Brutes, Willpower, and the end-game


Achilles6

 

Posted

I'm looking to see what Willpower on a Brute looks like post lvl 30, all the way to the end game. I have a 50 Willpower Tank with barely any IO's and he seems pretty tough. I have a lvl 22 WP/Axe Tank that I'm thinking about re-rolling to a Brute. My highest SS/WP Brute just hit 31. He has no IO's. He seems ok for the most part, but I'm worried about the late game and trials. Anybody with experience on this...preferably Axe/WP, but I'm mostly concerned with survival.

Or would /Invuln be better?


50 Inv/SS Tank, 50 Inv/EM Tank, 50 FA/SS Tank, 50 Shield/SS Tank, 50 WP/SS Tank, 50 Dark/Dark Tank, 50 EM/Elec Brute, 50 SS/FA Brute, 50 SS/SR Brute, 50 Fire/Kin Controller, 50 Plant/Storm Controller, 50 Earth/Therm Controller, 50 Necro/Dark MM, 50 Bots/FF MM, 50 Elec/SD Scrapper, 50 Arch/MM Blaster, 50 Emp/Psi Defender

 

Posted

*/WP is very survivable late game. All depends on how you build it. Invulnerability is a good choice as well but I prefer */WP for the endurance management.

My lvl 50 SS/WP Brute is currently running the incarnate trials and I can solo the acids/'nades portion in Lambda after getting my T3 Alpha slotted.

Here's the build:


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|-------------------------------------------------------------------|


 

Posted

I ran a SS/Willpower Brute as my main for over 6 months. Lotsa task forces. He was a tad squishy, and by that I mean he could not solo a large room of Cims, tank the 4 riders in the LGTF, or anything like that. He was an expensive build, but I have an addiction to purps, so he was recharge heavy. Prob less than 10% of build choice was made to enhance survivability. He was a joy to run. The tier 9 is very usable on a willpower brute, and with the addition of a sm purp and a sm orange (or better) would allow me to try truly stupid stuff..... like solong a large room of Cims, or the 4 riders from the LGTF. Overall, I give very high marks to Willpower for Brutes in late game play.


 

Posted

WP works great end game if built properly, because it has great layered defenses and mitigation. My main is a ss/wp built for softcap defense against all typed attacks with barrier up. Couple that with some dmg resists, a crashless tier nine that is up a lot and breaks stuns/disorients, great health regeneration, and great endurance benefits, and you end up pretty sturdy.

Even if you just built up for energy defense, which is the primary damage type you see late game, wp will make you very survivable. And thanks to the regeneration and endurance benefits, you can keep rolling and SMASHING.


 

Posted

The only thing I feel annoyed by late game with my own main, a sm/wp brute, is the stupid freaking turrets on the BAF. I've been shot up pretty badly pulling the AVs more than once.

Everything else, once I got my level shifts, is easy. Main tank Marauder? Ok. Solo acid or weapon caches if I need to? Not a problem.


Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."

 

Posted

If you can get near S/L softcap on a WP Brute, it's almost unstoppable. It's expensive - you have to get several sets of kinetic combats to do so, but I think it's worth it. Combined with her awesome regeneration, my S/L softcap brute routinely pulls the AVs in the trials. Fighting at +4/+8, only Rularuu cause her major issues. And the endurance managment is gravy - she runs 10 toggles while fighting and I only have to really watch endurance during rage crashes. So yeah, they work.


 

Posted

Not to argue, but IMHO /WP suffers from def-debuffing enemies even if you soft-cap ... because /WP has *an extraordinarily small amount* of def-debuff resist. So late-game groups like Romans can be a real pain on /WP, and one that properly built SR (easy) or /SD (harder but doable) or even INV (moderately easy) can tackle better. I have abandoned /WP in favor of those 3 secondaries, especially for "tanky" type Brutes. There is a great thread currently on the Scrapper forum that talks about SR's lack of squishiness actually.

I know ITF has fallen out of favor, and incarnate mobs with +to-hit are pummeling solo (not buffed) /SR and /SD atm, but I'd still say those are better late-game especially paired with something like Rebirth. I took Rebirth on my FM/INV -- he is soft-capped to S/L/E/N with 1 mob in range, has perma dull-pain (close to 2600hp I think), has Aid Self, and now Rebirth. That's some tough stuff.

Just a perspective to consider.


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Not to argue, but IMHO /WP suffers from def-debuffing enemies even if you soft-cap ... because /WP has no def-debuff resist.
Untrue statement is untrue. Heightened Senses provides DDR.


 

Posted

20% DDR is so small that I wouldn't blame anyone for forgetting it's there.


 

Posted

I'm rolling a SS/WP Brute now, loving it, and about to leave Praet. I played with xp gain off last night just to run a team and help people lvl. I appreciate the build already posted, do you mind posting a lvl'ing build as well? Thanks!


 

Posted

My wife has a ss/wp brute and she's a tank, very survivable in the high levels.

Once in awhile she will get wasted by Cims but that is usually due to the overwhelming odds that she pulls.She's ran the BAF no problem and I usually have her as lead on most tf's we run.

On her build she is slotted for regen and rech mostly, and it seems to work great for her playstyle.She went spiritual by the way.


 

Posted

Quote:
Originally Posted by Powell View Post
I'm rolling a SS/WP Brute now, loving it, and about to leave Praet. I played with xp gain off last night just to run a team and help people lvl. I appreciate the build already posted, do you mind posting a lvl'ing build as well? Thanks!
Leveling builds should be common-sense.

Don't slot damage enhancements in your attacks until you have enough accuracy and endurance reduction first. Brutes get most of their damage bonus from Fury. If you get Rage close to permanent, you won't need more than one accuracy enhancement in your attacks.

For toggles, endurance reduction should be slotted first. Even though you have high recovery as a Willpower character (if you didn't take Quick Recovery, delete your character) you still have to manage your endurance. You may only need one endurance reduction per toggle as opposed to two or three that other sets use.

Rise to the Challenge is your bread-and-butter toggle. Give it at least 4 slots as soon as you can. Enhance it with 3 heals and the rest endurance reduction and/or taunt.