SR Brute...WTF?


Benchpresser

 

Posted

Ok so I am fairly new to SR, I am now fully slotted, capped in all defences, but I got into this one tip mission and:
The Executioner HITS you! Foot Stomp power had a 95.00% chance to hit and rolled a 15.02.
Deathcap HITS you! Pummel power had a 95.00% chance to hit and rolled a 55.86.

Is it just me or should they not be able to have a 95% chance to hit someone with softcapped defence? They were only lvl 51s and I can tank an ITF just fine, mostly, but these guys I jump in and BAM dead, 3 times in a row. Anyone else see a problem here? Am I missing something? And yes of course I checked that my toggles were up.


 

Posted

You were fighting Devouring Earth. The crystal Lt.s will summon a buff pet that grants large amounts of +ToHit to every enemy in range. Enough +ToHit will cut through soft-capped defense like butter. Be sure to kill the Lt.s and their summoned buff pets as fast as possible or take Elude and socket it for defense.

What you were missing is just how powerful some of the non-fluff level 30-50 enemy groups are. Is it fair that certain enemy groups can cut through defense and/or resistance like butter? I generally feel it is. At least you aren't resistance based and having to deal with Longbow debuff grenades every 3 missions or so.


 

Posted

So should I bother getting the -to hit debuff power fomr epic set just for these occasions over physical perfection?


 

Posted

Quote:
Originally Posted by _UJ_ View Post
So should I bother getting the -to hit debuff power fomr epic set just for these occasions over physical perfection?
No, not enough -tohit, and by the time you cast it you'd be dead anyway. Not to mention it's radius is going to be smaller than the buff radius.

Just make a target macro and kill the Quartz first. Or aggro from a distance - they summon the (location based) buff pets then run out of buff range to you.


 

Posted

Yeah those hurt....
Pulling might be the way to go here


 

Posted

Quote:
Originally Posted by Greyhame View Post
No, not enough -tohit, and by the time you cast it you'd be dead anyway. Not to mention it's radius is going to be smaller than the buff radius.

Just make a target macro and kill the Quartz first. Or aggro from a distance - they summon the (location based) buff pets then run out of buff range to you.

Alright thanks for the tip, ill do that from now on : )


 

Posted

Quote:
Originally Posted by Iggy_Kamakaze View Post
Yeah those hurt....
Pulling might be the way to go here
This here. Y'know how a lot of times, a team will wipe out a bunch of Sky Raiders, then get around to acing the FFG? That always makes me laugh, but it's a good way to go about DE. Let 'em spawn their buff pets, then get them the heck away from 'em.


 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
You were fighting Devouring Earth. The crystal Lt.s will summon a buff pet that grants large amounts of +ToHit to every enemy in range. Enough +ToHit will cut through soft-capped defense like butter. Be sure to kill the Lt.s and their summoned buff pets as fast as possible or take Elude and socket it for defense.

What you were missing is just how powerful some of the non-fluff level 30-50 enemy groups are. Is it fair that certain enemy groups can cut through defense and/or resistance like butter? I generally feel it is. At least you aren't resistance based and having to deal with Longbow debuff grenades every 3 missions or so.
Whats worse is that the DE in the tip missions have a base to hit that is higher than standard - even with out the summoned crystals. Apparently they are the Praetorian version of DE or something like that and are tougher than the standard DE. All my characters with softcapped def were seeing around 20% to hit values from DE mobs in tip missions with no summoned crystals in sight.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by _UJ_ View Post
So should I bother getting the -to hit debuff power fomr epic set just for these occasions over physical perfection?
You would need a socketed Elude running and Darkest night to make a difference (45% soft capped, 70% Elude, 16% Darkest Night). It works, but if your build is like most other players and you have skipped Elude then altering your strategy is best.

Pull if you can. Target Crystal LTs with an Knock or mez that you have. If you happen to see a Crystal LT enter the summoning animation, immediately pull back and grab a fresh patch of earth to make your stand.

Quote:
Originally Posted by EricHough View Post
Whats worse is that the DE in the tip missions have a base to hit that is higher than standard - even with out the summoned crystals. Apparently they are the Praetorian version of DE or something like that and are tougher than the standard DE. All my characters with softcapped def were seeing around 20% to hit values from DE mobs in tip missions with no summoned crystals in sight.
Interesting. I'll have to take a look at that.


 

Posted

For the record: most of those DE have a 68% tohit, that's 18% above the most commonly encountered tohit which precisely for that reason the term 'softcap' was based on. Softcap is just what we call the amount of defense required to make the do-you-or-don't-you-get-hit-formula spit out a 5% hit chance since that's also a built in floor value in said formula. Essentially it comes down to it you need not 45%, but 63% allround def to get their chance to hit down to 5%.
Popping a small purple will get you 12.5% into that direction, popping a medium purple will be more than sufficient.

In addition to this there's the before-mentioned lieuts - Guardians to be precise. They're the shiny purple crystal guys. Kill them first and kill them in one hit. If one sees you and he doesn't die instantly he'll crap out a Quartz and you have about **your HP bar divided by their combined DPS** seconds to kill the Quartz. You can forget all about defense at that point because each Quartz will boost the tohit of all nearby DE by no less than 100%. So if there's 2 Quartz, start pulling them out of range 'cause even regularly 'softcapped' def combined with Elude and Darknest Night isn't gonna save you.

Edit: For comparison most Nemesis have 55% tohit and if your SR toon is just barely softcapped and doesn't really have resists even they can be a bugger to do sometimes, although still doable. DE is another step up from there.


 

Posted

/bind <key> targetcustomnext Quartz

Set that up and whenever you press the key you set the bind to you will automatically target a Quartz.

I believe you can also use /bind <key> targetcustomnear Quartz to target the Quartz closest to you, but I haven't tried that one, so it's only a guess.


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

So should I move anything around in my build to put in weave for the little extra defence? Here is my current build:

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Posted

Quote:
Originally Posted by ClawsandEffect View Post
/bind <key> targetcustomnext Quartz

Set that up and whenever you press the key you set the bind to you will automatically target a Quartz.

I believe you can also use /bind <key> targetcustomnear Quartz to target the Quartz closest to you, but I haven't tried that one, so it's only a guess.
One thing to watch out for when using that bind:

Somewhere in the mid 40s, the DE enemies switch from the low level versions to the high level versions. In the low levels, the crystal Lieutenants are called "Quartz", and when you kill them, they spawn "Quartz Shards". All of these enemies will be picked up by that targeting macro, and there's no way that I know of to force it to only pick up the emanator named "Quartz". So if you're fighting the lower level guys, pulling is generally a better tactic.

If you choose to go for the pulling method, you still need to kill the Quartz summoners quickly - If their summon recharges, they'll use it again, destroying the old emanator, and replacing it with a new one at their feet.


@Roderick

 

Posted

Here's a build I whipped up. KI used most of the powers you have and you already have a lot of the IOs in it, but it's got higher defense- take a look.

Villain Plan by Mids' Villain Designer 1.90
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: Leaping
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Punch

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


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"Well, there's going to be some light music and a short note of apology saying, 'The universe ended last week, we're really sorry, we don't know what you're doing here, didn't you get the message?'"- Steve Moffat

 

Posted

I see you didnt slot KoB with damage. Should I not be using that for damage?


 

Posted

Yes. You SHOULD be using KoB for damage, since if you don't, you may as well roll another set.

It's your hard hitter. Don't slot if for anything BUT a damage set. Almost as bad as slotting it with a hold set...ugh. Disgraceful.


 

Posted

Quote:
Originally Posted by LygerZero View Post
Yes. You SHOULD be using KoB for damage, since if you don't, you may as well roll another set.

It's your hard hitter. Don't slot if for anything BUT a damage set. Almost as bad as slotting it with a hold set...ugh. Disgraceful.
It's not that bad and definitely viable since you have Fury and Rage. Although, if anything I'd slot it with Kinetic Crash instead of Force Feedback if you went that route since it has better set bonuses and damage enhancement. Personally, my SS/Fire has KoB slotted with Crushing Impacts.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

Quote:
Originally Posted by LygerZero View Post
Yes. You SHOULD be using KoB for damage, since if you don't, you may as well roll another set.

It's your hard hitter. Don't slot if for anything BUT a damage set. Almost as bad as slotting it with a hold set...ugh. Disgraceful.

Ya that is what I thought, I do use mine for damage, and that is why I was confused as to why he slotted it with the crushing impact, thought maybe I was doing something wrong, which didnt make sense cause it is my only hard hitter, but I am also new to SS on a brute, so figured I could be wrong.


 

Posted

Quote:
Originally Posted by _UJ_ View Post
Ya that is what I thought, I do use mine for damage, and that is why I was confused as to why he slotted it with the crushing impact, thought maybe I was doing something wrong, which didnt make sense cause it is my only hard hitter, but I am also new to SS on a brute, so figured I could be wrong.
He slotted it with Force Feedback. I think you were reading the previous post while typing

I do, however, disagree with my fellow RSF soloer though. Sorry FE but I don't condone ever slotting a high damage attack such as KoB with anything but a damage set. Plenty of options in that attack range.

Tis why we all have our own toons though. Aint gonna tell someone how to play theirs, just gonna state opinions

2x rage + fury + Damage sets = much more damage than - the damage set.