JulioThom70

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  1. Yeah Foo.....

    You da BOMB when it comes to Brutin' things up!

    /e genuflects in Foo's general direction.....
  2. [ QUOTE ]
    Maybe I'm missing something here... but isn't 5% pretty trivial in the grand scheme of things?

    [/ QUOTE ]

    I know I don't think so. Why? Because if I have 3/4 the effectiveness of this power I should only have 3/4 of the penalty. I can't think of another power that is this punitive.

    5% defensive debuff roughly translates into a 10% resistance debuff. Non-Tanks are actually in worse shape in many cases by using UY, yet it must be used to protect you from status effects.

    Not only that, the whole debuff was on the premise that you had to pay for mobile status protection AND the great RES protection UY gave. When UY was gutted, the penalty should've been reduced or removed...PERIOD.

    There is no justification for the harsh penalty for ANYONE now.
  3. JulioThom70

    Ten Tracks

    Nirvana - Smells Like Teen Spirit
    Alanis Morissette - You Oughta Know
    Sly and The Family Stone - Thank U (Falletin Me be Mice Elf)
    Stone Temple Pilots - Dancin' Days
    Public Enemy - Fight the Power
    James Taylor - Fire and Rain
    Janis Joplin - Me and Bobby McGee
    Genesis - Abacab
    Led Zepplin - Kashmir
    Fleetwood Mac - Landslide
  4. I've heard the whole "Damage enhancers not required" thing form many people. IF you were going to skip them, a SS Brute with Perma-Rage would miss them the least.

    Personally, I've got a small min/max in me that always slotted attacks 1 Acc/ 5 Dam back in they day. A Brute's job is Damage. I personally cannot ever see where it'd be a bad idea to 3 slot Damage in your primary attacks. 2 Acc SOs plus Perma Rage is serious overkill, unless you hunt Reds and Purps or PvP.
  5. Power Pools:

    Invulnerable (and Energy) Brutes have the most flexibility regarding Power Pool choices. Since both of these Brutes have comprehensive Status protection in their secondaries, neither is “forced” into a specific Travel Pool to offset a weakness. Unyielding gives protection to Knockback, which Dark and Fire Brutes would LOVE to have. Generally speaking, Fire and Dark Brutes usually get the Leaping pool to get the Knockback protection in Acrobatics. Many Stone Brutes get Teleportation, since you cannot jump or fly when using Rooted.

    IMHO, there is truly only 1 mandatory Power Pool for the SS/INV Brute. That would be the Fitness pool. There are a few Brute builds that have Endurance recovery powers in their Primaries and/or Secondaries that make Stamina less needed (or unneeded). Unfortunately, SS/INV doesn’t. It is VERY important to get Stamina as soon as you can. I personally recommend getting it at 20. As a Brute, it’s important to keep on moving to keep your Fury up. Stamina cuts your downtime drastically. I waited till 24 to get it on my Brute, and even with just the default slot, the difference was very noticeable.

    I’ll mention the other Power Pools and give a quick overview as to their effectiveness for the SS/INV Brute:

    Concealment – Concealment is great for PvP to let you sneak up to Heroes and SMASH them. Limited use for PvE.

    Fighting – Fighting is great for picking up some extra S/L Resistance via Tough. Boxing is a good a filler attack to build up Fury. I wouldn’t recommend Weave, as Tough Hide gives better Defense without using Endurance.

    Flight – Air Superiority is arguably the best Power Pool attack in the game. Damage is OK, but AS really shines in the fact that there is an extremely high chance of knocking down your Foe. Combined with the Knockdown present in most SS powers, you can effectively play “Boss Pinball” by keeping tough enemies off of their feet. Flight is a safe, albeit somewhat slow, travel choice.

    Leadership – The percentages are low for the benefits derived. Leadership has PvP plusses. Limited use for PvE.

    Leaping – Super Jump is a very Brute-ish travel power. Combat Jumping is a great power for the extra defense and mobility.

    Medicine – Aid Self can really help a Brute to keep his HP high while Dull Pain is recycling. You have to take a power that helps others first. Overall, this is a pretty good choice for a Brute to pickup.

    Presence – Intimidate and Invoke Panic are real PvP plusses. Very few players have Fear protection. Can be used effectively in PvE as well.

    Speed – Hasten is good, but not as essential as it used to be. Hasten does allow you to attack with your big guns more frequently, which is always a good thing. Super Speed’s lack of vertical movement makes it a little less desirable in CoV than in CoH.

    Teleportation – Recall Friend is a power that teammates love! Teleport Foe is a great PvP power. Imagine this…..

    Pop Rage. Teleport a Squishy to you. Hit him with K.O. Blow. Hold takes effect. Beat down Squishy with impunity. If the Squishy files away, TP Foe him again. Rinse and repeat!

    Finally, here’s my Typical SS/INV Build…..


    ---------------------------------------------
    Exported from Ver: 1.7.2.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Level: 40
    Archetype: Brute
    Primary: Super Strength
    Secondary: Invulnerability
    ---------------------------------------------
    01) --> Jab==> Acc(1)
    01) --> Resist Physical Damage==> DmgRes(1)
    02) --> Temp Invulnerability==> DmgRes(2)DmgRes(3)DmgRes(3)
    04) --> Punch==> EndRdx(4)Dmg(5)Dmg(5)Dmg(7)
    06) --> Air Superiority==> EndRdx(6)Dmg(7)Dmg(31)Dmg(31)
    08) --> Knockout Blow==> EndRdx(8)Dmg(9)Dmg(9)Dmg(11)Rechg(13)Acc(19)
    10) --> Dull Pain==> Rechg(10)Rechg(11)Rechg(13)Heal(15)Heal(15)Heal(19)
    12) --> Swift==> Run(12)
    14) --> Fly==> EndRdx(14)Fly(17)Fly(17)
    16) --> Unyielding==> DmgRes(16)DmgRes(34)DmgRes(34)
    18) --> Health==> Heal(18)Heal(36)Heal(37)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    22) --> Rage==> Rechg(22)Rechg(23)Rechg(23)TH_Buf(25)TH_Buf(37)
    24) --> Haymaker==> EndRdx(24)Dmg(25)Dmg(27)Dmg(27)
    26) --> Hand Clap==> EndRdx(26)
    28) --> Invincibility==> DefBuf(28)DefBuf(29)DefBuf(29)TH_Buf(36)TH_Buf(40)
    30) --> Hurl==> EndRdx(30)Acc(31)Range(36)Range(37)
    32) --> Foot Stomp==> EndRdx(32)Dmg(33)Dmg(33)Dmg(33)Rechg(34)
    35) --> Tough Hide==> DefBuf(35)
    38) --> Unstoppable==> Rechg(38)Rechg(39)Rechg(39)DmgRes(39)DmgRes(40)DmgRes(40)
    ---------------------------------------------
    01) --> Sprint==> Jump(1)
    01) --> Brawl==> Acc(1)
    02) --> Rest==> Heal(2)
    01) --> Fury==> Empty(1)
    ---------------------------------------------



    I hope this brief overview helps those new to the game that wants to get their SMASH on.

    Enjoy.
  6. Invulnerability:

    Back in Issues 3 and 4, Invulnerability was at its zenith. The Devs removed the rooting effect from Unyielding Stance (renaming it to “Unyielding) and allow Unyielding to stack with Temporary Invulnerability. These changes made Invulnerability in general and Tanker Invulnerability in specific, peerless. Mobile mez protection and the ability to essentially cap Resistance to all Damage types, except Psi and Toxic, made Invulnerable Tanks virtually unkillable. Also worthy of note, Invincibility’s defensive boost was better unslotted than it is 6 Slotted today.

    Changes to Invulnerability in Issue 5 cut the values of all Resistance and Defense drastically and ED cut it even further. Now, Invulnerability is a shadow of its former self.

    That doesn’t mean that Invulnerability is a bad set. It’s just nowhere near as good as it used to be. Invulnerability gives great Resistance to Smashing and Lethal damage, but is very light in Energy, Fire, Cold, and Toxic damage and is completely defenseless to Psionics.

    As a Brute, the goal of your Defense is to allow you to survive long enough to SMASH. You don’t need to survive as long as a Tank, because things are going to drop much faster around you than around a Tank.

    There is an ongoing debate about the Resistance caps Brutes have. Their resistance values are the same as a Scrapper, which is 75% of the value of a Tanker. Scrapper Resistance caps at 75% Empirical testing have many believing that Brutes actually have the same 90% Resistance cap as Tankers. As of this writing, a Dev hasn’t confirmed what a Brute’s caps are. If it is indeed at 90%, Invulnerable Brutes will be the only ones that can reach this cap alone, albeit much later in the game.

    Now, the powers…..

    1. Resist Physical Damage (Default at Level 1) – You have to take this. You have no choice. RPD is a good, not great power, as it gives you a Base of 5.63% resistance to Smashing and Lethal damage. Since it’s a passive power, it uses no Endurance. By itself, you won’t notice anything, but it layers well with all of your other S/L Resistance.

    IF you decide to slot it, slot no more than 3 SOs.

    Base Numbers:
    Base Resistance – 5.63%
    3 slotted Resistance – 8.78%
    6 slotted Resistance – 9.28%
    End Cost – N/A
    Activation Time – N/A
    Recharge Time – N/A

    Slotting: 1-3 slots. Resistance only.

    2. Temporary Invulnerability (Available at Level 2) – This is one of your most important powers. It gives you a base of 22.5% against S/L damage. S/L is the most prevalent type of damage in the game. This is usually the first defensive power chosen. It does cost Endurance to run. Early in your career, you’ll be slotting it with Endurance reducers.

    Base Numbers:
    Base Resistance – 22.50% (Smash/Lethal)
    3 slotted Resistance – 35.10%
    6 slotted Resistance – 37.13%
    End Cost – .32 per Secs
    Activation Time – .67 Secs
    Recharge Time – 2.00 Secs

    Slotting: 3 - 4 slots. 0 – 1 End, 3 Resistance

    3. Dull Pain (Available at Level 4) – This power is also vital for your protection. Dull Pain used to increase your Base hit points by 40% and slotting it with Heal enhancers allowed you to boost your Health regen rate. Recent changes to the power now have Heal enhancers actually ADDING hit points on top of the initial 40% boost.

    This power is effectively your Psionic protection, your Energy protection, your Toxic protection, your Elemental protection. 40+ % extra hit points are nothing to sneeze at. This is a 6 slot power, if there ever was one.

    Base Numbers:
    Base Resistance – N/A
    3 slotted Resistance – N/A
    6 slotted Resistance – N/A
    End Cost – 10.4
    Activation Time – .73
    Recharge Time – 360 Secs
    Duration – 120 Secs

    Slotting: 6 slots. 3 Recharge, 3 Heal

    4. Resist Elements (Available at Level 10) – Like RPD, this power gives you a Base of 5.63% resistance to Fire and Cold damage. Many feel that Invulnerability’s passive powers aren’t worth getting or slotting. Personally, I think there are other powers I’d prefer to have than this.

    Base Numbers:
    Base Resistance – 5.63%
    3 slotted Resistance – 8.78%
    6 slotted Resistance – 9.28%
    End Cost – N/A
    Activation Time – N/A
    Recharge Time – N/A

    Slotting: 1-3 slots. Resistance only.

    5. Unyielding (Available at Level 16) – This is your Status protection. Arguably, it is your most important defensive power because being stunned, held, or disoriented shuts down all of your defensive toggles. Defeat usually ensues if this happens.

    Unyielding does give you some minor resistance to all damage types (except Psionics), but it is offset by a 5% Defensive Debuff that you incur when using the power. The debuff seems like overkill after the I5 and ED. Initially, I’d only single slot this power. I consider this my Status protection only and consider the extra Resistance as gravy. Eventually, you should consider slotting this power up.

    Base Numbers:
    Base Resistance – 3.75% (Smash/Lethal)/ 7.5%(Fire, Cold, Energy, Toxic)
    3 slotted Res – 5.85% (Smash/Lethal)/ 11.7%(Fire, Cold, Energy, Toxic)
    6 slotted Res – 6.19% (Smash/Lethal)/ 12.38%(Fire, Cold, Energy, Toxic)
    End Cost – .24 per Secs
    Activation Time – 2.33 Secs
    Recharge Time – 10.00 Secs
    Status Resistance – Disorient, Hold, Knockback, Immobilize, Sleep

    Slotting: 3 - 4 slots. 0 – 1 End, 3 Resistance

    6. Resist Energies (Available at Level 20) – Same as the other passives.

    Base Numbers:
    Base Resistance – 5.63%
    3 slotted Resistance – 8.78%
    6 slotted Resistance – 9.28%
    End Cost – N/A
    Activation Time – N/A
    Recharge Time – N/A

    Slotting: 1-3 slots. Resistance only.

    7. Invincibility (Available at Level 28) – This used to be THE power in the set. Now, it’s just good. Invincibility gives you increased Defense and an Increased To Hit Buff when surrounded by enemies. It also gives off a low-level Taunt, which keeps enemies stuck to you. The power used to give a flat % increase for each foe in range, but it’s been recently changed to give the bulk of its defense with a few people in range. The increase caps at 10 enemies.

    Due to the changes in the power, there aren’t any reliable figures to give on how much of a buff the power gives. For a SS/INV Brute, slotting for Defense is more important than for To Hit Buffs. Slotting for Taunt might not be a bad idea, but you don’t want too much aggro.

    Base Numbers:
    End Cost – .19 per Secs
    Activation Time – 3 Secs
    Recharge Time – 10.00 Secs

    Slotting: 3 - 5 slots. 0 – 1 End, 0 – 1 Taunt, 3 Defense Buffs


    8. Tough Hide (Available at Level 35) – This passive gives you some defense against all attack types (except Psionics). It can almost eliminate the Defense Debuff caused by Unyielding. Tough Hide is arguably the most helpful passive you have. It’d be nice if it came a little sooner in the build. You should probably at least take it with the default slot. You can slot it up later, if you like.

    Base Numbers:
    Base Defense – 3.75%
    3 slotted Defense – 5.85%
    6 slotted Defense – 6.19%
    End Cost – N/A
    Activation Time – N/A
    Recharge Time – N/A

    Slotting: 1-3 slots. Defense Buff only.

    Unstoppable (Available at Level 38) – Unstoppable allows an Invulnerable Brute to reach Tanker resistance caps (assuming that is possible). Unstoppable gives you 3 minutes of capped resistance and incredible End regeneration. Since it’s a Click power, it cannot be detoggled in PvP.

    I’m eagerly looking forward to the day when I can get Unstoppable and run my Brute through a mission. The mere thought of capped resists, limitless endurance, Rage, and a full Fury bar……..wicked.

    Of course, there is the matter of the Crash. Unstoppable drains 90% of you HP and all of your Endurance when it drops. It also keeps you from recovering Endurance for 15 seconds afterward.

    When it was possible to cap resistance without Unstoppable, it fell into disfavor. Now, it’s the only way to cap non S/L damage. Many dislike the crash, so it’s very much an optional pickup. I know I’m getting it.

    Base Numbers:
    Base Resistance – 52.5% (Smash/Lethal, Fire, Cold, Energy, Toxic)
    3 slotted Res – 81.9% (Smash/Lethal, Fire, Cold, Energy, and Toxic)
    6 slotted Res – 86.63% (Smash/Lethal, Fire, Cold, Energy, and Toxic)
    End Cost – 2.6
    Activation Time – 3.1 Secs
    Recharge Time – 1000 Secs
    Duration – 180 Secs
    Status Resistance – Disorient, Hold, Knockback, Immobilize, Sleep, Increased Endurance Regeneration

    Slotting: 4 - 6 slots. 3 Recharge, 1 – 3 Resistance
  7. Last September, there was a poster (Shadione) who made the salient comment, “Scrappers? Tankers? I just want to Punch the Bejeezus out of stuff!” I don’t believe Shadione is still with us, but if he/she was, Shadione would be a Brute!

    This guide specifically deals with the Character I consider to be THE Iconic Super Person…The SS/INV Brute. Frequent Board Posters Lazarus and Foo have excellent guides on Brutes in General. Anybody new to the Boards interested in Brutes should definitely check their Guides out. I’m assuming that everyone reading this Guide is familiar with the “Brawl Index” and how it scales damage. If you’re not familiar with the concept, you can search the Boards for how it works. Basically, the higher the BI, the greater the SMASH!

    In my opinion, Brutes are what Scrappers and Tankers should have been in the first place. Brutes are big, tough Jokers who lay a world of hurt on anyone foolish enough to tangle with them. It should’ve been obvious that big, tough Jokers that “Punch the Bejeezus” out of stuff are staple characters in Comic Book lore. In CoH, Scrappers laid the hurt, but either used weapons or had “darkity darkness” pulsating form their fists. Tankers had the attacks that screamed “Punch the Bejeezus” (Stone and the Iconic Super Strength sets in particular) but, they were “meh” due to lower damage output.

    Brutes get these attacks as PRIMARIES, which means the better attacks are available much earlier than their Tanker counterparts (Hello KO Blow at 8!). Fury, which mimics the whole “The Madder I get, The STRONGER I get!” thing is perfect for this AT.

    I’m going to go into my opinion as to how the SS/INV Brute should be built. My experience with Invulnerability comes from leveling an INV/SS Tank and a BS/INV Scrapper. I never leveled a SS Tanker in CoH, but really dug SS on my Brute in CoV Beta and am now hooked on it! This build goes up to 40. Primarily, this is a Respec build, but it can be done from beginning to end with minimal hassle. I’ll explain each power and how I think they should be slotted. This is my first attempt at a Guide. I’ve been a Board Lurker (and occasional poster) for some time now. Please feel free to critique, as I have a thick skin.

    Super Strength:

    Before starting……

    There are many people that think SS is a gimped set since it only deals Smashing damage and Smashing is among the most resisted damage types in the Game, for both PvE and PvP. According to those people, Smashing resistance is available to any AT that wants to invest in some Power Pools to get it.

    This guide is primarily for PvE, so you may make some modifications to it if you like to do lots of PvP. While it is true that Smashing is more resisted than Fire, Energy, or Dark, it is only “Highly” resisted by Tankers (and to a lesser extent Stalkers, Scrappers and Brutes). Enhancement Diversity, for better or worse, evened out the playing field in that non-Melee characters do not have the ability to cap Smash/Lethal without major buffage.

    Believe me, if you hit a Squishie in PvP with a Raged-up, Half –Furied K.O. Blow, they won’t be bragging about having High Resistance to Smashing damage!

    I’m pulling all of the numbers from the CoH/CoV Hero Builder program. Thanks to Sherk Silver for this great program. Special thanks also to Sword, BuffyASummers, Iron Vixen, and everyone else that contributed a ton of numbers for me to crib little bits of to bring life to this guide.

    On to the Powers…..

    1. Jab – (Available at Lvl 1) Jab gets a bad rap, as it only does minor damage. People tend to forget that Jab recharges Crazy fast and can disorient a foe. The quick, consistent damage can add up. As a Brute, fast attacks are important. The more you attack, the more Fury you generate. With the level cap set at 40, I can’t really justify adding slots to Jab. When the cap is raised to 50, you might consider it…..

    Base Numbers:
    BI – 1.889 (3.4 with Rage)
    End Cost - 3.536
    Activation Time – 1.07 Secs
    Recharge Time – 2.00 Secs
    Status Effects – Disorient (Foe)

    Slotting: 1-2 slots. 1 Acc or 1 End

    2. Punch – (Available at Lvl 1) Punch is one of your Bread and Butter attacks. Punch recharges twice as long as Jab. Punch is one of the many SS attacks that have the potential to knock your opponent down, or back. In earlier levels, Knockdown helps to keep your enemies on their behind, which helps to keep you alive. This attack is virtually never skipped. Slot it and love it…..

    Base Numbers:
    BI – 2.778 (5.0 with Rage)
    End Cost – 5.2
    Activation Time – 1.20 Secs
    Recharge Time – 4.00 Secs
    Status Effects – Knockdown (Foe)

    Slotting: 4-5 slots. 1 Acc and/or 1End, 3 Dam

    3. Haymaker – (Available at Lvl 2) Haymaker is a double-fisted hammer smash that has a longer recharge time, but does some serious damage. This attack is also almost always taken, but can be pushed back if there are other things you want to get early. This is for two reasons:

    i. Slower Charging attacks generate Fury much slower than quickly recharging ones. In lower levels, Fury generation is where a Brute gets the majority of its damage
    ii. SS gets its SMASH attack (K.O. Blow) much sooner than other Brutes do.

    Base Numbers:
    BI – 4.556 (8.2 with Rage)
    End Cost – 8.528
    Activation Time – 1.50 Secs
    Recharge Time – 8.00 Secs
    Status Effects – Knockdown (Foe)

    Slotting: 4-5 slots. 1 Acc and/or 1End, 3 Dam

    4. Hand Clap - (Available at Lvl 6) This power is useful when you bite off more than you can chew. Merely retreating doesn’t always keep you from face planting. The main drawback with this power is it does ZERO damage. It can knock back and/or disorient a group long enough for you to get away from a dangerous spot. It is situational at best, and can be skipped. Most that get it pick it up later in their build.

    Base Numbers:
    BI – N/A
    End Cost – 13.00
    Activation Time – 1.23 Secs
    Recharge Time – 30.00 Secs
    Status Effects – Knockback (Foe)
    Disorient (Foe)

    Slotting: 1-2 slots. 1 Acc, 1 Disorient and/or 1 End

    5. K.O. Blow - (Available at Lvl 8) This power is one of the main reasons you choose Super Strength. This is your BFG! This is the power that makes you smile if it hits and cringe when you miss. Every Brute, except Dark, gets at least 1 Extreme damage attack (Dark has extra utility and 2 really good damage attacks). The beautiful thing about K.O. Blow is it comes at least 10 levels earlier than any other Extreme damage attack. SS Tankers get K.O. Blow at Lvl 20, Stone Brutes gets their Extreme attack at 18, Fire at 32, and Energy gets 2 Extreme damage attacks (18 & 32). These guys will eventually catch up, and may surpass, your BFG later. But, you get to have fun at Level 8! This attack will lay out Minions and Lts. With Moderate Fury and will put a serious hurt on any Bosses you hit it with. (It’s also fun to see people fly in the air with the rag doll physics engine and flop to the floor!)

    Another sometimes overlooked benefit to K.O. Blow is it has a Hold component to it. So, usually when it hits, the beneficiary is stuck for a few seconds. This gives you more time to SMASH them. K.O. Blow is usable to start fights against tough foes, but really shines as a Finisher when you have at least 40% of your Fury bar.

    K.O. Blow is Brute – iful! Slot it up!

    Base Numbers:
    BI – 9.889 (17.8 with Rage)
    End Cost – 18.512
    Activation Time – 2.23 Secs
    Recharge Time – 25.00 Secs
    Status Effects – Knockback (Foe)
    Disorient - Major (Foe)

    Slotting: 5-6 slots. 0-1 Acc, 1-2 Recharge, 1-2 End, 3 Dam

    6. Taunt - (Available at Lvl 12) There is an ongoing dispute as to whether or not Taunt is needed for Tankers, much less for Brutes. Brutes cannot stand the Aggro heat as well as Tankers can, so Taunt isn’t seen as a priority for Brutes. Taunt can help save a fellow Villain’s bacon and is moderately useful in PvP. You can take it, or leave it (most people leave it.)

    Base Numbers:
    BI – N/A
    End Cost – N/A
    Activation Time – 1.67 Secs
    Recharge Time – 10 Secs
    Range – 70 Ft.
    Status Effects – Taunt (Foe)

    Slotting: 1 Slot. 1 Acc and/or 1 Recharge

    7. Rage - (Available at Lvl 18) You will love Rage when you get it. All of the Brute Primaries have a power to give you a temporary boost to Accuracy and Damage. Most have Build Up, which is a 10 second boost with a 90 second recharge. Dark has Dark Consumption, which damages others and gives extra Accuracy and Damage to the user. Rage is, special.

    Rage has a 2 Minute duration with a 4 Minute recharge. While Raging, you get an 80% boost to your Base damage and a 50% boost to you Base accuracy. When it wears off, you receive a moderate drop in End, a moderate Self - Defense Debuff, and you are unable to use any powers that affect others for 10 seconds.

    Despite these disadvantages, Rage is great because you can effectively make the power permanent with 3 Recharge SOs. Rage’s accuracy boost allows you to hit even level minions at 95% accuracy, Lts. at 86%, and Bosses at 77%. Perma-Raged Brutes can actually decide NOT to slot for Accuracy and still come out ahead.

    As cool as Rage is, you might have to push it back for a few levels to get Stamina. (IMHO, Stamina is required for Brutes). But don’t put it off too long. 3 Slotting for Recharge is essential and, if desired, you can add some To Hit Buffs as well.

    Base Numbers:
    BI – N/A
    End Cost – 5.2
    Activation Time – 1.17 Secs
    Recharge Time – 240 Secs
    Status Effects – Damage (Self) +Dmg (80%)
    Accuracy (Self) +Acc (50%)
    Defense Debuff (Self)
    Endurance Crash (Self) Moderate

    Slotting: 3-6 slots. 0-3 To Hit Buffs, 3 Recharge.

    8. Hurl - (Available at Level 26) Hurl is the only ranged attack in your Primary. You basically rip a big chunk out of the ground and throw it at someone. Its range is relatively short, but if you’re close enough you can knock fliers out of the sky with it. Its damage is consistent with Haymaker. It’s a decent pick for later in the build. It’s a great PvP power, but some choose TP Foe for that purpose instead

    Base Numbers:
    BI – 4.56 (8.2 with Rage)
    End Cost – 9.36
    Activation Time – 3.83 Secs
    Recharge Time – 8 Secs
    Range – 40 Ft.
    Status Effects – Knockback (Foe)
    - Fly (Foe)

    Slotting: 3-4 slots. 1 Acc, 1 End, and 1-2 Range

    9. Foot Stomp - (Available at Level 32) The last power in the set. It’s your only Damage AoE attack, so you’re most likely going to take it. People in a circle 15 ft. around you feel the hurt when you stomp. Damage is more than Punch, less than Haymaker. By the time you get this power, you are rounding in to your Defenses. Foot Stomp damages and knocks people down. An old SS Tanker referred to his Rage-Fueled Foot Stomp as his “Blender of Doom”. Blender indeed. Definitely worth slotting up.

    Base Numbers:
    BI – 3.94 (7.1 with Rage)
    End Cost – 18.51
    Activation Time – 2.1 Secs
    Recharge Time – 20 Secs
    Range – AoE 15 Ft.
    Status Effects – Knockback (Foe)

    Slotting: 5 - 6 slots. 0 - 1 Acc, 1 End, 0 – 1 Recharge, 3 Dam

    On to Invulnerability…
  8. Been there, SMASH-ed that, bought the T-Shirt.

    I was in Sharks Head this morning to do the Cape mission and was jumped by an Even Lvl Boss and 2 Lt Family dudes when I spawned at the contact.

    They got me down to 1/2 Health. Popped Rage, TI, and UY and went to town on em. I finished with the contact, went around the corner and ran smack into 6 Minions. I hadn't gotten past 1/2 Health, I had a few more seconds of Rage and an 80% full Fury Bar.

    So.....Beat em all down and nailed the last guy with less than 10% health left just as Rage dropped.

    Scrapper-lock doesn't hold a candle to SMASH-lock.
  9. So.....

    Does anyone know if slotting a Dam/Range in Headsplitter affect the length of the Cone?

    I've been sitting on one for a while and would like to know.

    Thx