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Brute, i am not impressed (Energy Melee - Willpower) [discontinued]

Started by thilenium, Dec 13, 2024, 04:31 AM

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thilenium

Morning!

My global handle is @Thilenium and my ingame characters start with or contain 'Thile' in their name - no exception. So far I have played and equipped about 20 characters. ten of which I took through the incarnate stuff. Others I 'swiped left'.
I liked the sound of this build because of its hard-hitting single target damage. But... the activation time on those skills is too high to build up Fury above like 50-60%. That somehow annoys me. maybe this whole build would be better as a Stalker who does not care about that. This is the reason why I only put Builds here (with one exception) that I tested for an extensive time period. This is also the reason why i keep posting builds as of now, since i have been testing and not posting for one year now.
The build represents the current status of my gear and also my zillion hours of experience in improving and reviewing on character builds (tailored to my tastes - sure. and that is where we might not find common ground. but see for yourself).

all the best, Thilenium


Summary Brute (Energy Melee - Willpower)
+ ok starting character
+ performs good during any stage of the game
+ great bursty damage, single target
+ good sustained damage, area of effect
+ can take a beating
+ can be damage dealer and tank for parties (all powers taunt) at the same time
+ chill and smooth to play (5 buttons for about 95% - using macros, see below)
+ utility for situational content

- Does not get Fury to or above 75% with single target attacks, like my other Brutes can.
- Build comes online in the endgame and requires some gear to get the cooldowns needed.
- not so suited for tanking very specialized endgame content: some final bosses in trials or tanking SMO's. that is only 5% of the game content, if that. As you do those things with other players, there is a good chance for there being someone specialized in tanking anyway and this is not a problem at all.

Contents
a) The role of a Brute
b) Willpower as Secondary
c) Energy Melee as Primary
d) Utility through Power Pools
e) Attack chains, single target and area of effect
f) Genesis Incarnate Power and helpful keybinds and macros
g) Mids DataChunk for the build

a) The role of a Brute
The Brute used to be the Damage Dealer and Tanker in vanilla. Now that both sides can pick Tankers and both sides can traverse to each others side, the Tanker role is less pronounced. Also the attuned Brute IOs do not have as many tanky stats as the Tankers IOs. In my case I save one slot by not choosing 'Taunt'. That being said: all attacks still taunt. That combined with the many area of effect skills make tanking for parties very viable.
Brutes have the unique mechanic 'Fury' where repeated attacks increase your overall damage. The faster the activation of any skill, the lesser pauses in between skills, the faster you increase 'Fury'. Of course this build manages this perfectly.
Brutes are masters of sustained damage. But since it is sustained melee damage, you also have to have some defenses to actually live long enough for a few attack cycles.

b) Will Power as Secondary
A fire-and-forget Secondary for every Archetype who has access to it. Very solid all around.

c) Energy Melee as Primary
I liked the sound of this build because of its hard-hitting single target damage. But... the activation time on those skills is too high to build up Fury above like 50-60%. That somehow annoys me. maybe this whole build would be better as a Scrapper who does not care about that. Also please note that the attacks only come together in the endgame, with some gear.

d) Utility through Power Pools
In the beginning I mentioned that there is also a lot of utility in this build.
+ You taunt all mobs around you which helps keeping the enemy off of your squishies.
+ 'Blink Blitz' is a great area of effect and utility power for starting any fight and while fighting. This skill sometimes lands you in obstacles. with enough cooldown you can use it on a mob to get out of it again. or you can use the command /stuck.
+ 'Recall' moves your teammates to your position.
+ 'Super Jump' lacks vertical movement. Say hello to 'Hover'. Where does 'Hover' come in handy? some missions have literally no bottom, some are fought in the air (Hamidon). and they will be extremely annoying to anyone without flight powers. Activating 'Hover' does not cancel any other toggles.
+ As it buffs the whole party Leadership powers are never wrong.
- This build lacks a ranged attack.

e) Attack chains for single target and area of effect
I use only five keyboard keys with macros. '1' and '2' for single target, '3' and '4' for area of effects. 'Build up' when i require it.

f) Genesis Incarnate Power and helpful keybinds and macros
Genesis Incarnate Power:
Socket Core Flawless Genesis

Helpful macros and keybinds:
/bind f "target_enemy_near$$follow"
>> autofollow nearest enemy

/macro INC "windowtoggle Incarnate"
>> Open the Incarnate window

/macro M1 "powexec_name Bone Smasher$$powexec_auto Staggering Burst$$powexec_auto Total Focus"
>> Use the two skills in succession.

/macro M2 "powexec_name Barrage$$powexec_auto Staggering Burst$$powexec_auto Energy Transfer"
>> Use the two skills in succession.

/macro TAoE1 "powexec_name Blink Blitz$$powexec_auto Barrage$$powexec_auto Ball Lightning"
>> Use the two skills in succession.

/macro TAoE2 "powexec_name Staggering Burst$$powexec_auto Barrage$$powexec_auto Electrifying Fences"
>> Use the two skills in succession.


g) Mids DataChunk for the build
Using Mids import the following using Menu: Build Sharing/Import DataChunk
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thilenium

other fails:

arachnos fortunata - Cone build
I have had other failures ... like this one: a arachnos fortunata concept build to only use cone attacks (including the three of Leviathan Mastery). Are you listening red? ^^ Well, i lost it and do not like to recreate it in mids. I even included +range so that all attacks ended up having regular casting range.
  It only made me dislike cone attacks more. Long activation times and mediocre damage.
  I keep on testing arachnos builds as all the arachnos with the three build-in leadership powers are equivalent to some of the best groups buffs but are always active.


thilenium

other fails:

My first champ on live. A MM with Robots and Force field. I cant believe that i single bubbled all my robots from til level 50. There havebeen some major changes to this secondary and thats the one that still gets me: the bubbles are aoe now.
  FF is still one very great situational power and has some great utility in it. Force Bolt is now aoe and offers great cc and basically no cooldown. and repulsion field an awsome possibilities if you have corners or dead ends to press enemies into. i used to joke on live that i could solo three groups of mobs and finally managed to prove it too. because the repel does not care about the number - you just have to sustain the cost.
  However unrefined, this is the build i tested out and i disliked all the knockbacks by the bots (barely offset my thze containment shell). also, since i have been playing brutes and damage dealers most of the time ... why bother setting up the summons if you are ready to go to do the same with a different class. MMs are time-inefficient in my eyes now.

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thilenium

other fails:

I tried the archetype warshade and after that did not bother with the peacebringer. Wayyy too many buttons to press and situational stuff. also difficult to comprehend what does what. not relaxing at all.

Redlynne

Quote from: thilenium on Jan 03, 2025, 10:43 AMAre you listening red? ^^
Of course.

Granted, cone attacks are "not everyone's cup of tea" because they're rather sensitive to tactical positioning. But that just raises the bar on Player Skill required to employ cones usefully, which I don't necessarily see as being that detrimental. In my case, I feel gratified when I'm able to catch all the $Targets I wanted to within my cone attacks.

Quote from: thilenium on Jan 03, 2025, 10:43 AMIt only made me dislike cone attacks more. Long activation times and mediocre damage.

Depends on the powers and the build, of course.
Most AoE attacks will do less (raw) damage than a single target attack will, but like the saying goes ... they make it up in volume. So AoE attacks do "more damage" in parallel, but less damage "sequentially" against single targets.

Which is more valuable to you depends on your playstyle and the opposition you want to optimize for.

Quote from: thilenium on Jan 03, 2025, 10:53 AMMMs are time-inefficient in my eyes now.

Depends on your expectations and the engagement strategies you make use of. There are multiple paths to the same objective, with some being better than others at achieving desired outcomes.

Speaking from my own experience, I've found that Tankerminding in Bodyguard Mode is massively advantaged if as a Mastermind I've taken personal attacks (1 single target and 1 AoE being my personal preference, minimum, if global recharge is high enough). By opening engagements with a personal attack from long range, I draw aggro onto myself and any ranged response from my $Target(s) will prompt my MM Pets to retaliate without an Attack command, sustaining Bodyguard Mode. So I've got the aggro to start with, damage that hits me gets divided out amongst the Pets (Bodyguard Mode) and all the Pets focus fire ranged attack in retribution onto whoever attacked me first.

This prevents my MM Pets from rushing into melee (where they'll take the most damage and pull the most aggro) while forcing Foes to advance to my position, during which time my MM Pets continue to cycle ranged attacks. In a lot of situations, a Minion Foe will get defeated just in time to faceplant right in front of my MM, without a single melee attack being thrown (in either direction). All of this happens in just a few scant seconds (with Ninjas), consumes remarkably little endurance from my MM personally, and really brings to bear the advantages of "Many Against One" in being able to focus fire from 6 MM Pets + 1 MM using personal attacks to achieve really quick results ... which of course can be repeated with remarkably little effort.

To put it simply, a Mastermind "played like a brute and damage dealer" might not be quite as successful as a Mastermind who is played a bit more tactically. Rush in and punch stuff (in a Rage) isn't exactly the Way of the Mastermind, so a different mentality is needed in order to exploit the MM AT's strengths while minimizing its weaknesses. If all you want is "hit stuff until they fall down" in your gameplay, then Mastermind probably isn't the best for you. If you're highly prone to Scrapperlock (and those of us who are know who we are!) then Mastermind probably isn't for you.

Playing a Mastermind well is more of a "herding cats" type of experience that requires you to "know your enemy and know yourself" in order to win (almost) every battle. It's not about dropping ACME anvils onto everything in every situation or circumstance ... so you need a lot more situational awareness than is necessary for most Scrapperlock mentalities.

Hope that helps.

Quote from: thilenium on Jan 03, 2025, 10:55 AMI tried the archetype warshade and after that did not bother with the peacebringer. Wayyy too many buttons to press and situational stuff. also difficult to comprehend what does what. not relaxing at all.

Kheldians are COMPLICATED.
Almost as complicated as Masterminds, since Kheldians have different Forms (or "modes" or "stances") of gameplay that they can optimize for.

Needless to say, the Tri-form Kheldian is THE most complicated, while also being the most versatile.

In a lot of ways, if you can handle playing a Kheldian, particularly a Tri-former, you should be able to handle a Mastermind. Both require a LOT of keybind file help to be able to manage and control "all the stuff you can do" in a logical manner in order to be able to exert SOME (pre-fab) control over all the stuff you can do.

I personally would NOT want to play a Kheldian without a well organized set of keybind files that load to control different attacks in different Forms, precisely because of the issue you cite ... too many buttons to keep track of.



For what it's worth, I honestly think that the Warshade is the "more complex" of the two Kheldians because the Warshade feels somewhat "necromantic" in actual gameplay. A LOT of what makes a Warshade powerful has to do with CORPSES (Mires, Stygian Circle, Unchain Essence, Dark Extraction, Eclipse, etc.) which makes Warshades partially dependent on their opposition to reach their maximum potential.

By contrast, Peacebringers are more "self contained/self reliant" in that they don't "need" Foes (dead and alive) to augment their powers. So Peacebringers don't have the same kind of "situational dependency" that Warshades have, making their performance more "even" and predictable in actual gameplay, which often makes them simpler when compared to the more complex situational stuff that Warshade can (and should) get up to with their powers.

Peacebringers "reach IN" for their power and strength.
Warshades "reach OUT" to steal a measure of their power and strength.

This makes Peacebringers feel more even keeled to play, while Warshades are more of a roller coaster (higher highs, but also lower lows) which takes more getting used to managing and controlling as a Player. For this reason, I would recommend anyone new to Kheldians to start with a Peacebringer before branching out into a Warshade, rather than taking the reverse path.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.