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Here's a few of my favorites I've completed. I have a LOT more, but didn't feel like posting them all:
Elec/Elec: My main. Sits on 33% melee defense and then has some recharge thrown in. It's been through 8 respecs now.
SS/Elec: My other account has this one. 39% S/L defense, incredibly end-hungry, and incredibly quick. (albeit about 33% slower than my elec/sd/blaze scrapper)
Mace/Stone: If I need extreme survivability, I can grab this. IO's solved the need for a kin, so I actually can run faster than some 'normal' players.
DM/SD: My AV Killer/Pylon soloer. Needs a little tweaking still, and some accolade work done. -
Quote:I would recommend not taking both tier-1 attacks, because it really limits your room as you progress through the levels. Bash/Pulverize, Jawbreaker, Clobber, and your future attacks as you level later should round out your attack chain nicely. If you do take it now, plan to respec out of it later.Assuming I'm going to be using WM, I'm looking at Mid's trying to figure out a build. So far at lvl 7 I have Bash, Deflection, Pulverize, Jawbreaker, and True Grit. I can see getting Clobber at 8 and Active Defense at 10. AAO and Whirling Mace seem like no-brainers at 16 and 18. That leaves me 12 and 14 for swift, hurdle, and/or health, so I can take stamina at 20.
Also, if you drop one attack now, you have room for Battle Agility, which is certainly nice to have as it reduces the incoming ranged/AoE damage by ~25-40%, depending on your slotting as you level up, however as the bulk of damage will be melee it isn't too necessary.
Also, if you're not familiar with click-mez prots, you'll want to 3 slot it prior to IO's, or 2-slot it if you pick up hasten. With lvl 22 SOs, it will be perma this way.
Quote:Is it viable to leave off Battle Agility until 22? Are swift and hurdle decent choices over health if I'm using Ninja Run as my travel power? Do I need to get into the fighting pool earlier?
Quote:Also, I don't understand Phalanx Fighting. Mids shows defense values of 2.25 and 3.75. When I select it and leave 0 allies, it says 0, add 1 I get 2.25, then it adds 2.25 for additional allies. What is the 3.75 about? It is really 0 with no allies?
There is a bug in Mids (not sure if it includes brutes as I fixed it and forgot already) where it does not include the range defense in your total defense. You can check this by turning phalanx on and off and seeing if all positions are affected. If they are not, edit it by:
Menu->Options->Database Editor (window pops up)
Select "Main Database Editor"
Left Column: Single-Click Brute_Defense
Middle Column: Single-Click Shield_Defense
Right Column:: Double-Click Phalanx Fighting
Select the Effects Tab
Double-Click 3.75 Defense (Ranged) *to target* for... (if it has the stuff in asterisks it needs fixed)
Left Column, Affects: (Drop Down and change Target to either self or none)
Hit ok, save whatnot...
Now turn on/off phalanx, and it should work properly.
Quote:Once I get high enough level that I'm going to respec, which attack power should I drop? Seven attack powers, plus kick, seems a little much. And I assume I should use kick rather than boxing because it's SD, right? -
Both Lightning Rod and Shield Charge are your hardest-hitting attacks. As they have the highest base damage, you want to use them first.
Furthermore, they also do AoE knockdown, meaning that your survivability will go way up because after the 1-2 combo, most anything but the boss will be dead, or near death, and you will have a LOT less attacking you.
For tactics, this is the best option.
(to maximize damage also run in first to get the AAO buff and then BU->LR->SC->Ball Lightning->Thunderstrike->Chain) -
Quote:I'm going to assume you mean Energy Aura, not ELectric Armor.Hello all. I've been playing for 2 years on the blue side and have finally made the switch...TO EVIL! I rolled a DM/EA Brute last night but have no clue what to do with him!
Quote:I'm a big fan of ST damage w/ some AOE capability which seems like it shouldn't be a problem with this toon.
Quote:Normally, I would make a build and stick it up here for review but it seems that DM has many do's and don’ts from what I've read that I thought I'd go this route instead.
Quote:I was hoping that someone could provide a "beginners" build just with standard IO's so that I have a path to explore.
You can choose either Shadow Maul or Shadow Punch in this build. I chose shadowmaul, partly as a future spot to slot a nice eradication 4-slot set with scirrocco rounding it out.
Also, I would not recommend you play as "alpha tank" on this character for teaming, so I held off on taunt until later. Instead, think of yourself more as a stalker, singling out the hard targets and punching them.
I chose the powers based on what would work best for a single-origin build. If I was to use IO's, I'd grab tough/weave and work towards getting 45% defense to all types of damage (excluding psionic and possibly negative). That would likely mean dropping Darkest Night, Dampening Field and Energy Protection in favor of boxing/tough/weave. Also with IO's, I would move around some slots and work on efficiency.
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: Dark Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- Acc(A), Acc(3), EndRdx(5), Dmg(7), Dmg(15), RechRdx(23)
Level 1: Kinetic Shield -- DefBuff(A), DefBuff(17), DefBuff(34), EndRdx(36)
Level 2: Shadow Maul -- Acc(A), Acc(3), EndRdx(5), Dmg(7), Dmg(15), Empty(19)
Level 4: Power Shield -- DefBuff(A), DefBuff(17), DefBuff(36), EndRdx(36)
Level 6: Combat Jumping -- DefBuff(A)
Level 8: Siphon Life -- Acc(A), Acc(9), EndRdx(9), Dmg(11), RechRdx(11), Heal(19)
Level 10: Hurdle -- Jump(A)
Level 12: Touch of Fear -- Acc-I(A), ToHitDeb-I(13), RechRdx-I(13), Fear(39), ToHitDeb(40)
Level 14: Super Jump -- Empty(A)
Level 16: Health -- Heal(A), Heal(43), Heal(46)
Level 18: Entropy Shield -- EndRdx(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Energy Cloak -- DefBuff(A), EndRdx(23), DefBuff(37), DefBuff(40)
Level 24: Dark Consumption -- Acc(A), RechRdx(25), RechRdx(25), RechRdx(31), EndMod(37)
Level 26: Soul Drain -- Acc(A), RechRdx(27), RechRdx(27), RechRdx(31), EndRdx(40)
Level 28: Energy Drain -- Heal(A), RechRdx(29), RechRdx(29), Heal(31), EndMod(37)
Level 30: Taunt -- Empty(A)
Level 32: Midnight Grasp -- Acc(A), Acc(33), EndRdx(33), Dmg(33), Dmg(34), RechRdx(34)
Level 35: Dampening Field -- ResDam(A)
Level 38: Overload -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: Gloom -- Acc(A), Acc(42), EndRdx(42), Dmg(42), Dmg(43), RechRdx(43)
Level 44: Dark Obliteration -- Acc(A), Acc(45), EndRdx(45), Dmg(45), Dmg(46), RechRdx(46)
Level 47: Darkest Night -- ToHitDeb(A), ToHitDeb(48), EndRdx(48), EndRdx(48)
Level 49: Energy Protection -- ResDam(A), Empty(50), Empty(50), Empty(50)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals: -
Quote:If you want to play to invuln's strengths, you'll want to focus on what the set is great at: Smashing/Lethal Resistance and typed defense.Well I'm trying to find a build that can allow my Brute to take one hell of a beating, yet dish out the Damage just as well.
What that means is that tough will really add to your survival, as will picking IO's that offer good defense values on your typed defenses (and grabbing weave to help as well). Then, if you can manage enough recharge to make dull-pain perma, you will have heaps of HP, with layered defenses. However, a build that does this doesn't come cheap.
Your current build has some slotting issues. You won't need to 6-slot temp invul, nor does unstoppable need 6 slots.
If you do want to keep your pet and your patron, look at the recharge-intensive pet sets, as 4 slots will give you a recharge bonus. -
Recharge offers more offense, as you'll be able to use your harder hitting attacks more often. Efficient killing is an important element in farming.
If you go the survival route, you have two options: defense and +HP/regen. The defense option works great until you run across an enemy with defense debuffs. It will drastically reduce your incoming damage until your defense hits the red.
+HP/regen is a much more reliable source of survivability, as defense debuffs don't completely eliminate your survivability, and gives a greater cushion to use so you have more time for healing flames to come back up.
AV Soloing is typically done on defense sets (SR being the original popular set). It's possible you might find an AV you can solo on your fire/fire, but AV's hit hard, and you're in for a long fight. AV Builds are usually specifically designed for efficiency, which means being able to sustain the best attack chain indefinitely while knowing you'll have enough regen/healing to last quite through the fight. These builds aren't usually cheap, and none of those builds I posted are AV soloing builds. I'm actually unsure I can make a fire/fire build that can effectively solo an AV. -
Silly westley, the real threat is the purple people eater.
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You can soft-cap a SD for about 400-500 mil. The build won't perform like one that costs 4x that, but it will do alright.
General guidelines:
Gaussian's in Buildup
Grab Tough/Weave (slot a steadfast 3% in tough)
Grab Combat Jumping for 1.88% def (~2.5 slotted)
6 slotted Red Fortunes for 2.5% range defense
Touch of Death in One Single-Target, maybe Oblits if you wanna splurge
Scirrocco 5 slot + Generic Rech in Shield Charge
That avoids LOTGs and BoTZs sets, two of the bigger price tags on a SD.
Edit: As for Battle Axe vs War Mace, both are nice sets. War Mace was buffed with Clobber, so it's quite a nice set, though Battle Axe has some cool weapons that you won't get on war mace. I'd choose which one looks cooler.
Oh, and Axe does more KD, while Mace does KD/Stuns, so you might find Axe has more consistent mitigation.
edit 2: I forgot, Mace offers a pipe wrench and shield offers a manhole cover. Fun stuff. -
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I like this idea.
Here's what I'd make: Claws/SR Brute
I'll skip Swipe.
I'll keep strike (good dps).
Slash is now Gash
I'll keep spin
I'll keep follow up
I'll skip taunt
I'll swap focus for rage
Eviscerate is now soul drain or fire sword circle. I haven't decided which I like more.
Shockwave is now Foot Stomp.
I'll keep focused fighting
I'll swap Focused Senses for Battle Agility for both range AND AoE defense instead.
I'll swap agile for Dull Pain
I'll swap active defense for Entropy Shield (to keep the DDR, but a nice toggle)
I'll swap dodge for Against All Odds.
I'll swap evasion for Phalanx
I'll swap lucky for Energize
I'll swap Quickness for Shield Charge
I'll swap Elude for Granite (I'm thinking that maybe my other toggles won't drop)
Yup, I like this idea, which is why it probably shouldn't happen.
tldr: I'm making a broot with spin, footstomp, rage, followup, soul drain, shield charge, against all odds, and dull pain. -
Even if an enemy misses you with the attack, it still generates fury. Otherwise, defense sets wouldn't exactly be on equal footing with resistance sets, would they?
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Quote:Waves of attackers would be a brute's dream come true. However, given that similar abilities to do similar things have been removed from AE due to the possibility of farming, I don't see this happening, even if it's ridiculously fun.I am going to write up a suggestion and see if anyone likes it. If this would put into the game then people could create some very fun adventures. You could create the Nemesis invasion recreating the waves of attackers with one of the missions. You could create the Fifth column invasion or even script out your own Rikti Invasion.
I loved wading through hundreds of mobs on my brutes.
Sure, the squishies screamed in terror, but meh...they shoulda rolled a broot.
(I'm only somewhat serious) -
Hmm, dualboxing the forums!
I have two accounts. At first it was a mere convenience: being able to transfer inf between characters and do SG invites. I also used to use an extra account to pad a team so we got larger spawns.
However, it wasn't long before I started playing them together. I found it easier to run my laptop next to my PC and run both characters at the same time. It is quite the challenge. Try keeping two brutes at full fury sometime. It's pretty intense, as you wind up memorizing attack chains and you're just alternating between screens to navigate and target. -
That rolleyes smilie makes my eyes hurt, because I look at the smilie and try to do the same thing it does. Stop making my eyes hurt and give me a better smilie!
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Quote:I might have listed about 100 scientific theories on the redside market last week for over 500k.(Amusing anecdote: I was once watching Scientific Theories in CoH because I really wanted to craft something for an upcoming TF. During a ten minute period, they went from 100,000 to 500,000 in the last 5 listings, then 1,000,000, then 10,000,000.
Then, five minutes later, I got one for the bid of 5050 that I put up when they were at 100,000.)
They might have all sold.
I didn't cause that shortage, but I certainly was happy to sell them to those that really needed them. -
Quote:SS/WP is a great combo, and I know many people that call it their 'main'.So, in your opinion, I'd be better off to re'roll this toon as Shield (or SR) if I wanted this to be my main?
SS/SD really shines when you throw a lot of inf at it. You're looking at a tremendous amount of damage output and being soft-capped - nigh unkillable. However, even a low-end shield build is going to cost about 400 million inf to be as survivable as a SS/WP with just SOs, simply because you're looking at around 33% defense before IO's kick in. If you're willing to invest, there is no brute combination that can outperform the AoE output of a SS/SD brute.
Some drawbacks on the SS/SD:
1) 3 click powers: Active Defense, Rage, Hasten
2) Very endurance heavy
3) Expensive to kit out.
4) Squishy prior to IO's (reliant upon carrying lucks
I really can't tell you which brute to make your main, because I think what influences most players is which one they find most enjoyable. You might find that the best brute combo is your favorite - you might not.
I guess the only way you'll find out is if you roll one of each. -
Quote:Excellent post.The main reason why...[text reduced, so read the linked post instead]
There is intelligence blueside, though it's often obscured by the bad players. You don't notice all the good drivers on the road, but you'll remember that one driver that managed to drive the wrong way on the road.
If you're on a higher population server - you'll find even more bad players simply because there are more people.
You are also right in that redside characters do tend to be a lot more self-sufficient, in part due to how their powersets are paired. -
For some reason I always forget that particular IO's number. Thanks for catching that.
Quote:Just curious where the GA +Def came into it, since it's not in the OP's orignal build or the two sample builds posted by Alpha and me. I never put it in build red or blue-side, it's so rare and expensive it seems silly to build around the assumption that one will be available.
However, one can potentially soft-cap S/L on a resistance build, and I wanted to suggest a potential path toward that soft-cap. I personally do not recommend it, and I don't use it in any of mine. Having that particular IO available (even if it practically isn't) does help achieve that soft-cap when I would otherwise have to gut the entire build's offense.
I'm not recommending it either - I'm recommending aiming for 32.5% defense instead of pushing for another 12.5% defense. I also didn't see a need to post another build since you both posted nice builds. -
For an all rounder, certiainly the build will perform well.
Anyway, if you were to use the IO sets you are currently using in tough and put them in fire shield, you get better numbers. However, as you took tough later in the game, you might lose those bonuses, if I'm remembering how that works.
I'd suggest two options in tough (or fire shield if you swap them). 3 titanium+1 aegis for +HP or 3 aegis+1 titanium for fire/cold def. (slotting is res, res/end, res/end/rech+res/end). It's entirely up to you for what you want.
As for my comment, what I'm referring to is building around a specific goal. Your current build is built around making each power work well for you rather than trying to figure out how to make them all work in concert. If you were to pick a goal, I have a feeling your build would look completely different. However, when you go this route, you tend to up the price-tag, and also tend to start building around certain situations.
I'd post an example build, but I really need to run out and get some things done. If I have time I'll edit this post and show a few examples of building around a concept.
edit:
Alright, here are some examples where a build begins to start to revolve around a goal. While you can certainly choose to use one, that is not my purpose in posting these. They are to show just how each different focus creates radically different builds. They vary in price, and some will certainly be quite expensive, although I avoided using both purples and PvP IO's in these builds.
I strongly recommend that you do not use any of these templates as a final build. They still deserve more tweaking before someone goes and buys the IOs.
+HP Build
About this build: This focuses on set bonuses that offer +HP. As a side benefit, eradication also offers some decent energy defense to help with the hole in fire armor.
Notable bonus: +472.3 HP (31.5%) HitPoints
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S/L Defense build
Abount this build: This one seeks to develop good levels of smashing/lethal defense to increase suvivability. This does increase survivability, although it will fail if you run into large amounts of defense debuffs. This also is rather pricey, given the cost of Kinetic Combat triples.
Notable bonus: 37% Smashing Lethal Defense (29.3% from sets)
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+Recharge Build
About this build: Without using purples, I focused on recharge. Had I added purples into this build and reslotted, I could have easily doubled the recharge in this build. However, for a modest price, this build offers fairly decent recharge bonuses. Choosing a build like this will make you more offense-driven, although the faster recharge also helps your heal pop up faster. As a side-effect, I have chosen to also focus on endurance, so I picked up three sets of imperviums to help deal with the issue.
Notable bonus: 58.8% Recharge with only 2 LOTG 7.5s and no purples. -
Quote:Here was my claws/inv I planned on rolling:My second brute is Claws/Invulnerability. I will admit that I originally made him as a test and planned to forget about him, and a few weeks later (less than a month actually) he was 50.
But back on track, this combo is as impressive as it looks, and being /Invulnerable opens up a lot of options when it comes to IO sets.
Claws/Inv
I went with this:
Claws/WP -
Real Answer: Because some times, you have to hide the pretty.
Science Answer: As EA gets a good amount of defense from that power, it is integral to the set. Taking taunt alleviates this and actually offers some very nice taunt set bonuses to help make you strong. -
1) It's up to you whether you think another ~2% res is worth 0.04 end. Actually, the answer to that question is a hami ribosome exposure.
--I do see why you went with 3 slotting the steadfast. I'm not sure if I would do the same, when the 3% could go in temp protection and a BOTZ KB could go in super speed.
2) Considering you are only gaining ~2 eps, I would still think you would benefit from having consume.
Minor tweaks:
-Do you like being immobilized? You don't have burn or combat jumping.
-switching 2 generics to 2 Adjusted Targeting (to hit/rech and rech) in buildup will give you a 2% dmg buff at no real cost of recharge.
-frankenslotting scirroco and multistrike in blazing aura yields better results for those four slots. Those set bonuses you're getting from that set are worthless to you (fire resist? lol)
-The 4th slot of tough doesn't need to be in the same set (debt protection) for better efficiency. Also, while it's less SK friendly, swapping your IOs in tough and fire shield yields better numbers.
There's plenty of other things you could do to change the entire build around to focus on other things, but these are the minor changes you can do without reworking the entire build. -
Quote:As you see with the example builds, Kinetic Combat is a much better choice for S/L defense than Touch of Death. It is pricey, with the Dam/End/Rech triple selling for 100-150 mil redside. However, with 4 slots, you get 3.75% S/L defense, and you can use 1-2 more slots to round out your powers - especially accuracy.Tonality,
I agree that going for positional defense is a mistake here, I actually was shooting for F/C/N/E def slotting. It seems the best I can do is around 35% ish to the different types. I didn't see offhand how I could work anymore in though. Do you have some recommendations? Thanks in advance.
-Forge-
Another good set to consider is reactive armor for your toggles. 4 of them will give you 1.88% S/L/E/N defense, which when slotted into tough and mind over body also adds some decent defense.
You can get around 36% S/L defense without gimping yourself using kinetic combats.
edit:
32.5% is the magic number for defense, because you can soft-cap yourself with a single luck. If you start focusing on achieving high defense numbers, you will reduce your overall performance because sacrifices have to be made to achieve that high level of defense. It is possible to achieve that high amount of defense, and I'll show you, but you're looking at spending about 4 billion inf. However, even with that kind of investment, you still won't softcap all types of damage, so go for S/L. That PvP IO alone is going to cost a fortune and is the only real reason why softcapping is feasable without seriously gimping your character.
Let's assume a few things:
Slotted Heightened Senses: 3.82 S/L, 15% E/N/F/C
Slotted Weave: ~6% defense
Steadfast Protection 3% Def
Gladiator's Armor PvP IO: 3% Def
Combat Jumping 2 slotted with LOTG: 2.65%
Tough/Mind over Body: 1.88 each (3.76%)
5 Kinetic Combats*: 3.75% each (18.75%)
Elec Fences: 2.5% at 4 slots
Rectified Recticle**: 1.88% def
Total S/L Def: 45.36%
Total E/Neg: ~39%
Total Fire/Cold: ~33%
*Slotted in Boxing, Brawl, Punch, Haymaker, and Knockout Blow
**Chosen over gaussian's in rage so I have more free slots
So, instead of trying to go this route, I'd change a few things:
1) Skip the PvP IO.
2) Go Soul instead of Mu and pick up gloom to slot with thunderstrike/devastation for E/Neg def and regen
3) Rely on Dark Obliteration's unenhanced -to-hit and slot it with posi or ideally a ragnarok.
4) You also could slot footstomp with 6 obliterations for some decent S/L defense, but I either usually go with armageddon/force feedback proc for the recharge or eradication/scirroco for the +end/HP/e-neg def/regen. -
Quote:That's wonderful to hear!Tonality, you rawks. I used your guide for my own ss wp and couldn't be happier.
OP listen to this bloke.
I should clean up that post and make a player guide called "The Art of IOs: demonstrations on a SS/WP platform"
I might get to it this week.
Quote:OK,
SO here's the changes incorporated.
Where can i find the Maximums for IO set bonuses. I didn't know there were any.
I found that dark watchers despair chance for -recharge. I'm kinda thinking good idea there. But we'll see.
Charles
There's a limit of five of one named set type (small bonus, huge bonus, ultimate bonus, etc). You can have 5 of each type in your build. The exception is named IO bonuses like LOTG 7.5, which is listed under its name, so you can have 5 LOTG 7.5's and 5 7.5 recharge bonuses (which you find in basilisk and kinetic crash). To find if you are over the limit in mids, click the "View Active Sets" button, which is just above the secondary power set drop down menu.
The other possible thing you meant was how to look up what sets have the maximum bonus of each type. To do this, go to the Window menu in mids and select "Set Bonus Finder". Here you can select any category and it will list the various sets available for each bonus type and filter them by strength. It also shows you how many slots you need to get that bonus. It's very handy to know about when you're working with unfamiliar set bonuses, such as one time I wanted to cap a scrapper's fire resistance without taking temp protection, so I needed to see what sets offered fire resistance.
Now, onto your build.
I don't find procs in toggles to be all that useful, and I'm really doubtful you'll notice much from that DW -rech proc in RTTC. I'm thinking that you'll be happier finding another spot for that slot.
Fast Healing is better than Health. You want to have better enhancement values on fast healing. Simply switching the two around yields 8% more regen.
Kinetic Combat is a great set, but it has terrible accuracy. You will benefit greatly from global accuracy bonuses on your build. One of the easiest things you can do to get global accuracy right now is change those 3 slotted LOTG sets to 4-slot sets for a total increase in 27% more accuracy. That should be a noticeable difference.
To do this, I'd swap out the generic defense IO out of combat jumping (it's only giving you 0.5% def), and move one slot to Indom Will, and take that dark-watcher proc slot to Heightened Senses. Then, take the generic end IO out of weave and replace it with the LOTG triple.
You aren't gaining any real survivability with that impervium unique in SoW. I'd slot up a generic resist IO, or throw the steadfast 3% here instead to free up a slot for something else.
You may find in-game that footstomp burns through a lot of endurance. You could change that Scirocco dam/rech to a dam/end for a slight decrease in rech. There are various slotting choices you can go with this set-combo that offer various advantages and disadvantages. I won't advise you to go with one specific choice with this set combo because each works well in various situations.
There are always things you can change about your build. Your build will perform well as it stands. Adding the few minor changes will enhance your capability, however deciding on slotting like footstomp and other things similar to this is where personal taste really becomes visible - and the line between 'standard' IO slotting techniques and personal taste is clearly visible. -
Quote:I haven't looked at a tank too closely recently, but I seem to remember them having something called a gun on it. You're certainly welcome to play the game the way you want, and this playstyle actually would work with teaming, which just shows how flexible this game really is. I'm glad it works for you. I couldn't live without the SMASH.I guess I'm the only person that lives and dies by taunt. I frickin love it. My attitude toward playing brutes is tank 1st, SMASH! 2nd. But I tend to play tanks and brutes like I play my trollers and doms. Basically I use aggro as my controlling power. Thus, the harder I work to get aggro and do crowd control, the easier my teammates can do what they do. Heck, on my tanks I don't even get attacks... they are all primary, taunt (and just taunt) and pool powers (fighting and medicine).
If I am doing my job to my standards and I am tough enough/have enough support to handle the aggro and make sure no one else gets attacked then controlling powers really aren't needed on my team, just buffs/debuffs and damage. Just simply getting and holding aggro might not be fun for most but I simply can't get enough of it.
Also, due to this style my fury is always sky-high, which isn't my goal but it is nice.