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Posts
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Quote:It depends on how hard you push your Brute.I currently have DM/SD and WM/SD brutes. If I were to make another SD brute, I'd go with FM as primary. From my personal experience with my other FM brute, it has really good ST damage and pretty solid AOE. It's damage type is also less resisted. It's biggest hole which is lack of mitigation (KD, -Acc, etc) becomes a non-issue with softcap sets like SD.
I find in some situations the KD is irrelevant to my personal survival but very beneficial for squishies.
I find in more difficult circumstances, say soloing cysts on mish 2 of the ITF, the KD is priceless.
Quote:One more thing, why not consider WM as your primary? WM is a beast when it comes to AOE and overall a very fun and brutish primary. Post-buff, I was really surprised how powerful it became and out of my 9 brutes, WM/SD is probably my favorite.
WM is an excellent "all around" primary, great AoE, decent ST and plenty of mitigation.
It also has a ridiculously satisfying smash-factor. -
Quote:While I agree with the premise, the increase in power from the alpha slot is not proportional to auto-hit un-resistable damage that can 2 to 3 shot the absolute toughest characters in the game.I think it has to do with what Positron said, the more powerful you become the harder the content.
I'm fine with it in what this particular scenario seems to be, a rigged encounter to force you to keep moving (even though the game's attacks root you to the floor, which is a separate gripe) - if it's a single instance of this situation to make a dramatic, unconventional TF, then I'm all for it. Different and unconventionally challenging is fun.
However I do hope that constant unresistable (or nearly un-resistable) DEF busting tactics do not become the norm, simply because the IO system provides no other valuable means of increasing personal survival.
Quote:These encounters are going to be designed to push experienced to the max. Most TFs/SFs in CoH are rather easy, pedestrian even. If you played any high level raids in other MMOs, they are punishing and require massive amounts of coordination between players.
In effect the already most powerful combination of stacked force multipliers only becomes more attractive. -
Quote:DM is probably the premiere AV soloing set. Fire Melee is good as well, but you'll most likely want a self heal.No, I mean just putting out enough sustained DPS (while maintaining endurance) to take down an AV on a brute. And there's the survival aspect as well.
I'd have to do some searching but it's possible a DM/SD has solo'd AVs before.
I'm sure some of the experts will chime in here.
My top secondary choices would be Willpower, Invuln, Shield or SR: and any choice you make must be softcapped.
Quote:My brute only deals any kind of real damage when around multiple foes.
The Fury Changes will see you gaining more fury per attack against higher tier foes (I believe EB an up, but AV is a definite).
Do you have a build you could post? Is your attack chain seamless or nearly seamless?
I can say that personally I have no problems even against single hard targets. In those fights I'm usually at 70-75% fury.
There is no reason outside of build and player ability why the Brute AT would not be able to solo any of the melee solo-able AVs.
So while you will not be able to solo ALL AVs with any build and will need to pick and choose your battles, you can definitely solo certain handpicked AVs.
The only reason we don't see more posts about it on the forums is because Scrappers as an AT have a much better developed sub-forum and are most likely a more popular AT overall. -
Quote:I would ask what it is you want to do.I've come back after a few month break and I'm interested in getting a badass Shield brute/scrapper. If I go brute, well, obviously I'll have to take SS, but if I take FM or Elec I'll probably go with a scrapper.
From personal experience, what would you guys recommend? The end drain on SS looks worrisome although the damage of SS can be pretty awesome, especially imagining it paired with rage and AAO. FM looks great, although I'm not sure how the damage output is compared to SS. Elec looks great, but it looks limited in the aspect that its single target is weak, so it'd be strictly a farming build.
SS/SD Brute: Possibility of excellent ST attack chain (requires gloom), excellent AoE through Footstomp, SC and potentially a PPP TAoE and massive mitigation from constant KD.
Ele I would avoid for a Brute, the ST is weak even on a Scrapper but the Scrapper's level of AoE output is tremendous.
FM/SD while does better ST damage for the most part on a Scrapper, is still excellent on a Brute.
I prefer my SS/SD to FM/SD strictly due to the level of soft mitigation afforded by SS. It is intensely endurance heavy.
Still FM/SD is an excellent combination.
Quote:I'd go Elec/Shield Scrapper, simply for the fact that /Shield, IMO, won't let you play the Tank role on a team with your Brute nearly as well as other secondaries. And if you really don't care about that, remember that SS/Shield can be tough to manage when exemped down, as well(Really relies on those set bonuses to shine).
And if you don't team a lot or expect to exemp/lacky down, just ignore what I just said.
I agree on exemping down.
However I play the 'tank' role on my SS/SD Brute without issue. -
Quote:Recharge is incredibly useful, your attacks are up more often and enemies die faster.Thanks for the build, Deus. Who knows, with Alignment Merits, prices may come down quite a bit. Or with the proper Alpha slot, you could make up for the loss of the LOTGs pretty easily. How useful is -recharge, on the whole? I noticed you dropped Bash. If you didn't have all that -recharge, and don't have Bash, do you still have a decent attack chain?
Without the LoTGs, you don't necessarily have a full attack chain but you can substitute Shatter in place of Bash.
Around L34-35 I used mostly AoE attacks anyway (I carried a lot of lucks and did mishes at 0x4-6 depending on enemy) -
This is the build I have on live.
Obviously the LoTGs puts it into a more expensive bracket, you can either run tips for them or switch to a cheaper set and forego the recharge.
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I updated the build using the new Mids, and made a couple of tiny changes.
Any comments or criticisms would be welcome, or some way to add more Recharge while remaining softcapped and not losing too much in other areas.
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Here's your proposed build with some different slotting.
You still have a decent cushion above softcap, as well as Active Defense being nearly perma double stacked + grant cover.
I dropped Super Jump for Physical Perfection, but if you feel you don't need the extra recovery you can always swap back.
I put Achilles' Heel procs in Whirling Sword and slice, might be nice to open with BU then either of those and then Shield Charge.
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Here's a separate version that sacrifices a bit of recovery & regen to squeeze in 15% more recharge.
It also dips just under AoE softcap a bit.
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I only looked at the first proposed build.
I tinkered with it a bit, to try and squeeze in some recharge.
Pros:
- Recharge is up 13% and hasten is fully perma.
- Dark Consumption has decent slotting.
- Tough & Fireblast have better slotting.
- Fire Ball has better slotting + a damage proc.
Cons:
- -0.25/s recovery
- -10 HP
- -2.25 HP/s regen
- Ring of Fire has worse slotting.
I'm not sure if your slotting on smite is better for your overall DPS or not. I put the hecatomb there so it could still be double proc'd including the purple proc as well as add some more recharge through CI in MG.
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Quote:I'll second Black Scorpion as having a quick first arc. One of the later missions in a different arc can take forever, though.
Yes, that would be this mission: http://wiki.cohtitan.com/wiki/Black_...esis_Attack.21
Just to clarify for the OP, this mish is in a later Arc and is not part of the Arc to unlock the patron pools. -
Quote:You do realize that a team full of support ATs is already more powerful than any team of all melee?So far, I have no issues with the defense busing. It means people have less ease soloing and team support still has a place.
Quote:In fact, I'm hoping that anti-def enemies become slightly more common in the 35-45 range so that the whole soft-cap craze dies off completely and it becomes just one of many options. I'm curious to see what other builds people can come up with and until something more effective comes along, no one will bother.
For melee the choices are:
- Build for Defense and be extremely survivable and then try to squeeze in as much Recharge as possible.
- Squeeze in as much +HP & recharge as possible on a resistance based set - have a self heal, or a self rez - or both - because you will be using them often.'
There is simply nothing else to actually build for in any meaningful amount other than DEF & Rech. HPs help, but not as much as DEF. -
Quote:Dark Obliteration if you want more AoEI have a FM/EA brute that has been level 50 for some time.
She currently doesn't have any patron pool powers because they didn't fit in her build; but now with inherent Stamina and a recently earned City Traveler badge I've got a lot more options.
I've never done any of the patron arcs, so a couple of questions:
I'll have room for two patron powers, so I'm thinking Gloom and one other. Which of the other Soul Mastery powers would be a good pick?
Darkest Night if you want more survivability.
Quote:I think I read that you *don't* have to run Ghost Widow's arc to gain access to Soul Mastery, any patron arc will do. Is that true?
Correct.
I personally find Black Scorpion's Arc the fastest. -
Quote:And taunt, I'd grab that as well while you're at it.Thank you, Deus, for this interesting build! I plan on making it the basis for my respec this week. And with Fitness being inherent there is now room to pick up additional powers that don't require much slotting like One with the Shield and Superspeed.
Forcing groups to clump up, at a -75 ranged penalty so they can all be within radius of Foot stomp & Shield Charge is worth it even if you only ever solo.
Quote:Is there any particular reason you picked Hurl over the other distance attacks available in the Energy epic power?
But the main reason is because the OP had it in their build, and I copied their power selection exactly - the only difference is how it's all slotted.
Hope that helps. -
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Quote:This is one of those times you really want herostats running.My Tanker has two PPP AoE attacks that a similar Brute wouldn't be able to afford while maintaining what I consider to be an acceptable amount of defense.
So the Tanker's third AoE ends up making up almost the entire damage advantage the Brute enjoys on the other two. That's just my personal thought process when evaluating builds I'd like to play.
While you might have more AoEs, how much more damage do the brute's AoEs do? What if the Brute was able to leverage enough defense to squeeze in 2 AoEs as well?
Quote:And in group missions, the Tanker's damage disadvantage is usually moot. Running an LGTF the other day, I was struck again just how silly a lot of these Scrapper-versus-Brute-versus-Tanker discussions are in most high-end teams: Mobs were melting so fast that it wouldn't have mattered if I had 300% of max Scrapper damage.
I play a variety of builds and ATs, and the things you can accomplish with a well designed brute or scrapper can often be a truly huge contribution.
I often weight my various builds against each other post TF using herostats, to see just how much damage the character dealt (obviously, support characters do other, extremely important, things but I do like to weight their overall contribution vs. other support builds in the damage department).
Quote:As an aside, and by the same token, there's a very small middle ground in terms of team composition where a Brute will have a noticeable advantage over either Tanker or Scrapper.
The advantage is you can take 7 ranged, particularly support characters + 1 Brute to both deal damage in droves and hold down entire spawns at the same time.
And just to be clear, while Shield Scrappers are a very special case in terms of the amount of raw DPS they do above a similar Shield Brute (do to AAO above all things) - the difference for other secondaries is much, much closer - and nearly indistinguishable in many cases.
If you can maintain Fury, you will be dealing an enormous amount of damage.
Quote:The group has to have enough buff support that the Brute can take advantage of its higher caps.
They do amazing things for Brutes, but in the age of IO sets they are not a requirement to both deal top end damage and simultaneously be the main aggro unit on a team. -
Quote:There's nothing wrong with that build goal, however Tankers do have offensive capabilities and I often think that neglecting them is actually a detriment to teams.If I wanted to be an offensive character, I'd be a scrapper or a brute or a mastermind or anything else. I looked at the list of ATs and chose Tank because I wanted to survive anything the game had to throw at me.
The Tanker AT can withstand a battle of attrition, however sometimes the team can not. A lot of times, simply removing the threat outright is the best solution to keeping a team safe.
So while Tankers do not do Scrapper or Brute level damage, severe underslotting of attacks and overslotting of defense/resistance toggles isn't something I would recommend either (not that you do this, I don't think I've seen any of your personal builds).
Quote:Hey, never said I didn't have faith in you. Your comment just sounded like this:
"Ok, so you can walk a tightrope a thousand feet in the air, but I do it without a safety net."
Sure, you can both do the same thing and you're both probably just as good at walking tightropes, and you might even get across faster, but one of you is smart enough to have a safety net. Just in case.
My Brutes and Scrappers feel "heroic" every time I'm doing something that I know is at the bleeding edge of what the AT can actually do.
However, when I'm standing there in the center of a giant mess of enemies with all of my toggles running and my AoEs going off - and I have some Blaster, Dom, or Corr, etc., standing right next to me going nova in an effort to kill everything before it kills us - My opinion of which one of us is more "heroic" is definitely not my nearly unkillable wrecking ball.
Quote:I didn't mean to say that there is something wrong with building an offensive tank. I'm simply a "play to the strengths" kind of guy. In my opinion, if you what you want is offense, make a scrapper. I wanted character that could stand at the gates of hell, so I found the toughest AT I could start with, the strongest looking powersets, and built more defense on top of that.
I look at tankers and I think, their greatest strength is the ease in which you can attain survivability, this in turn allows huge flexibility to increase Recharge and leverage what attacks you do get to the most benefit for yourself and your team.
Quote:I plan to make a scrapper that does the opposite. He'll be Fire/Fire/Fire, loaded down with offensive bonuses, and survive just long enough for Rise of the Phoenix to recharge.
A friend of mine in game has a similar build philosophy as you, he much prefers specialist ATs and heavily specializing them in that particular strength.
I don't like building that way and work to mitigate weaknesses as much as possible while retaining and capitalizing on as much of the primary strength of the AT as possible. It's probably why overall for melee, I prefer Brutes over both Tankers and Scrappers even though both ATs outclass Brutes in their respective specialties. -
Quote:Captain America disagrees with you.Shield defense seems interesting but doesnt look fun with ma espically thematicly,
But more seriously, SR, SD, Invuln and WP are all safe choices.
Ela, FA and DA will give you more attacks and tools, but you do need to be aware of the holes each set has.
You're doing it wrong. -
I just went by what you originally posted.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
SD/SM Tank: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(43), S'fstPrt-ResDam/Def+(45)
Level 1: Stone Fist -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(43)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
Level 4: Heavy Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(45)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 8: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(11), Aegis-ResDam(11), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(46)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(13), Mocking-Acc/Rchg(17), Mocking-Taunt/Rng(17), Mocking-Rchg(19)
Level 12: Active Defense -- HO:Membr(A), HO:Membr(46)
Level 14: Boxing -- Empty(A)
Level 16: Build Up -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(23), GSFC-Rchg/EndRdx(31), GSFC-ToHit/Rchg(33), GSFC-Build%(34), GSFC-ToHit/Rchg/EndRdx(48)
Level 18: Against All Odds -- EndRdx-I(A), Taunt-I(19)
Level 20: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx/Rchg(21), ImpArm-ResDam/Rchg(50)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 28: Hurl Boulder -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Dmg/EndRdx(33), Apoc-Acc/Rchg(33), Apoc-Dam%(34)
Level 30: Grant Cover -- EndRdx-I(A)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: Tremor -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(36), Armgdn-Dam%(37), FrcFbk-Rechg%(37)
Level 38: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(48)
Level 41: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 47: One with the Shield -- Heal-I(A), Heal-I(48)
Level 49: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-End%(50)
------------
Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Jump(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(7), Numna-Regen/Rcvry+(23)
Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(5), P'Shift-End%(7)
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-
Absolutely.
It's also only less than optimal if you want to deal damage, while Tankers are completely optimal if you want to survive incoming damage.
Quote:I also suspect that many of the folks who complain about tanker damage have not applied the same level of IO planning to the goal as they would for a scrapper or brute, further distorting the perception. Judging from the threads I see here, most tank builds focus far more on maximizing survivability (which they don't really need) than they do on maximizing dps.
Although in fairness, there's not much in the way of bonuses that will allow a Tanker to add +damage bonuses through IO sets.
Incarnate Abilities on the other hand...
Still, I do see a lot of over slotting of defensive/resitance toggles, and lack of overall investment in Recharge Bonuses (one of the best ways to increase damage output) on most Tanker builds on the forums.
Tankers, with their tremendous native Defense and Resistance bonuses are in a situation more than any other melee AT to take advantage of both getting to the softcap and heaping tonnes of recharge into their builds.
Oh ye of little faith. -
I would go with SS/Invuln.
While energy aura could work as a "Tk effect" it also has powers that are pretty outside of the range of the concept.
- Endurance Drain and Self Heal
- Stealth
Overload will also make you look like a star going nova.
A TK field is a totally acceptable explanation for being 'Invulnerable' (the powerset).
Example: Your telekinetic powers greatly protect you from physical, particularly smashing and lethal, attacks as if your skin were made of steel.
Invuln is also a much, MUCH, better designed set and will actually allow you to play within the concept - i.e being extremely hard to kill.
Energy Aura on the other hand, when you get hit - you will get hit really hard and then be forced to recoup using a pretty lack luster self heal.
SS/Invuln/Energy is not only a thematic and conceptual fit, it is also a very solid and high performing combination.
You absolutely want Superior Conditioning & Physical Perfection.
Laser Beam Eyes is good for concept and set muling. -
I’m looking for an outside opinion of this planned DM/SD Brute.
While I know I should focus on one or the other, I will probably do a fair bit of teaming and general content with this character – but I’m very interested in using this character to do some no insps/no temps type of challenges.
Some notes:
- I wanted Obliteration in Soul drain, but couldn’t fit Gaussian’s in anywhere else and was having difficulty reaching softcap without it and figured with Fury and Dark Obliteration any damage I lost is marginal.
- Would have liked a bit more recovery (to about 3.5 eps or so), more regen and more recharge.
- I will most likely go for the Spirit Alpha boost as eventually the Ultra Rares when available would add the extra recharge I wasn’t able to squeeze in otherwise, and the healing component would benefit OWTS, Siphon Life, True Grit and Health.
- The Patron Pool Power Selections are set in stone (the slotting is open to criticism & changes)
- I debated heavily on the slotting I have now for OWTS, 2 extra slots for the heal IOs was a lot to spend, but it does add an extra 250 HP when I need them. That being said, if removing 1 of those slots leads to a large enough improvement elsewhere, I’m open to that.
WARNING: USES LEANDRO'S i19 CUSTOMIZED MIDS
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 1: Deflection -- LkGmblr-Rchg+(A), HO:Enzym(23), HO:Enzym(25), GA-3defTpProc(48)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), HO:Enzym(3), HO:Enzym(3)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(23)
Level 6: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal(7), Numna-Heal/Rchg(7), S'fstPrt-ResDam/Def+(50)
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), HO:Nucle(9), HO:Golgi(11), HO:Golgi(15), HO:Golgi(15)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Empty(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(19), Efficacy-EndMod/Acc/Rchg(19), Efficacy-Acc/Rchg(21)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(21)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Boxing -- Empty(A)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(37), GSFC-Build%(39)
Level 28: Tough -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(29), Aegis-EndRdx/Rchg(29), Aegis-ResDam(31), Aegis-ResDam/EndRdx/Rchg(31)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: One with the Shield -- Heal-I(A), Heal-I(48)
Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43), EndRdx-I(50)
Level 44: Dark Obliteration -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
Level 47: Darkest Night -- HO:Enzym(A), HO:Enzym(48)
Level 49: Grant Cover -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(50)
Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc(46), P'Shift-End%(46)
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Thanks in advance. -
Quote:So, I've been playing about 4 months, and I keep thinking I want to see some of the higher-level content, but I have serious altitis.
I seek advice: What's a good first character to try to get to 50? Either something that will really bloom post-30,
Things that bloom after 30 is a massive list, do you prefer ranged, melee, support, damage dealing, controls?
Katana/Willpower Scrapper is basically Cruise Control for easy levelling. -
Quote:Since I do this on all of my Brutes who must withstand the incoming damage with less Defense to build from, less HP, less regen, lower status resistances and less native damage resistances - does that make my Brutes even more heroic?Any person putting themselves in harms way for someone else is willing to make the ultimate sacrifice. So the Tanky AT is the most heroic AT.
-
Quote:I couldn't fit Taunt with the Fitness line and all of my goals, but now I can.
I will:- 1)-- Use the -range debuff to draw in pesky flyers or better clump foes (solo or teamed).
- 2)-- Use it on teams to feed Fury.
- 3)-- Use it on teams to maintain agro from a distance when chaos causes foes to break into the buffer/ranger lines.
- 4)-- Use it in PvP, particularly the range debuff.
- 5)-- Use it to recieve 2.5% SM/L defense at 4 slots. I view this as better than muling Kinetic Combat into Boxing or Brawl for defense, because Taunt is actually a useful skill. I'll take the lower defense value in exchange for enhancing an ability that I'll actually use, and use often when teamed.
I'll add
- Use it for maintaining multi-AV aggro on the final fight of the LRSF.
- Because it works amazingly well with just the base slot.
- Because both perfect zinger & mocking beratement have excellent bonuses if you do have extra slots.
- To extremely reduce any chance that anyone will ever pull my fury fuel away from me.
-
With some different slotting, softcapped to all positions.
It should at least give you some ideas to work from.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Celestial Smasher: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Dam%(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(34)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Rchg+(17), S'fstPrt-ResDam/Def+(34)
Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dam%(19), T'Death-Dmg/EndRdx/Rchg(37)
Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(15), Numna-Regen/Rcvry+(25)
Level 6: Swift -- Run-I(A)
Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(43)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Mrcl-Rcvry+(33)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-Acc/Rchg(25), P'Shift-End%(31), P'Shift-EndMod/Acc/Rchg(43)
Level 22: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Build%(40), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(46)
Level 28: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Kick -- Acc-I(A)
Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(40), FrcFbk-Rechg%(42)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(42)
Level 41: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-End%(42)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(45), P'Shift-EndMod/Acc/Rchg(46), P'Shift-Acc/Rchg(48), P'Shift-EndMod/Acc(50)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 4: Ninja Run
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