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Posts
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I always recommend the fighting pool for all brutes (at least Tough) and would recommend the same to you. I usually pick up Tough/Weave in the late 30s early 40s depending on my build.
I'd also recommend Hasten to get your attacks up quicker for better fury generation.
But it really depends on your total build if any suggestions are best for you. -
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It's common knowledge in CoH/V that if a new set isn't better than the rest of the sets for that AT, then that new set automatically "sucks."
C'mon people, get with it!
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I've come to loath DXP weekends for the simply reason that it brings out the max exp/min mindset from AE.
Devs, please turn on DXP in AE to keep these morons from filling my normal PvE teams. -
You know what's funny? In the past few weeks I've received more complaints about my Fire/Fire Blaster using Rain of Fire than my Energy/Energy Blaster's KB.
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Quote:Let's wait and see what you can/cannot do in GR before you state this as fact. Plus, this suggestion is a waste of resources.What about this example:
My own personal example of why I am suggesting this...
I want a hero Brute.
I don't want to be a villain first...I want to be a hero from the start.
I don't want to be from another dimension called Praetoria...I want to be from earth.
I want to start out as a hero Brute from earth.
The way GR is set up...I would never be able to do that. -
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Don't forget about the Kinetic Crash set that offers 3 points KB protection as one of the set bonuses. I have two sets of KC in my Energy Blaster for 6 points of KB protection.
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Quote:True, but I don't think the sole intent of the thread or comments was PvP based. For PvE, a brute not taking taunt is perfectly acceptable since this AT has the ability to be scrapper-esque or tank-esque depending on the Sets and the playstyle of the person.only in pvp.
you have to be really really stupid not to have taunt on a melee toon in a pvp setting.
EDIT: To thread, A brute is not a tank, nor is it a scrapper. A Brute is an AT that lies somewhere in between and gets the best of both of the heroside ATs.
In other words, A brute can be a damage dealer or a meat shield, and sometimes...both. -
If it does hit test server today, then it will be in the form of Closed Beta. Not everyone will have access to Closed Beta.
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Quote:I would LOVE the ability to get the exact salvage I want at a fixed price but just not with AE or tickets. I also know such a system would be a deteriment to the market/economy.I honestly think Snowies plan would help alot to buy common salvage does take around 80 tix to do, and the random rolls are really pointless because you don't know which one to roll to which salvage you want since its from 10-25 30-35 and 40-50 i believe and its pointless to do that.. 8 tics for that.. i don't like that, i completely support Snowies suggestion.. He does have a very good arguement.. btw guys read before you post it does seem that you are losing because you are not understanding it.
So, even though I WANT something I know that getting the WANT might not in the best interest of the game. -
Quote:Yes really.Not really. All it does is gives more options to those that do run AE missions.
With your suggestion, I no longer have to guess at a price by using the market or place a bid and wait or pay the IWANTNAO price. Instead I just get all my salvage from tickets which are generated from AE.
Players find the path of least resistance, and AE/Tickets would be that path for salvage. -
I don't like this idea for one reason:
1. It gives players an even greater incentive to use AE.
I'm one of those players that feel AE should be secondary to the regular PvE game, and giving players the ability to obtain the exact salvage they require from AE would be a step against this design. -
Sorry it has taken so long to respond, but here is my current build that serves me just fine. The only task I've run into ingame that was problematic was the dang auto-hit Nictus on the ITF but I blame having only 4 players rather than my build. >_>
Anyways...
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(37)
Level 4: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(5), S'dpty-Def/Rchg(46)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
Level 8: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(13)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Heal-I(15), RgnTis-Regen+(17)
Level 16: Dodge -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/Rchg(48)
Level 18: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(23)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(48)
Level 24: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(25), LkGmblr-Def/EndRdx/Rchg(36)
Level 26: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(36)
Level 28: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Lucky -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(50)
Level 32: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dam%(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34)
Level 35: Quickness -- Run-I(A)
Level 38: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(50), Mako-Dmg/EndRdx(50)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(43), Aegis-ResDam/EndRdx/Rchg(48)
Level 44: Gloom -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Acc/Dmg(45), Volly-Acc/Dmg(45), Volly-Dmg/EndRdx(46), Volly-Dmg/Rchg(46)
Level 47: Hasten -- RechRdx-I(A)
Level 49: Taunt -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 12.1% Defense(Fire)
- 12.1% Defense(Cold)
- 12.4% Defense(Energy)
- 12.4% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 17.1% Defense(Ranged)
- 16.4% Defense(AoE)
- 1.8% Max End
- 27% Enhancement(Accuracy)
- 10% FlySpeed
- 343 HP (22.9%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 11.6%
- MezResist(Immobilize) 14.9%
- 5% (0.08 End/sec) Recovery
- 82% (5.13 HP/sec) Regeneration
- 15% RunSpeed
- 4.5% XPDebtProtection
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Quote:This is correct. Lethal is the most resisted followed by Smashing then I think it might be a tie with Energy/Psionics. Either way, Energy damage is definitely a plus.Energy Melee has a lot of good qualities. I don't want this to be a pre/post-nerf thread, so let's just think about what EM is now. The way I see it, Energy Melee is the undisputed king of single target damage. It has two damage types, so it's uncommon for both components to be resisted. Smashing is commonly resisted, but not as common as lethal (I think), and there is the energy to make up for it.
Quote:Energy Melee is quite lacking in the AoE department. This is more problematic than it may seem because less AoE means it is harder to obtain and keep aggro. This in turn generates less fury and thus reduced damage. This I cannot allow.
Shield Defense is what I paired with it to fix both problems Energy Melee. Shield Charge adds a great deal of AoE damage. Perhaps more importantly, though, is SD's notoriously strong taunt aura. Against All Odds has the additional perk of making a single target damage king even stronger.
Shield Defense is not without it's problems. It offers less protection than /SR. IOs can fix the problem, but I have to survive until then. Regardless, sometimes not even the softcap is enough. Energy Melee brings a lot of mitigation to the table in the form of stuns with every attack.
So now we've come full circle. Both sets seem to fill in the gaps of the other. I'm looking at this as a very synergistic pairing. Is there anything I'm missing?
What should I be looking forward to with these sets?
You might also look into picking up Whirling Hands if you are taking a Patron AoE attack (dark obliteration or mu lightning). WH is not a great AoE attack but it does give you that extra little damage to mop up any stragglers that your SC and Patron AoE might have missed.
I think it'll be a good combo but be prepared to be told how terrible EM is and rabblerabblerabble. -
Brute's Fury isn't dependent on the enemies attack hitting the brute or the brute's attack hitting the enemy. If this was the case, then EA and SR brutes would be terrible damage dealers, and having a Fire/SR Brute...this is NOT the case.
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Soooo, this is the PUE Thread?
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I agree with DumpleBerry but I believe the Rikti are level 54 and not 53.
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I have a Fire/SR brute that I chose to be an all around bad ***. He's by far my toughest brute and can dish out some great damage as well. I went the soft-cap route without the need of Weave, and I still have 48% Def to Melee, Range and AoE.
Oh, one thing to keep in mind while building your character is Regen/+HP. Regen is very important to a soft-capped character. Since you get hit less often your regeneration will become more effective keeping your health bar green.
I've solo-ed a couple AVs but I tend to get bored with the amount of time it can take and prefer fighting at +3/x8 with EBs for a bit more fun (my playstyle).
I don't have my build on this computer but I'll try to remember to post is later this evening if you are still interested. -
There's no conspiracy to nerf our endurance, regen or whatever the voices in your head are blabbering about.
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Hello Number Crunchers and Lurkers,
I've been playing this game for some time and my first character made is a SS/INV Brute. Since that time I've leveled a few SS/ characters with my latest SS/WP Brute which I use quite often.
I like the Superstrength Set and think it's one of the most "complete" sets around. It offers good ST damage, good AoE damage, a nice ranged attack and some mitigation if you feel the need (lolhandclap). The only power in the set that I tend to be on the fence about is Rage, and I wanted to propose a discussion.
Now, don't get it twisted. I think Rage is a fine power and can provide some superior damage output but I find the crash to be annoying to me personally. I'm aware I could skip this power but I'm not sure I really like that option. So, here's what I'm asking...
It's quite obvious having Rage active produces a higher damage output during the duration but I want to know if the Rage Crash will lower the overall damage output to a point where NOT taking Rage is a viable and attractive solution. My perspective is from a Brute, but feel free to give your thoughts on Brutes and/or Tankers.
Unfortunately, I don't have the tools to determine the answer but I know many of you reading are very skilled at this type of comparison. So, what do you think?