Brutes vs Tanks for surviveability
Brutes doesnt tank much better than scrappers... unless they are buffed and end up doing almost as good as a tanker (Same cap for res/def, even if def doesnt matter at some point, lower hitpoints but still over everyone else.)
Brutes doesnt do much more damage than Tankers... unless they are buffed and end up doing almost as good as a scrapper. (slightly more sheer damage at cap +dmg, crit pushes Scrappers abit forward).
Now on small team or solo the scrapper will do MUCH more damage and the tanker will be WAY tougher.
But I havent faced a situation when the brute in my group (I mean TF/Trial) wasnt enough to tank the content but the game is not hard enough so it makes a diference (its not a complain its a statement).
Um actually they fall somewhere between Tanks and Scrappers. They have more health than scrappers so they do take longer to fall. So while they can't tank huge groups they are still more survivable than scrappers. It would help a bit if you could let us know what power sets you are using because regen based defense is awesome on brutes.
The tank is INV/SS, I was going to have the Brute be the same, SS/INV
Feel The Burn
That'll be fine you can take em down quick so will take less hits than your tank.
/Inv is probably one of the best secondary for a "tanking" brute. I generally prefer /Elec for some reasons but it takes much much more to get it competitive. Granite may be impressive on tankers, but it is quite counterproductive on brute's gameplay.
Psy damage will cause you troubles. More than on your tanker since you will have abit lass hitpoints to cover it. As for the rest /invul brute can pretty much handle everything that the game has to offer. And yes, Brutes do can tank huge groups.
SS is arguably the best primary. The damage potential on brute comes from their high damage cap. While Rage is pretty much rendered useless on a tanker whenever Fulcrum Shift hits, on a brute its almost always amazing.
You will probably take Soul as Patron power for Gloom and eventually Dark Oblit and Darkest Night.
Much appreciated.
Feel The Burn
Hey What Gives?! I cant make any new characters!?
Hmmm must be some server or maintenance issues going on. Drat I already deleted the tank!
Feel The Burn
Brutes doesnt tank much better than scrappers... unless they are buffed and end up doing almost as good as a tanker (Same cap for res/def, even if def doesnt matter at some point, lower hitpoints but still over everyone else.)
Brutes doesnt do much more damage than Tankers... unless they are buffed and end up doing almost as good as a scrapper. (slightly more sheer damage at cap +dmg, crit pushes Scrappers abit forward). Now on small team or solo the scrapper will do MUCH more damage and the tanker will be WAY tougher. |
In the current state of the game brutes are better than tanks...by a lot...at everything. My /fire yes FIRE, the LEAST survivable of ALL the armor sets has tanked the hardest things in the game. And a brute does A LOT, and i mean A LOT more dmg than a tank with the same powers. (of course the fire tank will do more dmg than a granite brute) I think it takes about...5% fury to pass a tank in dmg.
Then again, a single tank can bring with them 20% -res. So against AVs that helps everyone do more dmg. Too bad it doesnt stack though.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
Its not just about how survivable you are. |
Now yes. Brutes have taunt factor on most attacks but tankers get gauntlets and generates aggro on everything around. Taunt tanker versions are also better.
Now in regard of aggro generation powerset also enters the topic. A Willpower tanker doesnt stand a chance versus a Shield scrapper just because AAO is THAT good (or bad depending on the point of view).
If we are talking Scrapper versus Brute at tanking, most scrapper's taunt aura are enough (maybe not RttC) to draw aggro against other damage dealers because you actually are the best or nearly damage dealer in the game. Hold it, I'm not saying you are better than a brute at holding aggro I'm saying you can hold aggro on most mobs, or close anyways to the aggro limit. Now my point is that if you consider limits, caps, a buffed brute can have her resist buffed very far beyond Scrapper's (75% vs 90%) and that makes hell of a diference when fighting "hard" content.
In the current state of the game brutes are better than tanks...by a lot...at everything. My /fire yes FIRE, the LEAST survivable of ALL the armor sets has tanked the hardest things in the game. And a brute does A LOT, and i mean A LOT more dmg than a tank with the same powers. (of course the fire tank will do more dmg than a granite brute) I think it takes about...5% fury to pass a tank in dmg. |
Like I said. Tankers have more hitpoints, more sheer numbers on defensive power sets, more effective taunt and better punchvoke. An unbuffed tanker will do significantly better than an unbuffed brute. Actually, stictly defensively an unbuffed brute wont do better than a scrapper.
On the other hand a strongly buffed brute will do almost as good as a tanker, in term of toughness.
/FA is by the way, not the least survivabe of all armor sets.
As for damage. Tankers gets a base of 0.8 damage scale. Brutes get 0.75 so, stricly speaking, tanker will actually do more damage than the brute with the same powers.
In the situation where you are at a steady 80% fury we are talking 1.35 versus 0.8, which is more, not "capslockalot" more. Even less considering, like you said, tankers bring 20% res debuff to the party.
Now when buffs kicks in, lets say Fulcrum shift, Brute is gonna jump way ahead tankers due to very (you can caps that very if you like, we'r talking +575% vs +300%) higher bonus damage cap; to reach a dps potential that is close to Scrapper's.
So brutes are not better than tankers at everything. Nor better than scrappers.
At low level of buff they are a lot less tougher than tankers and a lot less damage than scrappers. At high level of buff than a close to tanker"s toughness and scrapper damage. Not better diferent.
Well, you are right with some of it.
But a brute is only slightly less tough than a tank and only really does slightly less dmg than a scrapper.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
It all depends on your perspective of what's more important. Let's take a quick look at Inv/SS:
The tanker will have about 20% more HP and 20% more resistance to S/L than the brute. While the HP difference isn't all that big, the difference between 70% S/L resistance and 90% S/L resistance is.
Let's say you get hit by 1000 Smashing damage. The tanker receives 100 damage while the brute receives 300 damage, that's 3 times more survivable before the HP difference. Meanwhile the brute deals about 20-50% more damage, which isn't even close to 3 times better.
But that's just pure numbers. In reality, the need for extra survivability is situational, while extra damage is always handy(though one can't discount Bruising's contribution to a team).
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
Brutes have the same resist cap as tanks (90%), but it takes more work to get there.
Consider Mids for a moment. In one example, we get a Shield Defense/Electric Melee Tank and an Electric Melee/Shield Defense Brute. Same numbers, right?
Nope.
Without Tough, Weave, Combat Jumping, Hover, Maneuvers or any other defense or resist adds, the numbers for are, 1 slot, unfilled, in each of the Shield
BRUTE
Defense:
Melee: 15%
Ranged: 15%
AoE: 15%
Resistance:
Smashing: 11.3%
Lethal: 11.3%
Fire: 11.3%
Cold: 11.3%
Energy: 11.3%
Negative: 11.3%
Toxic: 11.3%
Psionic: 0%
TANK
Defense:
Melee: 20%
Ranged: 20%
AoE: 20%
Resistance:
Smashing: 15%
Lethal: 15%
Fire: 15%
Cold: 15%
Energy: 15%
Negative: 15%
Toxic: 15%
Psionic: 0%
Are these huge numbers? At this level, no, but in the end game the difference can be significant. Just to see for yourself, take your tank's power sets and put them in Mids as a brute and see the difference. Yes, Fury means dropping foes faster, but you have to spend more inf on a brute than a tank for resist and defense.
The damage numbers cannot be underestimated either: 300% for a tank (I keep seeing 400% written, but it is 300% on my tanks) versus 775% for a brute.
Nor can the max hitpoints: Tank (3434) Brute (3212.7)
The brute is tougher than a scrapper, surely. And, here is where the scrapper thing falls short. Brutes have a taunt aura and scrappers do not. Brutes have taunt (single target) whereas Scrappers have confront (much weaker). If you want to do something SORT OF like a scrapper but you want to do so infront of your teammates, then you can do so as a brute.
I love tankers. I love scrappers. I love brutes. All have their uses, their advantages and their drawbacks. You just need to see if these affect the game for your playstyle.
Good luck!
Well, you are right with some of it.
But a brute is only slightly less tough than a tank and only really does slightly less dmg than a scrapper. |
The brute is tougher than a scrapper, surely. And, here is where the scrapper thing falls short. Brutes have a taunt aura and scrappers do not. Brutes have taunt (single target) whereas Scrappers have confront (much weaker). If you want to do something SORT OF like a scrapper but you want to do so infront of your teammates, then you can do so as a brute.
|
Tankers get Punchvoke allowing them to build equal threat on up to 5 targets, where brutes get Pokevoke allowing them to build threat off 1 target at a time.
And again, the damage difference, at the damage between scrappers and brutes is about 5 - 10%, which really only factors the critical chances scrapper have. Damage caps are measured with 100% base, so a tankers cap is really 400%, a scrappers is 500% and a brute is 775%. This is so damage debuffs work correctly, as explained here Damage caps
Brutes have the same resist cap as tanks (90%), but it takes more work to get there.
Consider Mids for a moment. In one example, we get a Shield Defense/Electric Melee Tank and an Electric Melee/Shield Defense Brute. Same numbers, right? Nope. Without Tough, Weave, Combat Jumping, Hover, Maneuvers or any other defense or resist adds, the numbers for are, 1 slot, unfilled, in each of the Shield BRUTE Defense: Melee: 15% Ranged: 15% AoE: 15% Resistance: Smashing: 11.3% Lethal: 11.3% Fire: 11.3% Cold: 11.3% Energy: 11.3% Negative: 11.3% Toxic: 11.3% Psionic: 0% TANK Defense: Melee: 20% Ranged: 20% AoE: 20% Resistance: Smashing: 15% Lethal: 15% Fire: 15% Cold: 15% Energy: 15% Negative: 15% Toxic: 15% Psionic: 0% |
I think that this is a rather confusing way to state that Brutes have Tanker def/res caps with Scrapper def/res base vaules and mods but maybe thats just me.
Also your a bit off on Brutes having taunt auras and Scrappers lacking them. RttC, Invincibility and AAO all have a taunt component for all AT's as having a scaling buff power that didn't make enemies cling to you would be of little use.
I do however agree that Scrappers and Brutes all have their place in the game and you should play what you enjoy.
Global: @Kelig
Scrappers also get taunt auras in select armor sets (anything with a damage aura, Willpower with rise to the challenge, and Shield with Agaisnt all Odds) Brutes get additional taunt auras in ALL the armor sets (including regen, and SR which normally don't offer a taunt aura)
|
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
Apologies for nitpicking, but damage auras on scrappers don't have a taunt component.
|
Which is very true, but the main reason for that is that [burn] causes so much 'fear' due to breaking moral which causes the mobs to flee. If you didn't have burn doing so much damage, mobs wouldn't run from a /FA scrapper, and would usually stick to said /FA scrapper more often then say a /SR scrapper.
Which is very true, but the main reason for that is that [burn] causes so much 'fear' due to breaking moral which causes the mobs to flee. If you didn't have burn doing so much damage, mobs wouldn't run from a /FA scrapper, and would usually stick to said /FA scrapper more often then say a /SR scrapper.
|
Namely, if you are killing a lot of mobs fast without taking much damage, the mobs morale will break and they will run. The damage aura contributes at least as much to breaking their morale as Burn does and generally, a /FA Scrapper will be causing more runners than a /SR Scrapper would due to inflicting more damage.
This isn't quite right. Burn doesn't have any fear component. The reason they run is because there is a morale mechanic involved.
Namely, if you are killing a lot of mobs fast without taking much damage, the mobs morale will break and they will run. The damage aura contributes at least as much to breaking their morale as Burn does and generally, a /FA Scrapper will be causing more runners than a /SR Scrapper would due to inflicting more damage. |
As for the rest. You cannot pop numbers out of your butt and say "hey thats why X is better than Y". CoH is a teaming game, you have to consider buff situations, therefore look at raw numbers AND caps.
The damage numbers cannot be underestimated either: 300% for a tank (I keep seeing 400% written, but it is 300% on my tanks) versus 775% for a brute. |
On the brute its 775% damage or plus 675%.
Just out of curiosity have any tankers noticed the bruising effect has greatly reduced the time they spend taking out foes?
Because of my play time I frequently end up solo, so I frequently end up playing a scrapper.
My tanker was only level 16 but he was taking forever to beat foes down and at 16 his surviveability wasnt all that great anyway so killing faster would end up making him more surviveable (thats just my opinion not backed up by any maths etc). Characters dont stay level 16 forever and given that they will spend more time levelling at the higher levels you need to take into account how they perform at the higher levels not just as lowbies.
Hence the Brute vs tanker surviveability question in the first place =).
Feel The Burn
Just out of curiosity have any tankers noticed the bruising effect has greatly reduced the time they spend taking out foes? |
I find where it shines is tackling on +3, +4 foes (as Bruising isn't affected by the purple patch and such foes are resistant enough that Bruising is generally going to be useful, even against lieutenants) and on teams. In a team with decent damage against a +3 archvillain or above, a tanker is essentially a better debuffer than a radiation defender.
Im returning after a bit of a hiatus, ok a pretty lengthy one.
I have a tank that Im thinking of re rolling as a Brute.
The idea of a tank doing real damage appeals to me, but not if he ends up being squishy. So my question is, how much surviveability does a brute lose to get his damage?
Is it gonna suck in the high levels when I get dropped by stuff that my tank could have stood up to? Or is that not really a problem with Brutes?
Feel The Burn