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Posts
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The devs will NOT give any brute set end recovery boost or a permanent end cost reduction. Best suggestion that has been made in this thread is the regen boost because anything else and the devs will remove or lower something else.
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I'll probably get yelled at for stating the obvious or criticized by the grammer/spelling police(who is pissed because I called them a smarta$$ for being a smarta$$,
) but the topic of no toxic resistance was brought up and pretty much dismissed right away. Someone in game mentioned the thorn tree from the respec being mostly toxic damage. Also considering toxic damage is mostly DOT, darts from Tsoo and meat doctor attack which does like 22 tics of damage I think. Toxic spiders from Arachnos and the Arachnoids also. Toxic damage is a lot more prevalent in COV then it is on COH.
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Electric unslotted resist (other sets)
S/L 26.5% (22.5%)
Nrg ~60% (DA 15% FA 22.5%)
-Nrg 20.6% (DA 30% FA 22.5%)
Fire 26.5% (DA 22.5% FA 60%)
Cold 26.5% (DA 22.5% FA 15%)
Toxic 0% (DA 15% FA 15%)
Psi 26.5% (DA 37.5% FA 0%)
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Your numbers are slightly off
Smashing/Lethal is 26.25%
Fire is 26.25%
Cold is 26.25%
Negative is 22.5%
Energy is 61.925%
Psionic is 26.25%
This includes Static Shield, Conductive Shield, Grounded and Charged Armor. -
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yes we are very clever
hehe "boing"
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BOXING since apparently you couldn't figure it out on your own. Thanks for disregarding the whole point of the post simply because I had a typo. Sorry for not being perfect while typing. The fact remains that with no shields running it is not possible to keep Fury built up without running out of endurance. So once you add in the shields even with endurance cost reductions you need something. The fact that conserve comes at 28 and power sink comes at 35 leaves the set needing stamina before that to even keep Fury built up and run the shields at the same time. Things like this should have been a factor when they introduced ED and gave the endurance discount. -
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heh "boing" hehe
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Wow aren't we clever, you found a typo. -
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You know, the fact that I tried keeping fury up using only brawl and fighting, 2 cheapest costing powers in the game. I did not have any shields on and yet still ended up running out. It makes me think that the endurance cut they did just wasn't enough.
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Brawl isn't that cheap, if you have an end reduc in your primary minor attack it's probably lower. I have had the same experience (running out of endo using Brawl) on every Brute primary/secondary combo.
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Brawl and Boing are the 2 cheapest melee powers on endurance cost available to every brute. Some sets first attack is less then both but talking speed of the attacks and trying to simple keep Fury up without any shields active. -
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I didn't suggest that, and no one else here suggested that, that I know of. I'm actually against that idea myself. I think having stamina as a selectable power is a good idea, I just think 2 prereqs is a bit much.
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I never said that anyone here suggested that the fitness pool be taken away and be automatically rewarded at levels. I was alluding to post in the past.....Sheesh.
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You know, the fact that I tried keeping fury up using only brawl and fighting, 2 cheapest costing powers in the game. I did not have any shields on and yet still ended up running out. It makes me think that the endurance cut they did just wasn't enough. -
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Can someone summarize the pros and cons of this set. So far Jacob's Ladder and Chain Induction are the 2 attacks that are lacking, correct??
So should they be worked into a build or can those 2 power slots be used for something else.
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In their currect conditions most will skip them. I highly doubt that the jumping damage will get fixed before it goes live. The fact that it does not count towards you actually doing the damage and since it does not Fury does not increase the damage since it is not actually you doing the damage. -
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Maybe at higher levels it would be possible to have a stamina-less build with power sinka nd conserve power both, but having no experience with those powers, I'm not too sure if that would work, and would defiantly not be a leveling build until you have access to them.
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Except the biggest issue with a stamina less build is power sink is 35. Malefactor down for a SF below that and you are screwed. -
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Just a heads up:
I have several devs reading this thread, and are working on the bugs you guys are finding, and on ways to improve the Mayhem Missions (such as making the end Hero non-random; currently the end Hero you get is totally random, and has nothing to do with anything you did in the mission, we are looking into changing that).
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I ran the AP mission 4 times and the KR 3 times. I got the same one everytime. Unless you are refering to the higher level ones who get EB/AV. -
And I am gonna say this again, the AOE portion of Thunder Strike seems to be much shorter then others, not sure if this is intended or not.
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Except you are comparing it to a level 1 power. I know what you are saying but regen gets a lot of powers that combine to massively boost the regen of the set. Plus regen has 2 heals, dull pain being a hp booster. Rooted is boosted regen plus the set has a version of dull pain. Also as I stated, if they did boost it I think they would still reduce something.
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- JL seems to have a really long animation. Is that just me? I mean, it's not Shadow Maul long, but it seems noticeably lengthy. Argh, especially if it misses.
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You're not kidding. I actually catch myself wondering whether using JL might not actually be -hurting- my fury-building because of the animation length.
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Which is one reason I left it out of my build, slow and the arc seems smaller then Shadow Maul to me. -
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Anyway, the only ones you need to worry about reading your suggestions are the Devs, not us. If they saw your idea and think it's good, then great. If not, then bummer. Doesn't matter much what we think.
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Actually, it does. Because the issue here is: some largish percentage of people playing the set feel certain lacks make the set sub-par in performance. Seeing a suggestion about how to improve performance does give the devs some feedback, but seeing how the players who specifically feel a lack in the set react to that suggestion is greatly more valuable in determining if it would actually address their concerns.
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If they added a heal to this set I can guarentee it wouldmean reducing the resistance numbers. The best thing I have seen suggested it adding a regen boost. Maybe 100% enhanceable or just doing 150% unenhanceable. Even if they added health regen I think they would cut something slightly. The fact that this set has a resistance to regen rate debuff however makes me kinda doubt they would.
Adding immob to grounded which the way it stands now most people will skip. Or adding regen rate boost to grounded would not only make it more appealing for most would also make people feel better about the set overall. -
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Okay, this all presupposes a number of things about my playstyle you don't know, and continues to miss the point, so I'm just going to stop here except to note that, among other things:
a) I accept the weaknesses of the ATs I play, which was more or less part of my point.
b) I nearly always play in a team of two. That means I'm used to having gaps to cover, and you know what? I still play a really wide variety of sets with the same exact problems as similar sets and have fun.
c) Yesterday, I laid down a patch of quicksand, drew all the aggro, and having a scrapper in melee range dealing out tons of damage didn't change that one iota, so it's not quite as straight-forward as you say
d) I disagree the purpose of a Brute or Scrapper is to draw aggro; rather, I think it's a side-effect of their actual purpose, which is to cause damage
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a) You were complaining about squishes having no way to mitigate the damage. A devices blaster has caltrops which dropped in doorway in a corner mitigates the damage. Other sets get single target immob or knockback attack to get them away from you.
b) A team of 2 what other AT is usually in the combo?
c) Did the scrapper use a AOE attack before you dropped quicksand? If not then again I say change your tactics. If you wait til after the scrapper gets attacks on most of the group then they will still target him. However using quicksand which will cause them to run off of it, as soon as they are off of it then you WILL get the aggro. One way to change the tactics in this situation is to let scrapper draw the aggro, group immob and then lay quicksand down.
d) Scrappers get single target taunt and damage resistances or defense. Brutes all have a taunting aura and have the tank version of taunt available to them.
I played a blapper to 50 and I know what happens when you draw too much aggro. I played a ice/emp and initially had the group immob but I always ended up getting to much aggro so I dropped it completely.
Blasters deal out a lot more damage then other ATs. Their mitigation is taking out the enemy faster. Defenders have buffs, debuffs and heals. Controllers have the ability to lock down groups. Hold the one with biggest damage. You say I disregarded the part of your post where you mentioned you suggested a heal for the set. Many others have done the same. I did not reply because I agree this set needs something. Not because I disregarded it. I replied to the part I disagreed with. -
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Now, to separate this bit out:
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You are welcome but comparing other ATs(that happen to be ranged attackers) lack of knockback protection to brutes which are melee makes no sense.
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The hell I can't (also, I'm not just talking about 'attackers').
Ask me how much aggro I draw laying down mass debuffs, multi-immob, cone attacks, or AoE attacks. You wanna know the answer? ALL OF IT. I DRAW ALL OF IT.
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If you are playing a controller, defender, dominator, blaster or corrupter and have a problem attracting too much aggro then guess what? Change YOUR tactics. Using a group immob(which I don't bother taking on mine) on a group that no one else has the aggro of and taking full force of the group is your own fault. Blasting a group and starting a fight using fireball is your own fault. Laying down debuffs before a tank, brute or scrapper takes the aggro on larger teams is your own fault. Know your weaknesses and strengths of whatever AT you are playing. If you have no tank, brute or scrapper on a team and you use an AOE attack then you will get the full attention of the group.
Now back to my original statement. Brutes, tanks and scrappers are designed to be in the middle of the groups taking the aggro. It is the purpose of those ATs. The squishies are not supposed to be taking all the aggro so if you get it all then change your tactics. -
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Comparing brutes to other sets which are not melee aggro hounds holds little weight sorry.
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Wow, way to totally skip the point of my post while simultaneously proving it.
Hint: the part you quoted was only half the post.
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You are welcome but comparing other ATs(that happen to be ranged attackers) lack of knockback protection to brutes which are melee makes no sense. -
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Thats because players are sick of sets without knockback protection.
Its gotten old really old, a set with no knockback protection and no self heal is just plain silly.
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Hey, you know what? I play a lot of ATs where I get jack [censored] for defense of any kind, including no KB protection and no self heal. Don't talk to me about it getting old.
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Comparing brutes to other sets which are not melee aggro hounds holds little weight sorry. -
I only played up to level 16 because I was mainly just after the numbers. Compared to other sets the numbers look good. However I ran solo and I was chewing on a lot of greens and purples. I even soloed a couple elite bosses just to see if it could be done. I bought a couple purples, insight, and a couple greens for each one. At higher levels or even teamed it will be a completely different story. Brutes need to have fury built up to be effective, but if you keep having to rest between fights because of lack of heal or even regen you will need a pocket healer. Teaming is gonna hurt like hell because that is a lot of added aggro. Having played a dark armor brute to 40 I know that resistances alone will not cut it. So people can continue their smarta$$ replies to this set not having this and that "Yeah we all know". The fact is the set is lacking TOO much in areas. Teleport protection means nothing to someone who doesn't PVP.
Having slightly better numbers then dark armor and fiery aura leaves it lacking.
DA ELA FA
S/L 35% 41% 35%
C 35% 41% 11.8%
F 35% 41% 59%
E 23% 90% 35%
N 47% 35% 35%
P 59% 41% 0%
T 23.6% 0% 23.6%
Now these numbers compare to the other 2 basicly resistance sets. They are not that far off inLacks -acc in cloak of fear which is basicly the same as invincibility for invunerable. Damage mitigation for brutes is essential. Comparing this set to dark armor it lacks best self heal in the game. Fiery aura has quickest recharging heal of all brutes/tanks without the bonus of boosted hit points at the cost of it. Having no defense and no heal in a set makes. As well as no other way to mitigate the damage besides pure resistance of the set leaves it lacking. -
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Cant beleave any of u actualy think they will change/add a power no matter how much crying u do. *shrugs* Thats how its gona be id advise dealing with it. People will still use it, they will still cry about it, life will go on. I dont like the set myself but thats just me. I'll still end up making one cause ive pretty much seen everything else. lol This really needs to get back on topic.
Edit: Sweet i got reply 420..
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You say this really needs to get back on topic after bashing people for saying that the set(which by the way IS the topic) is lacking in what some people feel to be too many ways. Interesting approach. -
You forgot to include no toxic resistance in your list while being a smarta$$.
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This is what I am planning currently.
01) --> Charged Brawl==> Acc(1)
01) --> Charged Armor==> EndRdx(1) DmgRes(3) DmgRes(3) DmgRes(5)
02) --> Havoc Punch==> Acc(2) Dmg(25)
04) --> Conductive Shield==> EndRdx(4) DmgRes(5) DmgRes(7) DmgRes(7)
06) --> Combat Jumping==> DefBuf(6)
08) --> Thunder Strike==> Acc(8) Dmg(9) Dmg(9) Dmg(13) EndRdx(15) EndRdx(15)
10) --> Static Shield==> EndRdx(10) DmgRes(11) DmgRes(11) DmgRes(13)
12) --> Swift==> Run(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Chain Induction==> Acc(18) Dmg(19) Dmg(19) Dmg(21) EndRdx(21) Rechg(25)
20) --> Acrobatics==> EndRdx(20)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Lightning Reflexes==> Run(24)
26) --> Aid Other==> Heal(26) Heal(27) Heal(27)
28) --> Aid Self==> Heal(28) Heal(29) Heal(29) IntRdx(31) IntRdx(31) EndRdx(31)
30) --> Lightning Field==> Acc(30) Acc(34) EndRdx(37) EndRdx(40)
32) --> Lightning Rod==> Acc(32) Dmg(33) Dmg(33) Dmg(33) EndRdx(34) Rechg(34)
35) --> Power Sink==> EndMod(35) EndMod(36) EndMod(36) Rechg(36) Rechg(37) Rechg(37)
38) --> Power Surge==> Rechg(38) Rechg(39) Rechg(39) EndMod(39) EndMod(40) EndMod(40) -
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But then you would get smart and activate your teleport which you would of course have because just using hover is teh dumb. Aside from this, if you have combat jumping on, you are immune to a single application of immobilization.
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You are talking about way too many power pools. I tried keeping fury up while running no shields and using only boxing and brawl. The 2 cheapest and quickest attacks available to all. You are saying take fitness, fighting, leaping and medicine in another thread. In what you just said that is 3 power pools, flight, leaping and teleport. -
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I think I am going no travel power on my Elec Brute. Going for medicine, Fighting and Fitness. It will be interesting doing a travel powerless build again. It worked well for my Stone/Energy Tanker so I can see it working well here.
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Something hit you in the head Concern? Ignoring the lack of immob and knockback. Good luck to you. -
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I am going to agree with another, recent poster, that it doesn't make much sense conceptually speaking that an electrified villain with lightning reflexes is able to be anchored to the ground with a web grenade.
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I posted that a few times, including in the post that Front Loaded replied to initially. You can not be slowed but you can be stopped with an immob. Does not add up at all. Also most of the immob attacks have a -fly component to them. So if you went hover route for the semi-knockback protection you get hit with a immob and you are locked down.