SS/Invuln. Brute gameplay, hero side. A full 25 minute video, completing a mission, and leveling up at the end. (update: web archive for OLD build guides listed below)
Doing Junkyard Dog, DOOR mission +4, starting at level 23 scaling (edit: I double checked, and the group leader may have had this set to +3, there were a few level 26 mobs in there when scaling had us at level 23. Still figuring this all out again!). Character is level 24 in the beginning of video, and ends the video at level 25. You can increase the MOB level from +0 to +1, +2, +3 or +4 above your current level, at the Field Analyst (near each hero in the cities). The door mission will base the MOB level off of the group leader's level, and the group leader's Field Analyst setting (default is +0).
Super Strength provides an efficient way to CC (crowd control) mobs, by knocking them down constantly. Invulnerability provides our tankiness in the spec, combined with combat jumping.
The Brute can play the role of off tank, or main tank, while still providing competitive DPS. Because of the FURY mechanic, your damage will be scaling higher as you not only take damage, but also deal damage (this is the other meter below the endurance bar - you will see it increase as combat goes on).
The build will really shine in late game, once all of your powers become available to you. Footstomp is missing for PBAoE, along with a few support and defensive cooldowns, such as hasten and aid self.
Key server info: https://score.savecoh.com/
Build guides (archived): https://web.archive.org/web/20120907031318/http://boards.cityofheroes.com/showthread.php?p=578371#post578371
PVP info: https://paragonwiki.com/wiki/Player_vs_Player
A quick look at my Ranger build. I discuss the logic behind each decision I made selecting gear, and share a few ideas for further optimization. (screenshot of build below) UPDATE: I have posted an updated video guide that includes 4 minutes of GM2 gameplay: https://youtu.be/MTnit_Z5Zr4
UPDATE1: I will need to run a few more tests on the "support" slot, mainly testing Q: %dmg increase compared with %combo damage increase. There may have been a few extra elements skewing the results when I was testing the damage numbers. Originally it appeared that Q: %dmg was yielding much smaller numbers than it should be. UPDATE2: With the upcoming changes for the 3/12 patch, this build will be able to push into GM3 with minimal gear upgrades.
This build can handle up to GM2 currently, and I plan to continue pushing it into GM3. The gear will need further stat optimization to achieve this.
If you have any questions about the build, feel free to ask.
Screenshot of build: https://imgur.com/a/AEVdw3r
Benefits of blast damage: https://youtu.be/Ps3_oU9vORU
Text version of build below:
venom darts, sticky grenade, siege breaker (offhand sniper), tip of the spear, cooldown reduction
most of the damage comes from combo + blast increase (nade), and cooldown reduction. the constant venom darts will ensure that you take the combo on detonation. you can usually fire one right before the grenade detonates. acid debuff also provides a group damage increase on the targets.
spam nades and darts, pretty simple! use your gun to help with shielded enemies. successful combo heals you for 40% hp (unlimited range) and will heal/rez the group members AOE around your javelin (tip of the spear MW mod). use siege breaker to freeze big elites, save ammo for only 3 shot freezes. main gun can by anything (flex spot). i chose thunderbolt of yvenia for the extra damage to shields (lightning proc).