Brute Primaries and Secondaries
Hmm... I'll give it a shot.
SS/FA - Well documented AoE powerhouse that just rips through a wide variety of contents.
FM/SR - Fire Melee has no KD/KU/stun secondary effect for damage mitigation. Thus, SR being a secondary that requires minimal outside assistance so it is a solid choice in my book.
WM/SD - No particular reason other than it's another AoE machine with solid single target capability. I have this particular brute combination and it just works, functionally and thematically. The same could be said for BA but I personally think WM is slightly superior to BA.
ELM/ELA - I have this brute as well. Endurance drain is a niche mitigation method and it is questionable whether it works THAT well but this is the only combination that *could* make it work. Also the extra recharge from ELA is certainly a benefit to Lightning Rod.
SM/WP - Stone Melee has heavy endurance usage so the additional recovery from WP helps. This is a tough one because WP works equally well with a lot of primaries.
DM/EA - The tohit/acc debuff from DM can help cover any typed defense holes EA may have. Siphon Life can also supplement the pathetic EA self heal. This will probably be my next brute project.
Claws/Invul - I have this brute also. Claws is another primary that lacks secondary effects that can help with damage mitigation, except for Focus. Invul on the other hand is quite tough by itself due to its layered options so this pairing makes sense, sort of like the FM/SR pairing from earlier.
KM/DA - The -damage and variety of KD/stun effects offered by KM can contribute immensely to a resistance based secondary like DA. Nextly, DA's biggest achilles heel is endurance usage. KM being a relatively lighter endurance usage set when compared to some other primaries can help less the burden in that area.
This is all I can think of right now.
I like majority of pairings especially since you provided reasons for each, but I do have a problem with the Fire/SR. Since Fire Melee has no mitigation wouldn't you want a self heal to be paired with the set since Fire is an AoE set and will tend to draw a lot of aggro.
The more enemies attacking you.. the more likely to get hit and your HP bar must eventually dwindle
@Nova King
I like majority of pairings especially since you provided reasons for each, but I do have a problem with the Fire/SR. Since Fire Melee has no mitigation wouldn't you want a self heal to be paired with the set since Fire is an AoE set and will tend to draw a lot of aggro.
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Besides, the only brute primary that contains a self heal is DM. With an easy to soft cap secondary like SR, the additional -tohit DM provides is somewhat redundant. DM has far better synergy with other secondaries.
Fire/* uses 'dead enemy' as its preferred form of damage mitigation. Once softcapped SR has all the mitigation it needs to apply that status debuff before croaking. It's the same with with fire/shield and fire/ea.
SM/WP - Mr Content. Stone has low dps overall but it has high burst damage and high mitigation via fault, which gives WP time to regenerate. This combination isn't the best farmer (it *can* farm), nor is it the best AV beater (it *can* beat AVs), but if you like running story arcs, especially in Oroborus flashbacks where you don't have your fancy-schmancy IO builds that make other combinations beastly, this guy won't let you down. Running Oro arcs with 'no enhancements'? Not a problem. Fault and Rise to the Challenge still carry the day.
Fire/Stone - if you just want to stomp around in a PuG doing damage without worrying about drawing aggro or spending money on invention sets at all this brute does pretty good post granite. You don't *need* to run rooted unless you're tanking and the -recharge doesn't particularly slow down using your AoEs in a team environment where you're only going to get to use them once per spawn anyways. The -damage hurts more so snagging taunt and teleport to make sure that mean old tanker doesn't steal your precious alpha strike is a good idea.
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
Well let metake my crack at it
My 9 combinations would be as follows....
1)Elec/Elec- Major end drain, decent self heal, recharge boost from Lightning Reflexes
2)SS/WP- Classic Combo, WP helps with rage crash, Footstomp goes well with everything
3)Fire/Fire- Kill everything before it kills you, awesome heal if something goes wrong
4)Dark/Energy- Very similar to baron's post, Dark has the sef heal and the -Acc to compliment EA
5)Stone/Dark- Ultimate mitigation, Fault from Stone and OG and CoF from Dark
6)Kinetic/Invul- -DMG from KM compliments invul's resists, IO for def and can bcome monster.
7)Energy/Stone- High ST damage to try to counter Granite's -DMG
8)Warmace/Shield- Great AoE, Great Def, Great overall
9)Claws/SR- Great Def, great damage output
@Nova King
I used to play a lot of brutes but lately i have devoted all my time to my Ill/Rad. Being that my Ill/Rad is now T4 alpha I am really only badge which can get boring after a while in my eyes.
This is what has led me to this topic. I want to get back into the brute world.
I want to see the public's opinion and how they pair the primaries and secondaires.
The challenge is this: You must use up all of the powers without repeating a power (There are 11 primaries and 9 secondaries to work with so there will be some duplication.)
For example if someone offers a Fire/WP combo then that same person cannot use Fire melee or willpower for a later combination.
Primary Sets
-Claws
-Electric Melee
-Fiery Melee
-Stone Melee
-Energy Melee
-Dual Blades
-Super Strength
-Warmace
-Battle Axe
-Kinetic Melee
-Dark Melee
Secondary
-Shield Defense
-Dark Armor
-Fiery Aura
-Invulnerability
-Willpower
-Super Reflexes
-Electric Armor
-Energy Aura
-Stone Armor
Theme has no real purpose I just want to see how the CoX community would synergize these if they were forced to.
And if you decide to reply please just don't give on combination as then it kind of loses the purpose.
@Nova King