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Posts
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Yeah, I looked at EA as well, not really sure how I want to go, but I am leaning more towards SR if I am going to take a defense set. Gonna look at all the builds I have put together and see what jumps out at me.
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Quote:I generally don't try to read builds in the forums, and load them locally in Mid's. My brain just doesn't work that way.Wooooh! deth you might want to use another color, I cant read that at all...
But, for the ease of others, and I think i tweaked it a bit since I posted it, here it is again.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
chromatic deth: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13), KntkC'bat-Dmg/EndRdx:35(25), P'ngS'Fest-Acc/Dmg:30(29), P'ngS'Fest-Dmg/Rchg:30(31)
Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(7)
Level 2: Lightning Field -- P'Shift-EndMod/Acc:50(A), P'Shift-End%:50(23), P'Shift-EndMod:50(34)
Level 4: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7)
Level 6: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Cyto(15), HO:Cyto(19)
Level 8: Thunder Strike -- Oblit-%Dam:50(A), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(9), Oblit-Acc/Rchg:50(15), Oblit-Acc/Dmg/EndRdx/Rchg:50(19), FrcFbk-Rechg%:50(23)
Level 10: Static Shield -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(11), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/EndRdx/Rchg:40(17)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(17)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(46)
Level 20: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(45)
Level 22: Assault -- EndRdx-I:50(A)
Level 24: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(34), KntkC'bat-Dmg/EndRdx:35(37), P'ngS'Fest-Acc/Dmg:30(37), P'ngS'Fest-Dmg/Rchg:30(46)
Level 26: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 28: Energize -- Numna-Regen/Rcvry+:50(A), Numna-Heal/Rchg:50(29), Numna-Heal/EndRdx/Rchg:50(31), Numna-Heal:50(36), Mrcl-Heal/Rchg:40(46), Mrcl-Rcvry+:40(50)
Level 30: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(45)
Level 32: Lightning Rod -- Oblit-%Dam:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), FrcFbk-Rechg%:50(37)
Level 35: Power Sink -- Efficacy-EndMod/Acc:50(A), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-EndMod:50(39), Efficacy-EndMod/EndRdx:50(43), Efficacy-EndMod/Rchg:50(50)
Level 38: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(39), Mocking-Taunt/Rchg/Rng:50(40), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(48), Mocking-Rchg:50(48)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-Immob/Rng:50(42), Enf'dOp-Acc/Immob/Rchg:50(43), Enf'dOp-Acc/Immob:50(43)
Level 44: Lightning Reflexes -- Run-I:50(A)
Level 47: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(48)
Level 49: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
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Level 1: Brawl -- Mako-Dam%:35(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1415;707;1414;HEX;| |78DAA593C953135110C6DF24130364234048D84212F625811CAC7239582AA052A40| |A8CA8A59631159E642424A9C950A5372FDE5001B7837A72F74FD07F4D88AFFB7B41| |EE4E55BEDF9BF7BA7B7AFACBE41E2FF885787A4118BECB9562A351B864EF38D2932| |B6E5AA560A96CD7B68B8E554A6C48A7EC15420CF27121272B5266162BB2E4D856A9| |58C1863E5C900F65B5F1EFB870D1DEAED9E16BD5B2B465D5C9B416A1D55AAD92599| |1C50D6937CA56DDDFBAAF5BD5CD0EBEC9D7A5DC08F072C9DA2C3BEA20B258B74A19| |DDC64E21576C38D27E1253BD4DA9DF91685D4D8F58554809FF7520CF88AD3106AF2| |A0C89F832E31325189CE51629B59810AE3830CC3895647CA630C4B98CB72E21B2A2| |F71D2379C0F8A28EDCBA901B854C5430E3270B85D52C3DBA902762506AF0B4BA33D| |DA28B89E77811E2F10A3785B41DF243DA8E18C13F8CAE26FA78C6F8AAE2DB7503ED| |68A0630440039D68A05735E0439CF0A181A8DA0A607422302968EB9BD210A28C50D| |4A05175C61829151CD62F109EE1E059200D1C2AED463577378CE8C1E87BE0C72CFC| |E8528522BA91489253698051ED6114A931E42491338A42A3F0300D0F0D55A84F3FB| |00F59FD88EB47721CC93F940EE8B90EDCE4371FCC33E2371823EB8CF4151E547699| |E156D587F45C87E0E838063A8181CE62D864EAB0AE3E0CD712F02901F312302F09D| |746E1DA4FEECCE0ACD41E6F8DBC045E30C67719D3FB8CEC73864B258CE9398D9511| |6731261E015B8CB90AB0CD78A09A9AD459937BFCAA53FBC001F08A31FD1A78C3F8A| |EE267B44D3369B689FACDA09091F9E022BBE7DE334C35AC79FDB799C79F2BDB8349| |9BC79FA7105BFCD62B27B79AEA12ABA6FE18D58EC13B4BE6F1F7F95FD72F7FAB4EF| |B5A875AE5958875925B747B9BE40EC95DDABB47729FA440D2FCED6F751A3A430D9D| |253947729E649782BC3E253E123F498024481222E924E926E925E927F948D2FC0BE| |75FF752| |-------------------------------------------------------------------|
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Quote:actually, you don't, if you set it up right, you can get a lot of defense out of a build with burn and electrifying fences. See, with an immobilization power, you can 6 slot enfeebled operations into it and get about @4% more defense. That is nothing to sneeze at.Well, the reason I went for Soul Mastery was because I heard Gloom was a simply amazing attack. That combined with Darkest Night's extra mitigation to a defensively weak set like Fiery Aura and Dark Obliteration's AoE to an AoE-weak set like Dark Melee made it seem like the obvious choice. Of course, for greater AoE damage using Burn, Mu does seem like the better choice. I guess I need to decide between defense or offense...
This is how I would go about it.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(19), P'ngS'Fest-Acc/Dmg:30(19), P'ngS'Fest-Dmg/Rchg:30(21)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5), S'fstPrt-ResDam/Def+:30(29)
Level 2: Shadow Maul -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(7), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(46)
Level 4: Healing Flames -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(5), Numna-Heal/Rchg:50(7), Numna-Heal/EndRdx/Rchg:50(11), Mrcl-Heal:40(11), Mrcl-Heal/Rchg:40(43)
Level 6: Swift -- Run-I:50(A)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(13), P'ngS'Fest-Acc/Dmg:30(42), P'ngS'Fest-Dmg/Rchg:30(42)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(42)
Level 14: Super Jump -- Zephyr-ResKB:50(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(36)
Level 18: Health -- RgnTis-Regen+:30(A)
Level 20: Stamina -- P'Shift-End%:50(A)
Level 22: Dark Consumption -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(23), Efficacy-EndMod/Acc/Rchg:50(23), Efficacy-Acc/Rchg:50(29), Efficacy-EndMod/Acc:50(40), Efficacy-EndMod/EndRdx:50(40)
Level 24: Blazing Aura -- Sciroc-Acc/Dmg/EndRdx:30(A), M'Strk-Acc/Dmg/EndRdx:30(25), Erad-Acc/Dmg/EndRdx/Rchg:30(25)
Level 26: Soul Drain -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(27), HO:Membr(27)
Level 28: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37), Oblit-%Dam:50(50)
Level 30: Consume -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(31), Efficacy-EndMod/Rchg:50(31), Efficacy-Acc/Rchg:50(34), Efficacy-EndMod/EndRdx:50(37), Efficacy-EndMod/Acc/Rchg:50(40)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/Rchg:30(34)
Level 35: Boxing -- Empty(A)
Level 38: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(39)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Immob/Rng:50(45), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(46)
Level 47: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
Level 49: Temperature Protection -- S'fstPrt-ResKB:30(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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yeah, I hadn't even thought of the redraw issue, not that I was planning on taking a patron pool anyway.
Right now, I am considering dropping tactics for spin. That or SW. That or I'm gonna go Inv. Or ElA, was playin my elec/elec on test today, that dark elec looks sick. -
you should put in a data chunk, or a link for the build.
Not sure if you have actually tested the changes or not, but seriously, Energize is a better heal than Aid Self, and the recharge can be cut to @ 25 seconds in an IO'd build. If you stack health and energize you can get solid regen numbers as well. You don't NEED stamina. I would use Efficacy Adapters instead of Performance Shifters in Power Sink. -
Quote:Yeah, i just spent some time on my Elec/Elec on test. No fitness, have cj+weave and maneuvers, @9.6% def. All SOs except for the KB resist Steadfast.The buff to Elec Armor should also help that set do well when defense is factored in - even on my live Stone/Elec Brute, I can tell the difference between 0% and 15% melee defense.
Did a couple missions with mobs set to my level(I would set to +2, but I'm a brute, not a tank), set for bosses to spawn when solo, and set to be recognized as 8 man team.
DE are lots of fun, especially when they pile 6 bosses in the spawn. It was doable, but had to pop inspirations here and there. If there were only one or two bosses, no problem. Pop energize(keep in mind, I was running all my shields, the damage aura, tough, weave, cj, maneuvers, tactics, and assault, and burn more end than I recover), LR into the spawn then pop Power Sink. Run through your attacks and pop Power Sink every time it is up, the mobs were all drained of end, and were limited in their attacks, both in how often and what attacks they used. Energize recharged fast enough to work as a solid heal, and I generally hit it every time it was up. Without fitness, I relied on the end reduction in energize. 3 Heal SOs and it healed for 712. Didn't quite have enough recharge from hasten and lightning reflexes to keep it perma. On a tank, with health and Physical Perfection, your regen should be pretty solid with energize on perma, and there should be zero end issues, even without stam.
This is less than 10% def thrown in, on a brute in SOs. Now, as I said, this is set for 8 man group, even level. A tank should have zero issues living through this. Didn't try it on +2's, but honestly, I don't see it being an issue for a tank. ElA/SS, with FS's knockdown, should be fine in an 8 man spawn situation. If you build with health, Physical Perfection, cj/tough/weave/maneuvers, you should be able to survive the alpha and keep going afterwards easily. With SOs. Hasten and 3 recharges in Energize keep it recharging quick. Jump in, FS and PS. Mobs are on their tail, and PS has em drained. Lightning Field keeps them drained. -
Fair enough, I haven't got far enough into claws yet to know which of those I would pass on, I do like Spin a lot though. I generally don't have too hard a time keeping things positioned, between CC from mace and Shadow Maul I have a lot of practice, but, I will admit that Spin is probably a better choice than both cones.
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This is what I am looking at for my Claws/SR.
Skipped Spin as Evisc and SW both have a pretty wide arc. Skipped taunt cus, well, I'm not rolling a tank.
I built in as much recharge as I could squeeze in without Hasten.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
claws sr: Level 50 Science Brute
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Fitness
Villain Profile:
Level 1: Strike -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(3), C'ngImp-Dmg/EndRdx/Rchg:35(21), C'ngImp-Dmg/Rchg:35(21), C'ngImp-Acc/Dmg/Rchg:40(34), T'Death-Dam%:40(34)
Level 1: Focused Fighting -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(7), LkGmblr-Def/EndRdx:50(48)
Level 2: Slash -- C'ngImp-Dmg/EndRdx:35(A), C'ngImp-Dmg/Rchg:40(3), C'ngImp-Acc/Dmg/Rchg:40(5), C'ngImp-Acc/Dmg/EndRdx:40(5), C'ngImp-Dmg/EndRdx/Rchg:35(13), T'Death-Dam%:35(33)
Level 4: Agile -- LkGmblr-Rchg+:30(A), LkGmblr-Def/EndRdx:50(48)
Level 6: Focused Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(11)
Level 8: Follow Up -- C'ngImp-Dmg/EndRdx/Rchg:35(A), C'ngImp-Acc/Dmg/EndRdx:35(9), C'ngImp-Acc/Dmg:35(9), C'ngImp-Dmg/EndRdx:35(15), C'ngImp-Dmg/Rchg:40(15), T'Death-Dam%:40(34)
Level 10: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(11), Zephyr-ResKB:50(17), GftotA-Def:40(27), GftotA-Def/EndRdx:40(36)
Level 12: Assault -- EndRdx-I:50(A), EndRdx-I:50(13)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(36)
Level 16: Dodge -- GftotA-Def:30(A), GftotA-Def/EndRdx:40(17), GftotA-Def/EndRdx/Rchg:40(43), GftotA-Run+:30(46)
Level 18: Focus -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(19), Decim-Dmg/Rchg:40(19), Decim-Acc/EndRdx/Rchg:40(23), Decim-Acc/Dmg/Rchg:40(23), ExStrk-Dam%:20(29)
Level 20: Kick -- Acc-I:50(A)
Level 22: Swift -- Run-I:50(A)
Level 24: Health -- RgnTis-Regen+:30(A), Numna-Heal:40(25), Numna-Heal/EndRdx:50(25), Numna-Regen/Rcvry+:50(27), Mrcl-Rcvry+:40(40), Numna-Heal/Rchg:50(48)
Level 26: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(29), P'Shift-EndMod/Acc:50(33), P'Shift-EndMod/Rchg:50(39), P'Shift-EndMod/Acc/Rchg:50(39), P'Shift-Acc/Rchg:50(45)
Level 28: Lucky -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36)
Level 30: Eviscerate -- Oblit-Acc/Dmg/EndRdx/Rchg:30(A), Oblit-Dmg:30(31), Oblit-%Dam:30(31), Oblit-Acc/Rchg:30(37), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(40)
Level 32: Shockwave -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(33), Posi-Acc/Dmg:50(37), Posi-Dmg/Rng:50(39), Posi-Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(43)
Level 35: Quickness -- Run-I:50(A)
Level 38: Practiced Brawler -- EndRdx-I:50(A)
Level 41: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(46)
Level 44: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(46)
Level 47: Evasion -- LkGmblr-Rchg+:40(A)
Level 49: Weave -- HO:Cyto(A), HO:Cyto(50)
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Level 1: Brawl -- Hectmb-Dam%:50(A), Mako-Dam%:50(7), KntkC'bat-Knock%:35(45), T'Death-Dam%:40(45), P'ngS'Fest-Stun%:30(50), HO:Nucle(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury -
CoF and OG are easily skippable. After you hit 50, and start getting cash loaded up, and start thinking about IOs, combat jumping and cloak of darkness will make your life a lot easier.
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This is what I am gonna go with, there are a few other ways of going about this, and I may try out one that I put together when I was building an Elec/Elec Tanker.
If you have the cash, grab the pvp 3% def IO as well.
*Edit: Reworked my build, made it a bit closer to my tanker build. Damage should not be an issue. Oh, and yeah, with those recharge IOs in Thunderstruck and Lighning Rod, you won't quite get the recharge listed in Mid's, but it should be close. Have one of those in Tremor on my SM/WP, and with just that and the recharge in Hasten, Hasten is only down for a little bit, with the LoTGs, it will be perma.
and ignore the levels, this is not a build for Malefactoring down. I will eventually rework it with that in mind.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
chromatic deth: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13), KntkC'bat-Dmg/EndRdx:35(25), P'ngS'Fest-Acc/Dmg:30(29), P'ngS'Fest-Dmg/Rchg:30(31)
Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(7)
Level 2: Lightning Field -- P'Shift-EndMod/Acc:50(A), P'Shift-End%:50(23), P'Shift-EndMod:50(34)
Level 4: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7)
Level 6: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Cyto(15), HO:Cyto(19)
Level 8: Thunder Strike -- Oblit-%Dam:50(A), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(9), Oblit-Acc/Rchg:50(15), Oblit-Acc/Dmg/EndRdx/Rchg:50(19), FrcFbk-Rechg%:50(23)
Level 10: Static Shield -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(11), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/EndRdx/Rchg:40(17)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(17)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(46)
Level 20: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(45)
Level 22: Assault -- EndRdx-I:50(A)
Level 24: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(34), KntkC'bat-Dmg/EndRdx:35(37), P'ngS'Fest-Acc/Dmg:30(37), P'ngS'Fest-Dmg/Rchg:30(46)
Level 26: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 28: Energize -- Numna-Regen/Rcvry+:50(A), Numna-Heal/Rchg:50(29), Numna-Heal/EndRdx/Rchg:50(31), Numna-Heal:50(36), Mrcl-Heal/Rchg:40(46), Mrcl-Rcvry+:40(50)
Level 30: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(45)
Level 32: Lightning Rod -- Oblit-%Dam:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), FrcFbk-Rechg%:50(37)
Level 35: Power Sink -- Efficacy-EndMod/Acc:50(A), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-EndMod:50(39), Efficacy-EndMod/EndRdx:50(43), Efficacy-EndMod/Rchg:50(50)
Level 38: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(39), Mocking-Taunt/Rchg/Rng:50(40), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(48), Mocking-Rchg:50(48)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-Immob/Rng:50(42), Enf'dOp-Acc/Immob/Rchg:50(43), Enf'dOp-Acc/Immob:50(43)
Level 44: Lightning Reflexes -- Run-I:50(A)
Level 47: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(48)
Level 49: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
------------
Level 1: Brawl -- Mako-Dam%:35(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury -
one thing no one has brought up about ElA, and that is the fact that ElA, when slotted right, will drop the end of an 8 man spawn to ZERO fast. And keep it there.
That is one of the reasons I loved my brute so much. I had a straight up sapper build. You drop into the spawn, immediately hit Power Sink, boom, the incoming damage slows to a crawl. Lightning Field, if you slot for end mod instead of damage, will keep that end down. I used to solo a lot on invincible, and used to tank on it as well. I took a break from the game, and when I came back went to playing him knee-jerk invuln style, and got hammered. This was a toon I ran fine for a long time without stam, now I needed stam. What it took me awhile to realize, I have to play elec like elec, not like Inv. Kinda like I have to play DA like DA, not like Inv. People tell me DA is squishy, I tell em to go pound sand. And yes, building up softcapped def is a bit of a task, but not all that expensive if you take the time. It is only moderately harder than softcapping S/L on a DA(my DA is sitting at just over 46%). -
yep, i feel the same way as coldmed.
I like the sets that are harder to play, because they are harder to play.
I had an elec/elec brute from the time they hit live, and tested them when they were still on test. They can be a lot of fun, but they can be squishy as can be. If you slot for end drain, they are pretty solid against most opponents, if for no other reason than they dont have the end to attack you as much. I haven't tried the tank version yet, but I know what to expect.
Anywho, here is my more budget oriented build for an elec/elec. No stam, I ran my brute with energize and PS and it was fine, it especially shouldn't be needed with PP. PS+Energize will have you covered well, I threw in CP for those just in case moments. If you switch one of the steadfasts in grounded to GA 3% you will be just under S/L softcap.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electric Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(46)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), P'ngS'Fest-Acc/Dmg:30(42), P'ngS'Fest-Dmg/Rchg:30(43)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(19)
Level 4: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(11), P'ngS'Fest-Acc/Dmg:30(11), P'ngS'Fest-Dmg/Rchg:30(37)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(15)
Level 8: Grounded -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 12: Energize -- Numna-Heal/Rchg:50(A), Numna-Heal:50(13), Numna-Heal/EndRdx:50(13), Numna-Heal/EndRdx/Rchg:50(42), RechRdx-I:40(45)
Level 14: Super Jump -- HO:Micro(A)
Level 16: Thunder Strike -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Oblit-Dmg:50(17), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(45)
Level 18: Lightning Reflexes -- Run-I:50(A)
Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(21)
Level 22: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(23)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(42), Mocking-Rchg:50(43)
Level 26: Power Sink -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod:50(27), Efficacy-EndMod/Rchg:50(27), Efficacy-Acc/Rchg:50(34), Efficacy-EndMod/Acc:50(34), Efficacy-EndMod/EndRdx:50(34)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(45), P'ngS'Fest-Acc/Dmg:30(46), P'ngS'Fest-Dmg/Rchg:30(46)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 35: Lightning Field -- EndRdx-I:50(A), Dmg-I:30(36), Dmg-I:30(37), Dmg-I:30(37)
Level 38: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Weave -- LkGmblr-Rchg+:50(A)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(48), RgnTis-Regen+:30(48), Numna-Heal/Rchg:50(48), Mrcl-Rcvry+:40(50), Numna-Regen/Rcvry+:50(50)
Level 49: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
Quote:Well, unfortunately, that is the way it is going to be till you get a little more solid. Fast attacks will build fury for you well, and elec melee is not a particularly fast set. When you get a little higher, and can take a bit more punishment, it will be a lot easier. One thing that is REALLY nice about elec/elec, if you have aid self, or carry some greens, your downtime is minimal, so you can keep that fury bar loaded. If they keep it how it is on test, brawl will no longer cost end when issue 16 goes live.One other thing I noticed is unless I'm running Brawl on auto my fury generation is pitiful, usually less than 25% of the full bar, but with brawl all of a sudden I can get 50%+ pretty easily. I don't see how that one attack makes that much of a difference.
The thing is though I don't like running Brawl on auto fire because the end cost does add up especially on top of everything else and it's really bad in the lower levels, plus it's really annoying when I'm trying to line up like a Jacobs Ladder or something, but my guy stops while I'm trying to position myself to use brawl...
If you want to build def on an elec/elec, you need tough+weave, cj, and about 5 kinetic combat sets(4 of the 5 for the s/l def). Look to cap S/L defense, is easier to cap than positional.
This is the build I have set up for mine, if I ever take the time to IO him
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
chromatic deth: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13), KntkC'bat-Dmg/EndRdx:35(25), P'ngS'Fest-Acc/Dmg:30(29), P'ngS'Fest-Dmg/Rchg:30(31)
Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(7), S'fstPrt-ResDam/Def+:30(15)
Level 2: Lightning Field -- EndRdx-I:50(A)
Level 4: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 8: Thunder Strike -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/Rchg:50(9), Oblit-Dmg:50(9), Oblit-Acc/Rchg:50(15), Oblit-Acc/Dmg/EndRdx/Rchg:50(23), Oblit-Dmg/Rchg:50(46)
Level 10: Static Shield -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(11), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/EndRdx/Rchg:40(17)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Grounded -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam:40(23), RctvArm-ResDam/EndRdx/Rchg:40(34)
Level 18: Swift -- Run-I:50(A)
Level 20: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(21), RgnTis-Regen+:30(21)
Level 22: Stamina -- EndMod-I:50(A)
Level 24: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(34), KntkC'bat-Dmg/EndRdx:35(37), P'ngS'Fest-Acc/Dmg:30(37), P'ngS'Fest-Dmg/Rchg:30(50)
Level 26: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 28: Energize -- Numna-EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(29), Numna-Heal/EndRdx/Rchg:50(31), Numna-Heal:50(36), Mrcl-Heal/Rchg:40(46), Mrcl-Heal/EndRdx/Rchg:40(50)
Level 30: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(45)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(37)
Level 35: Power Sink -- Efficacy-EndMod/Acc:50(A), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-EndMod:50(39), Efficacy-EndMod/EndRdx:50(43), Efficacy-EndMod/Rchg:50(50)
Level 38: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(39), Mocking-Taunt/Rchg/Rng:50(40), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(48), Mocking-Rchg:50(48)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-Immob/Rng:50(42), Enf'dOp-Acc/Immob/Rchg:50(43), Enf'dOp-Acc/Immob:50(43)
Level 44: Lightning Reflexes -- Run-I:50(A)
Level 47: Build Up -- HO:Membr(A), HO:Membr(48)
Level 49: Weave -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury -
/SR is on my short list for what to pair with Claws. I monkeyed with a build in the new Mid's, and it looks pretty solid.
That is pretty much my big dilemma, I tried claws out on test, can't wait for it to go live now. I just can't make up my mind between /WP, /Inv and /SR. All of them would be good choices. -
Quote:Brutes are brutes, not tanks. Doesn't matter what the set. Back in the day, I used to run with people that played Villains like they are supposed to be played. None of this wait for the tank to run in and grab aggro crap. The whole group runs in and lays waste.EDIT: Oh, and those teams that expect you to tank on an electric brute? They're dumb. Stone, Invuln, Willpower - those brutes are for tanking. Elec is there to dish out damage.
Unfortunately, too many people try to play villains like heroes. I had the opposite problem, I played heroes like they were villains, then CoV came out. Brutes really do better in a team, especially if that team plays with the reckless abandon they should being villains. Seriously, i was on my Dom earlier and was usually the first one into the next group, not because I am hasty, but because we were sitting on our thumbs waiting on the brute if someone didn't jump in first.
Right now, elec/elec is kinda painful. I have one, it is 50, it is kinda fun, but i gotta keep a tray full of greens. I tried Energize on test, and it will definitely make things nicer. Also, as was said before, get defense bonuses from IOs when you can. Will make life easier. -
Quote:It doesn't work that way unfortunately, as I would have perma-hasten and then some on my SM/WP brute if it were the case. That proc can go off a lot doing AoEs. Having it on 2 AoE powers, it would be crazy.Don't want to thread-jack here but seems my question sorta links into perma dom.
I'm assuming Earth Assault's Tremor and Fissure both do knockdown. Therefore you can slot them with the Force Feedback: Chance for +Recharge. I have this in my Fire/Kin's Fissure and it works wonderfully, however, if I put it in Tremor and Fissure in an Earth dom and they both fire, would they stack?
And if that IO reliably Procs off every-other time it goes off (it has been for me) how much recharge would you need then? (Assume for every 2 Fissures / 2 Tremors or a cycle of Tremor->Fissure it goes off.) If it doesn't stack it would just reset the timer yes?
Boy do I want Fire/Earth right now!
Quote:Originally Posted by ParagonWiki
Effects
This proc gives a 10% chance for a 100% recharge boost to all powers lasting 5 seconds every time the power is activated.
The chance triggers everytime a mob is affected so it is best used in AOE knockback/knockdown powers
When active it shows a blue-colored buff icon similar to Dark Miasma Howling Twilight:
It is not unique but has suppression on itself and can not stack.
Suppression
In its original incarnation, this proc would trigger extremely frequently and was basically a constant recharge buff on the character, provided that he had slotted it in a fast-recharging, Area of Effect power, like Footstomp. Since then, the power has been altered, adding suppression (red bits of the image below), requiring careful timing to get the most use out of it. Too-frequent use gets it to suppress too much, leaving very small windows of the buff being in effect
http://wiki.cohtitan.com/wiki/Force_...or_%2BRecharge
Even though it suppresses, it does boost recharge a fair bit, hard to be exact on how much tho. -
Giving Doms another shot, put together a reasonably priced(no purples) build. Just wondering how it stacks up, if there are any glaring holes, or if it is just awful. I went with keeping Domination up perma, the recharge with this build is 80s, which should allow for the 9 seconds hasten is down. This is the first Dom I have ever got past 20, so, be gentle.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Microdot Mayhem: Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Icy Assault
Power Pool: Leadership
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Acc/EndRdx/Rchg(15), Decim-Dmg/Rchg(37), Decim-Acc/Dmg/Rchg(46)
Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(37)
Level 2: Dominate -- HO:Endo(A), HO:Endo(3), HO:Endo(7)
Level 4: Ice Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(46)
Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(37)
Level 8: Hover -- LkGmblr-Rchg+(A), HO:Micro(9), HO:Micro(9), LkGmblr-Def(13)
Level 10: Mass Hypnosis -- HO:Endo(A), HO:Endo(11), HO:Endo(11)
Level 12: Confuse -- C'phny-Dam%(A), C'phny-Acc/Conf/Rchg(13), C'phny-Acc/Rchg(50)
Level 14: Fly -- HO:Micro(A)
Level 16: Swift -- Flight-I(A), Flight-I(17), Flight-I(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19), RgnTis-Regen+(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)
Level 22: Total Domination -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25), HO:Perox(25), HO:Endo(50)
Level 24: Power Boost -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 26: Terrify -- HO:Endo(A), HO:Perox(27), HO:Perox(27)
Level 28: Chilling Embrace -- ImpSwft-Dam%(A), TmpRdns-Acc/Slow(29), TmpRdns-Acc/EndRdx(29)
Level 30: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dam%(31), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(40), Posi-Dmg/Rng(43)
Level 32: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(34), Thundr-Dmg/Rchg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Thundr-Dmg/Rchg(40)
Level 41: Mass Confusion -- Mlais-Dam%(A), Mlais-Acc/Conf/Rchg(42), Mlais-Acc/Rchg(42), Mlais-EndRdx/Conf(42), Mlais-Acc/EndRdx(43)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-EndRdx(45), RedFtn-Def/EndRdx(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-Def/Rchg(48)
Level 47: Personal Force Field -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination -
Quote:I can see both sets being excellent. Inv/Elec for pure survivability, and SD/Elec for incredible damage output and excellent survivability.Thanks for the reply guys. I think Inv wins this round. I was leaning more that way anyhow. The tank is already at lvl 15, and is a Inv/EM...and then I realized that I now hate EM. But it's cool, I've deleted a 43 before. lol. Thanks again for the replies.
2 teleport attacks are nice, if you are used to teleport. A couple keybinds and the rest of the group should never get ahead of you. You teleport from group to group and have aggro locked in by default. -
i think he means just putting in the single PS with the +end proc.
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Yeah, it definitely helps, but isn't a cure all.
I didn't monkey around with my build much on test, just took the old SO one and reslotted energize. I had CP on it already as it was an old no fitness build. -
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Quote:I don't tank on my SM/WP brute, but people think I do. Now, do i hop in and take the alpha, sure I do. Do I hold most if not all the aggro on me, yessir, helps keep my fury high without me micromanaging my attack chain. Now, do I play meatshield, no, I do not. If your ******* pulls a stray mob and can't handle it, or doesnt have the sense to head towards the big guy in the middle trying to get everythings attention, you're S.O.L.Brutes play like brutes. You can tank if you want or dont tank if you want. Seen them be effective both ways. hell Ive seen blasters tank it just depends on if you want your build to do that or not. Come to think of it its odd to see a non /stone brute even tank. I play mine like a frog on crack hopping from one spawn to another keeping the fury bar as high as it will go, but as I made a DB/Wp brute i dont do the worlds best tanking. Think next brute Im gonna make will be DB less, dont get me wrong, its a fun set but with most of the game resisting its damage type and being addicted to Strike vitals and sweep It plays less like a SMASH! set than any others Ive played.
On a side note i have tanked for TFs and the like when there wasent a /stone or a tankermind about. Its remarkable just how many people expect a brute to be a tank build, actually I find this the case more than people assuming corruptors are healers.
Oddly the real jack of trades Villain side is the masterminds. They can get a skill set that makes them tankers or they can get a healing set and be healers. What other class can do that? 0_o
As for MM's, so few people know how to do either well with a mastermind -
Quote:A throwaway power is a throwaway power. Doesn't really matter what the rest of the set is, when that throwaway power is a tier 9 power, even more the problem. Tremor is garbage for damage, and decent for control. Footstomp, which has a faster activation time and slightly slower recharge does a ton more damage and has the same control. Whirling hands, well, its activation is longish, not sure exactly how well it compares to Footstomp and Tremor, and I don't feel like looking. It has a reasonable recharge time, a smaller radius than Footstomp and Tremor, and similar crappy damage to tremor.I have to disagree with you there, I think it's more important to see what a set overall has vs. another set.
Now that's not to say that I don't think a T9 shouldn't be suitably impressive, but I don't think you can just compare powers from different sets in a vacuum. The sets themselves need to be balanced vs. each other in what they provide.
Also, as I said previously, I'm not drawing any conclusions on SM vs. SS.
In your opinion, how do the two sets stack up against each other?
For comparison, SS has some excellent single target damage, about on par with Stone. Stone may hit a little bit harder. TF, which is supposed to be as much a mitigation tool as a damage tool is really more of a damage tool now. ET, while doing excellent damage, has a stupidly long animation time, and the damage is somewhat anemic when you take into account that animation time and it's health drain effect. What makes ET even more or a let down is that half the time if you are teamed, the mob is dead before ET's animation finishes, and you are still drained of the health. Anymore I only use it on bosses/AVs. So, you have 3 sets with lots of ST damage. The big difference between the 3, the AoEs. all 3 have an AoE crowd control attack, the only one that is considered mandatory for the set is Fault. Most people don't take handclap or stun, almost everyone takes fault. Don't get me wrong, Fault is awesome for mitigation, as are handclap and stun, but, fault keeps em all in one place instead of flinging them across the room/turning them into wandering drunken morons. Now, in the cases of EM and SM, the damage AoE power will build on the non damage AoE, with disorient stacking on disorient, and chaining knockdowns. Footstomp doesn't build on it's cc power. at least not the same way. if you really need the mitigation you Footstomp, then handclap, knock em on their tails, then knock them out of range. as oppose to repeatedly keeping them on their tails, or keeping them drunk and wandering longer. But, how many people actually take stun or hand clap? not many. so, once again you are comparing high damage ST sets, where one has an AoE with excellent damage, with decent mitigation, and the other 2 having crappy damage with the same level of mitigation.
What is worse, a lot of people that play SM take the non damage AoE and skip the damage one. Me, personally, I have them both, and really am annoyed by Tremor. When I finish IOing my brute, as I am a brute and am much more concerned with damage than I am with mitigation, I will be dropping both Fault and Tremor. On a tank, it makes more sense to have them, but not on a brute. Unfortunately, until I hit the softcap, it makes more sense to have them. Then again, if I drop them both, I will have room for SoW and Darkest Night, hmmmmm. -
comparing one tier 9 AoE with similar attributes to another, about as fair as it gets.
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Quote:*shrug* Means exactly squat to me. I know what my brutes can handle, I know what well built tanks can handle. Seriously, in a team situation, my brutes are just as strong as any tank.The brute that I do have is tough and only because she's a Granite. I don't roll any other secondary because I find it too squishy.
And I highly doubt your brutes can handle what my tanks can.
Solo, yeah, a tank will be tougher, but the gap isn't nearly as big as you are making it out to be. And IOs close that gap by a lot.