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Invuln is a solid set, and goes well with pretty much any Brute primary.
You lack an Endurance recovery tool, so that might be a concern, but honestly that's no different than several other secondaries.
If you just want to survive and be as tough as possible, DM might be a good contender although I personally prefer more AoE.
FM, SS, Claws, WM even Elm and DB would be solid choices. -
Quote:Sorry, don't have time to check out your build properly right now. But at a glance I'd say your main AoEs are underenhanced with just Eradicates in there and you don't have nearly enough spare endurance to run an attack chain.
Here's my own Warmace/Shield build, for what it's worth.
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Here's a variation on Oreso's build.
A little less resistance, but 53.8% recharge as opposed to 15%, bash is fully functional and you get a Super Jump.
As a side note, I would probably just go with 3 piece LoTGs for the +HP bonus, but I kept the GoTAs that Oreso put in for the extra recovery.
@Oreso: You really do not need the Taunt IO in AAO. AAO is one of the strongest taunt auras in the game, and as a brute with no less than 2 full on PBAoEs, a melee cone, AAO, Shield Charge AND Taunt the power - you really have no reason to use a Taunt IO there.
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Alley: Level 50 Mutation Brute
Primary Power Set: War Mace
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Dam%(45)
Level 1: Deflection -- GftotA-Def(A), GftotA-Def/EndRdx(3), LkGmblr-Rchg+(3)
Level 2: Jawbreaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dam%(11), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal(7), Numna-Heal/Rchg(42)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 8: Clobber -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(17), Mako-Dam%(39), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(25)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15), Mrcl-Heal/EndRdx(17), Numna-Regen/Rcvry+(40)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Whirling Mace -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(46), P'Shift-End%(50)
Level 22: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(23), GftotA-Def/EndRdx(23), GftotA-Def(25)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Shatter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(37)
Level 28: Taunt -- Taunt-I(A)
Level 30: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(48), Stpfy-KB%(48)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%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 -- S'fstPrt-ResDam/Def+(A)
Level 41: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam/Rchg(43), Aegis-EndRdx/Rchg(46)
Level 44: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 47: Weave -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(48), GftotA-Def(50)
Level 49: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 0: Ninja Run
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Quote:There's nothing to get really, it's a self created justification for not taking an extremely powerful, highly sought after buff.I don't get it. On my kins I have to practically beg people to get into range for transference to be useful. People tend to be FAR more self-sufficient with endurance than they are on recharge.
If you don't like SB don't take it, but don't pretend transference is broadly useful unless you've got an elec secondary. -
Quote:It's quite possible.Fire melee isn't a high pick, in my opinion as it has no secondary affects that can help mitigate incoming damage. All the other brute primary's have some form of mitigation, but fire has ...well...just more damage. Don't get me wrong...I love my fire melee brutes...but I can certainly see why they're not 'popular'...and I'm ok with that...I like to be different
.
It might be also why I don't see as many claws as you might expect, but I think most players are totally oblivious to the actual numbers.
The mitigation point is a good one, it's why I like FM/SD, SD softcapped provides a high level of survivability. And while my WP or Invuln Brutes will be the ones I turn to for things like taking on the entire FP at once on the RSF - I can turn to FM/SD for just about everything else. -
Quote:That's because nothing stacks up to Tanker level defenses, base resistances or hit points.Ok so I have had a few tanks in my time and I am now turning my attention to making a brute... however i am having issues on mids making one as survivable as I am used to.
So far nothing seems to be as good as it's Tanker counter-part....
Nothing.
Of course, you're building a Brute, which means you will kill your enemies at a speed no tanker - no matter how well built - could even come remotely close to.
Your goal, building a brute, is to get "just enough" mitigation to survive your primary focus. Which is to kill things, quickly.
SR softcapped will allow you to be very survivable, but if you're looking to invest in a build and want something that "tanks" you might try Invuln, Willpower or Stone.
I won't play stone myself, but it does exactly as advertised. -
Quote:Then you're not paying attention to just how much 50% recharge is.It is 50% recharge. Perhaps you feel a stronger adjective is needed, but I do not.
Let's break it down for you.
50% Recharge is the equivalent of 5 purple sets in someone's build.
Or the equivalent of 5 LoTG 7.5s AND an additional 5% from somewhere.
That's a titanic amount of recharge. It remains useful through all content, even to many top end IO builds.
Quote:Which is great at low levels, but by the time you have transference everyone should have a competent attack chain that does not require SB to be utilized.
Having SB, means not needing to watch your endurance bar and spamming all of your highest endurance cost, longest recharge powers.
Quote:Well of course they do. But is that extra benefit really *needed*? Again, it is only "not bad" in light of everything else a Kin can do. That other players live without speed boost all of the time should be some kind of testament to why they do not need alien recharge added to them.
If you think anything differently, than you are fooling yourself.
Quote:I don't broadcast my Corr/Defender as anything other than "Lv??? Corr/Defender LFT" so as to purposefully avoid teams that think they need SB and expect me to keep it on them at all times. I don't broadcast my Empath defender as such for much of the same reason.
Quote:Someone of my equal skill wouldn't have taken SB as they recognize that it is mostly a time sink and only useful in a limited number of situations that usually involve poorly designed characters.
I play with well played kins, people who never seem to complain about how hard it is to keep the team SB'd. No one expects perma SB, they just appreciate it when they get it.
The team is usually fully of fully IOd, well played characters and the times we have kins with SB vs. the times we don't on something like the ITF, or LGTF demonstrate a clear difference in completion time.
You can discount it, downplay it, pretend it's not important - but SB is huge.
+Recovery as a buff, +Movement speed, +50% Recharge - it's huge.
Quote:Other than that, one should take into account that a Kin who isn't SB the entire party every two minutes isn't either caught last to the next spawn or isn't busy throwing SB all over the place during combat. Which is not to say that such a thing happens to Speed Boosters every fresh spawn, but at the same time, you'd be a liar to pretend it didn't. Instead, my kin is always at the battle, ready to throw out Fulcrum Shift and drain the endurance of key targets. My Kin is throwing out AOE's and contributing to killing the spawn even faster so that we can truly know what it is to steamroll.
Then I guess the players I play with are simply better skilled then you.
They never seem to be busy "throwing SB all over the place during combat" and they are always tossing out Fulcrum Shift and draining key targets.
I can tell when they fuclrum shift, because it means my Brute has 750% damage in bright sky blue in his combat monitor window.
It appears they are capable of filling the role you seem to be capable of, with the added addition of keeping the party SBd as well.
In which case, they add more value to the team than you do and I'd rather have them every single time over someone who feels it's a hassle to keep team mates buffed when playing an AT powerset that has buffs.
Quote:But, honestly, I probably wouldn't join your party in the first place, and I don't mean that to sound rude, we simply have conflicting goals. You want SB, and I don't want to give it. I don't see why we should make a big deal out of not wanting to play with another, other than we both think each others desires are idiotic.
Quote:For the proponents of SB, I have to ask, have you tried *not* having Speed Boost before?
Yes, it's slower. It means less nukes, less shield charge, less footstomp, less FSC, less Rain of Fire, etc. -
Quote:Well I think you're just talking about shield in these respect, in which case most of that is true.The reason fire/shield is rarely seen on brutes is that it's flat out *better* on scrappers. Post Against All Odds. Also, it's squishy as hell even with SOs (Yes, I know it's "amazing" with IO sets, but so are most brute secondaries so I don't count the IO set factor.) Scrappers can get away with that if there's a tanker in the team. Brutes can't as easily, as they're often expected to BE the tanker on the team. Not that it's not a good combination - just giving my opinion on why it's not seen often red-side when compared to blue-side.
However I see quite a lot of SS/SD and Elm/SD Brutes, SS obviously is unavailable on Scrappers but Elm/SD is far and away better on Scrappers (and considering Castle has come out and confirmed that Shield Charge's numbers are totally borked, and that the numbers for shield charge will probably be cut in half at the bare minimum, there's more to the story. To keep things simple, I think we can expect a very dramatic nerf of SC, with the Scrapper version being hit the hardest since it is far and away the most ridiculous of the 3)
SD is not as durable as WP or Invuln, but once you move into IO sets, it is without a doubt more offensive than either.
What you lack in durability, you make up with offense.
Regardless, my point was really that of all the SD combos for Brutes - I see less FM. For some reason I don't see much FM at all for Brutes of any secondary.
It is a largely under-appreciated set that offers fantastic ST DPS and AoE potential.
Which I find odd because FM is awesome on Brutes - and to my knowledge both with or without gloom Brute FM does better ST DPS vs. Scrapper FM both on the SO end of the spectrum as well as the bleeding edge.
So it's my opinion that adding SC & AAO to FM is pure win.
The OP is considering Elm/SD, and personally if I were to choose between Elm or FM to combo with SD, I would go FM. -
Quote:It's a whole lot better than "not bad".The argument that you shouldn't play Kin if you don't like speed boosting doesn't really hold merit. SB is a nice buff but it is far from being anything but the icing on a cake after Transference and Fulcrum Shift. Once you recognize that your team should never have endurance problems again after Transference, you realize that SB is giving a 50% recharge buff to everyone. That's not bad...
For one thing it covers any members of the team who either through build choices or a lack of IOs may not actually have gallons of recharge.
For another, quite a large amount of ATs and Builds can still benefit greatly from an additional 50% recharge reduction.
It also goes beyond seamless attack chains, and allows more frequent use of long recharge (and usually devastating) powers.
People want SB. When you broadcast "kin lft" they expect it.
Assuming equal skill, why should they take your kin without SB, over another kin who has it?
Quote:Originally Posted by Call Me AwesomeAs Local and Mental mentioned I wouldn't kick a kin without SB from the team, but I would make a note and not invite them again. A kin is expected to have and use SB; it doesn't take long to do and it makes a huge difference in the team's efficiency. As an example I just finished a Manticore TF and we had a kin who was efficient about keeping everyone SB'd, popping Fulcrum and blasting away in the downtime. We finished the TF in just over an hour in part because of the buffs from the kin.
Bottom line is that it's your character to play as you see fit, but I personally wouldn't invite you a second time, and if you list /kin in your team search description you WILL have complaints if you don't have and use SB.
Pretty much sums up my opinion on the issue exactly. -
Quote:You don't need Darkest Night.I'm a little worried about not having darkest night in there. Right now im farming an AE I run at +0/x8 No bosses so im at the aggro cap for about 4-6 minutes. In order to do that i end up using a bunch of insp. But if i ever PL someone or team not only are now 2-3 bosses, at least, on me but insp come in a lot slower. Anyways shouldn't I fit darkest night in there?
As great as it is, adding the endurance cost of running darkest night when you have SS attacks, rage and hasten crashes will do you more harm then good.
Once you're softcapped, the -To Hit component from darkest night will be largely unnecessary.
On any halfway decent team, bosses will give you no trouble thanks to buffs and debuffs.
When PLing, focus all of your single target attacks on the bosses above all others.
Your main enemy will be your endurance bar, darkest night will only exasperate the situation. -
I can't really speak to it's usefulness in PvP, but you might consider Fire Melee/???.
Fire Melee/Shield for example is a great, not often seen, combination for Brutes.
While it lacks the smash-factor of sets like SS, WM and SM - It has fantastic single target attack chain potential.
Fire Sword Circle is a solid PBAoE attack, with a decent radius. (I tracked my damage output on both my FM/SD and SS/SD and Footstomp and FSC ended up dealing roughly the same amount of damage over the course of several ITFs)
Some people hate Fire Breath, I skipped it myself, but you can always grab another TAoE from one of the patron pools.
I went FM/SD/Mu, since I had the ST damage covered with FM I figured why not run around with 4 AoE attacks as well. -
Quote:That works on SOs.Ummm no. I said that they don't think we should be able to PULL OUT up to 10 Enhancers per respec. Sorry that it was not clear. Their goal is that we re-slot everything that we used initially, and lose the rest. Hence the money-back option for not slotting things. Grey Pilgrim corroborated what I said (Thanks!).
On IO sets, that vary wildly in market price with powerset/power/IO changes that can severely compromise or break a build - I think a respec system that did not allow for the removal of at least some Enhancements would be terrible.
I would most likely lose interest in high end builds, and eventually the game itself and leave. -
Quote:Brutes are not Tanks.Hi Everyone,
I've been playing mostly red-side where most claim that Brutes aren't tanks and, indeed, tanks aren't needed.
Tanks are not needed (neither are Brutes).
It's not that different Blue-side.
Not being needed does not mean "not useful".
Tankers are very useful to both Blue-side and co-op teams.
One reason they are so sought after on Blue-side teams is because they tend to make life easier and safer for ATs that aren't as self sufficient as most of the Red-side ATs tend to be. -
Quote:I really would not classify SD on just SOs as "top survivability".On SOs, you've got top survivability, you've got top damage and on top of that it's easy to play. It just seems a little too good to me.
Then again, I mainly play Brutes and leveling SD Brutes on just SOs can be an exercise in frustration.
L1-34 is pretty awful, around L20 or so you're hovering near 20-25% defense with only True Grit to back it up taking Alpha Strikes for 8 man teams against some of the more challenging enemy groups you can face while leveling.
Life was never that bad on my Invuln or Willpower brutes at the same levels on just SOs. -
Quote:Then you're playing the wrong AT Powerset.I've had a Dark/Kin corr waiting to be IO'd, mainly been avoiding it because of the question. To take speed boost or drop it......
I know most would prefer every kin to have speed boost. But, I absolutely hated buffing my team every minute...
I'm serious, if you hate buffing your team mates don't play sets that have buffs for your team mates.
Because advertising yourself as a kin and leaving out one of the most important buffs you get will cause frustration for people you group with.
I recommend Dark Miasma or Radiation Emission. -
Quote:...a powerset combo for a new Brute. The character concept is a kinda-sorta Black Adam homage, so I'm trying to work Electricity (for lightning) in there somewhere.
Right now, the contenders are:
SS/Elec
Elec/WP
Elec/Inv
Elec/EA
I'm fairly handy with Mids, and have put together builds for all 4 potential combos, but I'd like to hear, if possible, from people who have experience with these combos, or even sets. I've taken both SS and WP pretty far, blueside, but the other sets would be very new to me. Also, Redside in and of itself is mostly new to me, so any things to watch for (i.e., Enemy Group X is more prevalent at Y level than blueside) would be awesome.
Discussing those combos alone, I might pick SS/Ela myself, with either Elm/WP or Elm/Invuln as my runners up.
However, you do have some other options, I'll get to that in a moment.
Quote:Originally Posted by Storm DevilWell, it's only a "kinda/sorta" homage, so having lightning constantly around doesn't "break" it or bother me. I'm not really trying to attempt to recreate his powers...homage was probably a poor choice of words. "Character concept is similar to" just sounds clunky, though.
SS/WP/Mu or SS/Invuln/Mu would both be solid options.
I would personally go with SS/WP/Mu myself, because of the endurance costs.
And if we wanted to get our hands really dug into the concept.
Black Adam
Going through all of those aspects of Black Adam's powers, I like SS/WP/Mu for fitting the concept closest.
Whatever you choose, avoid the Flight Pool with Super Strength, you can't use Footstomp while Hover or Fly are active. -
Quote:I can't talk about PvP.I hate to throw the word "Best" around, because I know many power sets have the ability to be great. But, in your opinion, which primary has the best SMASH. Which is fun to level up, has few draw backs, and is good at higher levels and in PvP Zones?
For PvE, Brutes have plenty of excellent choices.
My personal favorites are Super Strength, Claws and Fire Melee.
With honorable mention to Stone Melee (intensely endurance heavy, but major KD) and War Mace (great all around set, but the redraw on Mace drives me nuts).
Quote:Which secondary (in your opinion) is the one that will keep you alive the longest? Which do you have confidence in, that while your SMASH moves are recharging, you don't have to worry about watching that green bar go down?
With honorable mention to Super Reflexes (relatively inexpensive to softcap...but that's pretty much it) and Electric Armor.
Quote:so who will take a back seat? Brutes feed off aggro to make them stronger, but tanks need aggro to make them useful (why have a tanker who isn't tanking?)
I'm just not sure how it will work
any decently built brute will be fine diving into full team spawns.
In those cases, letting the Brute take alphas or at least maintaining some level of aggro will be most beneficial for the team.
Tankers should leverage their survivability to taunt off the support section of the team - nothing dumber, more frustrating and counterproductive than watching the Tanker waste his time taunting things off of the Brute.
Seriously, it's pure /facepalm. -
Without making drastic changes, I kept you at the AoE softcap but Dark Obliteration has better slotting than it did.
I removed the LoTG pieces out of Grant Cover and put the LoTG 7.5 Recharge into Phalanx Fighting, removing the Kismet completely.
Grant Cover got a single L50 End Rdx IO.
While the Kismet 6% IO is great, Super Strength does not need it due to Rage.
Villain Plan by Mids' Villain Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
cunning linguist: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Acc/Dmg(7)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(9)
Level 2: Haymaker -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/Rchg(11), T'Death-Dmg/EndRdx(11), T'Death-Acc/Dmg(13), T'Death-Dam%(13), T'Death-Dmg/EndRdx/Rchg(36)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(17)
Level 6: Swift -- Run-I(A)
Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(21)
Level 10: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(21), Mrcl-Heal/Rchg(23), S'fstPrt-ResDam/Def+(36)
Level 12: Active Defense -- HO:Membr(A), HO:Membr(23)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(25), Numna-Regen/Rcvry+(25), Numna-Heal(27), RgnTis-Regen+(27)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(29), GSFC-ToHit/Rchg(29), GSFC-ToHit(31), GSFC-Build%(31), GSFC-ToHit/EndRdx(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33), P'Shift-EndMod/Acc(33), P'Shift-EndMod/Rchg(33)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(34), Zephyr-Travel/EndRdx(34), Zephyr-Travel(34), LkGmblr-Def/EndRdx(42)
Level 26: Taunt -- Zinger-Dam%(A)
Level 28: Boxing -- Amaze-Stun(A)
Level 30: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(37)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), FrcFbk-Rechg%(39)
Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(36), Oblit-%Dam(40), Oblit-Dmg(40), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-EndRdx/Rchg(43), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(46)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 44: Dark Obliteration -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(50), Det'tn-Dmg/EndRdx/Rng(50), DarkWD-Rchg/EndRdx(50)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48)
Level 49: Grant Cover -- EndRdx-I(A)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 0: Ninja Run
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Quote:I agree, it's rare.I'm hard pressed to find many examples where you wouldn't have been better off with purple instead.
I do prefer T3 oranges to T3 Purples on my Willpower Brute, 1 or 2 T3 oranges is usually enough to weather an extended fight against large groups of cims once the Brute's defense values have crashed (-70 def is fun).
But that's due to the Regen values of Willpower combined with the resistances.
In most other circumstances, I'd want purples. -
Quote:I still think you should get that 6th slot for Taunt.opppsss
still had the old mids
would probably put the miracle unique in place of it, put a 3rd piece of numina on health and replace the endmod and endmod/recharge perf shift with the adaptor ones on stamina.
I'd probably reduce one of the LoTG sets to 3 pieces personally. -
Quote:Another big one is the stun from the the Nictus when Rom gets Rezzed on the ITF.Originally Posted by je_saistThe only Mez affect that can really get through Willpower is Stun / Disorient.
Pretty sure WP Tankers can just stand there, but WP Brutes and Scrappers need to avoid line of sight or get stunned and have RttC dropped. -
Just thought I'd pop in and give an emphatic two thumbs up to the build Finduilas posted.
The only thing I would do differently is remove 1 L50 Resistance IO from Resist Energies (losing 1.3% resistance to Energy/Negative, negligible) and add that slot to your defense toggle of choice for the Kismet +6% unique. -
If you remove one of the L50 Healing IOs from Fast Healing, and slot it into Taunt for the 6th piece you get 7.5% extra recharge by sacrificing 0.6 hp/s Regen.
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That looks much better.
Some more suggestions.
Reduce Dull Pain to 5 slots, and slot 5 pieces of Doctored Wounds for the +5% Global Recharge.
Remove the Steadfast Res/End IO from Temp Invulnerability. It's such a small amount of recovery (0.03 e/s) that it's hardly worth the effort IMO.
Remove the two Rectified Reticle's from Invuln.
That's a total of +4 slots, which would allow you to 5 slot jawbreaker the same way you slotted Pulverize.
Obviously, you need Jawbreaker first. Which I think would be a plus, you're ST attack chain will be better off with it. I'm not sure what you want to drop for Jawbreaker.
I would drop Unstoppable, because I don't use any T9 with such a heavy crash personally.
Get rid of the Status Resistance IO in Resist Elements, and put the Steadfast 3% DEF IO in it's place. That gets you another slot to use some where.
My last piece of advice would be to take Crowd Control much, much earlier.
In fact, you should absolutely take it as soon as it's available (L32). It will improve your leveling experience dramatically.