Deus_Otiosus

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  1. Deus_Otiosus

    Ranged Brutes

    Quote:
    Originally Posted by Blue_Centurion View Post
    Danged, I forgot all about VEATs. I leveled my Crab to 50 in 5 days on Freedom when they first came out. (The fastest 50 was like 2 1/2 days lol) I never played him again after that, well, maybe once. My opinion has been Crabs work best on Crab teams, so I just parked the big fat guy.
    Crabs are a great addition to any team.

    You should definitely give your Crab another whirl.
  2. Deus_Otiosus

    Ranged Brutes

    Quote:
    Originally Posted by Carnifax_NA View Post
    ^ This (although a Forts claws attacks are also worthwhile if you want to go that route too, a Fort can be a very viable mix of ranged single target, ranged AOE and melee claw attacks and PBAOE).
    That's true, Fort's can also have excellent melee chains as well.

    Good catch.
  3. Quote:
    Originally Posted by InUse View Post
    Shield/SS

    During missions involving freaks I am getting drained pretty bad. Other than staying away from the bosses that rez drain is there anything I can do to help avoid this?

    Thanks
    Other than all of the good advice Mac already gave you, my advice would be to not avoid them (the bosses themselves).

    Learn to recognize the Super Stunners on sight, then eliminate them ASAP.

    Be prepared to kill them twice, they res.
  4. Quote:
    Originally Posted by Doctor_Xaxan View Post
    Hey folks.

    I'm mostly a tanker, but I've decided to make an energy melee character and, having tried and deleted two such tankers, have determined that only a brute can make it bearable.

    So I'm sort of stumped on secondaries.

    EA is out because it has no taunt aura and sucks in every way that it's possible for a powerset to suck.

    WP is pretty much out because the AOE stun from Whirling Hands would kill my regen.

    In fact, I'm basically down to /SR or /INV.

    What do you folks think. Are there powersets that pair particularly well with EM?
    I think Invuln, SR & WP would all be solid choices.

    However, due to the lack of AoE I would probably pair it with SD or possibly Ela.

    SD, even in it's "lesser' state for Brutes (as compared to Scrappers) will still increase your damage by a solid amount as well as add some much needed AoE.

    Brute SC will never be what a Scrappers is, but it's still another weapon to add to your arsenal.


    I would lean more towards SD over Ela, due to SDs ability to softcap.


    At that point, I would probably pick up Mu for E-fences and Ball Lightning.
  5. Deus_Otiosus

    Ranged Brutes

    Quote:
    Originally Posted by Blue_Centurion View Post
    Okay, I know this is a strange one. But I am bored. I love blasters, hate squishy. True supervillains stand and laugh and blast at range. My Blasters tend to blast at range and faceplant. This is a three part question.

    What powersets in Brute have the most ranged attacks? (yes, short range here counts, cause that's about all we got)

    What AoE we got? Also, AoE is helpful. The more the merrier. Obviously these will usually be PBAoE.
    While others are helping you pick powersets, I'll add a different idea.

    You might also consider a Fortunata or Crab Spider.

    Both are/can be completely ranged (ranged is better than melee for both), with plenty of access to AoEs.

    You can softcap them both to ranged at the bare minimum, and to all 3 positions with a bit of effort (The fort is easier to cap, but the Crab when capped can also have 50% SM/L Resistances as well as 40% resistance to everything else but psi. In addition you get serum for self heal & +extra HP).

    You also get status protection, and enough group support to be welcome on any team.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    Nope. If I do that, I come right back to SS/WP. I appreciate the advice, but it's already been decided.
    Fair enough, SS/WP is a hard combo to argue with out of those choices.


    Quote:
    Originally Posted by Dechs Kaison View Post
    Claws/Dark.

    And I will make it work.

    Because Dark Armor Still Sucks.
    I like DA, my only problem with it on Brutes is that I find, due to the lower native resistance numbers, lower defenses and lower hit points that it can be quite squishy out of the gate for the type of role Brutes often end up taking on early in their career (i.e. alphas & aggro - for all the talk of MM this and MM that, most MMs hang in the back seemingly afraid to let their pets die - that's not how I play my MMs, but what can you do).

    OG and CoF are great tools, but they do interfere with Fury (probably not an amount the average player cares - for me anything under 70% is unacceptable.)


    Good luck with the build, I hope you make it work.
  7. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Oddly enough the most boring brute for me was SS/WP. No challenge. No dynamic-ness. Just sit in the spawn and put Foot Stomp on Auto. Wheeeeeeee. *fart*
    Quote:
    Originally Posted by Dechs Kaison View Post
    I have an SS/WP. He's level 34. He has tough and weave. He dies. All. The. Time.

    Pretty interesting as these are two diametric responses on SS/WP.

    The truth is in the middle really.



    Quote:
    Originally Posted by Dechs Kaison View Post
    I know the problem isn't the sets. The problem is me. I just can't brute!

    I recommend choosing one of the primaries with good mitigation to start: SS, SM, WM.

    And pairing it with one of the stronger secondaries; Invuln, WP, SD and possibly Ela (I like Ela, but if you're coming from a Tanker perspective, the brute version can feel very squishy - SM shines on this set IMO).

    If you choose something like WP or Ela, Soul Mastery is easily the first choice for PPP in my mind. Darkest Night with the endurance tools to run it is an amazing thing.


    As for your SS/WP Brute, have you started slotting kinetic combats yet?

    WP on a Brute really needs to get to about 30% for things to take off IMO.
  8. Quote:
    Originally Posted by Neogumbercules View Post
    I may do that if I can't find better spots for them. I'm liking the acc bonus, but it's not entirely needed.
    Yeah, especially with Rage and the accumulation of ACC bonuses in general.


    Quote:
    Originally Posted by Neogumbercules View Post
    Basilisk gives me ranged defense as well as recharge so I wanna keep it. I don't really mind using BotZ in travel powers and not sure where I'd go for the extra Ranged/AoE defense.
    I've been 3 & 5 slotting Aegis in Tough primarily for AoE defense.

    For ranged, you could swap from Doc Wounds to 6 piece Numina.

    Alternatively, drop True Grit down to 3 Numi's for the health bonus, picking up 2 slots to add to boxing. Grab 3 more slots from the other LoTG sets, and now you can 6 slot Boxing with Stupify for the ranged and recharge bonus (which you lost by dropping doc wounds)


    Quote:
    Originally Posted by Neogumbercules View Post
    A consequence of hitting middle click after slotting up Active Defense :P. Replaced with standard defense IO.
    It happens
  9. If you're slotting LoTGs x4 in your Def toggles for the ACC bonus, you don't need it. Drop them each to 3 slots, and put those slots in Tough to get decent enhancement out of it.

    Reverse the slotting of Footstomp & Shield Charge. Oblit is perfect in Shield Charge, not so great in Footstomp due to end cost.

    7.5% Rech from Basilisk's gaze is nice. Id rather see those slots used to shore up your slotting in health and stamina, as well as get to softcap without the use of BoTZ (my personal opinion is that the new values for BoTZ are not worth having to slot travel powers).



    Finally, why do you have a Membrane Exposure in Grant Cover?
  10. Quote:
    Originally Posted by DarkMaster View Post
    Odd...I find Dark Melee to be one of the most fun melee sets that I've ever played. It was my first toon to 50, and ...

    Ideon's comment about Dark Melee was because the OP stated they already had several dark based Tankers and was looking for something different.
  11. Quote:
    Originally Posted by Blue_Centurion View Post
    Actually, with Purples 6 slotted in Smite it hits like a truck for a moderate attack, and is always available with this level of recharge, always. So I use that instead of Siphon Life in my attack chain, and spam Siphon Life if I start taking damage.
    I really can't stress this enough, you're making a mistake with this.

    Siphon Life is not a heal, Siphon Life is an attack that heals you.

    Using it as part of your attack chain both increases your DPS and increases your survivability.

    Never wait to "heal" yourself with it, instead, look at the healing aspect of it as an addition to your regen capabilities.

    I think you're also misunderstanding what the slotting I gave you will do.

    Post ED Breakdown:
    • 94.93% ACC
    • 94.93% Dam
    • 94.93% Heal
    • 94.93% End Rdx



    Quote:
    Originally Posted by Blue_Centurion View Post
    Similarly, while Midnight Grasp is gimped as a major attack, it is working wonderfully as a hold.
    1. It's not a hold, it's an immobilize.
    2. Dead things are permanently immobilized.
    I think you're only looking at individual attacks and not considering what your damage output over time is.

    Quote:
    Originally Posted by Blue_Centurion View Post
    When i19 comes out I will add Fear, and have a solid Hold attack chain going with those two.
    If you want to fear and hold stuff you are playing the wrong AT.

    Brutes are killing machines. They kill stuff.


    Quote:
    Originally Posted by Blue_Centurion View Post
    In the End, this build is all about bringing Soul Drain up ASAP (it has about 5-10 second cool down now), and having my Panic Button Dull Pain up ASAP.
    If that's what you're looking for, you might try this for ideas.

    I had this laying around, it could use some tweaks (have to be sneaky when I put builds together at work ) , but it's solid overall.

    Soul drain rech on 4.29s.

    Dull pain is perma.

    Softcapped to SM/L with 3 enemies in range.

    NOTE: Brawl and Sprint are acting for stand ins for Stamina and Health for i19.

    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: Invulnerability
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Smite
    • (A) Kinetic Combat - Accuracy/Damage
    • (36) Kinetic Combat - Damage/Endurance
    • (37) Kinetic Combat - Damage/Recharge
    • (37) Kinetic Combat - Damage/Endurance/Recharge
    • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 1: Resist Physical Damage
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 2: Shadow Maul
    • (A) Obliteration - Accuracy/Recharge
    • (3) Obliteration - Damage/Recharge
    • (3) Obliteration - Accuracy/Damage/Recharge
    • (5) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (5) Obliteration - Chance for Smashing Damage
    • (46) Obliteration - Damage
    Level 4: Dull Pain
    • (A) Doctored Wounds - Endurance/Recharge
    • (46) Doctored Wounds - Heal/Recharge
    • (50) Doctored Wounds - Heal/Endurance/Recharge
    • (50) Doctored Wounds - Recharge
    • (50) Doctored Wounds - Heal
    Level 6: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance
    • (7) Reactive Armor - Resistance
    • (7) Reactive Armor - Resistance/Endurance/Recharge
    Level 8: Siphon Life
    • (A) HamiO:Nucleolus Exposure
    • (9) HamiO:Nucleolus Exposure
    • (9) HamiO:Nucleolus Exposure
    • (13) HamiO:Golgi Exposure
    • (15) HamiO:Golgi Exposure
    • (15) HamiO:Golgi Exposure
    Level 10: Hasten
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (11) Recharge Reduction IO
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Kismet - Accuracy +6%
    Level 14: Super Speed
    • (A) Empty
    Level 16: Unyielding
    • (A) Endurance Reduction IO
    Level 18: Dark Consumption
    • (A) Obliteration - Damage
    • (19) Obliteration - Accuracy/Recharge
    • (19) Obliteration - Damage/Recharge
    • (21) Obliteration - Accuracy/Damage/Recharge
    • (21) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (40) Obliteration - Chance for Smashing Damage
    Level 20: Boxing
    • (A) Empty
    Level 22: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (23) Reactive Armor - Resistance/Endurance/Recharge
    • (23) Reactive Armor - Resistance
    Level 24: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense
    • (25) Luck of the Gambler - Defense/Endurance
    Level 26: Soul Drain
    • (A) Obliteration - Damage
    • (27) Obliteration - Accuracy/Recharge
    • (27) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Obliteration - Chance for Smashing Damage
    Level 28: Invincibility
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Defense/Endurance
    Level 30: Maneuvers
    • (A) HamiO:Enzyme Exposure
    • (31) HamiO:Enzyme Exposure
    Level 32: Midnight Grasp
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance
    • (33) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (34) Siphon Insight - Accuracy/Endurance/Recharge
    Level 35: Tough Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    Level 38: Taunt
    • (A) Perfect Zinger - Taunt
    • (39) Perfect Zinger - Taunt/Recharge
    • (39) Perfect Zinger - Taunt/Recharge/Range
    • (39) Perfect Zinger - Accuracy/Recharge
    • (40) Perfect Zinger - Taunt/Range
    • (40) Perfect Zinger - Chance for Psi Damage
    Level 41: Gloom
    • (A) Thunderstrike - Accuracy/Damage
    • (42) Thunderstrike - Damage/Endurance
    • (42) Thunderstrike - Damage/Recharge
    • (42) Thunderstrike - Accuracy/Damage/Recharge
    • (43) Thunderstrike - Accuracy/Damage/Endurance
    • (43) Thunderstrike - Damage/Endurance/Recharge
    Level 44: Dark Obliteration
    • (A) Positron's Blast - Accuracy/Damage
    • (45) Positron's Blast - Damage/Endurance
    • (45) Positron's Blast - Damage/Recharge
    • (45) Positron's Blast - Accuracy/Damage/Endurance
    • (46) Positron's Blast - Chance of Damage(Energy)
    Level 47: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (48) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (48) Dark Watcher's Despair - Recharge/Endurance
    • (48) Dark Watcher's Despair - To Hit Debuff/Endurance
    Level 49: Resist Energies
    • (A) Resist Damage IO
    ------------
    Level 1: Brawl
    • (A) Empty
    • (17) Empty
    • (17) Empty
    • (34) Empty
    Level 1: Sprint
    • (A) Empty
    • (36) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 1: Ninja Run



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    Quote:
    Theory being Unstoppable, right before crash Ethereal Shift temp power, come out of that, hit Unstoppable again. Let the AV chew on that lol.
    If you plan on teaming, this is a bad theory.

    You do not want to use Ethereal Shift to escape, while your team deals with the situation - possibly without someone holding aggro.
  12. Quote:
    Originally Posted by Blue_Centurion View Post
    I actually don't need the accuracy, due to the 5 purple sets, tons of ACC bonus. The Siphon Life decision was made with the idea of getting a huge heal when I hit it (That is working) and getting another 5% Global Recharge. I will definitely look at that Steadfast Proc. Thanks. (I do not know procs, or even I/Os much)
    I think you should skip the Doctored Wounds, and go with

    3x Nucleous Exposures + 3x Golgi Exposures

    That will cap Acc/Dam/End/Heal

    Your global recharge will take care of the rest.


    There are more complicated slotting examples, tailored to taste - but that's pretty solid overall.

    Siphon Life is one of your most important attacks, not slotting it as such is a shame. The above slotting will allow you to have your cake and eat it too.


    I also think you're making a similar mistake with Midnight Grasp.

    Not slotting 2 of your best attacks as attacks is a waste, it's more important than the global recharge IMO.
  13. I think best is a bit too subjective, so I'll just put up a combo I like:


    Fire/Dark Corr


    Great solo, great on teams.

    Good out of the gate, and just keeps getting stronger on the way to 50.
  14. Quote:
    Originally Posted by HelinCarnate View Post
    Yup, not broke. WAI. Honestly I would like to see maybe the top 10-15% chopped off the bar. So instead of a full bar = to 100% fury it would be = to 85% fury. That way it would provide the illusion that the bar is near full since more than 85% is pretty much damn near impossible now.
    Quote:
    Originally Posted by magikwand View Post
    I agree- the devs need to do something about that bar. It just serves as a constant reminder that we can't do what we used to do. If we are doing 100% of what we are allowed to do with the new fury cap, it should show as such on the bar. True enough, by not allowing the bar to seem full, it does have an adverse affect on bruting. Sure, it is nitpicky, but the devil is in the details.

    The only problem I see with these suggestions, is that you can actually get to a 100% full fury bar with the Frenzy alignment power.

    Of course the rest of the time, there is that big nagging space that you simply can't fill no matter what you do.
  15. Deus_Otiosus

    Elec/SD vs DM/SD

    Quote:
    Originally Posted by Makai_No_Falco View Post
    For radio missions, I'd agree with you. For Task Forces, Dark is the better set.
    I just find that this isn't true at all.

    The scrapper is never the only source of damage on any TF I run, or with the people I run with and I never bring a Scrapper along specifically for the AVs.

    So when I have a choice, I choose the one that brings the most spawn wiping power to the team.

    And that's Elm/SD.



    As a side note, I'd choose FM/SD over the DM/SD as well.
  16. Deus_Otiosus

    Elec/SD vs DM/SD

    If I were the team leader, and Demobot offered to join on either of his "IO'd to the gills" DM/SD or Elm/SD Scrappers - I would choose the Elm/SD.
  17. A couple of points:

    • Adjust the build to softcap Ranged & AoE.
    • Reconsider Fly
    • You don't need BoTZ, and there are several places you could put more LoTG 7.5s. (Phalanx Fightning)
    • Your build has no slots free for Stamina or Health - you will really want to change that. Even though the fitness pool will be inherent, you still need to slot it (especially stamina).

    My final point is more of a suggestion, Brutes require aggro for Fury so a pair of Brutes tend to step on each other's toes.

    Elm/SD will be a much, much stronger combo as a Scrapper than a Brute.

    You could switch to a Scrapper and that would allow your Wife to generate fury by taking Alpha Strikes, then you could hop in with either LR or SC.
  18. Quote:
    Originally Posted by mauk2 View Post
    (shrug)

    That's why it's opinions, and not facts.

    And if you think the rewards are too small? Well, that's your right.

    But consider this: People will pay three billion without blinking for an extra three percent defense versus all. In my opinion, the bonus from manuevers is not small.

    YMMV
    People pay 2-3 billion for the glad unique because of it's exceptional rarity.

    They don't pay 2-3 billion for the steadfast unique, which provides the same +3% def to all.

    Maneuvers, while it provides valuable +DEF to all, will also cost you around 0.24 eps to run.

    That's a major difference.
  19. Quote:
    Originally Posted by mauk2 View Post
    In my opinion, every melee toon should be getting the leadership pool after i19 hits. Ideally you get manuevers, tactics and vengeance. At a minimum manuevers.

    Those help you directly even when solo. More importantly, as soon as you team up you're helping the team. If all the melee's on the team with you have also made this very sensible choice, suddenly you're looking at two, three, five or more sets of bonuses, and they stack to infinity.
    Maneuvers & Tactics are an option for various Brute builds.

    Vengeance is a nice place for a set mule.

    But none of these are automatic choices for Brutes.

    For one thing, you need at the minimum 2 slots to free up to dedicate to Maneuvers & Tactics so you can get some decent slotting in them.

    Maneuvers ideally wants at least 2 extra slots.

    Even with decent slotting you're adding about 0.45 EPS extra consumption to your build, and poor slotting can see that running upwards of 0.5~0.6.

    This is not ideal for Brutes, an AT that needs to be on a constant offensive.


    I'm not saying these aren't workable into a build, they certainly are.

    But they aren't powers you should just slap onto a build that's already tight on slots.
  20. Quote:
    Originally Posted by megaman09 View Post
    i think my builds fine(maybe lol)was trying to think ahead. but here my build,i'll llike any advise to improve it
    Overall it looks good, at a quick glance things I would do differently:

    • High Pain Tolerance is overslotted, the extra resistance isn't doing that much for you. I would remove 2 slots and put the steadfast unique here - This nets you 2 total slots.
    • I think slotting KO blow for Hold is a bit of a waste. I think you went for the typed defenses, I'd rather go for more Rech/End Rdx and ED Capped Damage.
    • Indom Will could use a bit of End Rdx.
    • I know why you slotted Dark Oblit like that, but it pains me to see it not slotted for any damage.

    My first choices for 3 power picks would be:
    1. Taunt - Requires no extra slots to function (auto-hit) pop a recharge rdx in it and you're good to go.
    2. Hasten - remove 2 rech rdx from Rage and put them in here to 3 slot hasten. Hasten will now be up enough that you should always be able to stack rage to avoid def crashing.
    3. Superspeed or Super Jump - quality of life improvement, requires no slots.
  21. Quote:
    Originally Posted by Blue_Centurion View Post
    Danged Deus, you are dialing in on the answer like a laser, thanks.
    I'm happy to help.

    But do keep in mind that different players have different build preferences to mesh their playstyle.

    My playstyle, on a Brute, is an attempt to balance as much offense as possible, while mustering as much defense as possible. (it never works out perfectly)

    Some people will prefer to specialize in one direction.

    I generally make a build choice at some point that will see me needing to make sacrifices from one of those build demands in order to achieve a goal with the other - but I still aim for what I perceive to be the balance point between them.
  22. Quote:
    Originally Posted by Blue_Centurion View Post
    Yeah, but say I wanted to really make that guy a tank, pushing def/res to the exclusion of everything else in the build, where would I go?/how would I do it? What IO sets/Procs would I be looking for/why?
    I'll just be repeating some of what Obitus said.

    You want 4 pieces of Kinetic Combat in each melee attack, the other sets he mentioned I wouldn't use personally.

    If you take taunt, and have the slots for it, Mocking Beratement & Perfect Zinger are both good options.

    For resistance powers you have the option to slot either Reactive Armor (3-4 slots) or Aegis (3 slots) depending on which typed defenses you want to emphasize (Reactive Armor 3-4 slotted would be my first choice).

    You also have the option of 6 slotting Obliteration in all of your PBAoEs (Soul Drain, Dark Consumption, Shadow Maul if you take it). Most people don't use it for the SM/L defense, but it actually provides more SM/L defense than the 4th piece of Reactive Armor - it will also help with your Recharge needs.

    You can also 3-4 slot Eradication in your PBAoE powers for very good Ene/Neg Def bonuses. (4th slot for the HP bonus).

    If you're taking Gloom, and you should, Thunderstrike can provide a moderate (3 slots) to very high (6 slots) Ene/Neg Def Bonus.

    The problem with all of this is, that you also want enough recharge to get Dull Pain perma or near perma. At the bare minimum be prepared to slot 5 x LoTG 7.5s - but you will still want more recharge than this.


    Were I to build it, my priorities would be:
    • Ability to softcap SM/L Def with 1-3 enemies in range of Invincibility.
    • Ability to softcap Ene/Neg with 1-5 enemies in range of Invincibility.
    • Enough recharge to get Dull Pain near perma, perma if possible.
    • Fit Gloom, Dark Obliteration & Darkest Night into the build.


    A well built & well played /Invuln Brute is a nigh unstoppable engine of destruction.

    Good luck.
  23. Quote:
    Originally Posted by Misaligned View Post
    **At 2.5 billion, you still need 34 A Merits (at 75 mil each) to get one through sales. In order to "break even" 30 merits @ 75 mil, you need to have the price come down to 2.25 billion
    There is the option of placing a bid and waiting...and waiting...and waiting...


    However, you should eventually get one for 2 bill (I got one in a month like that, pre-merger).

    Anyway, I concur with your average value of 75 mil = 1 AM.
  24. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Fair enough, but to clarify my position, here are my Brutes built for Recharge:

    Dark/Dark/Soul
    SS/Elec/Soul
    Elec/Invul/Energy
    Fire/Fire/Energy

    All of those guys benefit from lots of recharge, to say the least. I'm also in the minority of players who don't believe they need gobs of defense to survive. In short, I don't.
    No that's true, those builds benefit very much from recharge.

    I like to have my cake and eat it too, so I usually build for defense first and then use whatever it takes, LoTGs, Purples and as much min/maxing as needed to get my desired recharge.

    Once I have my ST attack chain seamless or near-seamless, and hasten with 5-10s downtime, I'm usually satisfied.




    Quote:
    Originally Posted by GavinRuneblade View Post
    He's saying you can use insps to fill a defense/resist hole, but the you have to build for recharge.
    I never rely on inspirations as the sole source of my survival. And rather than stock up on purples for defense, I can build for defense and then stock up on T3 Oranges.

    Again, there is a diminishing return with chasing recharge at the expensive of all else. Eventually, even an extra 20% recharge might not shave enough time off of any particular long recharge power to justify any build sacrifices you made.

    An example would be my Night widow, currently sitting at 185% Global recharge with perma-hasten and a seamless attack chain.

    When i19 goes live, and the fitness pool is inherent, I could conceivably spend another couple of billion and push to 208% recharge.

    Unfortunately, I haven't found a way to make that extra recharge work and would force compromises elsewhere that seem needless.

    In a similar vein, perma-hasten, while nice - simply isn't a requirement. it often requires sacrifices in the build elsewhere, for what amounts to a few seconds of downtime.

    Unless you are specifically dedicated to the absolute best pylon time the character is capable of, or soloing AVs instead of things like TFs - there's simply not enough of a driving factor to make those sacrifices worth it imo.

    Now if you can get both high or even softcapped defenses - and massive recharge - then yeah, I'm right with you. I spare no expense when that is an attainable goal.