Brute: Difference between revisions

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There is much disagreement about whether a brute is closer to the CoH Scrappers or Tanks because his abilities lie somewhere in between. Like the above two archetypes, a Brute's strength is in hand-to-hand damage. This damage starts out slightly better than that of a Tank, but increases to just below a Scrapper's as the Brute takes damage. Additionally, they have defenses that, while not up to a Tank's ability to surround himself with a crowd, are considerably better than the Scrapper's "just call me debt-magnet" durability.
{{TOCleft}}
{{Infobox AT
|image=[[File:v_archetypeicon_brute.png]]
|pri=Melee
|sec=Defense
|inherent=[[Fury]]
|hp_base=1499.3
|hp_max=3212.7
|anc_sets=10
|dam_melee=0.750
|dam_range=0.750
|buff_dam_melee=0.100
|buff_dam_range=0.070
|buff_def_melee=0.075
|buff_def_range=0.065
|buff_res_melee=0.075
|buff_res_range=0.065
|buff_tohit_melee=0.100
|buff_tohit_range=0.070
|debuff_dam_melee=0.075
|debuff_dam_range=0.070
|debuff_def_melee=0.075
|debuff_def_range=0.070
|debuff_res_melee=0.075
|debuff_res_range=0.065
|debuff_tohit_melee=0.075
|debuff_tohit_range=0.070
|endmod_melee=1.000
|endmod_range=1.000
|fear_melee=1.490
|fear_range=1.490
|heal_melee=96.381
|heal_range=96.381
|healself_melee=149.926
|immob_melee=1.192
|immob_range=1.192
|kb_melee=2.596
|kb_range=2.596
|sleep_melee=1.192
|sleep_range=1.192
|slow_melee=0.800
|slow_range=0.800
|stun_melee=1.192
|stun_range=1.192
|taunt_melee=2.050
|taunt_range=2.050
|threat_melee=4.0
|threat_range=4.0
|dam_res_max=90%
|dam_res_min=-300%
|stat_res_max=10,001.01%
|stat_res_min=-300%
|stat_prot_max=N/A
|stat_prot_min=N/A
|dam_max=700%
|dam_min=10%
|def_max=225.05%
|def_min=-100%
|tohit_max=200.35%
|tohit_min=-100%
|rech_max=400%
|rech_min=-75%
|regen_max=2500%
|regen_min=0%
|recov_max=500%
|recov_min=0%
|stealth_max_pve=200 ft
|stealth_min_pve=-180 ft
|stealth_max_pvp=571.5 ft
|stealth_min_pvp=-180 ft
|percep_max=1153 ft
|percep_min=0 ft
|rng_max=500%
|rng_min=25%
}}
{{clr|left}}


Primary: Melee attacks<br>
== Overview ==
Secondary: Defense
'''Brutes''' live to fight, and as a Brute you revel in hand-to-hand combat. With strong offensive power sets to inflict pain and impressive defenses to take it, you're the best there is in a straight fight. Protracted battles only makes you mad, and the madder you get, the more damaging your attacks become. You do lack ranged attacks, which could leave you vulnerable to hit and run tactics without some allies to cover you.
 
The Brute's power sets are:
 
'''Primary''': Melee<br />
'''Secondary''': Defense
 
{{ATStats|survive=8|melee=9|ranged=2|control=5|support=2|pets=2}}
 
== Power Sets ==
{{section columns
| heading 1 =
=== Primary Power Sets ===
| section 1 =
A Brute's primary power sets are designed specifically for melee. They are:
{{Category Listing|Brute Primary}}
 
| heading 2 =
=== Secondary Power Sets ===
| section 2 =
A Brute's secondary power sets are designed for defense. They are:
{{Category Listing|Brute Secondary}}
 
| heading 3 =
=== Ancillary Power Pools ===
| section 3 =
* [[Dark Mastery]]
* [[Earth Mastery (Brute/Tanker)|Earth Mastery]]
* [[Energy Mastery (Brute/Tanker)#Brute|Energy Mastery]]
* [[Fire Mastery (Brute/Tanker)|Fire Mastery]]
* [[Ice Mastery (Brute/Tanker)|Ice Mastery]]
* [[Psionic Mastery]]
 
| heading 4 =
=== Patron Power Pools ===
| section 4 =
* [[Leviathan Mastery#Arachnos Soldier / Arachnos Widow / Brute / Tanker|Leviathan Mastery]]
* [[Mace Mastery#Brute / Tanker|Mace Mastery]]
* [[Mu Mastery#Arachnos Soldier / Arachnos Widow / Brute / Tanker|Mu Mastery]]
* [[Soul Mastery#Arachnos Soldier / Arachnos Widow / Brute / Tanker|Soul Mastery]]
<span style="font-size:.75em;">&#42; [[Patron Power Pools]] require either [[Rogue (Alignment)|rogue]] or [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span>
}}
 
=== Inherent Power ===
* [[Inherent Powers#Fury|Fury]] causes the damage of a Brute's attacks to increase over time in combat as they attack and are attacked.
* Brute attacks, and many of their toggle auras, taunt the enemies they affect in [[PvE]]. This is similar to the [[Inherent Powers#Gauntlet|Gauntlet]] inherent that [[Tanker]]s possess, only without an area of effect. It is sometimes referred to as [[PokeVoke]] by the community.
 
== Historical ==
{{Historical|type=section|reason=change}}
 
* Brutes were added to the game in [[Issue 6]], originally a City of Villains [[archetype]]. Their original primary powersets were Dark Melee, Energy Melee, Fiery Melee, Stone Melee, and Super Strength. Their original secondary powersets were Dark Armor, Energy Aura, Fiery Aura, Invulnerability, and Stone Armor.
* During the City of Villains Beta, Ice Armor and Ice Melee were powersets for Brutes. It was determined that the recharge debuff effects hindered [[Inherent Powers#Fury|Fury]] and those powersets were removed. Energy Melee and Energy Aura were then added as available powersets.
* Electrical Melee, Electric Armor, Leviathan Mastery, Mace Master, Mu Mastery, and Soul Mastery were added to the game in [[Issue 7]].
* Dual Blades and Willpower were added to the game in [[Issue 11]].
* Battle Axe, War Mace, and Super Reflexes were [[Power Set Proliferation|proliferated]] to Brutes in [[Issue 12]].
* Shield Defense was added to the game in [[Issue 13]].
* Claws was proliferated to Brutes in [[Issue 16]].
* Kinetic Melee was added to the game with [[Going Rogue]].
* Fury decay was made more gradual and the Brute damage cap was lowered from 850% to 775% in [[Issue 18]].
* The [[Ancillary Power Pools]] became available to Brutes in Issue 18.
* Katana, Broad Sword, and Regeneration were proliferated to Brutes in [[Issue 21]].
* Street Justice was added to the game on October 4, 2011.
* Titan Weapons was added to the game on December 6, 2011.
* Staff Fighting was added to the game on April 17, 2012.
* Ice Melee, Ice Armor, Martial Arts, and Spines were proliferated to Brutes in [[Issue 25]].
* Bio Armor, Psionic Melee, Radiation Melee, Radiation Armor, and Savage Melee were added to the game in Issue 25.
* Fury was adjusted to be more team-friendly and Brute [[Damage Scale]] and [[Damage Cap]] were adjusted in [[Issue 26 Page 4|Issue 26, Page 4]].
 
== See Also ==
* [[Archetypes]]
* [[Brute Strategy]]
 
== External Links ==
* [http://www.alteredgamer.com/city-of-heroes/7679-coh-city-of-villains-guide-to-the-brute-archetype/ Summary and Analysis of Brute Powersets]
* [http://web.archive.org/web/20121025125339/http://na.cityofheroes.com/en/game_info/archetypes/villain_archetypes.php Archetypes documentation] on official City of Villains site
* [ftp://ftp.coh.com/CoV_Manual.pdf Official City of Heroes Manual] as a PDF file
 
 
{{Navbox Archetypes}}
 
[[Category:Archetypes]]

Latest revision as of 22:54, 29 February 2024

Brute
V archetypeicon brute.png
Primary Melee
Secondary Defense
Inherent Fury
Base HP 1499.3
Max HP 3212.7
Primary Sets 22
Secondary Sets 13
Epic Power Pools 10
v  d  e


Overview

Brutes live to fight, and as a Brute you revel in hand-to-hand combat. With strong offensive power sets to inflict pain and impressive defenses to take it, you're the best there is in a straight fight. Protracted battles only makes you mad, and the madder you get, the more damaging your attacks become. You do lack ranged attacks, which could leave you vulnerable to hit and run tactics without some allies to cover you.

The Brute's power sets are:

Primary: Melee
Secondary: Defense

Brute Stats
Survivability
8
Melee Damage
9
Ranged Damage
2
Crowd Control
5
Support
2
Pets
2

Power Sets

Inherent Power

  • Fury causes the damage of a Brute's attacks to increase over time in combat as they attack and are attacked.
  • Brute attacks, and many of their toggle auras, taunt the enemies they affect in PvE. This is similar to the Gauntlet inherent that Tankers possess, only without an area of effect. It is sometimes referred to as PokeVoke by the community.

Historical

This section contains information about changes that took place in Homecoming: City of Heroes/Villains. It is provided for historical purposes.

  • Brutes were added to the game in Issue 6, originally a City of Villains archetype. Their original primary powersets were Dark Melee, Energy Melee, Fiery Melee, Stone Melee, and Super Strength. Their original secondary powersets were Dark Armor, Energy Aura, Fiery Aura, Invulnerability, and Stone Armor.
  • During the City of Villains Beta, Ice Armor and Ice Melee were powersets for Brutes. It was determined that the recharge debuff effects hindered Fury and those powersets were removed. Energy Melee and Energy Aura were then added as available powersets.
  • Electrical Melee, Electric Armor, Leviathan Mastery, Mace Master, Mu Mastery, and Soul Mastery were added to the game in Issue 7.
  • Dual Blades and Willpower were added to the game in Issue 11.
  • Battle Axe, War Mace, and Super Reflexes were proliferated to Brutes in Issue 12.
  • Shield Defense was added to the game in Issue 13.
  • Claws was proliferated to Brutes in Issue 16.
  • Kinetic Melee was added to the game with Going Rogue.
  • Fury decay was made more gradual and the Brute damage cap was lowered from 850% to 775% in Issue 18.
  • The Ancillary Power Pools became available to Brutes in Issue 18.
  • Katana, Broad Sword, and Regeneration were proliferated to Brutes in Issue 21.
  • Street Justice was added to the game on October 4, 2011.
  • Titan Weapons was added to the game on December 6, 2011.
  • Staff Fighting was added to the game on April 17, 2012.
  • Ice Melee, Ice Armor, Martial Arts, and Spines were proliferated to Brutes in Issue 25.
  • Bio Armor, Psionic Melee, Radiation Melee, Radiation Armor, and Savage Melee were added to the game in Issue 25.
  • Fury was adjusted to be more team-friendly and Brute Damage Scale and Damage Cap were adjusted in Issue 26, Page 4.

See Also

External Links