of your defence figures.


 

Posted

Remember that Combat Jumping theorically should be on all the time when not travelling (use a bind like /bind key "powexec_name Super Jump$$powexec_name Combat Jumping" to always be able to switch between the two), which adds to your defence.

As Bunny said, ED (Enhancement Diversification) plays a big role in how you slot your powers - generally, if you were using SOs, slotting more than a fourth of anything would effectively be useless.

Using your build (though I swapped Aid Other for Taunt, and took out Weave, less endurance drain), and reshuffling of some powers a bit and slot replacement, here's what I came up with. Bear in mind this is an Issue 19 build - the slots which would normally go into Health and Stamina have been left in Sprint and Rest. Health would be a Numina Regen/Recovery and Miracle Recovery, while Rest uses six slots of Performance Shifter, which adds 3.125% AoE Defence.

Only one bonus has gone over cap - the 10% Regeneration. However, it's unfortunately a common bonus, and at least it was the only one to have hit 6 times, so I left it in anyway, since trying to remove it might compromise the build.

With the build below, you would get:
Melee: 46.2%
Range: 46.2%
AoE: 46.8% (roughly)

Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Punch

  • (A) Touch of Death - Accuracy/Damage
  • (7) Touch of Death - Damage/Endurance
  • (7) Touch of Death - Damage/Recharge
  • (9) Touch of Death - Accuracy/Damage/Endurance
  • (9) Touch of Death - Damage/Endurance/Recharge
  • (11) Touch of Death - Chance of Damage(Negative)
Level 1: Focused Fighting
  • (A) Red Fortune - Defense/Endurance
  • (3) Red Fortune - Defense/Recharge
  • (3) Red Fortune - Endurance
  • (23) Red Fortune - Defense/Endurance/Recharge
  • (40) Red Fortune - Defense
Level 2: Focused Senses
  • (A) Red Fortune - Defense/Endurance
  • (5) Red Fortune - Defense/Recharge
  • (5) Red Fortune - Endurance/Recharge
  • (23) Red Fortune - Defense/Endurance/Recharge
  • (25) Red Fortune - Defense
  • (40) Red Fortune - Endurance
Level 4: Agile
  • (A) Luck of the Gambler - Recharge Speed
  • (11) Luck of the Gambler - Defense
  • (13) Luck of the Gambler - Defense/Endurance
Level 6: Haymaker
  • (A) Touch of Death - Accuracy/Damage
  • (13) Touch of Death - Damage/Endurance
  • (15) Touch of Death - Damage/Recharge
  • (15) Touch of Death - Accuracy/Damage/Endurance
  • (17) Touch of Death - Damage/Endurance/Recharge
  • (17) Touch of Death - Chance of Damage(Negative)
Level 8: Knockout Blow
  • (A) Crushing Impact - Damage/Endurance/Recharge
  • (19) Crushing Impact - Damage/Endurance
  • (19) Crushing Impact - Damage/Recharge
  • (21) Crushing Impact - Accuracy/Damage/Recharge
  • (21) Crushing Impact - Accuracy/Damage/Endurance
Level 10: Kick
  • (A) Accuracy IO
Level 12: Practiced Brawler
  • (A) Recharge Reduction IO
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (50) Aegis - Resistance/Endurance
  • (50) Aegis - Resistance
Level 16: Dodge
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Endurance
Level 18: Hasten
  • (A) Recharge Reduction IO
  • (43) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 20: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense
Level 22: Evasion
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Endurance/Recharge
Level 24: Rage
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (33) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 26: Hurl
  • (A) Thunderstrike - Accuracy/Damage
  • (34) Thunderstrike - Damage/Endurance
  • (34) Thunderstrike - Damage/Recharge
  • (34) Thunderstrike - Accuracy/Damage/Endurance
  • (36) Thunderstrike - Accuracy/Damage/Recharge
  • (45) Thunderstrike - Damage/Endurance/Recharge
Level 28: Lucky
  • (A) Luck of the Gambler - Recharge Speed
  • (36) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Endurance
Level 30: Stimulant
  • (A) Endurance Reduction IO
Level 32: Foot Stomp
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (37) Scirocco's Dervish - Damage/Endurance
  • (37) Scirocco's Dervish - Damage/Recharge
  • (39) Scirocco's Dervish - Accuracy/Recharge
  • (39) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (39) Force Feedback - Chance for +Recharge
Level 35: Quickness
  • (A) Run Speed IO
Level 38: Aid Self
  • (A) Doctored Wounds - Heal/Endurance
  • (42) Doctored Wounds - Heal
  • (42) Doctored Wounds - Recharge
  • (42) Doctored Wounds - Heal/Recharge
  • (43) Doctored Wounds - Heal/Endurance/Recharge
  • (46) Interrupt Reduction IO
Level 41: Superior Conditioning
  • (A) Performance Shifter - EndMod
  • (46) Performance Shifter - Chance for +End
Level 44: Physical Perfection
  • (A) Performance Shifter - Chance for +End
  • (45) Performance Shifter - EndMod
Level 47: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (48) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 49: Taunt
  • (A) Mocking Beratement - Taunt/Recharge/Range
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
  • (45) Empty
Level 2: Rest
  • (A) Empty
  • (29) Empty
  • (36) Empty
  • (46) Empty
  • (48) Empty
  • (48) Empty
Level 1: Fury
Level 4: Ninja Run


Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller