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Nothing special here ya go amigo. It's slotting is a little fudged up because I was experimenting and didn't save a clean looking build. My guy is not actually slotted quite like this, but sports the same values so close enough.
http://www.cohplanner.com/mids/downl...E9FD077EE8ECD3
Alright this is a final build:
http://www.cohplanner.com/mids/downl...1DFEFF3856EB62 -
The more I think about /regen for brutes the more interested I get.
I already have a single target, high damage and uber survivable em/inv brute so I'm thinking ss/regen.
While I don't believe a /regen regardless of IO bonuses solo can be built as tough as a /inv, /wp or /da I do think it will be pretty damn tough with capped hp and alternating instant healing and rebirth. If you can fit 30% or more s/l defense it will be pretty beast.
That's completely solo.
On a buffed team a /regen gets exponentially stronger vs most other secondaries.
I think it will be completely viable. -
EvilRyu, imo I would go with the spiritual alpha and rebirth destiny. /SD is primarily defense and like my main em/inv which is literally mostly about defense seeing as how it only resists one damage type well albeit the most common.
Currently I have the t3 spiritual and rebirth and rebirth is healing for just under 1k.
My guess is build your /sd up to soft caps and then focus on recharge or +hp. See if you can get him to around 2400-2500hp including the accolades. With t4 rebirth you'd probably regen somewhere around 50-75hp per second on it's last, weakest portion.
Since I don't have the t4 rebirth yet I don't fire it off perma, but I do usually keep up dull pain and regen'ing around 37hp a sec I honestly don't notice et's health loss running my best attack chain.
You can pretty much rest assured that if the hp loss from ET is causing you problems then you are either in over your head or gonna die anyway.
I think Em/Sd would be really nasty single target. I know I hit atrociously hard in the ITF surrounded by clusters of enemies with high fury. Em/Sd would probably approach ludicrous. Sometimes I wish I had at least one strong aoe other than my judgement and /Sd will give that to you. -
You use Gaussian's because compared to adjusted targeting it's set bonuses are more useful for an /inv.
you get extra recovery
extra hp
extra damage
and most importantly extra defense all around
Literally all the bonuses from the set are useful for /inv.
Adjusted targeting is shite incomparison.
Now my /ela brute greatly prefers adjusted targeting so it's different strokes for different folks.
My em/inv build is slotted quite abit differently, but it has similar stats. I also have Gaussian's 6 slotted and I would bet many other /inv players do too. -
Received +def IO. Happy with service and would use again!
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I don't have time to post a build atm, but I just wanted to chime in and say that dm/fire is winning.
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I would go with EM/SD.
It will never be farmer and it won't melt huge hoards of mobs, but it will destroy anything lieutenant and up.
Shield charge gives you a nice aoe every other group and combined with perhaps ball lightning or dark obliteration that will do a decent job of taking care of bigger spawns. Add in judgement and life isn't too bad.
I remember when they first nerfed energy transfer's animation time and I know it hurt it's dps, but honestly with my em/inv I have 115% global recharge and the spiritual alpha and that gives me an attack chain of et<tf-ep<bs<ep<repeat. That's alot of damage. Energy transfer with high fury, build up and a proc from hecatomb negative energy damage if you can afford it is huge.
I could be wrong, but I see great sets like claws or dark melee with faster animation times, but if you look at the base numbers energy transfer does 190 damage in 2.67 seconds, total focus 148 in 3.3sec, bone smasher 68 in 1.5sec and energy punch 41 in .83 seconds.
Compared to Super strength's knockout blow 148 in 2.67sec, haymaker 68 in 1.5sec and punch 41 in 1.2seconds.
How about dark melee? Shadow punch and smite both are inferior to energy punch and bonesmasher for damage to animation time. The only thing better is they have shorter recharges. It's biggest hitter does 115 in just over 2 seconds.
The difference really is that these sets attacks recharge faster. I have a lvl 50 dm/fire, 2 SS's so I'm experienced with these sets.
I can tell you that my em/inv feels like a badass. Single targets and groups of 3-4 he owns literally 1 shotting mobs. He melts elite bosses.
I also happen to really like the look of energy melee and it fits my characters concept big time.
I have no illusions about it doing as much dps as claws, fire or dark melee, but seriously who cares. The animation times irritate some people, but when I see how hard I am hitting I'm like so what?
I think what turns alot of people off is how the set feels like on just so's. Even with hasten on so's the set plays slow because you need energy punch and bonesmasher recharging quickly and they don't come up quick enough so you have these gaps inbetween when you can attack and it sucks.
Once you start getting enough recharge though the set feels really good IMO. If I'm grouping and I know et and tf will be wasted unless it's a real beast of a mob like im trials then I'll just cycle between energy punch and bonesmasher and do perfectly acceptable dps with those 2. Soon as we hit a really hard mob that is when EM really shines.
One last thing to note is that EM's damage is generally hardly every resisted. That boosts it's damage even more imo because sets like claws which get resisted all the time and even SS get's resisted abit.
You might also give fiery melee a shot because that hits really hard, has better animation times and is generally not resisted that much, but when it is it's resisted heavily similar to psionic damage. -
Having another day to think about it I do think an /sr tank would be pretty nice.
Thanks to the higher defense values I wouldn't be surprised if an /SR tanker with the base toggles, combat jumping, weave, maneuvers and a steadfast +def io is sitting very close to incarnate soft caps. That is pretty impressive.
Then you build for recharge and hp and I could see an /SR tank with:
over Incarnate soft capped defenses AT ALL times
2400-2600hp(could be higher than this I don't know)
Defense would never be an issue. You now have resistance to look at and healing. Imo barrier on top of that much defense with that much hp and scaling resists is a waste. Use t4 rebirth with the spiritual alpha and you got a +1k hp heal every 2 minutes and regening 75 or more hp perma.
That would be pretty leet.
I know my brute is uber on pretty much anything under incarnate level content and even on incarnate without being buffed feels pretty uber except for pulling in BAF un-buffed and when running around the labs/warehouse without buffs. During those times without having alot of mobs always around to bring defenses close to incarnate soft cap I start getting hit more often than I would like. I've only died once running lam in the last 5 or 6 times, but I've had several close calls.
I could see a pimped out /SR tanker running through those labs/warehouse while whistling sweet home alabama and sippin on a mocha.
That said I still think a pimped out /inv, /wp, /ela, /dark will all be tougher thanks to resists and heals allowing for better layering of mitigation. THAT said I'm starting to think that it doesn't matter because a tank with +60% defense to all and +2500hp with a rebirth destiny is going to be stupid hard to kill regardless whether those other primaries are a wee bit stronger in some ultra rare uber leet scenario. -
I'm sure /SR tanks will be effective though I doubt they will be overtaking /inv, /wp or even /ela when you take into account io's and incarnates.
Just doesn't seem that impressive to me when and /Inv pimped out can pretty much do every thing and more.
So what's so awesome other than the concept and being very strong just off so's? -
This build should be serviceable.
http://www.cohplanner.com/mids/downl...55F807AFEF4FE3
I think Cardiac for the alpha and clarion radial epiphany would work very well with this build.
A few quick notes with this build
Dark Regen costs 18 end and heals for 1270 with 1 foe and has chance to return end per foe hit. Recharges in under 15 seconds
Soft capped s/l defense, mid 30's all else
Oppressive Gloom has a 17 second stun
Just under 2k hp.
3 + end procs for a high chance to get a proc every 10 seconds, I have 3 on my em/inv brute that runs 8 toggles with one of those being the hefty focused acc and he can go for several minutes non-stop without using a cab and that's with a high recharge build without cardiac. Without FA on pretty much indefinite. This ss/dark with 3 or more foes around would likely never have end issues.
I'm sure someone can post a better build, but this is probably what I would do. I think nowadays with io's and especially incarnates that certain builds that weren't really workable in the past have ALOT of potential. Personally I think an ss/dark built like this or better would be an AWESOME brute. -
Hello people. So the title says it all. Which one should I io out and incarnate in your opinion.
I am a very singular type of person and generally can only play 2-3 characters tops at any given time. Since my main/concept character an Em/Inv brute is already fully io'd and working on t4 incarnates I have the time to pimp out one of my other brutes.
I've made some pretty nice builds in mid's. I have around 2 billion to work with and can earn villain merits for the lotg's to save a decent chunk of money. No purps would be used.
The SS/ELA is already pretty beast just on SO's, and pimped out he would have around 50% resist to most all and stack darkest night with paralytic interface to easily debuff foes for -30% or more damage. That and 30% s/l defense(combined with DN's -tohit) and around 20% for all else and just under 2k hp.
The SS/EA by comparison seems flimsy by comparison at first glance, but I've got a build with Overload up about 70% of the time if I wanted which would cap hp at 3200 plus 28% s/l resist and bookoo defense. Also considering using soul mastery for the same reason as the /ela brute. Use of clarion would bring this guy up to/over the incarnate soft cap on all for the most part.
So we got a more offensive(damage aura) /ela with good defensive potential and great resists or /ea with uber defense and capped hp a large portion of the time.
Also keep in mind the incoming buffs to /ea:
Energy Aura Revamp
Resistance on the set's auto powers were slightly increased and now include endurance drain protection and slow resistance.
Entropy Shield is now Entropic Aura for Scrappers and Brutes. This power is a taunt aura that grants the user a scaling recharge buff based on the number of foes surrounding the user. The Stalker version of the set doesn't have a taunt aura, but it offers a small Recharge bonus.
Repulse for Stalkers has been replaced by Disrupt, a stun aura.
Energy Drain no longer has a healing component, instead it offers a small defense boost per target hit.
Conserve Energy was replaced by Energize, a self Heal that offers a moderate regeneration and endurance cost reduction boost for a short while. This power works identically to the Electric Armor version.
SO? All you fellow brutes what is your opinion on which brute to take to Godhood or at least Demi-god? -
Regen needs a couple changes. I love my em/regen stalker and I would enjoy a regen brute, but nowadays without an IO'd build WITH the incarnate barrier I think regen is probably the weakest set on a scrapper and would be on a brute.
Proposed changes:
1. Integration gets a taunt aura.
2. Instant Healing is returned to a toggle. Retains current healing power.
MoG's duration remains 15 seconds seconds with a fixed recharge of 1:45 minutes.
I think this would make regen ONLY on SO's the strongest of all sets.
After IO sets it would still be very strong, but not too crazy even with full on instant healing running all the time and across the board 20-25% defense because it still cannot resist damage.
Obviously it would be even stronger on a brute than a scrapper, but as has been mentioned brutes are basically the tanks of CoV.
Fully IO'd it still would not be stronger than my /Inv brute that pulls over soft capped defenses in 5+ man spawns, has 70% s/l resist and 23-24% across the board resists with over 3k hp and a 3 minute godmode power.
Would it really be asking too much?
Back when inventions didn't exist I would have said yes. Now with inventions and even more so with the uber incarnate powers I don't think it is. -
Honestly I would just wait until the new energy aura changes take effect and roll one of those now.
<---Proud owner of 3 year old SS/EA -
With the new changes /EA is going to be BALLER.
Mark my words.
+recharge boost?
+defense boost
moderately improved resists
50% hp heal
+200% regen which you can stack with health, physical perfection and rebirth
added taunt aura
And still being one of the best secondary's in the game for endurance management as well as arguably having the best tier 9 power Overload in the game? I have Unstoppable, Power Surge etc and I can tell you having basically dull pain+elude in 1 is superb.
How is this not awesome?
/SR what? Oh, defense buff resist. That's great. -
I think an IO'd SS or DM /regen brute is gonna be pretty frickin beastly.
Perma +3k hp with dull pain
Only countin hp boosts from accolades I'm guessing 100hp a second regen with dull pain
Hyooge regen with instant healing.
20% up time with Moment of Glory
Combined with Rebirth and you have 2 uber hp regen clicks.
Plus roughly 15-20% defense to all. Pop a single luck and when you have 3k hp, regen 100hp a second and have +30% defense you are going to be hard to kill. Pop Instant healing or rebirth and practically impossible to kill. If somehow even that is not enough you have MoG.
How is this not powerful on a brute?
Granted /regen will never have the layered defenses of /Willpower, /Inv or the capability to create as good a layered defense system like most sets, but for a reactive player I think it will definitely be a viable set. -
I've got an SS/EA brute sitting at 41 that I have always liked even though I don't play him much. Fully IO'd for far cheaper than my em/inv brute he'll be soft capped to all, have almost 2100 hp and capped hp in Overload, and with these changes will become even more offensive with the +recharge and more durable with the +def boost and 50% hp heal and 200% regen.
An IO'd /EA brute is looking at having:
+2k hp
50% heal
+soft capped defense
regen 40-50hp per second
I think it might be reasonable to say that once these changes take effect /EA will become the premier defense set overtaking super reflexes.
/SR still offers +20% recharge, but I won't be surprised if /EA with 3-5 targets in range ends up equaling that negating that bonus.
/SR has uber defense debuff resistance and this will always be it's strongest point imo.
/SR also has scaling resists. I have never played an /SR character before so I can't comment on how effective this is.
/EA on the otherhand gets a 50% hp heal, +200% regen, FAR better endurance management, a superior tier 9 clicky, and increased defense every time it gains end from energy drain.
Looks pretty awesome to me.
My guess is that when /SR is ported to tankers they tweak /SR abit. I remember when a pimped out /SR was awesome. My /Inv brute laughs now having practically equal defense and being FAR sturdier now with IO's.
I would bet money that /SR's scaling resists are modified and increased in strength. I don't care how high /SR's defense is because without either +hp or a pumped up scaling resist when it does get hit it's gonna get hit hard compared to an /ice or especially /Inv brute. -
I have a lvl 48 brute that is em/inv and he is my main despite not being 50 and having another brute that is 50.
Anyhow, I would drop whirling hands because it's atrocious. IMO, em/inv is either strong against just a few opponents where it can put to use it's high damage, but slow animating attacks or good against 1 very strong opponent like an AV or elite boss. An exception is also mainly tanking a main boss, but being surrounded by minions and lt's.
I just teamed up with an elec/shield brute that decimated large spawns so fast it made me green with envy, but then when we went against elite bosses my brute rapidly pulled ahead. Despite sets like claws and dark melee offering superior dps, with alot of recharge I feel energy melee does alright being able to chain bonesmasher and energy punch while popping et+tf on cooldown.
This is my current em/inv build. It is fully slotted at 48 other than still missing several lotg's which tip missions take care of.
http://www.cohplanner.com/mids/downl...F6FF0164B4F241
I'm sure there are better Invulnerable builds around, but the goal was to get hp over 3000 with dull pain, get regen up to +40hp a second with dull pain and soft cap smashing/lethal with 1 foe.
With the combo of spiritual core paragon and rebirth radial after the inital mega regen which would regen roughly 320hp a sec for 10 seconds the build would regen about 65hp per second for about 110 seconds.
My thinking is that once smashing/lethal damage is soft capped with 1 foe and e/n/f/c is in the mid 30's that on a team you are likely to have at least 1 team mate buffing defense in some manner. Combined with 3-5 enemies in range and defense in general is probably going to be fine. With just an AV in range the build is basically incarnate level defense with 1 luck not counting any other defense buffs.
At this point it becomes a matter of damage recovery as I have heard other people mention before and having a high regen rate seems to be a logical way to increase survivability. When you are dodging 95% of incoming attacks the ones that do land either get buffered heavily by your s/l resist or reduced around 25% by the others. The regen is most beneficial to help shore up your lower e/n/f/c/t resists imho since these attacks will hit for a much higher percentage than s/l. -
I think this is a very reasonable build to make just doing your 5 tip missions every day and even faster if you do some AE ticket farming and flashbacks.
Short and sweet version this build provides:
2068hp
47.4 hp regen per second
across the board typed defenses around 21-22%
I'm sure there are a few guys on this build that are insanely good at creating builds that can do better, but you asked for an all around build. Popping a single luck brings all your defenses to around 33-34%. Combined with your resists and hp regen you really have no weaknesses at all and there will not be a single enemy group that will likely pose more problem to you than the next. A more expensive build could probably soft cap or get close to soft capping s/l defense since that does seem to actually defense against most attacks because very few attacks don't have a smashing or lethal component to them, but I think the build wouldn't quite be as versatile.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 2: Lightning Field -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(9), Sciroc-Acc/Dmg(9), Sciroc-Dmg/EndRdx(13), Sciroc-Dmg/Rchg(15), Sciroc-Acc/Rchg(15)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 6: Spin -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Dmg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(50)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 12: Follow Up -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg(43), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(45)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Grounded -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17)
Level 18: Focus -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg(19), Dev'n-Dmg/EndRdx(19), Dev'n-Dmg/Rchg(21), Dev'n-Acc/Dmg/Rchg(21)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(25), S'fstPrt-ResDam/Def+(34)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Energize -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(29), Mrcl-EndRdx/Rchg(29), Mrcl-Heal/Rchg(31), Mrcl-Heal/EndRdx/Rchg(34)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Shockwave -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(33), Posi-Acc/Dmg(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(50)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37)
Level 38: Power Surge -- RechRdx-I(A)
Level 41: Superior Conditioning -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(48)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(50)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Assault -- EndRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23), Numna-Heal(45), Numna-Heal/EndRdx(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(37) -
I have a lvl 37 SS/ELA brute that I would like to create a bind or macro, not sure which one it is, that automatically turns on sprint when I move and turns off sprint when I stop so that my pvp mobility is at it's peak.
I would very much appreciate help on this. I did a quick Player Guides search for speed on demand, but didn't see anything.
Thanks. -
After much RV pvp'ing I must say I think that is a HORRIBLE idea.
Scrapper crits are a very big deal.
Cutting on maximal damage output in exchange for faster fury building is bad. That would totally neuter brutes against melee classes. -
I'm also glad that they made grounded's Immob and KB protection only when you are on the ground. It makes sense thematically.
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My DM/ELA brute is 21 in test now. DM+ELA has GREAT synergy. IT does not have burst damage AT ALL. At 0 fury the damage is a joke. At full fury the damage is comparable to other sets. Of course, I don't have any damage enhances in it yet or SO's.
One thing it does do better than any other primary I have played is build fury REALLY fast and maintain it. I have no issue with the damage. Once fury is up you start dropping guys easy and I'm playing on relentless so most of the guys are +2 and some +3 to me.
I have lightning reflexes and 1 DO recharge in shadow punch, smite and shadow maul. Brawl is set on auto. I barely have any downtiem between attack chains and can frequently chain SP, smite, SM in like 5 seconds or less. You don't need air sup or boxing unless you want it. Once you get a single SO recharge in attacks you'll always have 1 up. I'm not counting touch of fear, siphon life or midnight grasp either.
O na whim I logged onto my lvl 36 SS/EA brute. All his attacks are slotted 1 acc, 2 damage, 3 recharge. Also have hasten. Well I fought a few missions in war and even with 3 recharge and hasten going the attacks are like twice as slow to recharge as DM is. I know DM is supposed to be a lil weak, but it sure doesn't seem like it at all. The attacks chain so fast that fury builds hella fast and you'll pull off almost 2 attacks compared to most other sets 1. Or at least it seems like it. Also, the fact that have of it's damage is negative is a plus which I think is part of the reason it appears to do just fine damage wise.
It's not gonna compare to EM's or SM's burst damage nor will it compare to fire melee's AoE, but man it rocks. ToF will be awesoem against squishies.
I don't see this guy as being clearly superior to my EM/INV brute. Just alot different. this is the guy I would use against any toon my EM/INV has a hard time without or gets pwned by as it's so versatile.
One last thing. checked energy drai nin pvp and I lika the new draina thingie lol. Sucking 2/3 of enemies bars in 1 shot easily. I think elec blaster sappers might be back heh.
Also leveled up an SM/ELA to lvl 8 and he does very nicely too. Still prefer DM though.
I'm guessing the top 3 fav /ELA builds will be EM/ELA, SS/ELA and DM/ELA.