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Posts
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Don't get me wrong, it's not a bad build, but if you are going to go for defense, it is better to softcap S/L than to almost softcap melee and only get halfway there with ranged.
Plus, and this is why I go for S/L instead, you give up a lot to not quite hit that softcap. You can get a lot more recharge and regen by going for S/L. But, when you are going with the mitigation powers, why even bother with pushing the defense. -
Quote:Fly is even slower than how I have SS slotted. Now, as far as that goes, unless you are willing to do ALL of your fighting with hover on, I wouldn't suggested taking fly instead. You would, to take fly, either have to give up hasten, or CJ, and well, I personally wouldn't want to give up either. of the 2, hasten is the easiest to give up, but, that means that your Dark Regen is recharging more slowly. Dark Regen is your key to making DA the monster it is. You don't have defense debuff protection, and well, in those times that you do get nailed with defense debuffs, or those times when the RNG is not being friendly, it is nice for DR to recharge as fast as possible.Ok, as far as my play style goes, i would definately much prefer _Deth_'s model
Tho i have one lil problem im not happy with, it may seem small but i know how i am.
With super speed, on that build be speed only goes up to about 72mph, which is pretty far from the speed cap, and if im honest, after doing a 35 tf with my scrapper at the speed cap down from 92.5 to about 82 i thought it was annoyingly slow for a SSing hero.
So is there any way i could speed my self up a bit, or would it be better if i took something like fly instead if this is going to bug me so much???
Ps: the build looks awesome =)
Me, I like SJ, but thats just me.
Quote:In my opinion, Fault + Oppressive Gloom is pretty much the whole point behind Dark/Stone. Insane stun stacking and knockdowns everywhere mean you rarely even get attacked.
As far as fault+OG being the whole point of DA/SM, that is entirely subjective, almost like saying that fear stacking is the whole point behind combining DA and DM. I wanted a DA/SM because I dig the look of DA, and want to beat the hell out of things with big hammers. WM is a great set, but really, when I say big hammers, I mean BIG hammers.
Also, I do believe at the beginning of my initial post, I did state that DA+SM gave a tremendous amount of mitigation that essentially made it so that going for softcapped defense was not as big an issue. It brings it down to a personal preference. My DA/DM has the ability to fear ANYTHING and keep it feared indefinitely. I don't muck about with fear and just went for raw power. Then again, we have access to TWO builds. So, yeah, once you get one build kitted out, there is no reason not to switch over and kit out the other. -
Quote:Elec, with Energize and IOs, has the potential to be a friggin monster.And I still wouldn't think the arguement of Scrappers/Tankers got Elec/Elec, this is so unfair holds.
It really isn't that great of a set, even with Energize. Fun, but not the greatest.
Also, instead of sticking with Brutes, try some other ATs.
As fars as "try some other ATs" goes, I have, I like brutes. -
Quote:Like I said, if it were an SO build, yeah, I would feel the same way. But, if you are going to go for softcapped def, it just makes those other mitigation tools useless. Well, not completely useless, but very situational at best. Now, also take into account it is a very tight build, and well, somethings gotta go. I took them out of my DA/DM's build because, well, they just didn't really make much of a difference. I jump into a mob, go right for the boss, by the time he is dead, Death Shroud has all the minions pretty much dead, if not completely dead. On 54 boss farms, OG and CoF are pretty much useless anyway, unless you are lucky enough to have an ILL controller with you. I mean, yeah, I could stack ToF and CoF on one boss at a time, but man, too slow. As for AVs, ummm, yeah, not really an issue with them either. Can stand toe to toe with any AV all day long. When I16 goes live I will probably drop Dark Consumption and Soul Transfer for CP and PP. I only use Dark Consumption as an attack anyway, except in rare situations. Soul Transfer, as much as I love it, it's got what, a mag 30 disorient, I only use as a cheap sideshow trick when I pop Self Destruct.I guess we're just going to have to disagree on this, _Deth_. I wouldn't dream of building a DA tank without either Op Gloom or Cloak of Fear, especially with a secondary that complements the Stuns/Fears, like SM does.
IMO, it's like building a Stone tank and not taking Granite--sure, you could do it, but why would you want to?
And I was looking into a build for my stoner without Granite, but I still couldn't jump, so yeah. :P -
Quote:Ice Armor can be tweeked to handle the -rech, which mostly comes from chilling embrace. so just remove the -rech and add a different component into chilling embrace.
ice melee is alittle trickier. I'd LOVE to have an ice brute (id make a yeti theme). getting rid of the -rech and slow on ice ruins the reason why ice was made but the numbers aren't high enough for that to be the main reason. Ice is a pure mitigation set, thats why it's damage numbers aren't very high. Porting ice melee over to brutes wouldn't be easy because there are 2 main abilities that would need to be altered drastically.
First you have freezing touch, which is a hold and a main contributor of damage to the ice melee build. So it would be common to slot it for damage as it is pretty strong but the hold effect is counter productive to fury.
Ice Patch is the other problem. This ability right here is the bread and butter of ice melee. It keeps enemies from hitting you by making them fall on their rump. They aren't attacking you = no fury = bad for brutes.
Frozen Aura isn't a problem really, sure it has a sleep effect but it's easy to break. But alas, its still counter productive to fury.
The -rech numbers on Frozen Fists, Ice Sword and Greater Ice Sword aren't high enough for me to say that they would get in the way. Frozen Fist and Ice Sword only reduce recharge by 8% while greater ice sword is 16%. Not high enough to be noticeable honestly.
So from both sets the main problems are:
1. Chilling Embrace's -rech effect
2. Freezing Touch being both a main source of damage and a hold
3. Ice Patch being 100% counter productive to fury.
Dark Armor seems able to handle it's inability to generate fury quickly (I.E. cloak of fear and oppressive gloom) but because of both abilities we effectively have a set that has 2 redundant powers. Also, dark has a nitch in that it provides extremely good psionic resistance as well as also playing as a "Utility Set". I can safely say that Ice Armor would have very few problems generating fury, even if Chilling Embrace wasn't changed. Ice Melee on the other hand, would need some work. expecially if they were used in unison
the only thing detrimental to the generation of fury is the -recharge effect, which, when slotted for, is actually pretty intense, especially if you went ice/ice.
However, things making hit-checks on you is not your sole source of fury generation. Every time you hit a mob, you get more fury. So, slap brawl on auto(which is even more useful if they leave the end use out of it as it is on test), and then setup a buzzsaw chain to build fury. Once it's up, start going to work. Ice Patch will allow for that without having to worry about as much incoming damage. Now, if they ported over icicles, then the minions are probably all dead in your first group, your fury is up now, the boss is dead and you can start prancing from group to group, no issues. No worrying about end, and enough mitigation to laugh at pretty much everything. -
Findulias clued me in on this post, so I took a look at what I could come up with.
If you want to softcap def, S/L is easiest on a DA. Mine is softcapped, and well, it is a friggin' beast.
Now, as to whether or not you really need to go for the softcap on defense on a DA/SM tank is highly debatable. There is soooooo much mitigation between the two sets, you are pretty well covered if you don't.
Now, if you crave raw power, a build that just beckons to be run at maximum pace, with none of that disorienting and fearing business. Then you go the way I go, and put as much defense in as you can shoehorn. Softcapping S/L will cover you pretty well, most damage has an S/L component, so yeah, there ya go.
Your big issue with a DA/Stone is going to be endurance, you are going to be sucking down a lot of it. At least til you can IO.
I went over your build, and adjusted it to how I would go about it. Softcapped S/L defense, very efficient build. I took out FA, as FA is an end *****. It is a terrible power, unless you are only using it as a set bonus mule. Conserver power is single slotted, as you won't really need it.
There is a newer version of mid's, it's posted up somewhere. I don't remember exactly where, lookup Ston3y in the forum search.
As I said, my DA/DM is a beast, and I don't have any of the mitigation powers from DA or DM. With this build, you wouldn't really need to take fault, and I see you skipped it anyway. With tremor, it is going to have terrible damage, but better than nothing AoEwise.
I would say to consider taking Pyre mastery to fill the gap, but, that would tighten up your build even more than it is now. Death Shroud is good for taking out minions while you frogstomp the boss anyway, so yeah, not really a big deal.
anywho, here is the build I came up with. If you have any more questions, you may wanna ask Jebe_the_Pirate, I think his main is a DA/SM.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
DA Stone: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-EndRdx:40(3), RctvArm-ResDam:30(5), S'fstPrt-ResKB:30(11), S'fstPrt-ResDam/Def+:30(15)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(25), EndRdx-I:50(27)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:30(5), RctvArm-ResDam/EndRdx/Rchg:30(7), RctvArm-ResDam:40(7)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(21), P'ngS'Fest-Acc/Dmg:30(23), P'ngS'Fest-Dmg/Rchg:30(31)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-EndRdx/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11)
Level 8: Dark Regeneration -- Nictus-Acc/Heal:30(A), Nictus-Heal/HP/Regen/Rchg:50(15), Nictus-Acc/EndRdx/Heal/HP/Regen:30(17), Nictus-Acc/EndRdx/Rchg:30(17), Nictus-%Dam:30(19), Theft-+End%:30(34)
Level 10: Taunt -- Zinger-Acc/Rchg:50(A), Zinger-Taunt:50(27), Zinger-Taunt/Rchg:50(29), Zinger-Taunt/Rchg/Rng:50(29), Zinger-Taunt/Rng:50(34), Zinger-Dam%:50(48)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Super Speed -- Zephyr-ResKB:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(33), Numna-Heal/Rchg:30(33), RgnTis-Regen+:30(34)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31), P'Shift-EndMod/Rchg:50(31)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 24: Cloak of Darkness -- LkGmblr-Rchg+:50(A)
Level 26: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-%Dam:30(33), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Rchg:30(40), EndRdx-I:50(46), EndRdx-I:50(46)
Level 28: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(40)
Level 30: Hurl Boulder -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(42), Decim-Dmg/Rchg:40(42), Decim-Acc/EndRdx/Rchg:40(46), Decim-Acc/Dmg/Rchg:40(48)
Level 32: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 35: Tremor -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(37), Oblit-Acc/Rchg:50(37), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(43), Oblit-%Dam:50(45)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), P'ngS'Fest-Acc/Dmg:30(43), P'ngS'Fest-Dmg/Rchg:30(43)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-EndRdx/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(48)
Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- Mrcl-Rcvry+:40(A), Numna-Heal:50(50), Numna-Heal/EndRdx:50(50), P'Shift-End%:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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my bad, SS is a hold. either way, with OG Fault and Tremor, mobs aren't doing squat.
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powersurge and stamina are definitely skippable. To be honest, if you plan on heavily IOing, Hasten is easily skippable as well. CP is not a bad power to take if you skip stam, especially if it gets you to PP. PP makes stam completely unnecessary. Or, if you plan on softcapping S/L, you take FA, and you 2 slot it for the set bonus from Rectified Reticle, and never run the power.
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Quote:Once again, as was stated earlier in this thread, under the OLD fury mechanic, the slow interfered with fury generation.The slow interfering with fury generation argument is ridiculous. So my SS/Shield Brute who basically never lets his enemies stand up long enough to throw an attack must have fury problems? News to me.
Under the current mechanic it would not be an issue. -
Quote:I suggest you level up that DA/SM and IO the hell out of it.I'm Looking to build myself a nice blockish tank, I am planning on running a DA/SM tank for conceptual reasons plus the Res levels, but i was wondering out of all of the Tanks which primary gives the best survivability, as well as making it fun to play.
Now these 'best set' questions are normally hard to answer so im gona narrow it down a little.
I like fast paced gameplay, and that means quick attacks with brutal damage to make me feel super strong (My mains are scrappers if you can't tell =P)
Also for me to feel strong i need fast paced recovery and regen as well (and PP being added in i16 that shouldn't be too much of a problem)
I want to be able to get as close to both the defence and Res caps as possible, and i would preffer to be more in the middle that having to choose between the 2.
So what can you guys suggest???
Thanx =)
DA, when fully IO'd, is a monster. S/L defense softcap is easy to reach - mine is sitting at 46.25%. SM meshes with it very well. Plus, when fully IO'd, DA isn't that end heavy. Hell, if you could afford to, you could set up 2 builds, one for pure offense, and a tanktroller build. OG+SS = Drunken AVs. Fault+OG+Tremor=mobs that can't do squat. -
Yeah, I would try to keep build up on an Elec Melee tank as well. Elec Melee has some of the worst damage of all the brute melee sets, specifically vs. single targets, don't think it went up on tankers.
I personally don't like Resist Elements and Resist Energies, but as with all things, YMMV. I would only take em to make up for set bonuses. Kinetic Combats are expensive, but, I have noticed them dropping a lot more on reward rolls in AE. Especially the harder to come by ones. On my SM/WP brute, I have only bought a couple, most have dropped for me. May be luck, but I'm not that lucky, so...........
Either way, Inv/Elec should be a farming machine, if you decide to IO it out. I wouldn't worry about the costs, you will be able to make it up in spades. -
Fairly cheap is subjective. I consider HOs to be fairly cheap, some don't, and the OP falls into that category.
The reason I suggested waiting til 50 is that at that point, making influence becomes trivially easy. If he has not become comfortable with the auction market yet, there is every chance he will not have the kind of cash flow for even rudimentary IO slotting. On top of that, he is also more likely to take the time to become comfortable with it after hitting 50, because he won't be worried about hitting 50. -
ElA looks like it will be decent, but seriously, Claws will work well with just about anything. Is one of the big reasons I can't decide what to pair it with. The only secondaries I have put together that I haven't figured out how to softcap yet are /ElA and /WP. Can come close, @38% for both, but not quite hit it. Got the duration on energize down to about 33 seconds, so you have a steady heal, and you won't need stam at all. To be honest, I would put it about even, maybe a little better than FA or DA for a secondary now. So yeah, it will be solid, but it will require a bit more attention than say Invuln or WP. /SR and /EA also both look really sexy. /EA is really looking like it will be just mean when IO'd out.
And yeah, currently, claws/stone is a no go on test. -
Quote:I had a ton of end issues while leveling up my Inv/Fire as well. Don't worry about things like IO's and the other enhancements until you hit 50 and decide whether or not you really want to invest in that character. You might, you might not. I am looking at mine again, and as much as I love my DA/DM, which is almost fully slotted with IOs, I tried my Inv/Fire on test with the new APP power, and I really dig it. Essentially, before putting in the effort, make sure you are happy with it. If you hate it in SOs, you will really hate it by the time you get it fully slotted in IOs. If you love it in SOs, then IOs will only make it that much more sweet.I am also still sort of learning about the various enhancements. I see now that I am still having endurance issues. Any suggestions for builds would be very much appreciated. Keeping in mind I don't have resources from alt's to purchase crazy Enhancements or "Hami O's" which I have seen talked about so much on the forums.
But I do appreciate the comments so far and any further build suggestions or "fixes" would be great. If I16 offers a rebuild offer, I will fix my first build and play with the alternate build with more damage output or something.
Someone mentioned Mid's, and it is a very good idea to become familiar with it, even for plain SO slotting. -
If you hit them, you will get their attention. You are in stealth, not invisible.
If you take tough/weave and maneuvers, hitting or being damn close to the softcap on everything except NE and Psi is stupidly easy on a /EA brute. NE will take a bit more work, if you care to even bother with it.
Darkest Night is going to be far from necessary, but will be helpful.
If your SS/WP brute is tiresomely easy, you need to start finding harder things to do. -
think i have myself narrowed down to either /EA, which is looking kinda sexy now that I have looked at it again, /elec, which is a lot nicer to play now, and /WP, which, is just nuts now that I am looking at it again.
claws/EA build
Click this DataLink to open the build!
Claws/ElA build:
Click this DataLink to open the build!
Claws/WP
Click this DataLink to open the build! -
Quote:Only brutes I usually take taunt on are AoE light. One of the builds on my SM/WP comes to mind directly. If I have room for it I will take it for set bonuses, and almost never use it. Funny thing is, I am the same way with my tanks. Some I take taunt on, some I don't, and I never have issues holding aggro.No, I was saying Deth was a bad brute for NOT taking taunt on some alts This was after he replied to someone that claimed that not taking taunt lessens you as a brute. And then I immediately told a story about how I was questioned ingame for not taking taunt.
I specifically called Deth a bad brute because he said that no one had called him a bad brute or tank. Well, I just did. So much for his streak!
And you didn't hurt the streak, as I have never pugged with ya! ;D
as for which is better, I enjoy both. currently I am rockin the brutes, may go back to level my SD and future ElA tanks after I get me a claws brute up. Gotta mix things up a bit, and seeing how I get bored with everything but tanks and brutes quickly............. -
Quote:That is where you are mistaken, it is NOT a brutes job to protect the team. It is a brutes job to kill stuff, and gaining as much aggro as it can handle makes that job easier. Pulling aggro off a squishie is beneficial, but not part of the job description.Tanks job isnt to be the last man standing, its to protect the team by controlling agro so they dont become the last toon standing. Same with a brute. I dont wanna sit there foot stomping in power surge at full fury for 3 minutes after team has died. I wanna absorb that alpha, get full fury asap and start moving mob to mob. By controlling alpha I let doms and trollers do their thing. Same with a tanker, by controlling alpha I let trollers, fenders and blasters do their thing.
Im glad you dont take taunt or bother with agro control on your brutes. Veterans like you, and new players that dont bother... Just make me look good when I pug
Tankers are made to protect the team, and get better defenses to do just that. When I said a tank should always be the last man standing, I meant just that. A tank cannot protect anyone when he is dead. If everything goes south, the tank may or may not be able to save the situation, but he better live through it. And god forbid the tank goes down if someone rezes, or has just run back.
And where did I ever say that I don't take taunt on my brutes, some I do, some I don't. As far as looking good when pugging, I have yet to have anyone say I was a bad brute or a bad tank. -
Quote:Yes, I would. Your tier 9 power is supposed to be the gem of the set. In SM, you wait all that time to get a power that is essentially a piece of crap. Footstomp as a Tier 9 is perfect. When they switched the order, they should have upped the damage on Tremor. Dropping the damage on SS would be unnecessary, as it is inline with KO blow.If you don't like Tremor because it's a tier 9, you can always ask to get the Tanker power order back. Then Tremor will be a tier 8, and Seismic Smash will be a tier 9, and I'll be selling torches and pitchforks to the angry mob after you for taking away tier 7 Seismic Smash. Not to mention tier 5 Fault.
I mean for crying out loud here, you're essentially complaining about how they moved what you see as a less desirable power to the end of the selection order, and then using that buff to the set as a whole as an excuse to call for buffs to a particular power based on its advantageous position in the selection order. If they switched the order of Foot Stomp and Hand Clap, would you be complaining about SS's lackluster tier 9? -
Yeah, I was looking at /EA as well, still can't make up my bloody mind as to what to pair with claws.
My only problems with /SR are the lack of a self heal and a clicky Mez protection. /WP I already have. Already have an /ElA brute as well.
Now, on the plus side, /SR does have the bonus to movement speed and recharge.
Ugh.
Anyway, BillZ, seeing as I seemed to have misplaced my Claws/EA build, I took yours and adjusted it to more of my own style of play. I hate the godmode/crash powers. Also dropped Conserve power as Energy drain will serve well enough on it's own, cus it recharges in 17.6 seconds. Got rid of hasten, don't really need it, and the end crash is annoying. Put in Maneuvers and Assault for a boost to damage and to softcap all but NE def.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
ClawsEA : Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Villain Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/EndRdx:30(37), C'ngImp-Dmg/EndRdx/Rchg:30(43)
Level 1: Kinetic Shield -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Rchg+:50(5)
Level 2: Slash -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40)
Level 4: Dampening Field -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(13), Aegis-ResDam:50(13)
Level 6: Power Shield -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(7), LkGmblr-Def:50(7), LkGmblr-Rchg+:50(9)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(23), P'ngS'Fest-Dmg/Rchg:30(37), P'ngS'Fest-Acc/Dmg:30(39)
Level 10: Entropy Shield -- EndRdx-I:50(A)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Ksmt-ToHit+:30(21), Ksmt-Def/EndRdx:30(50)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(42)
Level 16: Energy Protection -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(17), S'fstPrt-ResKB:30(17)
Level 18: Focus -- Decim-Dmg/Rchg:40(A), Decim-Acc/EndRdx/Rchg:40(19), Decim-Acc/Dmg:40(19), Decim-Acc/Dmg/Rchg:40(23), Decim-Build%:40(25)
Level 20: Energy Cloak -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(21)
Level 22: Swift -- Run-I:50(A)
Level 24: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(25), Mrcl-Rcvry+:40(34), RgnTis-Regen+:30(34), Numna-Heal/EndRdx:50(40)
Level 26: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-EndMod/Acc:50(27), P'Shift-End%:50(48)
Level 28: Energy Drain -- Numna-EndRdx/Rchg:50(A), Numna-Heal/Rchg:40(29), Numna-Heal/EndRdx/Rchg:50(29), Numna-Heal:50(31), EnManip-EndMod:20(31), EnManip-EndMod/Rchg:20(31)
Level 30: Kick -- Empty(A)
Level 32: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(33), ImpArm-ResDam/EndRdx/Rchg:40(33), ImpArm-ResDam:40(33)
Level 35: Shockwave -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(36), Posi-Dam%:50(36), Posi-Acc/Dmg/EndRdx:50(43), FrcFbk-Rechg%:50(43)
Level 38: Eviscerate -- Oblit-%Dam:50(A), Oblit-Dmg:50(39), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(45)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(46)
Level 44: Spin -- Oblit-Dmg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-Acc/Rchg:50(45), Oblit-Dmg/Rchg:50(46), Oblit-Acc/Dmg/Rchg:50(46), Oblit-%Dam:50(50)
Level 47: Maneuvers -- HO:Cyto(A), HO:Cyto(48), HO:Cyto(48)
Level 49: Assault -- EndRdx-I:50(A), EndRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury -
Quote:*shrug* if that's the case then take em out. I honestly forgot about the psuedopet thing. Switch the performance shifters to efficacy adapters.Deth,
I'm pretty sure you're giving end to your enemies with the performance shifter proc in L. Field.
Also, the FF: chance for recharge in L.Rod doesn't work, it gives recharge to the pseudopet so it does nothing for you.
I put these things together in like 5-10 minutes, then monkey with 'em when I get around to it. Granted, I have put a bit more into this one trying to wring a bit more out of it. Sometimes, like all people, I forget about a quirk with a particular IO. -
Quote:To get similar survivability in a brute compared to a tank costs a pretty fair amount of infamy, more than most are willing to put into a toon. This is to get the toon up to where it can absorb the same kind of alpha a Tank can without breaking a sweat. Also, a good tank is the last man standing, the team just augments his survivability. A brute, on the otherhand, is going to go down like the titanic if he jumps into certain groups without the team to back him up.Hardly a square peg in a round hole. They both get taunt and taunt auras. So both tanks and brutes get tauntin in primary and secondary. They just hold agro for different reasons. One because he is a silly hero, the other because he wants to build fury and smash harder.
Although a smart brute would like to keep squishies alive in addition to keeping all that wonderful agro for fury building. Squishies give buffs, and debuffs. Meaning mobs go down faster.
So its not even close to a square peg in a round hole. More like a blue colored round peg versus a red colored one. Both fit in the hole. The red one just lookes better doin it.
Brutes put out a TON more damage than tanks do. No amount of influence will change that.
Just saying because brutes are "tanks" because they can take an alpha and have taunt is like slapping a spoiler on a stock Mustang and calling it a race car. -
yeah, this has been stated, was just reinforcing the point that Brutes are not Tankers. He was asking if /Stone was stronger than some of the "weaker" Tanker sets.
What I have been trying to do is point out that he is trying to fit a square peg into a round hole. -
Well, as to the original post, there are tons of /stone brutes out there.
They want a brute that plays like a tank. No other real reason for rolling a /stone brute. Your damage is gimped, you are slow as a snail, and you have no vertical movement.
With enough influence, you can overcome the movement speed and the recharge. You can get back up to base damage as well. You still can't jump.
So, yeah, you can put out decent damage, but nothing like a brute with any other secondary.
Now, without granite, you can still be relatively solid, your damage is no longer gimped, but, you are still slow, and you still can't jump. -
Quote:Brutes aren't tanks. Granite brutes give me a sad face, as granite is so SLOOOOOOOOOOOOW.Just one more question for you guys. What kind of defense / resistance can a Stone Armor Brute get up to? Again, I don't have too much money for expensive IO's, which is why I was thinking about going tank to start. I know the Stone Armor tank can get pretty maxed out to all but Psi with just SO's, what would the brute with the same slots have?
Could a stone armor brute actually get more defense/resistances than some of the weaker tanker armors?
Thanks in advance.
It can, but you are still thinking of brutes as tanks. They aren't tanks.