What is the advantage of a scrapper over a brute?
Scrappers have a higher base damage, so they benefit more from damage buffs than brutes. At their damage caps, scrappers do outdamage brutes.
The largest benefit, in my mind, is not having to chase a Fury bar. Jumping into a spawn and doing full damage with your first attack is something important to a lot of people.
Another benefit is that most scrappers do not have taunt auras. Then again, some people like taunt auras. But if you don't want a lot of attention from the mobs, then a scrapper will be more fun for you.
Where to now?
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
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Also Crits! Headsplitter doing double damage make me wet my pants!
And you don't have to spend any time redside, if you don't like their slums or being a villain.
A Scrapper can go from 'cold' to full damage on their first attack. This is a good thing if you've got a problematic mob in a spawn that absolutely positively has to go the the Zig NOW. There's a Sapper? Build up, Soaring Dragon, Golden Dragonfly. I see no Sapper.
A Brute takes a little while to get up to speed (Unless they've got the Villain Alignment power, which means instant 100% Fury <grin>), but is more robust due to higher HP and higher Resist caps (if you can get anywhere near them). The slightly slower start can make it interesting if your first spawn includes a troublesome mob, but once you're rolling then you're golden, assuming you've got your endurance under control.
A Scrapper only gets the aggro they want (barring sets with taunt auras like Invuln/WP/Shield, and those sets WANT the mobs sround them for the buffs from those taunt auras), and can exist easily on a team of multiple scrappers, forming a sort of mobile blender.
A Brute wants aggro. Because Aggro means Fury which means SMASH! Multiple Brutes form an uneasy partnership, fighting each other for precious Aggro/Fury/SMASH!
(please note, the above are gross generalisations, and I'm sure there are plenty of people out there who those generalisations don't fit, but they're the main differences that occurred to me )
Warning:
The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.
Brutes are awesome once they get going and can remain going. I find playing one 1-20 one of the more unfun ATs to do so. I have a love/hate relationship with fury. Scrappers are pure unadulterated "Go." I have a number of scrappers, but I'll only ever have a small number of brutes.
And you don't have to spend any time redside, if you don't like their slums or being a villain.
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Brutes and aggro for fury does make it tougher with teammates that diminish a brute's aggro. Tankers are probably the worst for that since they compete with a brute for aggro but don't get any fury benefit for it.
Other brutes/tanks on the team doesn't make near the difference it used to.
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
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Sorry if this topic has been discussed to death, I'm not smart enough to find anything relevant with the search.
My main is a claws/regen/fire scrapper, and he is what I consider my best built character (ill post my build when I get home). I still get the impression that brutes survive better and kill faster than I do, though I haven't compared the math in any detail. What is it that scrappers do better than any other AT? |
As to the scrapper vs brute debate, it varies greatly from set to set. Obviously some power sets are not shared, but when comparing identical builds, some brute variations will be superior, while with others scrappers will be superior.
Now these are my personal experiences.
DM/DA is considerably more powerful as a scrapper vs a brute. DM is weaker than other attack sets for building Fury and Dark Armor mitigation toggles (CoF or OG) are counter productive to building fury. Combined and DM/DA brute is constantly struggling for Fury while a DM/DA scrapper jumps in and goes to town immediately.
DB/WP works really well for damage output as a brute as it does a scrapper. At this point, the scales tip rather favorably for the brute as WP becomes more survivable the more HP you have. Barring external buffs, advantage goes to the Brute.
Now that's just two examples of identical power sets. You can't just generalize brute vs scrapper as the difference varies greatly with each set combo.
IMHO, there is not clear cut superiority.
Brutes are awesome once they get going and can remain going. I find playing one 1-20 one of the more unfun ATs to do so. I have a love/hate relationship with fury. Scrappers are pure unadulterated "Go." I have a number of scrappers, but I'll only ever have a small number of brutes.
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Combined with something like Stone Melee and a group of three minions goes down in three hits and an auto-brawl or two.
I can level a brute to 20 solo in an afternoon without hesitation. Scrappers I pause at 6. Then at 10. Then 14. Then 18. Then 22... and THEN they're fun for me.
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Huh? DM to me has always been one of the best attack sets for building fury, the first two powers are like a buzzsaw.
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For optimal DM ST damage you want to chain Smite-->Siphon Life-->Smite-->Midnights Grasp.
I hate to pick on Regeneration, but it just isn't what it used to be. Every mitigation options has it's strengths and weakness; so they will excel in some scenarios and struggles in others. In the balance of excel vs struggle, I find Regeneration struggling more often then excelling. That's my experience and I state that knowing full well some players do extremely well with Regeneration scrappers.
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For PvE builds, it just seems like Regen is at the bottom of the barrel now. :/
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This saddens me to no end as I mess with MiDS to try and change this.
For PvE builds, it just seems like Regen is at the bottom of the barrel now. :/ |
On topic: Consistency is the simple answer. My scrapper will do the same damage against one mob, or 10. At the start, and at the end.
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At least Regen has Ice Armor and Force Field to keep it company at the bottom of the barrel. Both of those sets need attention just as bad as Regen. Ice Armor has the worst mitigation out of all the Tanker sets, and the gap gets worse when comparing IO set builds. Force Field doesn't do much more than buff defense, while the other Defender sets have debuffs, buffs, or desirable (not knockback) status effects.
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I don't know what Regen needs. But I'm trying to make a MA/Regen build I can enjoy more than my DB/WP build, so far, no luck. :/ LESS DPS AND LESS SURVIVABILITY! Grrrrrr!
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I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
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^Professional Katana/regen build thread
I find it the complete opposite. All your attacks are slotted with two damage SOs 21 levels early as soon as you throw two punches. Once you get going, especially with inherent stamina, you can get to the 140% bonus damage of 70% fury. That's four damage SOs slotted in your powers within moments of stepping off the chopper... and the mobs aren't scaled for that at all.
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I've seen unslotted brute KO Blow deal 140 damage at level ten while playing solo with no external buffs. For reference, unslotted blaster Total focus does 198 damage at level fifty. And that is a power brutes get at level eight competing with a power blasters get at level thirty eight. Defiance will increase the blaster number by some amount, but its still a remarkable comparison.
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On topic at hand...
I might have an answer when Scrappers get SS... as is
Hmmm...my build in the end is planned to have about 30% M/R Defense and 21% AOE Defense...think that'd be enough? Maybe I just wasn't thinking that'd be enough to equal my /WP in survival.
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I hate to pick on Regeneration, but it just isn't what it used to be. Every mitigation options has it's strengths and weakness; so they will excel in some scenarios and struggles in others. In the balance of excel vs struggle, I find Regeneration struggling more often then excelling.
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Anyway heres this, if anyone wants to see it. It isnt perfect, but it gets the job done.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Mr. Kingkillaha: Level 50 Natural Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Strike
- (A) Crushing Impact - Damage/Endurance
- (3) Crushing Impact - Damage/Recharge
- (3) Crushing Impact - Accuracy/Damage/Recharge
- (5) Crushing Impact - Accuracy/Damage
- (5) Crushing Impact - Accuracy/Damage/Endurance
- (A) Healing IO
- (A) Harmonized Healing - Heal/Endurance
- (7) Harmonized Healing - Endurance/Recharge
- (7) Harmonized Healing - Heal/Recharge
- (9) Harmonized Healing - Heal/Endurance/Recharge
- (9) Harmonized Healing - Heal
- (11) Recharge Reduction IO
- (A) Efficacy Adaptor - EndMod
- (11) Efficacy Adaptor - EndMod/Accuracy
- (13) Efficacy Adaptor - EndMod/Recharge
- (A) Obliteration - Accuracy/Recharge
- (13) Obliteration - Accuracy/Damage/Recharge
- (15) Obliteration - Accuracy/Damage/Endurance/Recharge
- (15) Obliteration - Damage/Recharge
- (17) Obliteration - Damage
- (17) Obliteration - Chance for Smashing Damage
- (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (19) Gaussian's Synchronized Fire-Control - To Hit Buff
- (19) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (A) Harmonized Healing - Heal/Endurance
- (23) Harmonized Healing - Endurance/Recharge
- (25) Harmonized Healing - Heal/Recharge
- (25) Harmonized Healing - Heal/Endurance/Recharge
- (27) Harmonized Healing - Heal
- (27) Recharge Reduction IO
- (A) Kismet - Accuracy +6%
- (A) Endurance Reduction IO
- (A) Miracle - Heal
- (29) Miracle - Heal/Endurance
- (29) Miracle - Endurance/Recharge
- (31) Miracle - Heal/Recharge
- (31) Miracle - Heal/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (31) Thunderstrike - Damage/Endurance
- (33) Thunderstrike - Damage/Recharge
- (33) Thunderstrike - Accuracy/Damage/Recharge
- (33) Thunderstrike - Accuracy/Damage/Endurance
- (34) Thunderstrike - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (34) Steadfast Protection - Resistance/Endurance
- (A) Crushing Impact - Accuracy/Damage/Recharge
- (A) Aegis - Endurance/Recharge
- (34) Aegis - Resistance/Endurance
- (36) Aegis - Resistance
- (36) Aegis - Resistance/Endurance/Recharge
- (36) Aegis - Resistance/Recharge
- (A) Endurance Reduction IO
- (37) Defense Buff IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (37) Scirocco's Dervish - Accuracy/Recharge
- (37) Scirocco's Dervish - Accuracy/Damage/Endurance
- (39) Scirocco's Dervish - Damage/Endurance
- (39) Scirocco's Dervish - Damage/Recharge
- (39) Multi Strike - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (40) Recharge Reduction IO
- (40) Healing IO
- (A) Positron's Blast - Accuracy/Damage
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Damage/Range
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Endurance
- (43) Force Feedback - Chance for +Recharge
- (A) Endurance Reduction IO
- (43) Defense Buff IO
- (A) Efficacy Adaptor - EndMod/Recharge
- (43) Efficacy Adaptor - Accuracy/Recharge
- (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (45) Basilisk's Gaze - Accuracy/Recharge
- (A) Undermined Defenses - Recharge
- (45) Undermined Defenses - Recharge/Endurance
- (46) Undermined Defenses - Defense Debuff
- (46) Undermined Defenses - Defense Debuff/Endurance
- (46) Undermined Defenses - Defense Debuff/Recharge
- (48) Undermined Defenses - Defense Debuff/Recharge/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Damage/Range
- (50) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Endurance
- (50) Accuracy IO
- (A) Endurance Modification IO
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Core Paragon
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Level 1: Brawl
- (A) Empty
- (A) Run Speed IO
- (A) Endurance Modification IO
- (A) Run Speed IO
- (A) Jumping IO
- (A) Healing IO
- (A) Endurance Modification IO
Level 4: Ninja Run
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*fixed?
Sorry if this topic has been discussed to death, I'm not smart enough to find anything relevant with the search.
My main is a claws/regen/fire scrapper, and he is what I consider my best built character (ill post my build when I get home). I still get the impression that brutes survive better and kill faster than I do, though I haven't compared the math in any detail.
What is it that scrappers do better than any other AT?