Gospel_NA

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  1. Alright, taking the advice I received from my other thread, I've decided to give this a new go. I went for as much +HP, +recovery, and +Max End as I could without sacrificing damage or accuracy from my build.

    So far, I think it is an improvement over my prior defense build attempts and could still use some feedback on how to make this a successful build. I did not try to get much defense in and I realize that 16-25% probably isn't too useful, but I'm hoping that my strong resists, damage mitigation tools, and strong heal will make this character survivable.

    I didn't go for +recharge as I do with most builds, as I've been told it lends to this set combinations endurance problems, I tend to believe it. I, however, really dislike my heal is only going to be up every 16.2 secs as I'm not 100% certain this build could survive 16.2 seconds doing the things I like to do.

    I really like ITFs, LGTFs, +0/x8 and +2/x8 Rikti maps in RWZ, and the occasional Liberate TV mission with my friends.

    I like the idea of the combination, because it seems fun and pretty unique as far as the fact I've never seen one and seldom hear of any.

    So, give me a hand folks, help me make this work. I'd really appreciate it.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mace Dark Test: Level 50 Natural Brute
    Primary Power Set: War Mace
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Villain Profile:
    Level 1: Pulverize -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(34), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Acc/Dmg/Rchg:50(34), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
    Level 1: Dark Embrace -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(3), TtmC'tng-ResDam/EndRdx/Rchg:50(3), ImpArm-ResDam:40(5), ImpArm-ResDam/EndRdx:40(5)
    Level 2: Jawbreaker -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx:50(42), C'ngImp-Dmg/EndRdx/Rchg:50(43), C'ngImp-Acc/Dmg/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 4: Murky Cloud -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(7), TtmC'tng-ResDam/EndRdx/Rchg:50(7), ImpArm-ResDam:40(9), ImpArm-ResDam/EndRdx:40(9)
    Level 6: Combat Jumping -- Ksmt-ToHit+:30(A), Krma-ResKB:30(11)
    Level 8: Clobber -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(37), C'ngImp-Dmg/EndRdx:50(40), C'ngImp-Acc/Dmg/Rchg:50(40), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 10: Obsidian Shield -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(11), TtmC'tng-ResDam/EndRdx/Rchg:50(13), ImpArm-ResDam:40(13), ImpArm-ResDam/EndRdx:40(15)
    Level 12: Hurdle -- Jump-I:50(A)
    Level 14: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(15), Numna-Heal/Rchg:50(17), RgnTis-Regen+:30(17), Mrcl-Heal:40(19), Mrcl-Rcvry+:40(19)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg:30(A), Theft-Acc/EndRdx/Heal:30(21), Theft-Heal/Rchg:30(21), Nictus-Acc/EndRdx/Rchg:50(23), Nictus-Acc/EndRdx/Heal/HP/Regen:50(23), Nictus-Heal/HP/Regen/Rchg:50(25)
    Level 18: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(45), Erad-Dmg:30(46), Sciroc-Acc/Dmg/EndRdx:50(46)
    Level 20: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(25), P'Shift-EndMod/Rchg:50(27), P'Shift-End%:50(27)
    Level 22: Cloak of Darkness -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/EndRdx/Rchg:50(33), GftotA-Def/EndRdx:40(33), GftotA-Def/EndRdx/Rchg:40(33)
    Level 24: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Dmg/Rchg:30(29), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(31)
    Level 26: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(46), Erad-Acc/Dmg/Rchg:30(48), Erad-Dmg:30(48), Sciroc-Acc/Dmg/EndRdx:50(48)
    Level 28: Build Up -- RechRdx-I:50(A)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(45), Erad-Acc/Dmg/Rchg:30(50), Sciroc-Acc/Dmg/EndRdx:50(50), Sciroc-Dmg/EndRdx:50(50)
    Level 35: Oppressive Gloom -- RzDz-EndRdx/Stun:30(A), RzDz-Acc/EndRdx:30(36), RzDz-Acc/Stun/Rchg:30(36), Rope-EndRdx/Stun:50(36), Rope-Acc/Stun/Rchg:50(37)
    Level 38: Tough -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(39), S'fstPrt-ResKB:30(39), HO:Ribo(39)
    Level 41: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
    Level 44: Taunt -- Taunt-I:50(A)
    Level 47: Soul Transfer -- Dsrnt-I:50(A)
    Level 49: Super Speed -- Run-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
  2. Quote:
    Originally Posted by snake1313 View Post
    Not to nit pick, but didnt want the op to be confused. I think Gospel meant Follow-Up here.
    Whoops, yes. Thanks.
  3. Hi, First off let me point out a couple of problems I notice with the build.

    The biggest problem I see is that your accuracy on your attacks is pretty low. I know you are probably wanting to rely upon the to-hit buffs from follow up and invincibilty to support your attacks, but the problem with that would be that follow up has to successfully hit to be of any use.

    If anything at all I would really consider reslotting follow up more as an attack and not just as a buff. You'll find that your most effective attack chain will be FU -> Slash -> Focus -> Strike. Since you'll be using follow up repeatedly it really does increase your overall dps significantly if you're dealing better damage with FU. Not to mention your overall dps is going to go up more if you're actually landing FU more often and successfully double stacking it, which at that accuracy you'll fail to do so on numerous occasions.

    On another note you'll find that to-hit buffs are great, but you get much more out of them when you at least have a little bit of accuracy slotted in those attacks since your added accuracy is calculated by taking your base accuracy and then multiplying it by your to-hit modifier. The higher your base the greater your total is going to be.

    I would really mull over this build a bit, because you are really hurting your single target attack chain by only having swipe, follow up, and focus. Swipe, while it does recharge quickly has a significantlly lower base damage and you really aren't going to be able to take advantage of that attacks full recharge rate, because it'll be recharged long before you get through follow up and focus. Strike would be ready by the time you got through follow up and focus and do a heck of a lot more damage.

    Another thing is that you're giving up another nice source of single target damage in slash, not too mention the 7.5% defense debuff attached to it and the fact that you can slot a tasty achilles heel proc in it. With your recharge you'd see that -20% resistance debuff on a lot of hard targets like bosses and AVs. It really does provide a signifcant boost in damage.

    At your recharge rate you shouldn't have any problem with an AoE chain of FU -> Spin -> Eviscerate. So no issues there. Other than what I already mentioned about FU slotting.

    If you were willing to drop unstoppable, which built correctly you really should find that you don't need it as much as you'd think (Though it is certainly personal preference) or maybe drop one of your less important resistance powers like resist elements and pick up just one more attack (I really suggest dropping swipe, picking up strike, and slash) you can use another kinetic combat and easily reach soft cap for S/L resistance.

    You could even decide to drop haste, as I have to say your recharge rate is a bit insane for claws. Claws is a very quick set and see much less returns from such a high recharge rate than some of the other sets. If your attacks are recharging before you get to use them again it is pretty much wasted potential. I have around 90% without hasten on my build (Though I'm /SR) and my attacks are always ready when I need them forming a solid attack chain.

    That's really the best advice I can give without completely tearing down and rebuilding your set up, which I'm afraid I do not have the time to do at the moment. Play with the build a little bit, claw/invuln can be very very durable when the care is put into it.
  4. Quote:
    Originally Posted by DarkInvado View Post
    Hmmm some great feed back. Thanks guys. I am going to do some side-by-side comparisons with mids and work out some changes. I didn't realize Red and Blue side didn't share the same market so my assumptions on price were from a Blue side perspective.

    I guess I am going to need to get my marketeer on and earn some cash.

    I might post a thread seeking to explore the differences between red and blue side cash generating methods. For now I have been selling my drops on the BM, did some level 50+ SO purchasing and sold them at the stores to get some initial cash on hand, did some bronze ticket rolls and crafted/sold the good ones, do some farming along the way and will do some flipping off the BM.

    What are the good farms here Red side for a Elec/Shield?
    You could try the Freak/DE fram from TV in grandville. You'd get creamed in the nemsis farm due to stacking vengeance.

    You could also do repeatable rikti missions in RWZ set to +0/8 or up to +2/8 without difficulty. I've gotten plenty of great drops doing that, including a few purples.

    You might be able to manage the snake farm, though I can't recall where you get that from.

    Those are the only ones I can remember at the moment.
  5. First off, your build looks pretty good. I assume you've had experience blueside, but if you're completely broke redside you're going to find that your build is really going to be difficult for you to put together right off the bat.

    If you are planning to use regular IOs for a bit and piece it together over time then it is certainly accomplishable.

    To note, the HOs that you have in active defense and tough are going to cost you in the neighbor hood of 50 to 100 million each, depending on your server. You'll also find the supply desperately low on redside. Not to mention that enzyme exposures are particullary in demand with the popularity of anything/shield.

    If you are looking for a quick way to boost your defense debuff resistance, I would recommend dropping one of your travel powers, redordering your power choices, and picking up grant cover. A lot of people don't realize that grant cover actually adds almost 14% to defense debuff resistnace unslotted and 24% fully slotted for defense (Assuming mids is correct). Not to menton that it also adds a static 30% recharge debuff resistance no matter how your slotted (which is significant, especially if you like to make sure your shield charge's recharge rate isn't being debuffed). It also adds this 30% recharge debuff resistance to your teammate within a 15 ft radius and grants them over 8% defense unslotted and almost 14% fully slotted for defense. Those are significant bonuses that aid the survival of any team. It is really a power most people shouldn't be skipping.

    If you can, I'd try to free up a slotted and place another in True Grit and max out the amount of hit points you gain from that power. The extra hitpoint from True Grit are invaluable to any brute. I'd wager to say even more than the resists (If you can manage to be able to get along without the end bonus from impervium armor you could just drop one of those and go with a regular resist IO and a regular healing IO for budgeting)

    Other than that everything else looks well enough. I've always found this combo to be pretty endurance heavy, unfortunately.

    ((As an after thought, it is good to note that grant cover is great for using if you can handle the extra end drain or using it situationally when you know you're going to need that extra defense buff resistance or recharge resistance.))
  6. Quote:
    Originally Posted by Finduilas View Post
    I'm not sure why you're so doubtful about this being a fun and playable character.

    I've not tried it as a brute, but I have a level 44 DA/Mace tank that I love playing.
    I've had quite a few flops on my hands before. Of course, Tonality did help me quite a bit with that problem as I'm predisposed to build like a tank.

    If you've had good success with this sort of set up on a tank, I suppose I do not see why it cannot work as a brute.
  7. Looks like I need to pick up aid self on my brute as well.

    I really like fighting +0/x8 maps of Rikti, but the huge mass of mobs do tend to drop me from time to time over an extended fight.

    I'm sure having aid self would completely eliminate those problems.

    I'd really like to compare Bill Z build to mine, if it weren't a secret or something of that nature.
  8. Quote:
    Originally Posted by Tonality View Post
    I've tried defense builds on /DA, and I've never been happy with the results either.

    Try going the +HP/recovery route. You just have to live long enough for your heal to recharge and have the end to pay for it.

    In particular, Eradication looks like it will do nicely. +End, +HP, and a little bit of nrg defense to help with that hole.
    I'm not sure I'm willing to invest into another character that won't pan out. It gets old having character flops. I've got a couple of nice character, but I do like to try new things.

    I'd have really liked to hear how others have done with this type of character, but I'm guessing there are very few to speak of it.
  9. Here is a third attempt at this build.

    I have to say this time a lot of the numbers look better. I took the advice given and switch to positional defense, still left out the recharge, but gained more end recovery, a higher max endurance, and better resists.

    The biggest issue I see now is that my accuracy looks awful low for the build. A lot of missing isn't going to help my endurance consumption any. I'm really not certian what percentage is considered reasonable for accuracy in mids.

    This is probably the most difficult time I've ever had with a character build.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mace Dark 3: Level 50 Magic Brute
    Primary Power Set: War Mace
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Teleportation

    Villain Profile:
    Level 1: Pulverize -- T'Death-Dmg/EndRdx/Rchg:40(A), T'Death-Acc/Dmg:40(3), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dam%:40(7)
    Level 1: Dark Embrace -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(34), ImpArm-ResDam/Rchg:40(37), ImpArm-ResDam/EndRdx/Rchg:40(40)
    Level 2: Jawbreaker -- T'Death-Dmg/EndRdx/Rchg:40(A), T'Death-Acc/Dmg:40(7), T'Death-Dmg/EndRdx:40(9), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(11), T'Death-Dam%:40(11)
    Level 4: Murky Cloud -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(23), ImpArm-ResDam/Rchg:40(23), ImpArm-ResDam/EndRdx/Rchg:40(31)
    Level 6: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(17), Zephyr-ResKB:50(19), Ksmt-ToHit+:30(45)
    Level 8: Clobber -- T'Death-Dmg/EndRdx/Rchg:40(A), T'Death-Acc/Dmg:40(13), T'Death-Dmg/EndRdx:40(13), T'Death-Dmg/Rchg:40(15), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dam%:40(17)
    Level 10: Obsidian Shield -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(19), ImpArm-ResDam/Rchg:40(21), ImpArm-ResDam/EndRdx/Rchg:40(21)
    Level 12: Hurdle -- Jump-I:50(A)
    Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(45)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg:30(A), Theft-Acc/EndRdx/Heal:30(40), Theft-+End%:30(40), Nictus-Acc/EndRdx/Rchg:50(43), Nictus-Acc/EndRdx/Heal/HP/Regen:50(43), Nictus-Acc/Heal:50(43)
    Level 18: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(31), Erad-Dmg/Rchg:30(45), Sciroc-Acc/Dmg/EndRdx:50(50), Sciroc-Dmg/EndRdx:50(50)
    Level 20: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(46), P'Shift-EndMod/Rchg:50(46), P'Shift-End%:50(46)
    Level 22: Death Shroud -- Sciroc-Acc/Dmg/EndRdx:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Erad-Acc/Dmg/EndRdx/Rchg:30(48), M'Strk-Acc/Dmg/EndRdx:50(48)
    Level 24: Cloak of Darkness -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(25), GftotA-Def/Rchg:40(25), GftotA-Def/EndRdx/Rchg:40(31)
    Level 26: Shatter -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(27), Sciroc-Dmg/EndRdx:50(27), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(29)
    Level 28: Build Up -- RechRdx-I:50(A)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(33), Erad-Dmg/Rchg:30(33), Sciroc-Acc/Dmg/EndRdx:50(33), Sciroc-Dmg/EndRdx:50(34)
    Level 35: Oppressive Gloom -- RzDz-Acc/Stun/Rchg:30(A), RzDz-Acc/Rchg:30(36), RzDz-EndRdx/Stun:30(36), RzDz-Acc/EndRdx:30(36), RzDz-Stun/Rng:30(37), RzDz-Immob%:30(37)
    Level 38: Tough -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(39), ImpArm-ResDam/EndRdx:40(39), ImpArm-ResDam:40(39)
    Level 41: Weave -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(42), GftotA-Def/Rchg:40(42), GftotA-Def/EndRdx/Rchg:40(42)
    Level 44: Taunt -- Taunt-I:50(A)
    Level 47: Recall Friend -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(48), Zephyr-ResKB:50(50)
    Level 49: Soul Transfer -- Dsrnt-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
  10. I'm not too experienced with DA, so I completely missed the fact that it had no knockback protection.

    I made another build which gained a large amount of defense, but gave up all its recharge and lost 12% of negative energy resists.

    I also ended up losing a little bit of end recovery, maximum endurance, and increased my passive endurance consumption.

    I'm not certain if the build is better off this way or not. I should have decreased my active endurance consumption by a large amount though.

    I'm really not certain as to what I can expect from this sort of build in terms of performance or capabilities.

    Has anyone tried one of these before? I'm not certain it is worth the undertaking.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mace Dark 2: Level 50 Natural Brute
    Primary Power Set: War Mace
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Teleportation

    Villain Profile:
    Level 1: Pulverize -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), C'ngImp-Acc/Dmg/EndRdx:50(5)
    Level 1: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(27), RctvArm-EndRdx/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(29)
    Level 2: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:30(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9), C'ngImp-Acc/Dmg/EndRdx:50(11)
    Level 4: Murky Cloud -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-EndRdx/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25)
    Level 6: Combat Jumping -- Krma-ResKB:30(A), Ksmt-ToHit+:30(7)
    Level 8: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13), C'ngImp-Acc/Dmg/EndRdx:50(15)
    Level 10: Obsidian Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-EndRdx/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17)
    Level 12: Hurdle -- Empty(A)
    Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(29), Mrcl-Heal:40(37)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg:30(A), Theft-Acc/EndRdx/Heal:30(37), Theft-+End%:30(39), Nictus-Acc/EndRdx/Heal/HP/Regen:50(39), Nictus-Acc/EndRdx/Rchg:50(39), Nictus-Acc/Heal:50(40)
    Level 18: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(19), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/Rchg:30(21), Sciroc-Dmg/EndRdx:50(21), Sciroc-Acc/Dmg/EndRdx:50(23)
    Level 20: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(40), P'Shift-EndMod/Rchg:50(40), P'Shift-End%:50(42)
    Level 22: Cloak of Darkness -- Krma-ResKB:30(A), GftotA-Def/EndRdx:40(31), GftotA-Def/EndRdx/Rchg:40(31), Ksmt-Def/EndRdx:30(31)
    Level 24: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(34), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Rchg:30(36), Sciroc-Acc/Dmg/EndRdx:30(36), Sciroc-Dmg/EndRdx:50(37)
    Level 26: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(42), Erad-Dmg/Rchg:30(42), Erad-Acc/Dmg/Rchg:30(43), Sciroc-Acc/Dmg/EndRdx:50(43), Sciroc-Dmg/EndRdx:50(43)
    Level 28: Build Up -- RechRdx-I:50(A)
    Level 30: Boxing -- Empty(A)
    Level 32: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(33), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), Sciroc-Dmg/EndRdx:50(34), Sciroc-Acc/Dmg/EndRdx:50(34)
    Level 35: Oppressive Gloom -- RzDz-Acc/Stun/Rchg:30(A), RzDz-EndRdx/Stun:30(45), RzDz-Acc/EndRdx:30(45), RzDz-Stun/Rng:30(45), RzDz-Acc/Rchg:30(46)
    Level 38: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(46), RctvArm-ResDam/EndRdx:40(46), RctvArm-ResDam:40(48)
    Level 41: Weave -- Ksmt-Def/EndRdx:30(A), Ksmt-Def/EndRdx/Rchg:30(48), GftotA-Def/EndRdx:40(48), GftotA-Def:40(50)
    Level 44: Taunt -- Insult-Taunt:20(A), Insult-Taunt/Rchg:20(50), Insult-Dsrnt%:20(50)
    Level 47: Recall Friend -- Winter-ResSlow:50(A)
    Level 49: Soul Transfer -- Dsrnt-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
  11. So, since I've played a lot of mainstream brutes like Elec/SD, Claws/SR, SS/WP, and so on I decided I really wanted to try something different. While I understand it won't be the most optimal brute and probably won't be able to swathe through giant mobs of cimoreans, rikti, and the like.

    I was curious to how this build I made might perform and how it might be improved?

    My concerns are survivability and endurance consumption to succienct.

    I've stacked as much endurance recovery as possible along with as much +max endurance as I could as well. I've managed to get to around 22.2% extra endurace with bonuses and accolades.

    I was also hoping that with around 20% defense to everything and between 23.5-58.7% resistance to most damage types that he'd survive fairly well. This being backed up wth a few mitigation tools.

    For mitigation tools I planned on using Dark Regeneration which at its current slotting provides a 50% heal off one target and 99.9% heal off two targets. It recharges every 17 seconds without haste and every 12.2 with haste on.

    I'm using oppresive gloom combined with whirling mace to provide a good bit of mitigation through stuns which can stack up to mag 4 to even stun bosses. I figure with a 11.7 duration on OG and a 4.35 second recharge on whirling mace that I should be able to keep most mobs in an 8 foot radius stunned most of the time.

    For bosses that aren't stunned, I would hope that the stuns and knock downs in the single target attacks will keep them under control.

    I'm pretty hesitant about investing heavily in a build like this without a bit of advice. Any such advice or experience would be greatly appreciated in trying to make this work.

    Thanks

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mace Dark: Level 50 Natural Brute
    Primary Power Set: War Mace
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Villain Profile:
    Level 1: Pulverize -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(9), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(15)
    Level 1: Dark Embrace -- ImpArm-ResDam:40(A), ImpArm-ResDam/Rchg:40(3), ImpArm-ResDam/EndRdx:40(3), ImpArm-ResDam/EndRdx/Rchg:40(5)
    Level 2: Jawbreaker -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(43), C'ngImp-Dmg/EndRdx:50(43), C'ngImp-Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/Rchg:50(46)
    Level 4: Murky Cloud -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(5), ImpArm-ResDam/Rchg:40(7), ImpArm-ResDam/EndRdx/Rchg:40(7)
    Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(40)
    Level 8: Clobber -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(15), C'ngImp-Dmg/EndRdx:50(17), C'ngImp-Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(19)
    Level 10: Obsidian Shield -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(11), ImpArm-ResDam/Rchg:40(11), ImpArm-ResDam/EndRdx/Rchg:40(13)
    Level 12: Hurdle -- Jump-I:50(A)
    Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(27)
    Level 16: Dark Regeneration -- Nictus-Acc/Heal:50(A), Nictus-Acc/EndRdx/Heal/HP/Regen:50(19), Nictus-Acc/EndRdx/Rchg:50(21), Theft-Acc/EndRdx/Rchg:30(21), Theft-Acc/EndRdx/Heal:30(25), Theft-+End%:30(27)
    Level 18: Whirling Mace -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Dam%:50(31), Sciroc-Acc/Dmg:50(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(39), EndRdx-I:50(46)
    Level 20: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(31), P'Shift-EndMod/Rchg:50(33), P'Shift-End%:50(33)
    Level 22: Cloak of Darkness -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(23), GftotA-Def/EndRdx:40(23), GftotA-Def/EndRdx/Rchg:40(25)
    Level 24: Build Up -- RechRdx-I:50(A)
    Level 26: Shatter -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Dmg/EndRdx:50(33), Sciroc-Acc/Dmg:50(34), Sciroc-Dmg/Rchg:50(34), Sciroc-Acc/Rchg:50(34)
    Level 28: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(29), Mocking-Taunt/Rchg/Rng:50(29), Mocking-Taunt/Rng:50(31)
    Level 30: Death Shroud -- Sciroc-Acc/Dmg/EndRdx:50(A), Erad-Acc/Dmg/EndRdx/Rchg:30(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), M'Strk-Acc/Dmg/EndRdx:50(48), Erad-%Dam:30(50), Sciroc-Dmg/EndRdx:50(50)
    Level 32: Crowd Control -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Dmg:50(37), Sciroc-Dmg/Rchg:50(40), Sciroc-Acc/Rchg:50(40), EndRdx-I:50(50)
    Level 35: Oppressive Gloom -- RzDz-Acc/Stun/Rchg:30(A), RzDz-EndRdx/Stun:30(36), RzDz-Acc/EndRdx:30(36), RzDz-Stun/Rng:30(36), RzDz-Acc/Rchg:30(37)
    Level 38: Boxing -- Acc-I:50(A)
    Level 41: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(42), HO:Ribo(42)
    Level 44: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def/EndRdx:40(45)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
    Level 49: Soul Transfer -- Dsrnt-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
  12. Belive me, I was tempted to just say, "So strong...", but you know...
  13. I just have to say, after completely IOing my Claws/SR brute that this brute is probably the best brute I have ever played.

    The survivability is awesome, the damage is crazy (Both ST and AoE), and the two sets just go together so well. It's nice having a low end set with a toggle heavy set.

    I build fury easily and very quickly and maintain it just as easily. I easily double stack follow up and spin recharge every 3.99 seconds.

    I am very happy with this brute and just wanted to share that.
  14. Quote:
    Originally Posted by LegionAlpha View Post
    I noticed that no one uses Aegies(sp) in their builds. I thought with the Psionic resistance it would be a great set. Cause originally I used it for temporary U. and Unyielding before Reactive armor took it's place.

    Just curious.
    The psionic resistance unique is ok and the set is ok. The only thing preventing that unique from being really great is that there is no way to stack a significant amount of psionic resistance to fill the psi hole in sets like invunerable.
  15. I am doubting this build would out perform my Claws/SR in any aspect, anyhow.
  16. Quote:
    Originally Posted by Mr_Grumpums View Post
    Axe/SR is definitely doable. Mine is a crazy little hatchet ninja. The only thing you have to watch out for is endurance problems. I frankenslotted as much as I could after softcapping to ensure endurance reduction without losing damage.
    That is my main concern.

    Looking at the activation costs of the powers makes it seem like it would be very hard not to sap your endurance to absolutely nothing in a very brief period of time.

    I'm not wanting to give up any recharge if possible, but it would probably behoove me to remove the Force Feedback procs from non-AoE powers and replace them with endurance reduction IOs.

    Unfortunately I don't think I can manage to frankenslot my attacks without giving up too much recharge.
  17. So, I've been messing with various /SR characters and I am currently leveling a claws/SR that I'm quite happy with so far. I've adapted the build to an Axe primary, since I've really always wanted to give that primary a go. The damage on the build looks great, however, with the amount of recharge that I've mustered on the build, along with the high potential for large amounts of extra recharge and haste end dumps, I was curious if it was even possible to self sustain this build due to frequency of the attacks and their endurance cost?

    I'm not certain if I could lower the endurance costs of this build anymore without giving up softcapped defenses (Which I'd never do on a SR build) or giving up tons of recharge or recharge potential.

    Anyhow, since I'm not very adept in direct conversion of numbers from mids to gameplay I was curious what others thought? On another note might some relate to me how the accuracy percentages in mids correlates to accuracy percentage in games against +0 through +4 and minion to archvillian?

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Test build 2: Level 50 Magic Brute
    Primary Power Set: Battle Axe
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Villain Profile:
    Level 1: Chop -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(11), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(15), FrcFbk-Rechg%:50(27)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(3), GftotA-Def/EndRdx/Rchg:40(3), GftotA-Def/EndRdx:40(7)
    Level 2: Gash -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(15), C'ngImp-Dmg/EndRdx:50(19), C'ngImp-Dmg/Rchg:50(19), C'ngImp-Acc/Dmg/Rchg:50(31), FrcFbk-Rechg%:50(50)
    Level 4: Agile -- LkGmblr-Def:50(A), LkGmblr-Def/Rchg:50(5), LkGmblr-Rchg+:50(5)
    Level 6: Focused Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(7), GftotA-Def/EndRdx:40(9), GftotA-Def/EndRdx/Rchg:40(9)
    Level 8: Swoop -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Dmg/EndRdx/Rchg:50(31), C'ngImp-Dmg/EndRdx:50(31), C'ngImp-Dmg/Rchg:50(33), FrcFbk-Rechg%:50(33)
    Level 10: Practiced Brawler -- RechRdx-I:50(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(13)
    Level 14: Swift -- Run-I:50(A)
    Level 16: Dodge -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def:50(17), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def/EndRdx:50(25)
    Level 18: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:40(40)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(23)
    Level 22: Whirling Axe -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Rchg:50(37), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Dmg:50(40), FrcFbk-Rechg%:50(46)
    Level 24: Evasion -- Ksmt-Def/EndRdx:30(A), GftotA-Def:40(25), GftotA-Def/EndRdx:40(27)
    Level 26: Cleave -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(29), Sciroc-Acc/Rchg:50(29), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(34), FrcFbk-Rechg%:50(34)
    Level 28: Lucky -- LkGmblr-Rchg+:50(A)
    Level 30: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(34)
    Level 32: Pendulum -- FrcFbk-Rechg%:50(A), Sciroc-Acc/Dmg/EndRdx:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(43)
    Level 35: Quickness -- Run-I:50(A)
    Level 38: Tough -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(39), ImpArm-ResDam:40(39), ImpArm-ResDam/EndRdx:40(39)
    Level 41: Build Up -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(42), GSFC-ToHit:50(42), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(43), GSFC-Rchg/EndRdx:50(43)
    Level 44: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rng:50(45), Mocking-Taunt:50(45), Mocking-Taunt/Rchg:50(45), Mocking-Taunt/Rchg/Rng:50(46), Mocking-Acc/Rchg:50(46)
    Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(48), Ksmt-Def/EndRdx:30(48), Ksmt-Def/EndRdx/Rchg:30(48)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Fury
  18. Thanks, your assistance has been helpful.
  19. Quote:
    Originally Posted by Fire_Minded View Post
    Ok, ill chirp in on this one.

    Survivability is a very broad term in this game.Well, atleast in my eyes it is.Ill have to agree with all of the above replies, being that SR and SD make for heavy survivability, and even more so stacked with DM.

    However, it can also be attributed to playing style as well to mark up whats survivable.I agree with Tonality when it comes to all sets have there Achilles Heel.

    I however want to slap down my idea of most survivable Brute sets,and combonation, but before I do that, id like to toss in a breif history of why I feel what im about to state is more survivable, for me atleast.

    I first signed onto this game when CoV hit the shelves, I was not here for the CoH only part of the game.However, the first Arch-Type that grabbed my attention, was Blasters.The lure of being a damage dealing juggernaught that had very little care for there own well being, was what pulled me in to that Class.

    I shunned other classes, due to the Thrill I gained from playing a Blaster, and the jaw dropping damage they could shell out near death made the Blaster class even more pulse pounding, and exciting for me to play.

    Alas, all of that ended when they changed Defiance.I was heart broken, and upset by the change.I never looked at Blasters the same way again, and slowly but surely, stopped playing that class completly.

    Then i took a look at Brutes, and made a corrilation vs the old Defiance Bar and the Fury Bar.Sure, there was a large diffrence, mainly in how the damage modifier came about for the Brute.In some cases, its not very unlike the old Defiance when you jump into a mob, get knocked around, and all the sudden you have a decent Fury Bar and you dish out more damage.The major diffrence, is the fact you can recover your HP, without lossing your damaging edge during the fight.That was a definate plus for any Class iv tried, even Blasters.

    Since then, the Old Blaster mantality has stuck with me.So survuvable to me means something diffrent.

    My favorite all time Brute, that I personally find extreemly survivable, (Mainly due to my Blaster Mantality), is a SS/FA Brute.Nothing says lovin like a pissed off Rage + Fiery Embrace enduced Rage-aholic jumping into a mob.

    Im pretty sure a Elc/SD, or DM/SD Brute could out class my Idea of a survivable Brute, however, My brute is rather survivable with only SOs.Not everyone will agree with me, but it does take a diffrent aprouch then other builds.

    I for some reason, dont feel a pull to play SD or SR on any of the Melee Classes.I cant exsplain it, they just dont feel very fun to me.

    Anyhow, iv been going on and on, but SS/FA would be my choice.
    I've been pondering the survivability of SS/FA myself. It has fairly good resists and can be built with respectable defenses, Tonality is rather verse with such a character. I do have to say that Healing Flames is probably the most incredible self heal I've seen and would greedily steal it for almost any other set if I had the opportunity.

    Of course, the big thing I like about Healing Flames is that it is basically a universal form of mitigation. Healing doesn't take any concern for what type of damage is being dealt or what the positional modifier is.

    However, in most given situations, I'd say SS/FA would be outclassed in survivability, but by shouldn't be discounted by any means in terms of its hardiness.
  20. Quote:
    Originally Posted by Tonality View Post
    The thing about SD is how all the various powers work in concert - especially if you're playing a SS/SD or a DM/SD. I personally would rank those two as the most survivable in most situations redside. Invuln will scream bloody murder at carnies, which you do encounter in the high levels.

    To begin with, shield has True Grit, which increases your regen indirectly - by increasing your max HP. The higher HP and regen rate helps against spike damage. Then you add in Against All Odds. This power not only buffs your own damage, but debuffs enemies, effectively acting as resistance on the limited numbers you already get. While SR offers scaling resists, SD is a bit more consistent, and helps against spiking, which the RNG seems to like doing.

    With DM/SD you have layered -to-hit debuffs to stack onto your hopefully capped positions, and a heal that fits nicely in your attack chain. It's the character of choice for me when I want to Raid the Snake Temple. In the hands of a smart player, orange inspiration use goes a long way.

    With SS/SD you have a tremendous amount of mitigation through damage and knockdown. With a fast-recharging footstomp (armageddon and FF proc) you can keep most enemies from attacking you. This particular strategy is very effective against elder snakes. You also have shield charge, which works as a mini-nuke to eliminate clear most minions and lieutenants.

    You have Against All Odds stacking with Fury and Rage to achieve incredible amounts of damage which can clear enemies quickly and eliminate threats quickly.

    Yes, you are vulnerable to defense debuffs, but I find that only PPD and Shivans are the ones that hurt the most, because they enjoy blasting at range. This also eliminates the potential for KD, which I can rely on against Cims.

    My vote goes to SD, because damage is a form of survivability.
    That is a pretty compelling argument.

    I think, however, that many of those points can be applied to any well built character in the hands of a smart player. The calculated use of inspirations and mitigation tools are a standard of play that any CoX player should be using.

    That leaves the major difference of a damage buffing aura and a mini-nuke. They do have their merits, no doubt, and I'd have to concur that that SD is certainly survivable.
  21. Quote:
    Originally Posted by Slax View Post
    I have to lolz giving 2 votes but I digress...

    SD isn't just a defense set, it has good resists and +HP as well. I also wouldn't be so quick to dismiss the AoE, especially on a decent build with good recharge.
    Without using some pretty expensive HOs to slot active defense you just can't get a very good defense debuff resistance which leaves you very vunerable to defense debuffs, which are rather more common in the game than you might expect. You find them on my mob groups ranging from Outcast, CoT, Arachnos, Cims, Council, and tons more. Also, I do really like the +HP component to shield, but I don't think it does you as much benefit when you don't have resists, heals, or high regen to really take advantage of the boon.

    I do see the benefit of a strong AoE, however, I think in terms of survivability a more solid defense is actually the better defense rather than the old addage the best defense is a good offense.

    And "lolz" as you put it for two votes is...well "lolz" worthy, the topic is still young. ^_^

    But it would seem that SR gets a bit of a vote of confidence so far.

    To others, yes WP does seem to be pretty strong in most casts with good defenses (When built for it), decent resistances, and a strong regen, and hitpoint base to back it up. But on the same note it also seems to be vunerable to defense debuffs, the need for large groups to be at its most effective, -regen attacks (Which I think are positvely more rare than defense debuffs), and significant spike damage. What I wouldn't give for a non-interruptable self heal on WP.
  22. Quote:
    Originally Posted by JuliusSeizure View Post
    The cap is 95%.
    Thank you, Julius. I figured that was the magic number, but couldn't hurt to fuss with it a little bit. At least I can now free up those slots and do something more useful now.
  23. I was curious as to whether there was a cap for defense debuff resistance? As I was messing around with various builds pondering my other thread about the most survivable brute combinations, I came up with a pretty neat Axe/SR build and noticing that I was able to tweak it to 99.7% defense debuff resistance.

    .3% away from complete immunity seems pretty amazing and very unlikely to me....so is there a cap? What is it at?

    ((And with the movement of a single slot I was able to up it to 101.3%. This can't mean the character would be immune to defense debuffs? I must certainly not be understand how these numbers convert into actual game play.))
  24. Quote:
    Originally Posted by Tonality View Post
    That isn't a fair question. There are circumstances where just about every set will falter.

    For example, Rularru have +to-hit bonuses that devastate defense builds that in most situations are unstoppable. Against Rularru, I would probably bring an elec or a willpower brute.

    Even granite armor can struggle against certain enemies. Throw enough psi damage at a granite brute and it can feel pretty squishy.

    The devs have done a fairly decent job at making sure that just about every set has an achilles heel. What players determine, then is which of those weaknesses is the least prevalent in the game. Hence, a SR or a Shield.
    This is very ture Tonality and, I think, that is what makes it a difficult question. Really, without taking those niche scenarios into account, what would you believe would be the most generally survivable brute against the largest majority of encounters? (I left granite armor out, because I feel with its high defense and resistances all wrapped up into one power the answers would skew too much toward it).

    Also, interesting suggestion Julius. With the mixture of resistances, defenses, two methods of self healing, and to-hit debuffs a DM/Invuln might be up there for a top contender for the most survivable combination.

    I'm interested in hearing some other combinations and why they'd be considered....or on the other hand, why a suggested combination might not be viewed as the top contending generalist survivor.
  25. I think SR seems the most survivable as well. I think shield does give it a run for its money, but the lack of easily obtained or enhanced defense debuff resistance bugs me. Shield seems to be in a pretty stark danger from Cims and Nemisis. At least SR has around 95% defense debuff resistance.

    This means far less chance of cascading defense failure and the passive scaling resists really help stretch your HP. Not sure I'd trade all that in for a bit more damage and an AoE with a long recharge.

    Unfortunately, I don't feel any resistance sets chance really give solid defensive sets like SR much of a challenge in the survivability rate unless we were to get away from general survivability and start nit picking niche survivability.

    So, I guess SR has two votes so far.

    I'd say I'd wager that DM/SR is likely the most survivable combination in my book due to solid defense mechanisms along with stacking to-hit debuffs and a self healing attack.