magikwand

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  1. Even with any unconfirmed set bonuses looming, I doubt they would be able to make you durable enough to take some of those nasty alpha's and keep rolling. Sure, you could T9 your way out of some things, but that won't help you all the time. I don't think/regen will work for brutes. Hell, I even think we will get /ice armor before we get regen.
  2. Quote:
    Originally Posted by Toony View Post
    I recently got into an arguement about brutes. Apparently I am supposed to be a tank, should be tanking, and if I don't want to, I'm not doing my job. Which is odd as I always thought my job was SMASH! Not "protect teh squishiez!"
    Whoever told you that is wrong. The beauty of brutes is that some are more tankish and some are more scrapperish and some straddle the line nicely. If you choose to play your brute and not concern yourself with squishies, that is your business. There shouldn't be any discussion. If you choose to toss around taunt and keep aggro off of your teammates, that is also fine. I think people should never bite off more aggro than they can handle- regardless of AT. If you depend on someone else to keep you safe or heal you or buff you, you aren't strong.
  3. Quote:
    Originally Posted by SpittingTrashcan View Post
    Brutes start with 75% of Tanker strength in their protection powers, and about 5/6 of Tanker HP, so for most of the game the Tanker leads the Brute in survivability. However, they have the same caps on protection and HP, so with outside buffs and set bonuses they can reach equality. The Brute will lead the Tanker on damage, as Fury can easily grant 100% to 150% bonus damage and the Brute damage bonus cap is an astounding 750% compared to the Tanker's 300%.

    As to the role of tanking, it's simply not as important in this game as it is in others. Both Brutes and Tankers have the ability to gather aggro on most foes just by attacking; the Tanker can survive more of the resulting punishment, while the Brute will play a larger role in wiping the enemies out with damage. City of Heroes/Villains doesn't have "end game content" as such. Brutes and Tankers are both generally able to do what tanking is necessary in the high level Task/Strike Forces when properly supported, though the Tanker has a good deal more leeway in this regard. But the real lucrative activity (aside from market gaming) is solo farming - taking on, and taking out, as many enemies as possible as fast as possible to maximize reward drop chances. And in this activity, Brutes - with good survivability and excellent AoE damage potential - excel, though a high-damage Tanker can also do well (and certain Controller builds are famous for farming capability).

    Short version: If you want to be the toughest there is, and support a team with aggro management and positioning, but don't care as much about personal damage output, go Tanker. If you want to be pretty tough and a relentless attacker, go Brute. I have both, and I like both, but they aren't interchangeable and shouldn't be thought of as such.
    My name is magikwand and I approve this post. Well said.

    Brutes can either be slightly more durable scrappers or high damage tanks depending on how one builds and invests. The important thing to remember is that every brute may be built differently. Saying that, one should never assume that one has built his/her brute to be the tanking type. Some take taunt, and have more intent on controlling aggro. Others have no taunt and focus more on straight damage. Others can do both well, and etc. Be sure to ask a brute how s/he is built to make sure you know what to expect.


    As you may have already experienced, the gameplay of City of Villains is arguably faster paced than Heroes. This has been my experience. The fact that all of the villain ATs are capable of cranking out respectable damage means that each of the 5 classic ATs could be racing to clean up a spawn. My experience on heroes tends to reflect the "wait on the tank" mentality. No one really wants to open up a new spawn unless the tank charges in first. Villains are just more fluid in my experience, and for some reason that makes the game more exciting.

    I also prefer CoV though I started in CoH for nearly a full 8 months before switching over. Something about the Rogue Isles just feels more comfortable and exciting than Paragon.

    One other side note is that the most important thing to consider is who is sitting in front of the keyboard for any given character. I have seen rad/rad corruptors survive better than tricked out stone tanks before. So make sure you build a list of reliable and intelligent friends that you can call on for TF/SF/whatever. Few things are worse than being sandbagged by players that are overconfident and underskilled.
  4. magikwand

    Best PvP Brute?

    I just love how this whole dichotomy of Brutes not being Tanks and all that jazz comes into any thread.
  5. Quote:
    Originally Posted by The_Alt_oholic View Post
    As a Defender, you have few enough hit points as it is. It drains a lot if not all of your HP and leaves you without the ability to be healed.
    A lot? Really? I know there is a penalty to using the power, but I have never had the problem of it draining an absurd amount of my HP. I find it tremendously useful as a last resort ST heal. To be frank, if anyone is spamming this power as often as Heal Other of Heal Aura, he deserves to plant. The very description makes one aware that there is a price to pay for using it. I use it very sparingly. I think that the fact that Absorb Pain is more potent a heal than Heal Other makes it a worthwhile power to take as an empath.
  6. Don't be intimidated by stalkers that do a lot of damage. That is what they do. They are really sort of your assassin companion. Generally (and especially) when a new spawn is opened up, you as a brute are the distraction, and they are the nuke.

    As far as the endurance drain, it is always rough before brutes pick up stamina. Just having to run armors/toggles is a bit difficult and attacking on top of that can make things appear worse. I suggest adding one or more end. reduction in just about all attacks and secondary powers. You don't really need to slot for dmg with brutes, Fury takes care of that pretty nicely.

    I won't be supporting it mathematically, but I would guess that /WP's quick recovery would be more adept at keeping your blue bar filled up than Elec Armor. I might be wrong, but I just don't have issues with endurance/recovery on any of my WP meleers. And one other thing, QR is actually numerically superior to stamina for end modification. So if you do decide to roll a /WP, be sure to keep that in mind. There are even some people who run QR and skip stamina.
  7. magikwand

    Brute? MEH!

    Also, don't feel bad about Carnies raining on your parade. Just because you are a brute doesn't mean things like Mask of Vitiation can't stop you in your tracks. A /SR can be great for its high debuff resistance, but there are till things out there that can ruin your day.

    I suggest you shop around and try leveling different primaries and secondaries to about 25 or so just to get a real flavor of what you want. Leveling is faster than ever (no, I am not just talking about AE powerleveling) so just try different things out for size. I tried and found my favorite secondary on the first try, but even so, I do have about 4 brutes with different primary/secondary sets that I thoroughly enjoy.
  8. magikwand

    Kin Help

    I use numpad 1-8 for all of my toons, and I find it priceless for any toon that buffs teammates. I only like one tray out, so I use binds for powers and numpad 1-8 when on my /kin. I have bound h for heal and b for boost and so on.
    Just a couple of examples I use: "/bind h powexec_name transfusion" and "/bind b powexec_name speed boost" that way, I can just use my one tray for attacks and commonly used powers.
  9. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Super Strength/Energy Aura

    Electric Melee/Energy Aura
    I think SS/EA could be good- but ele Melee would be terrible for ST damage. DB is certainly fun. It has a few hard hitters and I just get lost in the animations. Some love them and some hate them, but I find the set very satisfying.
  10. magikwand

    state of em/elec

    I forgot to add that I would not personally pair EM with any secondary that doesn't have some kind of regenerative or +hp component. I personally have a EM/SR Brute(largely a concept build) and you might be surprised at how much of a toll constant Energy Transfers can take on your HP bar. Of course, you can have aid self, but I would rather not. I suppose though, with ELA, you may already have aid self in your build.

    On the subject of taking an alpha strike- I strongly believe FA is currently more capable of taking it and continuing to roll. If the alpha is that bad, you can just heal yourself up and keep going. I am also a confessed lover of FA, so don't mind me... lol. I have seen some very impressive FA/ and /FA people in action. I love mine!
  11. magikwand

    state of em/elec

    I don't pvp much, so I will answer your question from the pve perspective.
    I think that would be an underperforming combo currently.
    Energy melee is S L O W. Extremely slow. Underwhelmingly slow. Oppressively slow. Sure, it hits hard, but if you team a lot, you will face frustration. Before your attacks fully animate and take out any mob, chances are a team mate will take out your target first. The set is just not what it used to be. Some might even say it was one of the biggest nerfs this side of the whole regen debacle.
    IMO- Electric Armor is subpar currently. Sure, it is one of the most respectable resistance oriented sets, but the problem is that it is virtually a one trick pony. Almost all of the other sets have layers of mitigation built in naturally, but ELA doesn't. Inv has Dull pain and scaling defense. WP has scaling regeneration and easy ways to push the HP cap. Dark Armor has some mezz and a great heal. Fire has a great heal + offensive boost. Shield has offensive boost, team buffs, peddling resists and superior defense. ELA, with its end drain, just doesn't seem to stack up to these other sets. ELA lacks versatility, and you will find it does well in only very particular scenarios. It doesn't have scaling resists, defense, or regen. It doesn't have a heal. It doesn't offer ways to boost HP. It does have a nice T9, but most (including myself) are of the opinion that one shouldn't have to pop T9 constantly in order be effective.
    The good news is that ELA is receiving a buff in the form of a new power selection in i16. I won't go into the details here, but there are two threads which do. Some are even speculating that the set may become the new FotM with the change.
    Good news for Energy Melee... hmm... well, in i16 you will probably be able to turn in your pink pom poms of doom for blue ones or whatever you desire. There have been no announcements for any mechanical changes to EM of which I am aware.
  12. On my /SR I have PB on auto. I am sometimes forgetful about pushing buttons, and I would rather miss a hasten anyday than miss PB. For that reason, and also I only have one tray visible at a time on my screen, so I put all armors, rarely used powers, Ouro/Pocket D things and auto powers off to tray 2 or 3.
  13. magikwand

    /regen?

    Well, I agree that the majority of players simply don't understand how to play MMs with a notable degree of efficacy.

    I personally think that, for all intents and purposes, brutes hold aggro very well. Sure, it isn't on a tank's lvl without enhancement, but with a threat lvl of 4 and mini-gauntlet, a brute is pulling plenty of hate. Sure, brutes want aggro for fury's sake; and most of the time, they get it. On all of my brutes, except for a SR, I never have problems grabbing and maintaining aggro.

    Alas, we are two people with different play experiences. I am glad you know how to use your MM in such a way. Perhaps you could hold a webinar on the matter and toss out invites to some MMs with comparatively poorer skills. I have teamed with a few recently that were in desperate need of such tutelage.
  14. magikwand

    /regen?

    Quote:
    Originally Posted by DechsKaison View Post

    Also, brutes, try as they might, are not tanks. That's why villains have masterminds .
    Slightly off subject- but I am a little done with hearing this comment. I have been playing the game for nearly 2 years, and I have never *once* seen a MM "tank". I am sure that at some distant point in the past, that was the design and expectation of a MM, but if you go and play the game now, roll a brute, and step onto a red team, chances are you are going to end up tanking.

    No, this isn't a personal attack against you. I just find it odd people continue to propogate that when it isn't true in practice. This has nothing to do with AE or farms, and I don't think it is a new phenomenon in the slightest. Am I saying that brutes are tanks? No- I am saying that if you are on team, and happen to find yourself the sole brute, people will probably wait for you to open up the spawn.

    On topic: I think it would be a bit rough for a regen brute (in its current incarnation) to cut the cheese, even compared to some other sets that have been commonly regarded as underperforming. If they did port it over, you would have some soaring highs, but some atrocious lows as well.
  15. Quote:
    Originally Posted by Tourettes View Post
    If you want to DEAL a lot of dmg, especially to AV's and hold your own...we're talking single target here...I'd recommend NRG/NRG. Have that on my brute. Against 15 or so mobs, I will die usually to streakbreaker, but vs and AV....I can go toe to toe usually.

    Tourettes
    To my knowledge, there is not an energy aura primary for tanks.
    OP, glad you decided to make a scrapper.
  16. I am excited about this. I only have one MM, but I find the whole summon, resummon, summon again bit to be tiring. This also applies to doms and trollers with their pets?
  17. I would say that recharge has always been and perhaps always will be the best friend of a fiery aura meleer. Sure, the attacks are plenty quick on their own, but one of the strongest tools in the natural arsenal of a fiery aura brute is healing flames. You may not admit it here, but I will honestly say that there have been times that healing flames being available just a second or two earlier may have made the difference between life and death. Having it up as quickly as possible makes a tremendous amount of sense to me. Therefore, I think you should strongly consider taking hasten for your build. Recharge is never a bad thing.

    I also would suggest taking consume. Things may look ok just dealing with typical enemy groups at 25 or so, but when you reach lvl 50 and are having protracted battles with massive spawns and archvillains can be taxing on your blue bar. I loathe the idea of being completely dependent on (and an annoyance of) a good kin by spamming for SB all the time. Obviously, I would fire consume off if I need to pick up some endurance points, but I also use it to grab a bit of aggro if it spills off onto a nearby squishie.

    When you start swimming with IOs and all, I hope you look into using IOs to plug the KB hole and respeccing out of Acro. I find that my 50 build for /FA does well using IOs to cover KB and it is completely absent of Acro.

    Currently, I don't have BoF in my build, and a lot of people find it to be skippable. I do enjoy the animation of the power though, and it always helps to have cones/AoEs in your build. Some people claim it is too difficult to "line up" mobs to burn with BoF, but I find that just by not using it as an opener, you can avoid that issue. After all, just standing any place for a moment with Blazing aura running, you are going to have a few mobs swarming over you.

    If there is something else to build for with IOs, defense is a great thing. It can be easily had and with IOs that aren't too expensive. Just remember things may be a little rough until you get all of the pieces you really want to have in your build, you may even use dual builds to work on your partially IOd build until you have all of the pieces in place, and use an SO build for normal duty.

    I won't post a build using mids, and I hope you find this helpful.
  18. I think as long as you take the time to learn the ropes and read power descriptions in the game, you can make an effective brute with any primary and secondary. One might say the real test of building a strong toon is how well one can use the tools given rather than squabbling over which tools we have.
  19. No one really takes hand clap from Superstrength. So you aren't the only one that feels unsure about it. SS's real strength lies in Rage and footstomp. Without those two powers, the set is mediocre at best

    Fire does well for damage, and that is its secondary effect as well. My main brute uses fiery melee and I am never let down. You have a few hard hitting single target attacks, one of two attacks good for multiple opponents, and it looks pretty nice. Downside is that it provides zero mitigation outside of the additional damage.

    Electric melee has long been maligned for being flashy but inherently weak for ST action. I like the teleport power, and word on the street is that the bugs have finally been removed from chain induction.

    Luckily, Invulnerability is strong enough with SOs and and even more so with IOs that you can pair each one of these primaries with it and still come out a winner. I have a Inv/fire on blue and I thoroughly enjoy her. Even with SOs, she still is very strong. With inv, I find it wise to build for recharge to get Dull pain up as quickly as possible.
  20. Most who frequent the forums look down their noses on Freedom, but it is server with the highest population. It puts the multiplayer in this MMO. I think it would be wise to have at least two servers where you are active.
  21. Quote:
    Originally Posted by DJ_Shecky View Post
    The original post was about instability over the weekend. I did see the message from Niv, which as I ssaid I din't see anything wrong and probably the best stability during adouble xp weekend since its started a few years ago.

    The mait today was to roll back from the new version put live this morning, which did cause stability problems (see login screen/announcements area).

    The MAitenance right now has nothing to do with Double XP weekend which the thread was originally about.
    Some of the later posts, including mine, were directed more towards issues happening in the game today. That would make them affected by the patch that was rolled forward today, right? Oh well, I don't want to split hairs. I don't really care that much.
    The servers are down and hopefully the issues are being resolved.
  22. Quote:
    Originally Posted by DJ_Shecky View Post
    And according to the post about it it was to roll back the patch that went live TODAY.

    That means it had nothing to do with this weekend.

    the point being that was there an issue at times in the evenings on servers, yes, that I concede. I did not see it most of the time, during the weekend, and I was in game a lot.
    Well if the servers are not having stability issues, why else would they take them down in such a manner and at such a time?
  23. Quote:
    Originally Posted by Naufragus View Post
    Well..... Its not just players with rubbernbanding and synch issues. I was on one mission and one of the mobs was clearly rubberbanding. I asked the team if they saw it too and they did. So you have 8 people with different ISPs seeing the same thing at the same time. That means its on NC's end. When EVERYONE in one location mapservs at the same time its on NCs end.
    Amen. Well, emergency maintenance just took the servers down. At least freedom... so all of you naysayers will have to accept the truth that the servers are indeed having stability issues.
  24. WTF- I am late to this party, but extremely irritated with the lag, mapserves and dc's. I would ask them to fix the issues, but look what happened with the last maintenance they did...