_Deth_

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  1. I didnt really understand it until I rolled my DA tank. Bear with me.

    I joined a group that had another tank. They asked who wanted to lead it, and everyone said "Lol Dark". One guy started in about how Stone Armor is soooo much better than everything else and how I was stupid for rolling DA. I told him stfu, and I have a 50 stoner that I hate.

    I then proceeded to make the other tank look like complete garbage.

    Just because numbers say one should be better doesn't make it so. And that is why scrappers will still be damned popular when GR comes round.

    I have a number of brutes, I play them like tanks. Really pissed off tanks that want to kill everything in sight and aren't terribly worried about the people using him as a meat shield.

    I love my scrapper because no one expects me to tank with him. Plus he has a sword.

    Personally, I think the real question should be "why make a tanker when you can make a brute" a few skittles and my brutes have Tanker level resistance to go with the tanker level hp, but they kill a lot harder.

    I am not asking that question tho. I did that a long time ago and got a lot of people all pissy.
  2. Quote:
    Originally Posted by troy26 View Post
    What if I don't have combat Jumping or Manuevers? Can I still reach adequate -KB (without spending a *#^! load of money to do it)?

    I'm going for 5 attacks. Hopefully that'll be enough.

    Also, I'd be very interested to see your build.
    believe it or not, the -kb IOs are not that expensive, other than the BoZ. Everyone says you need 3 -kb IOs to be effective, but to be honest, I ran with one in my DA tank for a long time with no problems whatsoever. If you are going to have more than one, then you need 3, as the only thing that is going to pop you that is over mag 4 hits for mag 10.

    Personally, I would take cj on a elec and skip grounded. I have a lot of experience with elec, and you would be amazed the number of places it will fail you.

    Power surge is also highly skippable
  3. _Deth_

    SS/ElA

    Quote:
    Originally Posted by Ethical View Post
    I skipped stamina just because I didn't view it as being as important as it is in other builds given ElA's endurance tools.
    I dont have stam on my elec/elec. Don't need it either. between energize and power sink, as long as you pay attention, you are fine. its that paying attention part that gets most people.
  4. Quote:
    Originally Posted by Windenergy21 View Post
    Your build only has it recharging at 41.3 seconds, you need to get it down to 28.83 seconds to perma. The +recharge proc in foot stomp which is what I assume you're referring to, is not a given, nor as the mobs WILL deplete will have less chances of firing off. I would not count on that proc for anything, nor even if it were to fire do I beileve it even lasts long enough for the chances it fires off to grant enough to do so. You can only count to "perma" anything with guarantees or can equate the percentage enough to average a value (like the p-shifter proc).

    For something like the +recharge proc thats based off of situations and mobs though you just can't logistically do it. (fyi, enter it in, even with perma recharge proc, it still doesn't perma energize. It would do it on my build if you used all crushing impacts and obliterations, and had perma-FF proc, but as stated, you'll never have perma FF proc. No point in considering it.
    Damn, I said "close". did I say perma, no, I did not. I said "close". I know how the FF proc works. I also have had quite a bit of experience with it, and it fires a lot more than you seem to want to let on. IF the FF proc was active 100% of the time as it reads in mids, it would only be OH MY GOD 2 seconds away from perma.

    His goal was capping defense, not permaing Energize. Softcapped defense is better than perma'd energize anyway, at least from my perspective.

    It's a ******* game, don't get your panties in a bunch
  5. Personally, I went with Tremor and dropped fault once I started getting a fair amount of defense in my build. Right now I have somewhere in the neighborhood of 25-30% defense on my SM/WP, and it takes a lot to kill me. A lot.

    Yeah, the AoE damage of Tremor isn't that great, but when you combine it with the awesomeness that is Dark Obliteration, it's not so bad either.
  6. Grounded can easily be skipped.

    Generally, in those builds you are going to take Combat Jumping, which gives you your Immobilize resist. As for the energy resistance, even without grounded you are going to be almost capped to it. It only gives 7.5% negative energy resistance without enhancements, so I don't think you will miss it much.
  7. This is a combo I have been seriously considering rolling up for a long time, but altitis keeps getting the best of me, but anyway here are my thoughts on it.

    I have pretty much completely reworked the build. While I have heard of pushing recharge on FA to keep healing flames up as much as possible, I haven't heard of doing that for DR. Really, it doesn't need that much help as it has a base recharge of 30s.

    Generally, if you want to get the most out of DA, you are going to try to layer in some def. S/L is the easiest to go for. Generally on a DA, I go for softcap, however, I decided not to on this build. One of the beautiful things about SM/DA is that you have tremendous synergy between OG and Fault. By themselves they are both very worthwhile powers, but I usually don't take either on their own. The reason being that on their own they will only effect minions, which I chomp through so fast the disorient isn't as valuable as the def I can build for without them. Together, you can keep lt's and bosses loopy as well. What is better than flooring a mobs ability to hit you? Yessir, it's making it so they can't attack at all. With this build there is still a healthy amount of defense, extra mitigation from fault and og, plus, a healthy amount of global recharge, and that isn't including the +recharge procs.

    Personally, once I get one of these leveled and slotted I will also go for the pvp def IO, it's stupid expensive yes, but will put me over the 40% def mark, which will make this toon a monster.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lunchable: Level 50 Natural Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Stone Fist
    • (A) Kinetic Combat - Accuracy/Damage
    • (40) Kinetic Combat - Damage/Endurance
    • (43) Kinetic Combat - Damage/Recharge
    • (46) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Dark Embrace
    • (A) Reactive Armor - Resistance/Endurance
    • (15) Reactive Armor - Resistance/Recharge
    • (15) Reactive Armor - Resistance/Endurance/Recharge
    • (33) Reactive Armor - Resistance
    • (33) Steadfast Protection - Resistance/+Def 3%
    • (34) Steadfast Protection - Knockback Protection
    Level 2: Heavy Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (7) Kinetic Combat - Damage/Endurance/Recharge
    • (7) Pounding Slugfest - Damage/Endurance
    • (37) Pounding Slugfest - Damage/Recharge
    Level 4: Murky Cloud
    • (A) Reactive Armor - Resistance/Endurance
    • (5) Reactive Armor - Resistance/Recharge
    • (5) Reactive Armor - Resistance/Endurance/Recharge
    • (13) Reactive Armor - Resistance
    Level 6: Swift
    • (A) Run Speed IO
    Level 8: Fault
    • (A) Force Feedback - Chance for +Recharge
    • (9) Stupefy - Accuracy/Recharge
    • (9) Stupefy - Accuracy/Endurance
    Level 10: Obsidian Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (11) Reactive Armor - Resistance/Recharge
    • (11) Reactive Armor - Resistance/Endurance/Recharge
    • (13) Reactive Armor - Resistance
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Dark Regeneration
    • (A) Theft of Essence - Chance for +Endurance
    • (17) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (17) Touch of the Nictus - Accuracy/Healing
    • (29) Touch of the Nictus - Chance for Negative Energy Damage
    • (34) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (34) Touch of the Nictus - Accuracy/Endurance/Recharge
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (19) Miracle - +Recovery
    • (19) Numina's Convalescence - Heal
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Accuracy
    • (36) Performance Shifter - EndMod/Recharge
    Level 22: Seismic Smash
    • (A) Kinetic Combat - Accuracy/Damage
    • (23) Kinetic Combat - Damage/Endurance
    • (23) Kinetic Combat - Damage/Recharge
    • (27) Kinetic Combat - Damage/Endurance/Recharge
    • (27) Pounding Slugfest - Damage/Endurance
    • (36) Pounding Slugfest - Damage/Recharge
    Level 24: Death Shroud
    • (A) Eradication - Chance for Energy Damage
    • (25) Eradication - Accuracy/Damage/Endurance/Recharge
    • (25) Eradication - Accuracy/Damage/Recharge
    • (29) Eradication - Damage
    • (36) Endurance Reduction IO
    • (46) Endurance Reduction IO
    Level 26: Cloak of Darkness
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense
    Level 28: Boxing
    • (A) Accuracy IO
    Level 30: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (31) Reactive Armor - Resistance/Recharge
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    • (31) Reactive Armor - Resistance
    Level 32: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense
    Level 35: Oppressive Gloom
    • (A) Accuracy IO
    Level 38: Tremor
    • (A) Obliteration - Damage
    • (39) Obliteration - Chance for Smashing Damage
    • (39) Obliteration - Damage/Recharge
    • (39) Obliteration - Accuracy/Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (40) Force Feedback - Chance for +Recharge
    Level 41: Soul Tentacles
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (42) Enfeebled Operation - Accuracy/Endurance
    • (42) Enfeebled Operation - Endurance/Immobilize
    • (42) Enfeebled Operation - Immobilize/Range
    • (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (43) Enfeebled Operation - Accuracy/Immobilize
    Level 44: Dark Obliteration
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (45) Positron's Blast - Accuracy/Damage/Endurance
    • (45) Positron's Blast - Accuracy/Damage
    • (45) Positron's Blast - Damage/Recharge
    • (46) Positron's Blast - Damage/Endurance
    Level 47: Gloom
    • (A) Entropic Chaos - Accuracy/Damage
    • (48) Entropic Chaos - Damage/Endurance
    • (48) Entropic Chaos - Damage/Recharge
    • (48) Entropic Chaos - Damage/Endurance/Recharge
    • (50) Entropic Chaos - Chance of Heal Self
    Level 49: Build Up
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Recharge Reduction IO
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 0: Ninja Run



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  8. Quote:
    Originally Posted by A Man In Black View Post
    I do notice the difference in endurance drain issues with and without it, especially since I was in a group exemplared just below where I have Grounded fighting Carnies.

    Is this just observer bias, though? Is there a good resource on how endurance drain resistance works?
    it increases with level, so if you were exemplared, yeah, there will be a difference
  9. Quote:
    Originally Posted by Windenergy21 View Post
    Defense is good. You won't perma Energize without purples. I got a elec/ss build that does it just under 7 seconds short, same for hasten. Would need purples to top that off.
    you can get there without purples, but the build would be a bit wonky.

    hell, on the build i posted, if you throw in a +recharge in footstomp, you should get pretty damn close to it at the expense of being 2.5% short of softcapped on defense. you could use that to farm up the 2 bil for pvp IO and get it capped again.
  10. Quote:
    Originally Posted by kybarsfang View Post
    Nobody mentioned it probably because "a lot of mobs doing nothing" is counterproductive to building Fury.
    I am going to avoid the obligatory "learn2broot".

    Getting swung at is not the only way to build fury. Set your brawl to auto. Then go nuts.
  11. Quote:
    Originally Posted by A Man In Black View Post
    I went ahead and started working on a somewhat modified version of Deth's build.

    I do want to say that I couldn't live without Grounded. Immobilization is annoying, and it's awfully nice to be able to laugh off the end drain from Carnies, sappers, Psychic Clockwork, etc.
    Just so ya know, Combat Jumping takes care of Immobilization. And even without grounded you should still have just under 130% resistance to end reduction, according to Mid's anyway.
  12. i have a stone/wp, and must say it is quite awesome, even without fault.

    now, no one has mentioned it, because until you can get some heavy IO slotting it is incredibly ugly on end, but SM/DA is a monster. Fault+OG equals a lot of mobs doing nothing.
  13. Quote:
    Originally Posted by Talen Lee View Post
    Not personally or individually. No, masterminds were expected to have their men kinda die semiregularly.
    yeah, the problem was that people tend to take the term "aggro control" and extrapolate it to mean "everything beats on one guy"

    I played an MM from CoV beta until they released Elec/Elec for brutes. A common tactic was for me to keep all the minions and lt's busy while everyone nuked the boss. That or I would clear the trash while everyone else kept the AV busy. After I debuffed him tho, /poison used to be so awesome.
  14. if you know how to play a brute, wouldnt have much of an effect on fury.
  15. yeah, think i am done rolling tanks, have 6 of em at 50, a couple more at various levels. One is fully IOed, so I don't have to worry about new stuff.

    So far, while I feel stronger in my tanks, I feel just much more powerful in my brutes. If they port swords to brutes, will never play a hero again....

    well, not regularly anyway
  16. I would skip power surge. I also skip grounded, I jump around a lot, if you don't it's nice, but if I am gonna slot KB prot IOs anyway...

    Powersink is not necessary, but damn is it nice. On my elec/elec brute, I don't have stamina, and I don't need it. PS recycles fast, and fills the bar up pretty much every time. If you get the recharge on Energize high enough to make it perma, you definitely don't need stam with PS. Plus, PS can keep minions end bars empty, which is nice too.

    BS/ElA sounds like it would be a wonderful combo. My kat/DA is working out famously, and I am no longer holding my long standing grudge against scrappers. I have a spines/ElA, but may reroll BS.
  17. Doesn't help that a lot of people make tanks just for farming.

    Not that I am not guilty of that, but I have 6 level 50 tanks, and only 1 of em is really any good for it. I am too cheap to IO out ALL of my tanks, and the one I have fully slotted isn't that hot for farming, my beloved DA/DM.

    Which leads to the other problem, "will pay for PL". I don't endorse that kind of crap, and the OP is exactly the reason why. I PL my own toons, don't do it for other people, and I take breaks in between to learn how to play the toons.

    If the tank isn't rushing in first, you need to take an electric cattle prod to him. If ANYONE is trying to outpace the tank, the tank needs to put a lid on that by jumping to or three spawns ahead and dumping them all on the group at once. I specifically aim for whoever thinks they need to run ahead of me. Well, ok, that may be a bit extreme, but it usually does the trick.

    unfortunately, there are a lot of crappy tanks out there. Of course the same can be said of every other AT as well. Give advice, point out where they can improve in a constructive manner, and if that doesnt work, boot their a$$.

    Luckily, this game doesn't require the RPG holy trinity. Hell, my GF and I are leveling up def/scrapper combo(we are both taking breaks from Tankers we have like 12 level 50 tanks or so between us) and are duoing all the TFs as we level.
  18. no such thing as a "best" build. You gotta figure out what you want to focus on, specifically with how you play. Softcapped def is nice, but you may not need it, same with high recharge, or regen. You should research this stuff for yourself then figure out what you need, then post a build of your own.
  19. This is my current build and slotting, it's pretty damn effective.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    cataclysmic end current: Level 50 Natural Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Dark Embrace
    • (A) Reactive Armor - Resistance/Endurance
    • (7) Reactive Armor - Resistance/Recharge
    • (7) Reactive Armor - Resistance/Endurance/Recharge
    • (15) Reactive Armor - Resistance
    • (15) Steadfast Protection - Resistance/+Def 3%
    • (23) Steadfast Protection - Knockback Protection
    Level 1: Shadow Punch
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    Level 2: Murky Cloud
    • (A) Reactive Armor - Resistance/Endurance
    • (17) Reactive Armor - Resistance/Recharge
    • (17) Reactive Armor - Resistance/Endurance/Recharge
    • (37) Reactive Armor - Resistance
    Level 4: Shadow Maul
    • (A) Eradication - Chance for Energy Damage
    • (5) Eradication - Damage
    • (5) Eradication - Damage/Recharge
    • (11) Cloud Senses - Accuracy/ToHitDebuff
    • (36) Cloud Senses - Chance for Negative Energy Damage
    • (48) Cloud Senses - Accuracy/Endurance/Recharge
    Level 6: Obsidian Shield
    • (A) Reactive Armor - Resistance/Recharge
    • (27) Reactive Armor - Resistance/Endurance
    • (43) Reactive Armor - Resistance/Endurance/Recharge
    • (45) Reactive Armor - Resistance
    Level 8: Dark Regeneration
    • (A) Touch of the Nictus - Accuracy/Endurance/Recharge
    • (9) Touch of the Nictus - Chance for Negative Energy Damage
    • (9) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (13) Touch of the Nictus - Accuracy/Healing
    • (13) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (33) Theft of Essence - Chance for +Endurance
    Level 10: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Karma - Knockback Protection
    Level 12: Swift
    • (A) Run Speed IO
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (34) Miracle - +Recovery
    • (46) Numina's Convalescence - Heal
    Level 18: Death Shroud
    • (A) Eradication - Damage/Recharge
    • (19) Eradication - Accuracy/Damage/Recharge
    • (19) Eradication - Accuracy/Damage/Endurance/Recharge
    • (23) Eradication - Chance for Energy Damage
    • (25) Endurance Reduction IO
    • (50) Endurance Reduction IO
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Endurance Modification IO
    Level 22: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 24: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance
    • (33) Kinetic Combat - Damage/Recharge
    • (34) Kinetic Combat - Damage/Endurance/Recharge
    Level 26: Taunt
    • (A) Mocking Beratement - Taunt/Recharge/Range
    • (27) Mocking Beratement - Taunt/Recharge
    • (37) Mocking Beratement - Recharge
    • (39) Mocking Beratement - Taunt
    • (39) Mocking Beratement - Taunt/Range
    • (39) Mocking Beratement - Accuracy/Recharge
    Level 28: Soul Drain
    • (A) Eradication - Damage/Recharge
    • (29) Eradication - Accuracy/Damage/Recharge
    • (29) Eradication - Accuracy/Recharge
    • (31) Rectified Reticle - To Hit Buff
    • (40) Rectified Reticle - To Hit Buff/Recharge
    • (46) Eradication - Chance for Energy Damage
    Level 30: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (31) Reactive Armor - Resistance/Recharge
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    • (37) Reactive Armor - Resistance
    Level 32: Cloak of Darkness
    • (A) Luck of the Gambler - Recharge Speed
    Level 35: Dark Consumption
    • (A) Obliteration - Chance for Smashing Damage
    • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (36) Obliteration - Damage
    • (40) Obliteration - Accuracy/Recharge
    • (43) Obliteration - Damage/Recharge
    Level 38: Midnight Grasp
    • (A) Kinetic Combat - Accuracy/Damage
    • (40) Kinetic Combat - Damage/Endurance
    • (42) Kinetic Combat - Damage/Recharge
    • (42) Kinetic Combat - Damage/Endurance/Recharge
    • (42) Bruising Blow - Damage/Recharge
    • (43) Bruising Blow - Accuracy/Damage
    Level 41: Weave
    • (A) Luck of the Gambler - Recharge Speed
    Level 44: Siphon Life
    • (A) Kinetic Combat - Accuracy/Damage
    • (45) Kinetic Combat - Damage/Endurance
    • (45) Kinetic Combat - Damage/Recharge
    • (46) Kinetic Combat - Damage/Endurance/Recharge
    Level 47: Smite
    • (A) Kinetic Combat - Accuracy/Damage
    • (48) Kinetic Combat - Damage/Endurance
    • (48) Kinetic Combat - Damage/Recharge
    • (50) Kinetic Combat - Damage/Endurance/Recharge
    Level 49: Soul Transfer
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 0: Ninja Run



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  20. There is also the mitigation factor. Dark/SS gives you the OG+Footstomp combo. This will slow the hell out of incoming damage. The sapping on ElA used to be amazing back when they first came out for brutes, used to be able to sap deathsurge to nothing and keep him there. Now, not so much. It is decent on minions, but on bosses and and lts. it leaves a lot to be desired.

    Dark will definitely be easier to softcap. Other than that, it's like asking if you want the red one with this extras package, or the black one with the other extras package, when buying the same car.
  21. yeah, I originally looked at going for all positional, but I had to give up too much of what I wanted to keep. I also thought of trying this other really weird build I saw that was similar to what I did with mine, but also very different.

    As you said, there will still be holes, but I don't think the holes are that big. Most of the typed defenses have an s/l component in them, so i am covered most of the time.

    I will be duoing with my gf with her d4, so the few holes that are there shouldnt hurt too much.

    I am definitely interested in seeing what you end up doing with yours, I also kinda want to see how to go about a more purple invested build.

    Thanks for taking a look.
  22. I have yet to level a scrapper to 50, could never quite get the hang of one that I like enough to do so. I have 6 level 50 tanks, 4 level 50 brutes, and a half dozen more midway. I have a pretty good handle on most of the abilities of the melee sets and armors, but not specifically on how well the work and their idiosyncrasies in regards to scrappers.

    I decided to go with a Kat/DA. I love DA, it is my favorite of the armors, my favorite tanker is a my DA/DM, I LOVE my DB/DA stalker, and I am still trying to figure out what I want to pair it with on a brute. I dig the animations for Katana, and the look, so there you go. Plus the synergy of the def from Kat layering with DA is just golden. Did I mention I love DA?

    I am planning on leveling this toon up with my GF's d4. She is going the Tankfender route with hers, which should allow for me to temporarily go into scrapperlock from time to time without negative outcome. So far we are in low 20's and the character has been a blast, but, I like to have a handle on what I will do when I hit 50, which won't take us long at all. We are doing all the TFs and such as we level, and plan on duoing most of them. Don't think we will have too much difficulty with it till we hit ITF.

    I pretty much started from scratch, I am too impatient to search the forums, and yes I looked for Werner's build, but only saw bastardized variations of it for BS/DA. So, I went with my basic DA Tank build and adjusted it heavily.

    My basic goal, as I usually do on DA, was to go for S/L softcap. This also puts me well over the melee s/c so I completely ignored the other types. I tend to try to force things into melee range anyway, but like the s/l buffer for most of the ranged/aoe stuff. Things like sappers and the like dont bother me as they are always my primary targets before even bosses.

    I skipped the softcontrol auras, with my melee def @90%, and having to be in melee range for the auras to work, well, didn't really see the point.

    Yeah, I know this build is going to be insanely exp. The PvP IO will be last on the list, the rest shouldn't be terribly bad, thinking maybe a billion, billion and a half. Hoping to have it ready for GR, shouldn't be too hard tho.


    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Stormbringa: Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Sting of the Wasp
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    • (13) Pounding Slugfest - Accuracy/Damage
    • (21) Pounding Slugfest - Damage/Recharge
    Level 1: Dark Embrace
    • (A) Reactive Armor - Resistance/Endurance
    • (5) Reactive Armor - Resistance
    • (7) Reactive Armor - Resistance/Recharge
    • (9) Reactive Armor - Resistance/Endurance/Recharge
    • (31) Steadfast Protection - Resistance/+Def 3%
    • (33) Gladiator's Armor - TP Protection +3% Def (All)
    Level 2: Death Shroud
    • (A) Obliteration - Chance for Smashing Damage
    • (11) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (13) Obliteration - Damage
    • (15) Obliteration - Damage/Recharge
    • (25) Obliteration - Accuracy/Damage/Recharge
    • (36) Obliteration - Accuracy/Recharge
    Level 4: Murky Cloud
    • (A) Reactive Armor - Resistance/Endurance
    • (7) Reactive Armor - Resistance/Recharge
    • (15) Reactive Armor - Resistance/Endurance/Recharge
    • (17) Reactive Armor - Resistance
    Level 6: Swift
    • (A) Run Speed IO
    Level 8: Divine Avalanche
    • (A) Kinetic Combat - Accuracy/Damage
    • (9) Kinetic Combat - Damage/Endurance
    • (11) Kinetic Combat - Damage/Recharge
    • (19) Kinetic Combat - Damage/Endurance/Recharge
    Level 10: Obsidian Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (17) Reactive Armor - Resistance/Recharge
    • (29) Reactive Armor - Resistance/Endurance/Recharge
    • (29) Reactive Armor - Resistance
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense
    • (36) Karma - Knockback Protection
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (21) Regenerative Tissue - +Regeneration
    • (23) Miracle - +Recovery
    Level 16: Dark Regeneration
    • (A) Theft of Essence - Chance for +Endurance
    • (27) HamiO:Golgi Exposure
    • (27) HamiO:Golgi Exposure
    Level 18: The Lotus Drops
    • (A) Obliteration - Damage
    • (19) Obliteration - Accuracy/Recharge
    • (25) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Obliteration - Chance for Smashing Damage
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (31) Performance Shifter - Chance for +End
    • (34) Performance Shifter - EndMod/Recharge
    • (37) Performance Shifter - EndMod/Accuracy
    • (48) Performance Shifter - EndMod/Accuracy/Recharge
    Level 22: Build Up
    • (A) Rectified Reticle - To Hit Buff
    • (23) Rectified Reticle - To Hit Buff/Recharge
    • (34) Recharge Reduction IO
    Level 24: Cloak of Darkness
    • (A) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Recharge Speed
    Level 26: Soaring Dragon
    • (A) Kinetic Combat - Accuracy/Damage
    • (39) Kinetic Combat - Damage/Endurance
    • (39) Kinetic Combat - Damage/Recharge
    • (40) Kinetic Combat - Damage/Endurance/Recharge
    • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (40) Force Feedback - Chance for +Recharge
    Level 28: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 30: Boxing
    • (A) Stupefy - Accuracy/Recharge
    Level 32: Golden Dragonfly
    • (A) Obliteration - Damage
    • (34) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Recharge
    • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (42) Obliteration - Chance for Smashing Damage
    Level 35: Flashing Steel
    • (A) Obliteration - Chance for Smashing Damage
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (45) Obliteration - Accuracy/Damage/Recharge
    • (46) Obliteration - Damage
    • (46) Obliteration - Damage/Recharge
    • (48) Obliteration - Accuracy/Recharge
    Level 38: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (39) Reactive Armor - Resistance/Recharge
    • (43) Reactive Armor - Resistance/Endurance/Recharge
    • (45) Reactive Armor - Resistance
    Level 41: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Kismet - Accuracy +6%
    Level 44: Hasten
    • (A) Recharge Reduction IO
    • (45) Recharge Reduction IO
    • (46) Recharge Reduction IO
    Level 47: Focused Accuracy
    • (A) Rectified Reticle - To Hit Buff
    • (48) Rectified Reticle - To Hit Buff/Recharge
    Level 49: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (50) Performance Shifter - EndMod/Accuracy
    • (50) Performance Shifter - EndMod
    • (50) Performance Shifter - EndMod/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Critical Hit
    Level 0: Ninja Run



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  23. _Deth_

    Dark/SS help

    personally, I would drop in steadfast prot +3%def and kb protection, and drop Acro. I redid your slots a little, this gets you to softcap on S/L AND on melee, also to get hastens recharge up a bit. I would exchange acro for Soul Transfer, not that you should ever expect to die, but sometimes, because of its wonderful disorient, it is a nice strategic maneuver.

    An interesting way of going about the build, very nice I must say.

    Oh, just in case you weren't aware, this is build is going to be absurdly expensive, but I think worth it.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Obsidian Strength: Level 50 Natural Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Dark Embrace
    • (A) Titanium Coating - Resistance/Endurance
    • (3) Titanium Coating - Resistance/Recharge
    • (3) Titanium Coating - Endurance/Recharge
    • (5) Titanium Coating - Resistance/Endurance/Recharge
    • (5) Titanium Coating - Resistance
    • (7) Titanium Coating - Endurance
    Level 1: Jab
    • (A) Kinetic Combat - Accuracy/Damage
    • (27) Kinetic Combat - Damage/Endurance
    • (33) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (33) Mako's Bite - Accuracy/Damage
    Level 2: Murky Cloud
    • (A) Titanium Coating - Resistance/Endurance
    • (7) Titanium Coating - Resistance/Recharge
    • (9) Titanium Coating - Endurance/Recharge
    • (9) Titanium Coating - Resistance/Endurance/Recharge
    • (11) Titanium Coating - Resistance
    • (11) Titanium Coating - Endurance
    Level 4: Haymaker
    • (A) Kinetic Combat - Accuracy/Damage
    • (34) Kinetic Combat - Damage/Endurance
    • (34) Kinetic Combat - Damage/Recharge
    • (34) Kinetic Combat - Damage/Endurance/Recharge
    • (36) Pounding Slugfest - Accuracy/Damage
    • (36) Pounding Slugfest - Damage/Endurance
    Level 6: Obsidian Shield
    • (A) Titanium Coating - Resistance/Endurance
    • (13) Titanium Coating - Resistance/Recharge
    • (13) Titanium Coating - Endurance/Recharge
    • (15) Steadfast Protection - Resistance/+Def 3%
    • (15) Steadfast Protection - Knockback Protection
    • (17) Gladiator's Armor - TP Protection +3% Def (All)
    Level 8: Dark Regeneration
    • (A) HamiO:Golgi Exposure
    • (27) HamiO:Golgi Exposure
    • (37) Theft of Essence - Chance for +Endurance
    Level 10: Combat Jumping
    • (A) Karma - Knockback Protection
    Level 12: Cloak of Darkness
    • (A) Red Fortune - Defense/Endurance
    • (17) Red Fortune - Defense/Recharge
    • (19) Red Fortune - Endurance/Recharge
    • (19) Red Fortune - Defense/Endurance/Recharge
    • (25) Red Fortune - Defense
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Swift
    • (A) Run Speed IO
    Level 18: Health
    • (A) Miracle - +Recovery
    Level 20: Knockout Blow
    • (A) Kinetic Combat - Accuracy/Damage
    • (21) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    • (23) Pounding Slugfest - Accuracy/Damage
    • (25) Pounding Slugfest - Damage/Endurance
    Level 22: Stamina
    • (A) Performance Shifter - Chance for +End
    • (40) Performance Shifter - EndMod
    • (43) Performance Shifter - EndMod/Accuracy
    Level 24: Boxing
    • (A) Accuracy IO
    Level 26: Taunt
    • (A) Perfect Zinger - Chance for Psi Damage
    • (29) Perfect Zinger - Taunt
    • (29) Perfect Zinger - Taunt/Recharge
    • (31) Perfect Zinger - Taunt/Recharge/Range
    • (31) Perfect Zinger - Accuracy/Recharge
    • (46) Perfect Zinger - Taunt/Range
    Level 28: Rage
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 30: Hasten
    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    • (48) Recharge Reduction IO
    Level 32: Oppressive Gloom
    • (A) Stupefy - Endurance/Stun
    • (46) Stupefy - Accuracy/Stun/Recharge
    • (48) Stupefy - Accuracy/Endurance
    Level 35: Soul Transfer
    • (A) Recharge Reduction IO
    Level 38: Foot Stomp
    • (A) Obliteration - Damage
    • (39) Obliteration - Accuracy/Recharge
    • (39) Obliteration - Damage/Recharge
    • (39) Obliteration - Accuracy/Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (40) Obliteration - Chance for Smashing Damage
    Level 41: Tough
    • (A) Titanium Coating - Resistance/Endurance
    • (42) Titanium Coating - Resistance/Recharge
    • (42) Titanium Coating - Endurance/Recharge
    • (42) Titanium Coating - Resistance/Endurance/Recharge
    • (43) Titanium Coating - Resistance
    • (43) Titanium Coating - Endurance
    Level 44: Weave
    • (A) Red Fortune - Defense/Endurance
    • (45) Red Fortune - Defense/Recharge
    • (45) Red Fortune - Defense/Endurance/Recharge
    • (46) Red Fortune - Defense
    Level 47: Focused Accuracy
    • (A) HamiO:Cytoskeleton Exposure
    Level 49: Physical Perfection
    • (A) Numina's Convalescence - Heal
    • (50) Numina's Convalescence - Heal/Endurance
    • (50) Efficacy Adaptor - EndMod
    • (50) Efficacy Adaptor - EndMod/Accuracy
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 6: Ninja Run



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  24. Quote:
    Originally Posted by lareit the evil View Post
    Better not roll anything but SD then.
    really?

    come on now, I thought we were having an intelligent discussion, but then you go and make a snide remark.

    For once I thought things could stay civil.
  25. Quote:
    Originally Posted by lareit the evil View Post
    Then I might have a gross misunderstanding of how Brute damage works then.

    I was of an understanding that all damage bonus is additive. So my fury of 85 is ginving me a 170% damage increase and that my damage enchancements give me another 100% ontop of that for a total of 270(actual a couple % less but lets simplify). If fury was multiplicative I'd agree, but thats not how it works.

    SL at level 50 does 81.7 damage base for a brute.
    With full Damage enhancements you do 160 damage. An increase of 100%

    With Fury of 85 you're getting a 170% increase in damage.
    SL at 50 with 85 fury does 220.7
    SL at 50 with 85 slotted full damage does 300.7 damage. An increase of 36%

    Add Souldrainx1 for a 40% increase on top of that
    SL at 50 with 85 fury and SDx1 does 260.7damage
    Sl at 50 with 85 fury, SDx1 and full damage slots does 341.7 damage. An increase of only 31%





    And a 20% heal every 5 seconds is hardly marginal. Particularly if you need the extra regen to survive nasty encounters before you're properly IO. I can't justify a 36% increase under normal conditions for an ability that is already tied for the lowest single target DPA in our tree when you can turn a 10% heal into a 20% heal.
    More damage is more damage. If it lives long enough that energize isn't enough of a heal, then SL isn't going to save you either.

    If you are going to bring in nasty conditions, then I am gonna start popping inspirations, which means that SL is going to hit a lot harder if it is enhanced for damage. There is nothing you can do to boost the heal in SL after you enhance it.

    You are never going to convince me slotting for heal on a brute is better, for one reason, and one reason alone. As a brute, I want to kill it before it kills me, not outlive it. If I wanted to outlive it, I would be a tank.