_Deth_

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  1. Other than the overkill on end, the build Fin put up is very solid. Energize, PS, Stam, CP, and PP is waaaaaaaay more than you need. Throw in the recovery procs, and you can get rid of any two of those and would hardly notice the difference endwise. With Energize almost perma and PS recharging every 21 seconds with Hasten, you don't really even need stam, CP or PP. With a little more recharge, Hasten would be perma, as would energize.

    Yes, I do realize that SS is a bit end heavy, but at the most I would add Stam and go with a different APP, maybe add a bit more offense.
  2. Personally, I would layer in some defense. That would build on your strong resistance and push your survivability way up.

    You have gone waaaaaaaaaaaaaaaayy past what you need to double stack rage. I had a friend that had an SS/Ela brute when elec armor first came out villainside. He was able to get triple stacked rage due to lightning reflexes. Put out an absurd amount of damage, but the rage debuffs would come back to back sometimes.

    Speaking of LR, I was wondering why bothering with the Winter's Gift IO, you already have slow resist built into LR.

    If you are just going for recharge, and the build is working for you for what you are doing, then right on. Just putting a few things out there to think about.
  3. Quote:
    Originally Posted by Jharber View Post
    I am sure anything /dark would be awesome, but end will still be an issue. I have a dark/dark and I STILL have end issues sometimes. I have +end in dark regen, chance for end proc in stamina, miracle, numina in heal, like 5 +end recovery sets and 1 end red in each of my attacks. It is not bad normally, but I would not tell anyone to make dark armor unless you have the money to get those expensive end porcs and enhancements. I love dark armor though, it is by far my favorite and imo the best brute set.
    You are doing something very wrong then. I have a DA/DM tank, I am sure the end costs are pretty similar. with the +end proc in DR, and the other end procs, you should be fine on end. My DA/DM has zero end issues, and I don't really need the DR end proc either. I use DC as an extra AoE attack/aggro grabber/IO set holder. If your toon is fully slotted with IOs, you should be ok. Stone/Dark on the other hand, no matter what you do, you will want to have a few blues on you at all times. Thats going to be the tradeoff for the insane amount of damage you will be able to do.
  4. or you can go with Claws/WP and actually take taunt and keep all the aggro on you, which will keep your fury up so you can kill faster. This is a big deal if you duo with a MM. When CoV first released, my GF and I duoed with a DM/FA brute(her), and a Necro/Poison MM(Me). My GF had a lot of experience with tanks, and was a perfectionist when it comes to aggro management(still is). She normally didn't take taunt, as she was able to normally keep aggro locked down without it. We were able to take on huge spawns and just tear through missions, but fury generation was sometimes challenging for her as my pets would go all ******* sometimes and spread out aggro, especially in early levels while I was still learning how to control them.

    Claws/Dark looks like it would be fun, and I love DA, but teamed with a MM, keeping the mobs locked down shouldn't even be of concern. Fury generation is going to be hard enough, unless of course you take taunt and cycle it often. Throwing OG into that mix is only going to make it that much harder. With PD there to fill in the only serious gap in leveling WP, as a duo, you will be scorching through content fast. Once you get spin, turn it up and let the blender loose.
  5. _Deth_

    Ultimate Tanker

    The "Ultimate" tanker is the one that you play the best.

    Period.

    I have 8 tanks, 6 are level 50 and the other 2 are 30+.

    Stone/SS is a decent combo, I made mine back before ED, and it was fun as could be. After ED, I hated it. I could throw a bunch of Inf at it and make it more fun again, but I just don't like toons that NEED IOs to be fun.

    The tank I love most is my DA/DM. I loved it leveling it up, I love it now that it is completely IOd. I have done some amazing stuff with it, including making other tankers of "superior" armors look stupid. I have done the same with my fire tank.

    Stone gets a lot attention as being the "Ultimate" tanker, because it is the easiest to cap out defensively. That said, a lot of people that play stone tanks are terrible tankers. They have no concept of aggro management, or end management in some cases, and are just generally bad players. The bigger problem I have seen with stone is that it is somewhat forgiving of bad play when it comes to survivability. Being nigh indestructible is not the only job of a tank. For this reason, there is no bad choice for your primary as a tanker, only bad tankers.
  6. Quote:
    Originally Posted by Kitty View Post
    I guess nobody likes my threads
    Making a "Whats the best primary for ClassX" thread in every class forum tends to cause that.
  7. once you get to higher levels, and especially once you IO, SM/DA should be a beast. End usage should be made easier with the +end proc in the theft of essence set and smart IO slotting. Other than the end issue, that combo is just beast. I planned on making one after I finished my DA/DM tank, but went with WP instead as I had never really done much with that powerset. Like BillZ said, it eats end like you wouldn't believe, but I am not done IOing that toon yet.
  8. If you are worried about price, this build is very expensive. Kinetic Combats, LotG recharges, Numina's +rec/+regen, and so on. If you are patient, then you can farm it out in a reasonable amount of time. That build should do a decent job of farming. If you are looking to do it fast, it will cost well over a billion. The KC's alone will cost that.
  9. This is my current DA/DM build.

    I usually have soul transfer instead of OG, but switched them the other day just for giggles. I built mine mostly with advice and help from Jebe_the_Pirate, but tweaked things to my own liking. The only thing that really hurts is large groups that stack the crap out of def debuffs.

    If you have any questions, send me a PM.

    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) Cloud Senses - Accuracy/Recharge
    • (5) Eradication - Accuracy/Damage/Recharge
    • (11) Eradication - Accuracy/Recharge
    • (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) Kismet - Accuracy +6%
    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) Armageddon - Chance for Fire Damage
    • (36) Armageddon - Damage
    • (36) Armageddon - Damage/Recharge
    • (40) Armageddon - Accuracy/Damage/Recharge
    • (43) Armageddon - Accuracy/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) Mocking Beratement - Recharge
    • (43) Mocking Beratement - Accuracy/Recharge
    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: Oppressive Gloom
    • (A) Accuracy 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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  10. Quote:
    Originally Posted by Exxar View Post
    PS slotted with 3 lvl 50 EndMod IOs drains 80% of a mob's (even-con minion) endurance with a single application. LF drains 3% per tick without EndMod slotting (and slots are much better spent elsewhere than to enhance that number) so the mobs would be sapped to 0 after 14 seconds of fighting. Ain't cutting it. Or to 10 after 7 seconds which is also good, and that's borderline cutting it.
    Or, you can slot endmod in LF, which isnt unheard of. As to whether or not slots are better spent elsewhere, I think that is up to the individual to decide.

    There is a lot of space in how you build any toon, and more than one way to run them effectively. This is even more true now than before they switched conserve power for energize. Most people swore you needed medicine and that CP was a waste. I ran mine with no problems doing the exact opposite.

    Just because you don't think something is useful doesn't mean someone else may find it so.
  11. _Deth_

    Tanker or Brute?

    Quote:
    Originally Posted by DJ_Onslaught View Post
    Actually it's been said originally that MM's were meant to fill the tanker role in CoV.
    While this was true early on, they moved away from that direction a long time ago.
  12. Quote:
    Originally Posted by Exxar View Post
    Hrrm, for LF and PS to be effective for sapping you'd have to fire PS twice in a fight. The only way it's effective upfront is paired with Ball Lightning and Electrifying Fences from Mu Mastery, although I'm not sure if the EF are required. PS+BL+EF, however, is definitively enough to zero the mobs' end, and LF keeps it that way until you can recast BL and/or ES.
    Depends on slotting, one PS will drain minions to almost nothing while LF whittles it down the rest of the way. Bosses and Lts, yeah, but seeing how I make those my first target, it usually isn't an issue.
  13. Quote:
    Originally Posted by Exxar View Post
    Only if you run higher than +0/x8. At +0/x8, you don't need more than say 20% defense, for example.
    yeah, i was meaning more like +4/x8
  14. _Deth_

    first brute

    umm, all of those are actually rather good. My stone/wp brute does a ton of damage.

    if you want PvP, elec melee is not the way to go, it's single target damage is poor. Mace and Battle Axe both do a ton of single target damage. Seismic Smash is just brutal. Can't talk for DB, but I can talk for Elec Melee in PvP, and it is painful.
  15. Don't forget the massive end drain from lightning field and power sink if you slot for it, extra mitigation that FA doesn't have an equivalent for.
  16. personally, I like to think of it this way. If you solo most of the time, and like to run with the settings cranked, then yes, it's worth the trouble.

    However.

    You are not a tank. Just reminding you. As a brute, your best damage mitigation is through making them dead faster than they make you dead. With ElA, you have a lot of resistance, and I am sure with full fury, DB can hang with the best of em as far as killing off your opponents.

    Also, with ElA, you have some soft control built in, between lightning field and power sink, you can keep all but elite bosses and AVs floored on end. So you have less incoming damage.
  17. _Deth_

    first brute

    elec/elec is decent on just SOs. Once your fury builds up, the lesser ST damage on elec melee isnt as bad.

    Don't know what you consider bad as far as the primaries go, some of them work a bit differently for brutes than they do for the other melee classes, mostly due to fury. I personally had no interest in claws until they proliferated them to brutes, and I have to say, they are amazing.

    Like Exxar said, I wouldnt bother with SD on plain SOs. Elm/SD is incredible when it is IOd, but just looks painful on SOs.

    My elec/elec is fun, now that they have buffed them with energize. He is still in just SOs, and will probably stay that way. I just don't see the potential in that toon that I see in my other brutes to justify the cost of IOs. Maybe as a farmer at some point, but that would require a fair investment.
  18. For the most part I agree with dave. Dark Armor is ******* on end until you start IOing, altho I think the proc in Dark Regen isn't the be all, end all, once you get fully setup.

    As far as being gimped only using SOs, well, if you make use of the soft controls in DA in combination with the soft control in IM, I have this odd feeling it wouldn't be too bad. In fact, I think the toon would be far more fun in SOs, as IOs tend to make the soft control powers in DA kinda lame and pointless, I can assume it would be similar with IM, but that is merely speculation on my part. With just SOs, ice patch + OG would keep you rather safe for the most part, with death shroud to wittle down the minions while concentrating on the bosses/lts.

    If you keep up with the toon, would be interesting to see how it played out.
  19. Came back to game recently, and decided to work up the claws/wp brute I made just before leaving. So far the toon is incredibly fun, but I am getting to the point where it is time to start IOing him out, and I don't want to respec a dozen times like usual.

    At the time I made him, claws was still new for brutes, and I didn't have a good build worked up for him. I have been looking for builds on the forums, and so far have not seen any that I liked particularly, so I monkeyed around with one and this is what I have come up with. As far as power choices go, I was thinking of switching swipe for taunt, but I like taunt on sets with crappy aggro auras. Also, power choices and slotting are not optimized for malefactoring or any of that. I don't do it often enough to worry about it.

    It's not quite softcapped on S/L, I decided to push up regen/hp more. My other WP brute is sitting at just over 35% def with a lot less regen and hp than this build, and is still damn hard to kill.

    Yes, it's expensive, don't care, not really an issue. Just want a few more pairs of eyes to look at it and see if there are any glaring holes in it I missed.

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

    Click this DataLink to open the build!

    Fleshwounds: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Villain Profile:
    Level 1: Strike
    • (A) Kinetic Combat - Accuracy/Damage
    • (15) Kinetic Combat - Damage/Endurance/Recharge
    • (39) Kinetic Combat - Knockdown Bonus
    • (39) Kinetic Combat - Damage/Recharge
    • (50) Pounding Slugfest - Damage/Recharge
    • (50) Pounding Slugfest - Accuracy/Damage
    Level 1: High Pain Tolerance
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (29) Numina's Convalescence - Heal
    • (37) Numina's Convalescence - Heal/Endurance
    • (37) Miracle - Heal
    • (40) Miracle - Heal/Endurance
    • (40) Miracle - +Recovery
    Level 2: Mind Over Body
    • (A) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance
    • (3) Reactive Armor - Endurance
    • (5) Reactive Armor - Resistance/Endurance/Recharge
    • (37) Steadfast Protection - Resistance/+Def 3%
    Level 4: Fast Healing
    • (A) Regenerative Tissue - +Regeneration
    • (5) Numina's Convalescence - Heal
    • (31) Numina's Convalescence - Heal/Endurance
    • (46) Healing IO
    Level 6: Spin
    • (A) Obliteration - Accuracy/Recharge
    • (7) Obliteration - Damage/Recharge
    • (7) Obliteration - Accuracy/Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (36) Obliteration - Damage
    • (36) Obliteration - Chance for Smashing Damage
    Level 8: Follow Up
    • (A) Kinetic Combat - Accuracy/Damage
    • (9) Kinetic Combat - Damage/Endurance
    • (9) Kinetic Combat - Damage/Recharge
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    • (11) Rectified Reticle - To Hit Buff
    • (13) Rectified Reticle - To Hit Buff/Recharge
    Level 10: Indomitable Will
    • (A) Kismet - Accuracy +6%
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Luck of the Gambler - Defense
    Level 14: Swift
    • (A) Run Speed IO
    Level 16: Rise to the Challenge
    • (A) Numina's Convalescence - Heal
    • (17) Numina's Convalescence - Heal/Endurance
    • (17) Numina's Convalescence - Heal/Endurance/Recharge
    • (27) Healing IO
    Level 18: Focus
    • (A) Devastation - Accuracy/Damage
    • (19) Devastation - Accuracy/Damage/Recharge
    • (19) Apocalypse - Chance of Damage(Negative)
    • (23) Apocalypse - Accuracy/Damage/Recharge
    • (23) Apocalypse - Accuracy/Recharge
    • (36) Apocalypse - Damage/Endurance
    Level 20: Quick Recovery
    • (A) Performance Shifter - Chance for +End
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Boxing
    • (A) Accuracy IO
    Level 24: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance
    • (25) Reactive Armor - Resistance/Recharge
    • (34) Reactive Armor - Resistance/Endurance/Recharge
    Level 26: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense
    Level 28: Heightened Senses
    • (A) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Recharge Speed
    Level 30: Eviscerate
    • (A) Obliteration - Damage
    • (31) Obliteration - Accuracy/Recharge
    • (31) Obliteration - Damage/Recharge
    • (42) Obliteration - Accuracy/Damage/Recharge
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (46) Obliteration - Chance for Smashing Damage
    Level 32: Shockwave
    • (A) Positron's Blast - Accuracy/Damage
    • (33) Positron's Blast - Damage/Endurance
    • (33) Positron's Blast - Damage/Recharge
    • (33) Positron's Blast - Accuracy/Damage/Endurance
    • (34) Positron's Blast - Chance of Damage(Energy)
    • (34) Force Feedback - Chance for +Recharge
    Level 35: Health
    • (A) Numina's Convalescence - Heal
    • (40) Numina's Convalescence - Heal/Endurance
    • (50) Numina's Convalescence - Heal/Recharge
    Level 38: Stamina
    • (A) Performance Shifter - Chance for +End
    • (39) Performance Shifter - EndMod/Accuracy
    • (42) Performance Shifter - EndMod
    Level 41: Slash
    • (A) Kinetic Combat - Accuracy/Damage
    • (42) Kinetic Combat - Damage/Endurance
    • (43) Kinetic Combat - Damage/Recharge
    • (43) Kinetic Combat - Damage/Endurance/Recharge
    • (45) Pounding Slugfest - Accuracy/Damage
    • (45) Pounding Slugfest - Damage/Recharge
    Level 44: Taunt
    • (A) Perfect Zinger - Taunt
    • (45) Perfect Zinger - Taunt/Recharge
    • (46) Perfect Zinger - Taunt/Recharge/Range
    • (48) Perfect Zinger - Accuracy/Recharge
    • (48) Perfect Zinger - Taunt/Range
    • (48) Perfect Zinger - Chance for Psi Damage
    Level 47: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    Level 49: Super Jump
    • (A) Jumping IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Fury
    Level 0: Ninja Run



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  20. since the patch today, I am having issues with respecs.

    When I hit the back button to make a change, the game client crashes. It has done this 4 times now.
  21. I have a lvl50 DA/DM tank fully IO'd, my only regret is that he is not a brute. I am just thinking of the possibilities and it would be BEAST. I would be able to skip some of my fillers for a bit more AoE later on.

    Damn, I am gonna have to rebuild my tank as a brute now.
  22. I'm calling shenanigans on the OP.

    She has a post like this in every single archetype forum.

    "what is the most powerful brute"

    "what is strongest tanker"

    "well, I want to be ready for GR, and I need a good build too, Inf is no object"

    Seriously, if you have more than one fifty, you should know this stuff, or at least know how to go about finding the information.
  23. _Deth_

    Dark/Dark Tanker

    /shrug, didnt look at the name, and he didn't mention a concept behind his build.

    If you are going for concept, keep the Earth stuff how it is, and reslot a bit closer to what I was using, should still put you close to the cap. I monkeyed with the build you posted and came up with some crazy stuff, but nothing coherent enough to post.

    Personally, on concept toons, min/max be damned is my mantra and go for fun. Like on my fire/fire/pyre tank Flamin' Waffle. Only non aoe attack he has is breath of fire, which I made look like he is spewing maple syrup on ya.
  24. _Deth_

    The BEST Brute

    not to dissuade you from anything, but really, you should play around with all of the sets. yes, I said ALL of them. The FotM, or some theoretical combo may look good on paper, but could bore the piss out of you later on. Some combos seem like they would be terrible together, but you could find some little known synergy between them that makes them great.

    SS/SD is a beast when fully IO'd, and I have seen some people do amazing things with them. I have one that is level 50 that I hate with a passion. Don't really like my ELM/ELA either, is better with the recent changes, but still not my favorite.

    On top of that, how you're toon works today may not be the way it works tomorrow. Energy Melee used to be beast, now, it is underwhelming at best. My Necro/Poison MM isn't nearly as strong or as fun to play as it used to be.

    Point being, if you are new to the class, mess around with it. And don't look forward to what would be best for GR, as that is all speculation. From what the devs have said, the new content is going to push all classes to their limits in the end game.
  25. _Deth_

    Dark/Dark Tanker

    I took a look at your build, and, well, not really the way I would go with it. You are kinda light on damage, especially the way you have Midnight Grasp slotted, Siphon Life as well. It also looks like you might be a bit end heavy, but maybe not. Taking Earth Mastery just to cap your def is a bad idea as well. You can smite and slot with KC's and bridge the gap. I also see you have skipped hasten. Up to you on that one, but I prefer to take it myself, the faster my DR pops back up the happier I am.

    Anywho, here is my current build on my DA/DM. It has proven to be very, very effective. only IOs I am missing are 2 of the LoTG recharges, and the purps in Dark Consumption. I have Oblits in that, works well.


    Hero Plan by Mids' Hero Designer 1.703
    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) Cloud Senses - Accuracy/Recharge
    • (5) Eradication - Accuracy/Damage/Recharge
    • (11) Eradication - Accuracy/Recharge
    • (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) Kismet - Accuracy +6%
    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) Armageddon - Chance for Fire Damage
    • (36) Armageddon - Damage
    • (36) Armageddon - Damage/Recharge
    • (40) Armageddon - Accuracy/Damage/Recharge
    • (43) Armageddon - Accuracy/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) Mocking Beratement - Recharge
    • (43) Mocking Beratement - Accuracy/Recharge
    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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