JuliusSeizure

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  1. Quote:
    Originally Posted by Finduilas View Post
    Gah! Given how rare NE, Fire and Cold damage are, I don't see how the benefit of this could conceivably be worth the cost. Maybe if you could get substantial amounts of S/L resistance...
    Yeah-- it's only worth it if you are purpling your character anyway. The Fire/Cold resistance is basically a freebie before 10% recharge and 15% Accuracy. Ironically, especially in relation to the post title, a high end recharge build with five stacks of 10% values will also have some of the best resistances. It's not a give-and-take only because resistance, outside of Psionic and Toxic, is practically non existent in the IO system.
  2. If you want to stack resistance, the sad truth is that you simply need purples and a 1 billion infamy PvP IO to do it well because resistance bonuses outside of psionic are so rare, of such low value, and often are not paired. Being able to get 12.5% fire/cold by stacking slot three from purples is sadly one of the best available options for gaining resistance. A value of 3% resistance to all can be had from Shield Wall's unique.

    Sirocco's Dervish is also a great set for receiving negative energy resistance at slot 3. ELA is weak to negative, so this can be quite useful. Winter's Gift grants 5% cold at just slot 2, but that's not as useful as fire resistance would be.

    If you can afford one set of purples, and really want to gain resistance, use 3 parts of the hold set in Power Surge and 3 parts of the stun set in Fault. You can work to save for 5 of each, because they are cheaper thane Melee and PBAoE, to gain 20% recharge and 5% fire/cold.
  3. JuliusSeizure

    Brute - Dom

    It's pretty easy to get both Brute builds and a Dominator to the mid teens and make your choice from there. Fire/WP and SS/Invuln are both solid choices. Your decision might come down to whether you like Rage or not. Check out the detailed info, but the gist of it is that you get 120 seconds of huge damage and accuracy bonus, with 10 seconds of basically plinking people for 1 point of damage.

    I personally hate Rage but love the (new) animations of Super Strength. It's a mixed bag for me.

    I will say this: End game with IOs and perma-Domination, the things a Dominator can do in PvE is just filthy.
  4. JuliusSeizure

    Dm/ela

    I took stamina while leveling, and actually kept it until the recent changes to Energize. Energize + Power Sink + Dark Consumption is definitely enough to forgo Stamina if you want.

    Lightning Field is crucial, not just for damage but also for the -endurance. Power Sink + Lightning Field will drain opponents of endurance and keep them low, thus forcing enemies to use weaker attacks; endurance drain is thus one of the most important defenses that ELA provides. It's a layer of mitigation that some players forget about.

    If you ever run Hero Stats, a damage aura will be the most damaging skill that Brutes have over time-- any Brute.
  5. JuliusSeizure

    Dm/ela

    This build has been my main since issue 8, and I honestly can't think of many cons to it.
    • DM is single target oriented, and ELA has a potent damage aura that contributes AoE damage.
    • You have three damage types which lessens resistance penalties: Smashing, Negative and Energy.
    • Siphon Life provides consistent healing in smaller doses, which synergizes well with resistance sets that take predictable and steady incoming damage. You also now have a 50% burst heal with 200% regeneration in Energize for instances when Siphon Life isn't enough. The combo can regain good chunks of HP, with a big heal, regeneration, and a consistently spammed Siphon Life.
    • Saturated Soul Drain + Lightning Field + Patron AoE offers potent AoE damage.
    • Stacked ToHit debuffs from Dark Melee work wonders against hard targets, granting you the possibility of Soft Capped defense (through debuffs) combined with the best resistances in the game.
    • Power Sink can eliminate the endurance crash of your tier 9, and Energize + Siphon Life can refill your health bar in short order.
    • You have Hold, Fear, -ToHit, Immobilize, and -Endurance as debuffs and mezzes, but also as IO slotting options. (The IO options are HUGE for this build.)

    This was called the Buzzsaw build back in issue 9 when it was first laden with multiple damage procs, but none of the guides nor any of the builds survived. DM also changed a lot in issue 13.
  6. My buddy has an Earth/Thorn Dominator. I have a hard time imagining anything stacking more -defense than that AT.
  7. Quote:
    Originally Posted by Cien_Fuegos View Post
    is it hard to build fury in granite?
    As long as you take the alpha strike and employ Taunt, you will have no problem building Fury. It can also maintain high Fury against AVs, but you will not have an attack chain as optimized as other builds. The recharge debuff has been lessened with the advent of IOs while the -damage is far less detrimental to Brutes than it is to Tanks. That's because a Tank is subtracting 30% damage from 95%, while a Brute is often subtracting 30% from up to 275%. It's proportionally a lesser hit for Brutes than Tanks.
  8. Damage Brutes are generally Fire, Shield, or ELA. Fire Armor grants Fiery Embrace, Burn and a damage aura. Shield Defense grants scaling +damage and the most powerful AoE attack available to Brutes. Electric Armor grants a damage aura, increased recharge, and unlimited endurance allowing you to employ the heaviest attack chains without stopping.

    Tanking Brutes are generally WP, Invulnerability, Super Reflexes, or Stone Armor. If you notice, WP and Invulnerability each have a skill that scales your survivability relative to the number of opponents that are nearby. Invincibility and Rise to the Challenge are what allow these sets to tank, and they gain scaling protection at the cost of offense. Stone has Granite Armor, which explicitly sacrifices damage and recharge for toughness. Super Reflexes by itself isn't a Tanking set, but becomes such with Pool Powers, IOs, and the general glut of positional defense thrown around in this game.

    Dark Armor is an interesting hybrid. It can tank, but does such through controls and an unbelievably powerful self heal. It also has a damage aura.

    Energy Aura too is a bit of a hybrid, having unlimited endurance like ELA, but no damage aura. It effectively has a scaling self heal that becomes more effective as the number of opponents in melee increase. It also has an unsuppressed stealth, allowing you to eliminate harder targets before their allies are aware of your presence.
  9. This thread has turned into a Brute vs. Scrapper + Tank debate, and the Brute is winning. :-P

    In all seriousness though, most posts are giving Brutes too much credit, and are often forgetting the wide spectrum of performance that the Brute AT has. I don't disagree that the Brute is a performance dervish, but this requires playing at full tilt constantly, or being buffed up the wazoo.

    A Brute with full Fury surpasses a Scrapper in damage, but the amount of time the Brute isn't Fury optimized, or during periods of BU and/or a realistic external +damage buff, the Scrapper will indeed pull FAR ahead.

    The biggest issue with Tanks and Brutes is that IOed Tank level survivability is rarely needed even at +4/8. GR and some new end game content might remedy this situation, but Tanker issues are largely emblematic of the game's current challenge scale in relation to IOs and City of Soft Cap.

    Quote:
    Originally Posted by Barbie_Ink View Post
    Playing my SS/Ice (pretty much unkillable outside of a series of massive crits so close together I can't hit my heal OR hibernate) next to a SS/Super Reflexes was an exercise in frustration. My footstomp barely puts a dent in enemies compared to the outrageous damage his did.

    Survivability? He stood there and tanked Romulus and Requiem and everything else up to his aggro cap on the top of the platform while I tanked the robots at the computer with the team, and when we got up there there was hardly anything left but the AVs.
    That's City of Soft Cap +95% DDR.
  10. This is a great writeup and is basically the system that I have used for my MM.

    Another way to use approach this, especially with Necro Masterminds, is to divide your henchmen into groups that emphasize single-target and AoE. I have group 1 as [Litch, Grave1, Grave1] and group 2 as [Zombie1, Zombie2, Zombie3]. This not only allows group one to levy the best single-target damage with aoe debuffs more consistently, but I also have the option of throwing out the majority of my AoE via vomit attacks by holding the second group in reserve or leading with them when the spawn is tightly clumped.

    Being aware of the general timers on certain skills that your pets employ should be noted as well, if possible. I will often maneuver Litch or my zombies manually so that their cones will have the most effect. Knowing that your vomit is on 12 seconds of recharge and that Fearsome Stare is up every 20 seconds can lead to effective micromanaging-- particularly with cone attacks and AoEs.

    I combine similar Macros as you for general combat with MZ's key bind system found here for micromanaging: http://boards.cityofheroes.com/showthread.php?t=179054
  11. Quote:
    Originally Posted by Sarrate View Post
    The reason I don't think this was the intent (at lease in Julius's case) because of this:
    .

    He is talking specifically about the taunt measurement in specific powers, rather than their global threat modifier. (Deus may have been thinking more along your lines of thought. However, I still think he is talking about the X% taunt in powers, if nothing else because I've never heard of the threat mod described in that way.)

    I'm glad you raised this because I'm not entirely familiar with how threat works and the language you guys employ to describe it, but here's what I meant:

    I call it a 400% Taunt if only because it's labeled such in real numbers. What I'm specifically talking about is the mag 4 taunt with 13.5 seconds of Duration. Brutes have this attribute on almost every skill that affects an enemy, meaning that PBAoEs, damage auras, Power Sink, and taunt auras are producing lots of agro for the Brute-- especially when they are doing Scrapper levels of damage while having similar taunt mods as a Tank.

    Gauntlet makes a big difference here, and clearly puts Tanks in the lead for drawing agro and generating threat. And I definitely agree that Tanks have a huge advantage in the 5 taget -range of their Taunt skill; it is insanely effective at clumping.

    I don't know exactly how threat works, but my experience is that having the exact same mag 4 taunt with 13.5 seconds of duration WHILE doing Scrapper levels of damage produces one of the stickiest ATs in the game, one that can sometimes (rarely) peel agro off a Tank when running at full Fury with outside +damage.

    The gist of my post is that Brutes are better at generating threat and holding agro than MMs and Scrappers, and I suppose this is why they granted them Tank level resistance caps. In a team setting, the developers may have thought that the Brute would get stomped with the amount of threat they can produce and granted them Tank level caps because of this.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Brutes, on the other hand, were intended to be anti-scrappers: they were scrappers that did better on teams than solo, by being the most buffable archetype red side.**

    Given that almost every damage skill for a Brute has a 400% taunt attribute, that secondaries are granted 400% taunt in Power Sink and Energy Drain, and that SR was ported to Brutes with an agro aura, it's pretty clear that they were intended to be more than anti-Scrappers. The amount of agro that a Brute draws, even if it was designed to feed Fury, is likely the reason Brutes are granted Tank caps. A Scrapper is just not as sticky as a Brute. In fact, I'd argue that the Brute might be a little too sticky relative to a Tank, and this is a bigger overlap than their damage encroaching on Scrappers.
  13. Quote:
    Originally Posted by Deus_Otiosus View Post
    But Dechs' point still stands, the Brute soaks up Fulcrum/Painbringer/Forge better than the Tanker ever could.
    Even more to the point, a Fulcrum Shifted Tank at the damage cap isn't that far ahead of a Brute at 90% Fury with 95% Damage socketed in its attacks.

    Throw a similar fulcrum shift on the Brute while adding Rage, Soul Drain, or Build Up, and its a smashing good time.
  14. Quote:
    Originally Posted by UberGuy View Post
    If we strictly assume that anything as "clearly overpowered" as ET was should be nerfed, I think we would have a lot of additional downgrades in our future.
    The old ET would have a DPA of 500 for stalkers, or 700 with BU...

    The old ET would have a DPA of 380 for Brutes, 722 with 90% Fury, and 874 with 90% Fury plus BU...

    If that's not clearly overpowered, then nothing is. It had a DPA 90% higher than the current melee champ, Seismic Smash. Go ahead and place the old ET on a bell curve and notice that the range of the worst attack to the second best attack (Seismic Smash) is LESS than the difference between Seismic Smash and ET.

    Statistically, it was clearly overpowered and there's just no debating that. Mechanically, it was clearly overpowered, as so many people came to define an entire set by a single skill.

    But there's really no point in rehashing all of this this. We've calcified all our positions on the ET debate long ago. It's like beating the fossil of a dead horse, there's no gooey splat anymore.
  15. The Tank will be far easier to soft cap all three positions, and the addition of Physical Perfection is quite significant.

    That said, a soft capped /SD Brute will have 80% of the survivability of a Tank and nearly 200% of the damage potential. You really don't give up much when both ATs are soft capped to be twice as potent on offense.

    If you already have a /SD Brute, I'd personally roll a SD/ Tank for a change of pace.
  16. Just FYI, Winter's Gift has a unique, so you couldn't stack the run speed bonus twice.
  17. I have a softcapped /Nin that uses it. Ninjitsu has mediocre defense debuff resistance, so what I do is monitor my positions and pop Shadow Meld when cascade failure starts to occur. It works wonders.
  18. Quote:
    Originally Posted by GibsonMcCoy View Post
    My personal opinion, as always, is Fury is training wheels for Scrapperlock.
    Scrapper Lock is stage one of Fury-- attack relentlessly from the top of the pyramid to the bottom of enemy rankings.

    Fury stage two also involves agro management akin to a Tank.
  19. JuliusSeizure

    WM or BA w/FA

    Quote:
    Originally Posted by Spoil Sport View Post
    It seems to be the style I like - and while I have leveled a few brutes up to the 30's, maybe it's the way I build them, I don't get the feeling that I am walking into a room and laying waste to everything in it (EM/ELA for one).
    You want War Mace, specifically, you want Crowd Control against a tightly packed spawn.
  20. JuliusSeizure

    Brutes on paper

    Quote:
    Originally Posted by Vitality View Post
    My question is this...are Brutes as fun to play as the look on paper?
    On paper they look like beasts...Scrapper level survivability (actually more survivability than scraps) and potentially more damage. That seems nasty.
    Here's the deal. Do you like to play your Scrappers in "scrapper lock," attacking the hardest opponents relentlessly? Well, you get big-time rewarded for this type of play style on a Brute. If you like to play your Scrappers at a slower pace, and be more methodical (*cough*lackadaisical*cough*) in your play style, then you might get frustrated as your fury bar will never be maxed.

    You get rewarded for grabbing agro like a Tank. You get rewarded for attacking like a Scrapper locked maniac. And as you get rewarded for these actions you become a dervish that's basically 90% Tank and 110% Scrapper.

    Players that prefer the way CoV plays over CoH largely like the speed of teams and lack of ponderous gathering before spawns, followed by having a tank grab agro, rinse-repeat. Brutes are arguably the biggest force in speeding up game play, but Dominators also aid in this. My favorite ATs in the game are Dominators and Brutes, as both provide significant rewards for being aggressive.

    You will never go back to the Blue now...
  21. Quote:
    Originally Posted by docbuzzard View Post
    Umm, you do realize that the clobber treatment means it does damage in addition to the stun right?

    Stun+damage>> stun
    The clobber treatment halved the duration of the stun effect, going from 11.92 to 5.96 seconds. There's some give and take that took place so his concerns are not unfounded.

    While granting a 2.92 damage scale to Stun would be interesting, having a set with three attacks that approach or exceed 3 DS would likely never happen (TF=3.56, ET=4.56, Stun=2.96). Clobber in the context of War Mace appears to be a QOL improvement for a set that basically had no AOE until tiers 7, 8, and 9, and had a horrendous sustained attack chain and single target damage for tiers 1-6. Energy Melee gets AoE early, even if you don't like WH, and has 4 attacks available as early as tier 5, a formula that every other set has after the Clobber change except for Stone Melee, which gets Fault.

    The highest value that I could see the developers adding to this skill would be 1.96 DS, which would make it roughly equal to Disembowel and mirror the changes to Siphon Life, which in the context of Dark Melee was granted to a set that already had solid single-target damage but needed another viable attack at the tier 5 slot for low level QOL. At 1.96 DS, 10 seconds of recharge, and 5.96 seconds of stun duration we would get the best of both worlds. The stun duration relative to recharge would stay the same, and it's just more likely that the skill would receive this type of change over the massive 2.92 DS buff that was granted to Clobber.
  22. Quote:
    Originally Posted by Grey Pilgrim View Post
    If you're using a 2-3 second animating attack on a boss, and they're dropping in that time span... you're not the only one whiffing, believe me. We can talk all we want about 2-3 seconds being an "eternity" but it really isn't: that's extremely fast for a boss to be dropping, let alone a spawn. At that point, your team is just rocking and you should enjoy the ride. If you're tank, make sure you get in there first to take that alpha, and that's about all you can do.

    Now, if you used that long attack on a minion and they dropped in 2-3 seconds? I would just say you need to adjust your target selection, given your team.
    This exactly sums up my thoughts on ET. The skill is wicked powerful, has top tier DPA, and most complaints about it animating too slowly can be alleviated by upping team difficulty or picking targets more intelligently. If a boss is dropping in 3 seconds, there are plenty of wasted attacks being levied across the team spectrum, and you are certainly not alone.

    Now, I'm not completely discounting some people's balance complaints for the set, which I used to do. I definitely feel that a tweak upwards in the DPA of Total Focus would go a LONG way in addressing the issue of balance, and even the "cumbersome" feel of the set.

    The set needs to be defined by the big, hard hitting attacks, to have an effective identity. It's not going to be about speed, which sets like Claws, Dual Blades, Dark Melee, etc already employ. If the DPA of Total Focus could be increased to about 54 for Brutes, and 57 for Tanks, the set would hover near the top in single target damage while maintaining the current feel of the set-- which is bombs attached to fists, dropping slowly but surely. A 2.7 second animation for Total Focus would achieve this, while knocking half a second off the current animation would certainly make the skill feel faster.
  23. Quote:
    Originally Posted by Grey Pilgrim View Post
    That said, I do think it would help to have Total Focus animate faster (though I do wonder how it would look like speeded up), to get it somewhere on par with KO Blow (faster animation, similar numbers for everything else, but five seconds longer for recharge). I think most people would say that KO Blow recharging five seconds slower is okay, and would take that over the length of TF's animation.
    There is only one thing that I want that animation to do-- it needs to look like you are jumping into the air and slamming your fists down into the ground. It's all floaty right now, you leap s..l...o..w..l...y into the air, hover for a second, then appear to float down to the ground. I want to see a toon leap into the air quickly, hold the peak for a split second, then come slamming down to the ground.

    This attack animation should look brutal. It simply does not right now.

    A side effect of speeding up this animation would be increasing its DPA to a bit less than that of KO Blow.
  24. Before the change to Conserve Power, ELA's perks weren't proportional to its survivability. It was just too squishy, and a resistance set with no form of +hp/regeneration is fundamentally a bad design.

    ELA is still at the back of the pack for raw survivability in any situation devoid of energy damage, but its other perks-- endrance protection, global endurance reduction, +endurance, psi resistance, +recharge, slow resistance-- are no longer granted at such a steep cost. The heal and regeneration are absolutely crucial to this set.

    I have no idea how I played ELA before. Oh yeah... I specifically rolled a DM/ELA for Siphon Life.
  25. ET has the third highest DPA of any attack that Brutes possess when Arcana Time is factored. It seems that people are still fixated on the ET reanimation, when only Clobber and Seismic Smash outperform it in DPA. It's probably best to accept that damage, recharge, and animation aren't changing on this skill.

    So, where else do people see EM receiving improvements? EP, BS, and Barrage are all comparable to other attacks from a variety of sets. It would be more productive to look elsewhere and accept that ET was changed and is still a top tier attack.

    My suggestion would be to lower the animation time of Total Focus. Just speed it up a tad, and bring it's animation time to 2.5 seconds, granting it a slightly lower DPA than KO Blow. All of the skills that involve that ponderous jump into the air (Thunder Strike, Tremor) should have the animation increased, if not for balance then at least for aesthetics-- the animation looks beyond stupid.