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Posts
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Quote:I know that you won't want to hear this, but it really comes down to personal preference, so YMMV.Thanks for the reply already but i'm gonna change my question a little. I've found a brute on another server thats's lv 35 now ( almost the same as my fire/sd), but hes a fire/inv. What would be most suited for general gameplay? I don't intend to pvp, just mainly do tf's and solo missions or hunt for badges.
If you're building with an unlimited budget, I would lean towards FM/SD. When fully IO'd, it's survivability will be on-par with /Inv, and it gives you extra damage in the form of AAO and Shield Charge (despite the talk of incoming nerfs.)
Both require a good amount of inf to hit the softcap, though, so plan on spending some inf.
Personally, I enjoy the look and feel of SD more, so I'm biased. My Invuln tanker is a great toon, too, so don't think badly of the set.
It sounds as if you're leaning towards the /Inv and, if you love it, by all means go for it!
~Alpha -
Quote:I'm curious as to why you would want to. Crushing Impact provides +5% Recharge while Kinetic Combat gives S/L defense and is pretty hard to get a hold of. If you're not going for S/L defense, I wouldn't use them, they're not worth the hefty price tag!I'm wondering if I shouldn't replace the Crushing Impacts with Kinetics?
~Alpha -
It would really help if we could see your build. (Go to http://www.cohplanner.com/ and get Mid's Hero Designer) I don't know exactly what you're using in terms of IOs and powers, but you seem to be on the right track.
You want to build for Defense (Melee OR S/L, I prefer S/L, though) and then Recharge to get Energize up faster. Defense is the top priority, though, as the survivability of /Elec is not too great off the bat.
Again, I don't know exactly how you're building your toon, so I can't comment more precisely.
~Alpha
*Edit*
Also, you might try looking at a recent SS/Ele thread (Here), you might find some more info. -
Quote:Correct, a self-heal was added to /Elec in Energize. It really helped the performance of my Elec/Elec Brute whom I had shelved for months due to the horrible survivability.For a long time Elec had a rep as underperforming but I believe it got buffed a couple of issues back. Didn't one of its powers get a heal added? How does Elec compare with the champ of well-rounded performance, Willpower?
As to the whole WP vs Elec debate, I would say that Willpower still has the edge over /Elec. Now, that's not to say that /Elec is bad because, after the buff, it has become a set to compete with /Fire. However, WP (aka Ol'-Reliable) is really just perfect for all-around performance.
To be honest, I would say that /Elec doesn't even touch /WP in terms of survivability, but then again, we are talking about WP, here.
/Elec can hold its own while leveling, and at 50 it is now a fairly sturdy toon. If I were you, I would go /Elec. It's flashy, cool, and WP has been done to death!
Quote:
How about their Tier 9 powers? I think Strength of Will drains most End but leaves your health alone, is that right? So when it wears off you're not detoggled and you can pop a blue and keep fighting. I know Elec's Power Surge used to have an issue with its EMP not being very reliable at the end. Has that been fixed? And does it still drain you of most health when it wears off?
Power Surge is a typical T9 with a hefty crash (most health/endurance), but the ending EMP seems to be working.
Quote:
I'm not only interested in how they compare leveling up but also at level 50. Forget purple sets and costly PvP IOs, but assume I can drop a few hundred mil into IOs. Which performs better at 50?
/Elec can do pretty well, itself, and many use it as a farming secondary.
Obviously YMMV, IMO, but Willpower really is the top choice for well-rounded, reliable performance without a hefty price tag.
Quote:Also who's more well rounded in the face of exotic damage types? For example I know Elec laughs off energy attacks and doesn't have to worry about End drain. Does Will have any tricks up its sleeve like that? How does Willpower deal with Malta Sappers and crowds of Carnies?
In terms of End-Draining mobs like Carnies, I would give it to /Elec, but WP also has some very nice recovery powers which can make those drains a breeze.
For exotic damage tanking, I would actually say that WP has the edge. Sure, /Elec is great vs Energy/Negative Energy mobs, but WP has F/C/E/N defense on top of a great amount of Regen.
Overall, WP is a sturdier, more well-rounded set than /Elec. But I would encourage you to try out /Elec for yourself! Everyone and their mother has a /WP toon, but /Elec can be a blast to play as well as being very effective with the right build and slotting at level 50.
Good luck!
~Alpha -
Quote:The reason behind the lack of S/L defense building (or defense building in general) is that many people still use the Liberate TV farm. On that farm, you're fighting Nemesis, and the Lieutenants will be using Vengeance. This provides a big bonus to their ToHit, thus cutting down your defense and making it (fairly) useless.Hey guys,
Returning after a long hiatus from the game. I have a 50 SS/WP Brute. My question is this: I see a few different builds, but I don't see any that have S/L soft-capped. Why is that?
Another reason is that, for many people, the best form of Damage Mitigation is to do more damage because "if it's dead, it ain't hitting you!" So many choose to focus solely on +Recharge and, to a lesser extent +HP/Regen.
You touched upon most of the issues in your build, and it's not really that bad!
There are a lot of adjustments that can be made, here's a quick build:
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40)
Level 1: High Pain Tolerance -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(19), ImpArm-ResDam/Rchg(21), S'fstPrt-ResDam/Def+(21), Heal-I(23), Heal-I(50)
Level 2: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(3), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(5), TtmC'tng-ResDam/EndRdx/Rchg(5)
Level 4: Haymaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11)
Level 6: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(7)
Level 8: Swift -- Run-I(A)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-EndRdx/Rchg(17), LkGmblr-Def/EndRdx/Rchg(17)
Level 12: Knockout Blow -- Hectmb-Dmg/Rchg(A), Hectmb-Dmg/EndRdx(13), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Dmg(15), Hectmb-Acc/Rchg(15)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19)
Level 16: Rise to the Challenge -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/EndRdx(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
Level 18: Rage -- RechRdx-I(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(25), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx/Rchg(27), TtmC'tng-ResDam/Rchg(27)
Level 26: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc/Rchg(43), Efficacy-Acc/Rchg(46)
Level 28: Heightened Senses -- RedFtn-Def(A), RedFtn-EndRdx(29), RedFtn-Def/EndRdx(29), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def/Rchg(36)
Level 30: Weave -- RedFtn-Def(A), RedFtn-EndRdx(31), RedFtn-Def/EndRdx(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-EndRdx/Rchg(33)
Level 32: Foot Stomp -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(34), FrcFbk-Rechg%(50)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Super Speed -- EndRdx-I(A)
Level 41: Electrifying Fences -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Summon Striker -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Dmg/EndRdx(48), C'Arms-Acc/Dmg/Rchg(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
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Now, you have to choose whether you want to take the Soul APP or Mu APP. I personally chose Soul, because I don't like that Elec. Fences negates Foot Stomp's damage mitigation. But most people swear by Mu, as it gives you two more AoE powers, so YMMV.
I've also seen some people pick up Aid Self for added survivability, but I've never had any issues on my SS/WP, so I would advise against that.
Good luck!
~Alpha -
Thanks for the replies, everyone. Now it's even harder to choose! There are too many good choices.
I'm torn between Ice/Elec and Ice/Earth. Has anyone played either one of these?
Thanks in advance.
~Alpha -
Well, your build did manage to hit the soft cap to all 3 positions, so that's a good start! You went about it in an unconventional way, but you did reach it.
A few problems that I see:
Gladiator's Strike seems pretty useless. While I'm no expert at PvP IOs, I do know that you can get more defense out of Touch of Death.
Why did you pick up One with the Shield? At the softcap, there is really no need for it (obviously YMMV, and some people apparently use T9s as an end recovery tool, but I see little-to-no use it that.) I would drop that and grab Hasten. If your budget is big enough to include Purples, you should be able to get very close to the Perma-Hasten level.
Also, I'm sure that Summon Widow and Soul Tentacles were just set mules, but on a high-budget build, I'd rather see useful powers for the farm. I would actually switch to Mu, myself. I took Soul on my SS/WP and love it (I didn't like that Elec. Cages negated the damage mitigation of Foot Stomp.) On a Fire/SD, however, you really don't need to worry about mitigation being canceled (Shield Charge aside.)
Minor changes, but I'll throw together a quick build to hit the softcap with more recharge.
Incinerate isn't slotted that well, but you are at the softcap with ~134% Recharge, so I don't see you needing any more ST attacks. Personally, I never touch Incinerate/Cremate when farming on my Fire/SD Scrapper. If you wanted to include the PvP +3% IO, it would make this build much less tight but, even on an "near unlimited" budget, it's not all that realistic (2bil+ for one IO? That's crazy talk!)
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Fire Sword -- T'Death-Dam%(A), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx(5), T'Death-Acc/Dmg(5), T'Death-Dmg/EndRdx/Rchg(7)
Level 1: Deflection -- RedFtn-Def(A), RedFtn-EndRdx(7), RedFtn-Def/EndRdx(9), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(11)
Level 2: Cremate -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/Rchg(13), T'Death-Dmg/EndRdx(23), T'Death-Acc/Dmg(25), T'Death-Dam%(25), T'Death-Dmg/EndRdx/Rchg(27)
Level 4: Battle Agility -- RedFtn-Def(A), RedFtn-EndRdx(13), RedFtn-Def/EndRdx(15), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(17)
Level 6: True Grit -- S'fstPrt-ResDam/Def+(A)
Level 8: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(19), GSFC-ToHit/Rchg(19), GSFC-ToHit(21), GSFC-Build%(21), GSFC-ToHit/EndRdx(23)
Level 10: Incinerate -- C'ngImp-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(46)
Level 12: Active Defense -- RechRdx-I(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc/Rchg(37), P'Shift-EndMod/Rchg(37), P'Shift-End%(39), P'Shift-EndMod/Acc(40)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(34), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(36)
Level 26: Fire Sword Circle -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(40), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43)
Level 28: Weave -- RedFtn-Def(A), RedFtn-EndRdx(29), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(34)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 32: Greater Fire Sword -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Dmg(34)
Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(46), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-%Dam(50)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
Level 49: Phalanx Fighting -- DefBuff-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1397;678;1356;HEX;| |78DA9D93594F534114C7E7965B6ADBDB8DD2164A0B16040A4865D3B09898289298D| |004435C02486960849AA6105A127DF303F8E4FAE49BEBB35BA2DFC005E3ABFA4D5C| |EA39E73F3431BE79D3FE7F33E79E33FF73EFDCC95F9F7594BA794A59FE33E562B55| |A38BDBB57D3EE7C71B3B4AE3C4AA984040A795DD63A3757D2BB37304E213EABAFEA| |4A55E716B74ABABC71308D9CAB6CE95D5DA9E50E06CEC2F67699EA6B155DAD06CC6| |473AB56AA6CE2D6BC2EEED0C42793C51DAD376267774AEB3963BF57C817AB35726F| |A39E06E81FB694B9EA6E5520F42BD70A7045602F034B82E655C17B7A586599AA200| |D4655734870C807F8053E070808229629A22A0BAB3BF08AC3A40D266DE82309AF0F| |E4D564BC9AE0E5C02B08AF20BCC2F00AC3EB2355B951A5DC091AA4550BA9C7D87B9| |EBA38ABE509F058D0FA08782E883F1344A9CA8B2A97774D71A8E79A60785DF0899C| |FCC6C93F24A166B2099850202BA17DCA0A59968442190979282B62B22217F1DA281| |435CF1ABD2DFE47EE0177813B82BE0782FEFB028BAA626851C592B27613851258C8| |4E4CC8DAC911416654D033068C0BE2A4ED58C16E3F89B5278129C1E0343023B069F| |50ED36607B624852D49614B3AB1259DD8920CB6244E55695459E918125A05DC6997| |B1EF1A148BC3FDC000901564FA045FE85D769B8DECAE4B68F887E0D84FE017F05B4| |06F83D14DF6BDB077F5629FFAFEC21AA5654D17D917121A7809BC025E0B06DF088A| |943E64D287C6C4E9E83830011C476B270409B2CF99EF28F7158D7D03BE0B3ED3538| |D98CF61A4532C5276E370D28F2E35FF4F64C16E1C2A654964CE6E1CCEBA374CC700| |77FFF77AEB1C587ACFFB4817592EB05C62B9CCB2C4B2CCB2C2B2CA5260A9BF6B548| |726B9AF29966996199618F5A76E71A6C74FE2677158022C4196104B9825CA926479| |C852FF03673AEE08| |-------------------------------------------------------------------|
*Edit*
P.S.- I know that you said you didn't want Hasten unless it's Perma, but you would really be sacrificing recharge and, in turn, damage when you farm. It drastically increases Shield Charge's up-time, as well as FSC.
Good Luck!
~Alpha -
Quote:Issues with expansions are usually thought to not be very good. Look at the Issue that came along with CoV, it gave PvP zones and ED and that was pretty much it. Most people didn't use the PvP zones (and obviously those that did stopped pretty quickly except a small minority) and ED was almost universally reviled. Compared to that, this Issue is a veritable treasure chest of stuff.
Very true. I guess I was just hoping that the dev team would go all-out for this, considering Going Rogue is being hyped as the biggest thing since sliced bread!
I was expecting more, see less, and am still praying that the devs can get base raids up and running before the Issue hits. (I can dream, right?) Hopefully this Issue will bring attention to the parts of the Endgame that still need work. Namely: Pvp, Bases, and Dead Zones!
~Alpha -
Quote:Well, that's a bit.....disappointing.For those of you who are wondering about the former PvP aspect of the Cathedral of Pain, Ghost Falcon has just posted something that would be of interest to you in the PvP forums.
I hope that I'm wrong, but this Issue seems to be adding nothing noteworthy to CoX. The addition of Cross Alignment trading is nice, but that's what GR was introducing, correct? The Tip System is interesting, but there's not enough info to really say what it will bring to the table.
Sure, the Cathedral of Pain is nice, but what's the point if bases still (for lack of a better word) suck? Unless Base Raids are put back, this feature is pretty useless. I'm sure that some people will play it, just to see what the Devs have done but, once the hype dies down, no one will be running it.
Once again, I really hope that I'm wrong but, so far, color me disappointed.
~Alpha -
Hey everyone. After getting my 4th Villain to 50, I wanted to turn my attention to Dominators.
A while back, I had a 30ish Ice/Psy Dominator, but he never really "clicked" for me, and I ended up deleting him to make room for some other toons.
While I was very interested in creating an Earth Dom, I decided against it, due to the fact that I already have an Earth Troller at 50, and I'd like to take on a fresh set.
The only Control Primary that I have not gotten past level 40 is Ice/ and, while Trollers can be great, none of the secondaries seemed to mesh well with Ice/.
Now, onto my question. What would you say is the best Secondary to pair with Ice/ ? Icy Assault seems like an obvious thematic pairing but, from what I know about Ice sets, they generally are not high on damage. I will be mostly soloing this toon to 50, so I would like a set that meshes well with Ice/ while providing enough damage to solo effectively. Maybe /Fire?
Thanks in advance!
~Alpha -
Stone. Hands down.
Seriously, though. You'll be doing enough damage with Fissure + Fire Cages + FS that you will never miss Fire Ball (Really the only useful part of the Pool, IMO.) If you take Fire, though, you will, without a doubt, miss the defensive capabilities of Stone.
With Stone, you can easily hit the softcap of 45% S/L defense, as well as having a (basically) permanent increase to your maximum health. On top of that, Fissure really is a nice AoE power that can stack with Flashfire for added mitigation (if needed.) Seismic Smash is great for taking on any stragglers that were missed by your AoEs, or any of those pesky bosses that some insist upon running with.
Just my 2 inf!
~Alpha -
For 90% of game content (Read: When I cant stand watching my Arch/MM farm anymore) I always pull out my Perma-AM Rad/Sonic Defender.
She's an absolute beast! Solo'd almost every AV in-game and is currently nearing the 600 mark for badges.
Redside, I pull out ol' reliable, my SS/WP Brute for any and all SFs.
If I am in a "just for fun" kind of mood, I'll bring out my Bots/Dark MM. He tears through content even faster than my Rad/Sonic. 25 AVs down and counting!
~Alpha -
Alright, here you go. I know that you said "Inf is not an issue", but I excluded Purples and only used a few uniques.
If Inf really is no problem, then I would put Armageddon into Foot Stomp (minus the proc), Ragnarok into Ball Lightning, and Hecatomb into Haymaker.
Aside from that, this build should be pretty good. I can't imagine that survivability would be an issue, seeing as Healing Flames recharges in ~10 seconds and you'll be killing things at lightning speed.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(19)
Level 1: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(19), TtmC'tng-ResDam/Rchg(21), TtmC'tng-ResDam/EndRdx(21), TtmC'tng-ResDam/EndRdx/Rchg(23)
Level 2: Blazing Aura -- Sciroc-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(25), Sciroc-Dmg/EndRdx(25)
Level 4: Haymaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(5), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/Rchg(17)
Level 6: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(50)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx(46)
Level 10: Temperature Protection -- S'fstPrt-ResKB(A), ImpArm-ResDam(40), ImpArm-ResDam/EndRdx(43), ImpArm-ResDam/Rchg(43)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 16: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(29), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam/Rchg(36)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(36)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(36)
Level 22: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(39)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(27), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(29)
Level 28: Burn -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Dmg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Rchg(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(33), M'Strk-Acc/Dmg(33), M'Strk-Dmg/Rchg(33), Sciroc-Acc/Rchg(34), FrcFbk-Rechg%(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Super Jump -- Jump-I(A)
Level 41: Electrifying Fences -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rng(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(46)
Level 47: Summon Striker -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Dmg/EndRdx(48), C'Arms-Acc/Dmg/Rchg(48)
Level 49: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
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~Alpha -
Well, it's better, but not by much.
30ish Defense is not enough to make it worthwhile (that is, in the Lib Farm.)
Give me a sec, I'll rework the build for recharge!
~Alpha -
Quote:Go for the softcap first for survivability, then get as many +Recharge set bonuses as possible.1.should I focus on softcapping my defenses or +recharge and damage
Quote:2.is it even possible to softcap Elec/Shield?
Quote:3.if it is, will the resources spent softcapping end up making my attacks under preform due to the focus on defense over attack?
You can definetly hit the softcap to all positional defenses, of that I have no doubt. And if money is no object, then you can really make a beast of a farmer.
Let me know if you have any other questions.
~Alpha -
Careful there, pardner, the first thing that I notice is that you're one over the rule of 5 for +5% Recharge!
I can clearly see that you cut down on your defense but, in doing so, you've gotten to a point where it is absolutely useless to even waste slots on it (Especially considering that you're fighting Nems.) In case you didn't know the reasoning, the Nemmy Lieutenants have Vengeance, which will give a ~30% boost to the ToHit of not only themselves, but also the other baddies around them.
A big no-no in my book is taking Taunt on a farmer, even if it is only a set mule. I would drop it, switch it with Elec. Fences, and then pick up Ball Lightning. More AoE damage = faster kills = less need for defense.
Also, just so you're aware, those Oblits, Kinetic Combats, and Regen/Recovery/Recharge uniques will cost you a pretty penny.
If you end up deciding that you really want to go for Defense, I would recommend changing your slotting. Although they do provide you recharge, those Obliteration and Crushing Impact sets provide no S/L defense whatsoever. Swap them out for Kinetic Combat.
I honestly cannot believe how few people actually slot Weave! Not only does slotting help to create an End-Sustainable toon, but it also improves your defense. You can also try to slot Combat Jumping to squeeze out more defense if necessary.
If you decide that you want to dump the Defense all together, then just focus on +Recharge (and, to a lesser extent, +HP) bonuses, while slotting your shields as well as possible. Also, definetly consider picking up Fiery Embrace. More damage is always good when farming.
If you want me to make you a sample build, just let me know. You seem to be pretty capable with Mids, though!
Good luck!
~Alpha
*edit*
Am I just missing it, or did you not slot any KB protection uniques? That is an absolute must for a /Fire toon.
-
Pretty much what Claws said.
Just to add to the combo bit, the only combo that I would strongly suggest using is Attack Vitals. Weaken and Empower are very much skippable, but if you have the powers, you might as well use 'em. Sweep can be useful in the lower levels for the added damage mitigation but, once again, you will not be gimping yourself if you decide to skip it.
Keep in mind, combos are NEVER mandatory. You can easily get by without them and, while leveling, you may have a better attack chain if you decide not to worry about them.
As for picking up Stamina, I have never had a successful toon who did not pick it up. YMMV, but unless you're playing an extremely low endurance character like Claws/WP, I would not skip it. It really makes a noticeable difference in your CoX experience.
And, finally, Taunt. I can't tell you that it is never useful but, as a Brute with: 1) No taunt Aura 2) Low-ish survivability in the lower levels 3) A combo that is less about tanking as, say, a /Stone Brute I would, without a doubt, skip it. Redside, teams don't usually depend on a Tanker, and solo it is completely useless, so I would pick up another, more useful power (especially since /SR needs so many powers to be effective.) Besides, slashing people in the face with two swords should be a (generally) effective way of getting and maintaining aggro.
Oh, and welcome to CoH!!
~Alpha -
Quote:I would say that the RNG just hates younot sure if there really is a problem, or the RNG just hates me.
Seriously, though. I'm fairly certain that this "accuracy bug" that you're noticing is all in your head. As Duck said, Dark/ has the exact same accuracy (1.0) as most other sets. Maybe the animation of Siphon Life is annoying to you so, when it misses, you take notice.
I guess you can just chalk it up to, "watching my character shake his fist at an enemy and missing is annoying after the second time, must be a bug!"
~Alpha
*no snarkyness intended!* -
-
Quote:I personally avoid Eviscerate, unless I'm using it as a set mule. The animation time is too long for a good attack chain, IMO. I guess it can be used as a filler attack, but by the time it comes, the other fast-recharging Claws attacks should be good enough.I've noticed that some builds don't take Shockwave, and people take Eviscerate. Is Eviscerate given its long animation time really worth it, and is Shockwave really worth it? I imagine while the KB would be annoying, it would be quite useful still for crowd control and survival in certain situations.
Any advice on these two powers?
Shockwave, on the other hand, is a really great power, however situational it may be. It is nice to pick up for utility, but you wouldn't see it in the "optimal" attack chain. I would pick it up for leveling, but drop it once you are high enough to IO your toon. By then, you shouldn't have much need for the mitigation, as things will be dying left and right!
*edit*
It also depends on your Secondary. You might like the added mitigation if you play a squisher set, like /Fire. And, as Oreso said, you probably wouldn't take Evis with a clicky secondary.
~Alpha -
Quote:I would say that the reason you see so few /Invuln Brutes is the same reason that you see few /Invuln Scrappers.See subject. I don't believe I've ever seen a /Invuln brute online. If someone has played one, how does it do?
Generally, Brutes are seen as the damage dealers, not as much the tanks. You see many brutes with "offensive" secondaries, i.e. /FA, /DA, /Elec, and many who use old faithful, /Will Power.
If a brute wants to play the role of a tank, he will normally choose between /Stone and /Inv. In most cases, I see people choose /Stone, as it is easier on the wallet, and has a reputation of being very good in defense. Some would even go /WP for that, too, as everyone seems to love them some /WP.
Remember, I'm just talking about what I see in the community as a whole. /Invuln is a great set, and fairly good with minimal investment, but some players don't see it that way. Others just play a Brute to go "smashy-smashy", not noticing the primaries without a damage power.
In short, it is a defensive secondary in a predominately offensive AT.
Just my 2 inf!!
~Alpha -
Quote:Short answer: No.I've never had a lot of luck with Corruptors in the past, but the one I recently made - En/TA - is fairly fun so far at level 13. The idea was to keep mobs in the debuffs through use of KB, and of course have an easy way to ignite OSA. And then I realized that the KD on OSA would stack with all of En's KB, so... am I shooting myself in the foot here? Not just with OSA, but in general?
You can definitely make it work. If you love the toon, stick with it.
Personally, that's not a combo that I would ever use as the KBs would drive me crazy. I can't see you "knocking enemies into the debuffs", but I sure can see you knocking them out of the debuffs.
In the end, play it if you love it. Just know that your combo is not a FotM, nor is it OP'd. It's certainly not the best combo, and you'll never be tearing through mobs like a Fire/Dark. If you're OK with that, then by all means keep going.
~Alpha -
Quote:I disagree. While it's true that Claws/ has fast-recharging powers in its arsenal, the optimal chain does need recharge and, in order to better use the recharge set bonuses, Hasten should be picked up (I would argue that it should be picked up on any build going for +recharge.)I believe the decision needs to be made by the OP. In my opinion, super reflexes doesn't have long recharging powers like dull pain, nor does it rely on recharge for survival. Most powers are either toggles or passives. Therefore, +recharge is not really that essential, but to make the attack chains more smooth for higher dps. I think it's nice to have some recharge bonus, but I won't be too crazy about it for super reflexes.
Quote:I believe it's for the recovery bonus. In particular, the OP seems to want focused accuracy, so higher recovery may be necessary.
You are right, though. In order for a build to be made, the OP needs to decide on what powers he wants (Eg. Travel Power, no Travel Power. Aid Self, Tough/Weave), especially since he seems to be an RPer.
~Alpha -
Quote:I haven't noticed anything that bad with Dark Melee. Even when leveling, my DM/SD wasn't missing more often than my other lowbies. At low levels, you may not always hit, and you may not always hit hard. That's what it's like pre-IOs.Alright. This has gotten out of hand.
Dark Melee needs a serious boost. back when I made my character years ago. He was a worth while tank. Wasn't op'd wasn't unpowered. Now it's just sad. The accuracy of dark Melee is so unbalanced with out 3 or more yellows you don't hit crap.
When I have trouble hitting another player 20 some of levels below me. Something is wrong. If I have issues hitting any NPC that is blue to me. Something is wrong. Seriously ncsoft. WTH have you guys don't to Dark Melee?
Not to be snarky, but have you tried slotting some Accuracy IOs?
~Alpha