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Quote:Claws is front loaded with Spin at lvl6, and works great on auto. Eviscerate is what I spam in between. Shockwave is a "lame" tier 9, but that's only because Claws gives you its best powers earlier. But it is not useless. It does decent damage, and there's just something satisfying about sending ten guys flying. If you time it right, its a great finishing move. Between the two, take eviscerate if you have to choose. But I have both in my Claws/ELA toon.Eviscerate is the reason I don't play Claws. It's so good I can't bring myself to skip it, but I hate the stupid animation so much that I can't convince myself to take the power. So I end up just not playing the set at all.
Only Swipe and Follow Up do less damage than Shockwave. Yes, Shockwave is an AoE, but so are Spin and Eviscerate, and they both do more damage at lower tiers. It's ranged, but so is Focus, and it does more damage too. And to top it all off, it does Knockback instead of Knockdown, which really annoys some players. Overall, it's just not very impressive as a Tier 9.
I'd suspect that the complaints you've heard are about Shockwave; most players aren't as conncerned about Eviscerate's animation as I am, and there is NO other reason to complain about it. -
Okay, so here is the build I've been playing with. I decided to go slightly unorthodox with some of the slotting just because DM has more options than most. And brutes don't really need the damage boost, so boosting secondary effects of DM (i.e. -to hit) is an option. So keep in mind that any mobs I attack also have a -5-8% in 2hitDbuffs to stack on top of my 36.2% melee defense without purple pez factored in.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Brute
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Earth Mastery
Villain Profile:
Level 1: Smite -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(3), SipInsght-Acc/Rchg(3), SipInsght-ToHitDeb/EndRdx/Rchg(5), SipInsght-Acc/EndRdx/Rchg(5), SipInsght-%ToHit(7)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(9)
Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(15)
Level 6: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/EndRdx(34)
Level 8: Siphon Life -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(31), SipInsght-ToHitDeb/EndRdx/Rchg(31), SipInsght-Acc/EndRdx/Rchg(31), SipInsght-%ToHit(33)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 12: Kick -- KBDist-I(A)
Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Dark Consumption -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Rchg(46)
Level 20: Maneuvers -- Krma-ResKB(A), LkGmblr-Rchg+(23), LkGmblr-Def(25), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 22: Weave -- Krma-ResKB(A), LkGmblr-Rchg+(25), LkGmblr-Def(27), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 24: Touch of Fear -- Zinger-Dam%(A), Abys-Dam%(43), Cloud-%Dam(43), Abys-EndRdx/Fear(45)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(43)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
Level 30: Consume -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Rchg(48)
Level 32: Midnight Grasp -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(37), Enf'dOp-Acc/EndRdx(37), Enf'dOp-Immob/Rng(39), Enf'dOp-Acc/Immob/Rchg(39), Enf'dOp-Acc/Immob(39)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 38: Rise of the Phoenix -- RechRdx-I(A)
Level 41: Salt Crystals -- RechRdx-I(A)
Level 44: Quick Sand -- RechRdx-I(A)
Level 47: Stalagmites -- RechRdx-I(A)
Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(45), EndMod-I(45)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 25.19% Defense(Smashing)
- 25.19% Defense(Lethal)
- 8% Defense(Fire)
- 8% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 26.75% Defense(Melee)
- 7.38% Defense(Ranged)
- 13% Defense(AoE)
- 45% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 38.75% Enhancement(RechargeTime)
- 2.75% Enhancement(Terrorized)
- 3% Enhancement(Immobilize)
- 13% FlySpeed
- 61.84 HP (4.13%) HitPoints
- 13% JumpHeight
- 13% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 3.3%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 2.2%
- 2.5% (0.04 End/sec) Recovery
- 40% (2.5 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.88% Resistance(Negative)
- 13% RunSpeed
- 4% XPDebtProtection
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Set Bonuses:
Siphon Insight
(Smite)- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
(Fire Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Blazing Aura)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Shadow Maul)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Healing Flames)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Siphon Life)- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Plasma Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Dark Consumption)- 10% (0.62 HP/sec) Regeneration
(Maneuvers)- Knockback (Mag -4), Knockup (Mag -4)
(Maneuvers)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Weave)- Knockback (Mag -4), Knockup (Mag -4)
(Weave)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
- 7.5% Enhancement(RechargeTime)
(Touch of Fear)- 2.75% Enhancement(Terrorized)
(Soul Drain)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.11 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Burn)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Consume)- 10% (0.62 HP/sec) Regeneration
(Midnight Grasp)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Temperature Protection)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
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I would love to comment on your build, but could you post it directly in the forum rather than just the script?
As far as being new to brutes, I have to say that once I went brute and experienced its awesomeness, its hard to go back to other archetypes. I'm ruined. There's just something about walking onto a +4/8 map and clearing it solo that makes me smile. -
Hey forum peeps. I'm a COH forum newb but have been playing the game since 2006. With breaks. Right now I'm addicted to Damage Aura brutes, and its all I roll. I'm a part time player (i.e. some nights and part of the weekend), so I like the fast leveling potential even though I'm not a strict power leveler. Just don't have time to build a toon to 50 the old fashioned way anymore.
Anyway, I'm interested if anyone has a solid Dark Melee/Fiery Aura build. I know that SS/Fire is the thing, but I've always been a bit of a rebel. Plus, I think I can live without footstomp with Earth Mastery instead. Does anyone have a good, solid DM/FA build I could play around with?
I use Ninja Run and Rocket Board for my travels, so don't bother with any of those unless its specifically for awesomeness. (i.e. six slotted hover full of uniques)
My current DM/FA is around level 22, but I don't want to level it anymore until I have a build to work for. Also, no purples or PVPs, because I'm not spending that much. -
Quote:Claws/Electric is my current project. Once you have all three armors, you have 90% energy resistance and immunity to endurance drain without much/any slotting. So I am working on a Level 35-50 cave map called CEBR Dragon Cave full of mystical ninja sappers. Its very different from the SS/Fire route, but... I don't have endurance issues. Right when I get about 2/3 down, I fire Power Sink and it fills to the top. SAPPER FARM. As in, my SS/Fire buddies die in 30 seconds, I play for an hour. So NO, you do not have endurance issues with the build. Electric Armor has infinite stamina, surpassing even Willpower because of the enddrain immunity.I recently ran Claws/Fire(/Frost... which I regret, Energy would have been better) to 50. It was kind of like pouring gasoline on a blender, you always had an AoE going and all of them were good. It could get a little dicey if you didn't get enough purps or triples to keep yourself softcapped, and it can be a bit of an endurance hog, but you kill fast enough that you should be able to stay damage capped and defense softcapped (at least) without trouble.
I wouldn't say it's the best, it has endurance issues and most of it's AoE is very close range, but it's viable and very capable. Much more fun than my (admittedly limited) experience with SS. -
Quote:I am new to the forums, not the game. I've been playing since 2006, on and off. I actually agree with most of what you said, and I spoke incorrectly. Having not played Stone Melee much, I probably should should shut up. I just love number crunching.Kathari, your registration date and post count suggests you're new, so please don't take this as an attack, but you're operating under some misconceptions.
Reactive Armor provides ED-capped resist, and sufficient endredux, with only 4 slots, as well as its most useful set bonuses. 6-slotting the armors is totally unnecessary.
Boxing, I assume, is being used as a set mule, and the 3.75% defense is certainly not a waste of slots.
6-slotting Red Fortune is very rarely better than 4-slotting LotG, mostly for certain positional defense builds, which this isn't.
My experience with */ELA is with claws, and stone melee is obviously alot different. Probably the main thing I would never do is six slot boxing/kick when my main powers are underslotted. -
Okay, here is a proposed alternative build. You will notice that I dropped the Energy Mastery ancillary, moved some powers around, swapped Stealth for Hover, took Afterburner, took slots out of Taunt and moved them elsewhere, switched Titanium Coating to Reactive Armor, and your TOD sets to Kinetic Combat and Shield Breaker. But the real hidden gem that I rarely see people use is Gaussian's Fire Control in follow up. Just look at sixth bonus and you'll see what I'm talking about. This isn't my exact build, because I wouldn't use the travels or taunt. But its close.
With this build, you won't have endurance issues. Without afterburner on, but with hover activated, you have 30% smashing/lethal defense, 33.4% melee defense, 25.9% ranged defense, 127.5% recharge (wasn't really the emphasis though), and not to mention more KB protection which might be overkill but whatever.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Brute
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Villain Profile:
Level 1: Strike- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance/Recharge
- (9) Reactive Armor - Endurance/Recharge
- (37) Reactive Armor - Resistance/Endurance/Recharge
- (37) Reactive Armor - Resistance
- (A) Shield Breaker - Defense Debuff
- (5) Shield Breaker - Accuracy/Defense Debuff
- (7) Shield Breaker - Accuracy/Recharge
- (9) Shield Breaker - Defense Debuff/Endurance/Recharge
- (11) Shield Breaker - Accuracy/Endurance/Recharge
- (11) Shield Breaker - Chance for Lethal Damage
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (13) Obliteration - Chance for Smashing Damage
- (13) Obliteration - Damage/Recharge
- (15) Obliteration - Damage
- (15) Obliteration - Accuracy/Recharge
- (17) Obliteration - Accuracy/Damage/Recharge
- (A) Obliteration - Damage
- (17) Obliteration - Accuracy/Recharge
- (19) Obliteration - Accuracy/Damage/Endurance/Recharge
- (19) Obliteration - Chance for Smashing Damage
- (21) Obliteration - Damage/Recharge
- (21) Obliteration - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Endurance/Recharge
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (50) Reactive Armor - Resistance
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Reactive Armor - Resistance/Endurance
- (40) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Endurance/Recharge
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (42) Reactive Armor - Resistance
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (25) Thunderstrike - Damage/Endurance/Recharge
- (25) Thunderstrike - Accuracy/Damage
- (27) Thunderstrike - Damage/Endurance
- (27) Thunderstrike - Damage/Recharge
- (29) Thunderstrike - Accuracy/Damage/Recharge
- (A) Run Speed IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Knockback Distance IO
- (A) Obliteration - Damage
- (29) Obliteration - Accuracy/Recharge
- (31) Obliteration - Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Obliteration - Chance for Smashing Damage
- (A) Numina's Convalescence - Heal/Endurance
- (33) Numina's Convalescence - Endurance/Recharge
- (33) Numina's Convalescence - Heal/Recharge
- (34) Numina's Convalescence - Heal/Endurance/Recharge
- (43) Numina's Convalescence - Heal
- (45) Numina's Convalescence - +Regeneration/+Recovery
- (A) Resist Damage IO
- (A) Mocking Beratement - Taunt/Recharge/Range
- (34) Mocking Beratement - Accuracy/Recharge
- (34) Mocking Beratement - Recharge
- (36) Mocking Beratement - Taunt/Range
- (36) Mocking Beratement - Taunt/Recharge
- (36) Mocking Beratement - Taunt
- (A) Endurance Modification IO
- (42) Recharge Reduction IO
- (A) Resist Damage IO
- (50) Recharge Reduction IO
- (A) Accuracy IO
- (A) Defense Buff IO
- (46) Luck of the Gambler - Defense
- (46) Luck of the Gambler - Recharge Speed
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (48) Blessing of the Zephyr - Knockback Reduction (4 points)
- (48) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
- (A) Defense Buff IO
Level 1: Brawl- (A) Accuracy IO
Level 1: Sprint- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (45) Performance Shifter - EndMod
- (48) Endurance Modification IO
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I was playing around with your build in mids finally. If you are going to respec then there is alot you could do. If just switching out IOs, then most of my suggestions are worthless. Since you like flight for concept reasons, I would drop stealth and take hover. In fly and hover I would 2 slot blessing of the zephyr and then add a fly io to fly (for speed) and a LOTG to hover. I would take them from taunt. That would be a cheap solution. I would also reccomend Follow Up, six slotted with Gaussian's Fire Control. Touch of death is nice but an alternative would be kinetic combat in power 1 and shield breaker in slash. I also know some who 1-slot power 1 with a single accuracy io and use the slots elsewhere. You could probably do some pretty sick work with hover and weave alone. On occasion I have forgone fighting pool entirely for leadership. Ultimately, I guess you slot what drops.
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A few issues with your build.
Armors: Why only four slotted? Six slot them.
Boxing: Waste of slots.
Weave/Manuevers: Go red fortune, six slot.
There are other issues. I don't play SM/* often, but */ELA I am pretty familiar with. -
Did you have someone power level you to 50? Because I can't imagine passing up Power Sink. But I play with Spin on Auto, and spam Eviscerate in between. Even with Endmods in everything, being able to hit Power Sink when you have 10% stam left and watching it go back to 100% is pretty awesome.
I stuck my LOTG/+rchg in Weave with a +DEF IO and left it. The benefit of adding more +DEF to weave is offset by the fact that those slots could be spent somewhere else (i.e. ancillaries/patrons).
A CEBR can farm with almost any build, because a Level 2 farm is going to knock out all of your higher end powers and sets anyway. TopDoc has his two builds in his CEBR thread. I differ because I don't want to waste an entire build on a "farm" build, when the most effective farming is at Level 2.
So the real decision you have to make is: Defense, or Recharge? Except for a few sets (i.e. Mocking Beratement) they seem to be mutually exclusive. If you go defense, what kind?
Since you have 700 million to spend, which is middle ground in the IO market, I would highly consider upgrading Titanium Coating to Reactive Armor. Then either stick some Resist Damage uniques in each sixth slot (since RA defense bonus is awarded at 5 instead of 6), or move those slots somewhere else in the build.
You mentioned Rikti Ship Raids? I am assuming for Vanguard merit farming? You have near immunity to energy attacks, but not ranged psionic attacks. So one possible direction to go with your build would be to focus on getting more psionic resistance. However, it would probably be more effective to design a build for Ranged Defense since all psionic attacks are ranged.
That being said, I would probably swap out Touch of Death for Mako's Bite wherever I could. Ranged defense is harder to get, but worth it. You can always escape melee attackers, but its hard to outrun all those pesky blasters. -
First post on the forums. I've been playing on and off since 2006, recently returned in January (from scratch) and my first level 50 toon is now a Claws/Electric Brute. Even when I wasn't playing COH, I played around in Mids just for fun because I love the number crunching. I'm an old Diablo II addict, so I think that speaks for itself.
I do not have Mids on my work PC, so I will return to post my current build. It's not completed, mind you.
Upon first glance, I notice a few things I would change. First, a */electric Brute does not need to take the Energy ancillary. I regularly run a CEBR sapper farm at level 50 without it and rarely pop blues. You are basically immune to end drain, and with decent recharge your drain PBAO is up before you really need it.
On blue side, the best option for a Claws/Electric is Earth. With just a single accuracy IO most of the powers are effective enough. If you go rogue/villain, MU or Darkness is better. But Claws/* already has great PBAO (i.e. Spin) and ranged (i.e. Focus) so I would probably still stick with Earth because of the combination of -FOE DEF and the control powers. Draining mob's stamina will occur just fine with your PBAOE drain power.
Second, why did you wait to level 49 for the PBAO stamina drain power? That is one of the defining powers of /electric builds. I would take it and slot it early and use it often. With three rech IOs and one endmod IO you can fill up your blue bar with just 2 mobs. And its up twice a minute.
Third, I would drop stealth entirely, since it is the anti-fury power. You can get the defense elsewhere, and Super Speed provides the same stealth benefit but makes you FAST. I use a combination of Ninja Run, and I plan to drop a Celerity: Stealth IO into one of the Sprint toggles. But you don't really need stealth at level 50.
Fourth, I understand the whole "concept" thing, but I rely on Hoverboard and Ninja Run for my travels and that frees up power slots for other options. If you must have a flight power for "concept" I would go with hover and 6-slot it with Red Fortune, or with a single LOTG +def/rech (from NCSoft store of course) and a single Def IO. I haven't used hover on a melee toon much, but I know some who do. Because I use Ninja Run (which cancels out all travel toggles), that wasn't an option for my build.
Fifth, drop Taunt. I see that you found Mocking Beratement sets useful. Definitely keep it in Shockwave. But I would drop Taunt from my build. Every attack you do has imbedded taunt in it, and you're not a Tank. I have no problem drawing aggro with Spin and Lightning Field.
Sixth: Obliteration is a tad expensive for my taste, with some of them running 40 million a pop. Since you have three PBAOE's to six slot, I would recommend starting out with Multi-Strike and then building up to Obliteration. Since you can buy Obliteration in the NCSoft store, that is always an option.
Seventh: Eventually, I would replace Titanium Coating with Reactive Armor; more expensive, but it gives defense bonuses at two different tiers. But RA is really expensive and even though its all yellow uncommon, its really a rare find in the reward rolls. But I get 1 or 2 Titanium Coatings each time I fill up with bronze recipes. Like Multi-Strike/Obliteration, Titanium Coating is a good one to slot until you gather Reactive Armor.
Eighth: Are you building for farming or regular play? For farming, defense is almost irrelevant with CEBR because you either scale down to Level 2 for a lowbie farm, or you play nothing but energy toons in a higher scale farm when you have 90% energy restistance and just pop a purple or two if you get overwhelmed. But in regular play, slotting for melee and especially ranged is key. AOE... not as much.
More later.