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That is not possible. The recharge cap is 500%, which means a power with a base recharge of 90 seconds has a cap of 18 seconds to recharge. Even if you estimated, it is still not possible to fit that much recharge in a build.
Slotted + Spiritual: ~130%
Hasten: 70%
Extreme Set Bonuses: ~100%
Base: 100%
Total: 400%
Expected recharge: 90 / 4 = 22.5s
It is very difficult to go beyond that. Shield Defense on a Brute or Scrapper would have to sacrifice defense. Most Shield Defense builds I have seen only get about 70% recharge from set bonuses. -
Shield Defense will do more damage but Super Reflexes will be cheaper. Against All Odds and Shield Charge are just that good.
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The OP requested the build to be tailored for farming. Both OWTS and Grant Cover are optional for farming, but mandatory for team content.
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Not worth the INF, in my opinion. Covering only S/L defense isn't enough. There are plenty of pure energy attacks that will tear you apart on incarnate trials. You also left your recharge a bit lower than what it takes to reach perma-Hasten.
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You slotted Serendipity in Focused Senses for 1.25% AoE defense for 5 slots. That is far from efficient with sets like 3 Aegis adding 1.56%, or 4.69% AoE defense for 5 slots. A Red Fortune set would be better in Focused Senses.
Combat Jumping is a lot more efficient on endurance than Maneuvers and can be slotted with just defense IOs.
Tough should be enhanced if possible.
Kismet in Focused Fighting left it under the ED cap. -
Quote:Activating Rage while the 20% defense penalty is active will also negate it.Activating Rage before your current Rage buff expires will completely negate the -Def portion of the Rage crash.
OP: A lot of your armor powers are taken too late in the build. Try to take them as early as they become available. You don't need Elude and you probably don't need to slot it. I would put that slot in Stamina instead.
I posted a SS/SR build recently. It should be easy to find as I doubt it fell more than 3 pages back. It may be a good idea to look at other SR builds so you can see different ways of making your build. Some of your set choices are not very efficient for the slots you used.
Also, don't worry about going too far past 45% defense. If you reach 46.5% defense, that puts you one inspiration away from the incarnate trial soft cap, but isn't completely necessary. You should have 95% defense debuff resistance just from slotting your powers, so debuffs are not a concern. -
It would be helpful to post your build. If you don't have one planned in Mids' already, Titan Sentinel can extract your build from the game while it is running. It sounds like you may have a lot of set bonuses contributing to defense you don't need. Anything past 45% defense does not help in most situations. Even against defense debuffs, you don't need a buffer that big with Super Reflexes' 95% defense debuff resistance.
If you want to work on it on your own, I have a Super Reflexes template that I share with anyone who needs to see how to efficiently reach 45% defenses.
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I prefer extreme levels of mitigation for my Tanker primary set. Stone Armor is possible to get capped resistance to all but psionic and have 45% defense. Electric Armor can get very close to the S/L resistance cap and has capped energy resistance. Invention sets and pool powers can boost the defense to useful levels.
Current level 50 content has mostly smashing, lethal, and energy damage. That makes Stone Armor and Electric Armor the best sets for handling current content. It is important to mention that ANY armor set can tank current content. Your strategy, team makeup, and build matter just as much as your power sets.
For a secondary set, I prefer Dark Melee solely for Siphon Life. It is a fairly large heal on a Tanker and has a fairly short cooldown. It works on any target that you can attack, unlike other sets' effects. Arch-villains generally have enough protection and resistance to status effects that you won't be able to knock them down or cause significant debuffs, but there are exceptions. If you just want a set that is good for tanking regular groups of enemies, several sets have AoE knockdowns. -
The main problem with Elec/SD is the recharge on Shield Charge and Lightning Rod. You would be lucky to get them both below 30 seconds, which isn't really good enough for constant farming. Sure, you can annihilate one spawn with the combo, but then you have to wait for the recharge before you can do any significant AoE damage again. Even if you spam your other AoE attacks, you will still feel the need to do SC+LR combo to finish everything off when they recharge.
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In Mids', go to Options -> Configuration, then check the Arcanatime box at the bottom of the Effects & Maths tab. That should help you out. Powers don't animate as fast as they say they do. Read up on Arcanatime on Paragon Wiki if you feel like understanding why.
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As an Elec/SD Brute, your best AoEs (Shield Charge and Lightning Rod) are on the pet damage cap of 250%, if I remember correctly. Brute base damage is lower than Tankers and Scrappers due to Fury, so your two big AoEs won't hit as hard as a buffed Tanker and will pale in comparison to a buffed Scrapper. If you don't mind those flaws and wish to continue to invest in your character, I will offer my advice.
You should have 45% defense to all vectors. Your melee defense is too high and your ranged and AoE are short of the soft cap. Going past 45% defense does nothing in most situations. Changing your Touch of Death set to Mako's and 3-slotting Aegis in Tough will help without moving slots around, but you really need to rework the entire build.
Active Defense needs 3 Membranes if you want to reach 90% Defense Debuff Resistance. You should also take Active Defense as early as possible in case you exemplar for a TF.
Phalanx Fighting should NOT be set to allies in range and should not have a defense enhancement. A Luck of the Gambler or Kismet 6% to-hit is all you need in it. You should not be depending on teammates to soft-cap a Shield Defense character. Phalanx Fighting's 3.75% defense granted with no allies in range is unenhanceable.
Hasten should have 2-3 recharge enhancements if you want to keep it on permanently.
Enhancing the resistance in True Grit and Deflection helps some, but doesn't need to be a top priority.
Weave should be taken as early as possible so you can stack your defense sooner.
Assault is not a useful toggle for a Brute. Damage bonuses add to each other, including Fury's damage bonus. The extra damage from Assault will hardly be noticeable.
It would be a very good idea to look at other Shield Defense builds on the Brute and Scrapper forums so you can get an idea of how others are reaching the soft-cap and fitting recharge in at the same time. They don't have to be Elec/SD to understand the slotting of SD better.
In the future, please don't use long forum export. It takes up a lot of space on the page and isn't necessary. Short forum export or just the data chunk is fine. -
Could you elaborate more? What are your goals? What kind of advice are you seeking?
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Search for "Fire Farm" and you will find many for Fire Armor.
Willpower is a generalist set and is flexible enough to fight any damage type, but not focused enough to farm as efficiently as Fire Armor. Willpower's best bet for farming would be against S/L mobs that don't debuff, assuming your build has a decent amount of S/L defense and Tough. -
Would you consider a Tanker instead? The extra resistance to energy damage makes a major difference in many situations. You won't be doing much damage on the Brute due to the recharge and damage penalties of Granite Armor.
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I didn't even look at the build. I just saw Brute in your first post. Please post data chunks instead of links.
The Gladiator's 3% defense is going to cost you 2-3 billion INF. The Enzyme is 400+ million. Soft capping Shield Defense can be done without spending as much.
Super Jump and Super Speed shouldn't need more than their base slot unless you are going for a set bonus like Blessing of the Zephyr.
Take a look at this DM/SD build if you want to see how to soft cap without spending so much.
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Energy Aura still sucks, even though you got over 50% defense. Remember that anything past the soft cap has no effect in most situations. Reaching the "new soft cap" for trials is easy enough with inspirations or team buffs.
Energy Aura's flaws have probably been pointed out before, but I would like to re-state them because your build does nothing to overcome the flaws.
Defense-based sets with about 50% DDR risk cascading defense failure in heavy debuff environments if not played carefully. Super Reflexes and Shield Defense can effectively ignore debuffs.
Energy Aura has NO TAUNT AURA for tanking when you are the only tank on the team. Super Reflexes and Shield Defense both have taunt auras.
Energy Aura is vulnerable to psionic attacks. Super Reflexes and Shield Defense are only vulnerable to a couple attacks that lack a vector flag, but those are not big threats.
Energy Aura lacks a useful non-defensive buff. Conserve Power isn't useful at 50 when most people have endurance management under control with IO's and Incarnate powers. Super Reflexes has a 20% recharge buff, which effectively counts as billions of INF worth of purple IOs. Shield Defense adds damage which is too valuable to put a number on. -
The maximum recharge any power can have is 500%. This includes the base of 100%, which means a power with no enhancement recharges in 100% of the time stated. To calculate the required recharge time for perma'ing a power, divide the base recharge plus the animation time by the recharge time. To calculate the recharge time of a power, divide the base recharge time by the recharge bonus plus one.
Power Siphon
Base Recharge: 120
Duration: 20
(120 + 2.112) / 20 = 6.1056 = 610.56%
That is beyond the cap of 500%.
If we consider that Power Siphon lasts 10 seconds and assume the final buff will last to the 30-second mark, we can calculate it differently.
(120 + 2.112) / 30 = 4.0704 = 407.04%
Also consider the recharge bonus you will have in a build. You can slot a power with about 95%, or 130% with the Spiritual Alpha. Hasten adds 70%. Obtaining 100% global recharge from sets is difficult and expensive, but possible. That total is 300% recharge bonus, which means it is possible to have nearly perma Power Siphon.
I highly suggest you make a Scrapper and not a Brute for Kinetic Melee. The damage buff on the Brute will barely increase your overall damage output due to the way damage bonuses are summed up with Fury's damage bonus. The higher base damage on Scrappers means damage buffs work significantly better for them. -
The Mids' numbers are showing the initial buffed amount. The amount buffed during the final minute is 1.67% end/s. The actual amount increases based on how high your maximum endurance is. You shouldn't need both Cardiac and Ageless, even with an endurance-hungry power set combination. I would suggest Ageless if you don't mind pressing the button when you need endurance. That would allow you to use Musculature or Spiritual in your Alpha slot.
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I think capitalization and proper punctuation are an important part of the written language, yet many people in this "Internet Age" fail too often to follow the standards taught to them in grade school.
Oh... you were wondering what we think about the build? I think you should make an Elec/SD Scrapper instead. The damage caps on Lightning Rod and Shield Charge make them so a buffed Tanker can do more damage with them than a Brute can. -
Quote:The situation you describe is a lack of Tankers or Brutes, which can be because of a lack of support to keep them alive or simply not having enough on the team. It is to be expected that a squishy gets aggro when there are no tanks alive.Every time I've gotten the rings, it's because there were no tanks and no brutes on the AV. One time Nightstar was just running around randomly hitting squishies.
MothersWomb sounded like they were getting aggro by using their powers, even with appropriate tanking.
Quote:The magnitude of tanker and brute taunts from Gauntlet is higher than the aggro generated by controls and debuffs.
Quote:If the melee characters are doing their jobs, you should be able to do your job, which is control and debuff.
Quote:And, while it's true that debuffs are heavily resisted by AVs, debuffs from 10 or 12 debuffers do make a difference, especially when support spawns are attacking.
Quote:A blanket statement of "don't use debuffs and controls" is wrong. The right thing to say is, "If you get one ring, stop spamming AoE powers, and attack other targets one at a time. When you lose the ring, go back to business as usual."
As a Dominator, you only need to focus on damaging the AVs and the reinfocement spawns. Any debuffs from the control set are not really needed and tend to draw aggro in a situation where tanks can't fully-commit to holding the attention of an AV. -
Quote:From what I can tell, most tanks do not use their taunt power. It works too well, and can easily lead to triple-sequester. Instead, tanks rely on their gauntlet power to hold aggro.On a related note. Do they have taunt resist? I seem to be grabbing alot of aggro on my dom even with multiple tankers/brutes.
Try not using debuffs or control powers. Both of those types of powers tend to draw a lot of aggro. Those AVs don't need to be controlled and I doubt you have any significant resistance debuffs. Just do your best attack chain, and maybe back off a bit if you're still getting aggro.
I was told the range on the master's badge is something like 150 yards or feet. I can't remember which. Basically, it is big enough to not worry about their exact position as long as they die fairly close to their spawn points. -
The resistance would be exactly the same. The only difference is the higher resistance cap that you won't hit without outside buffs or inspirations.
If you want to DPS and you are set on your theme of Elec/Invuln, Scrapper would be better. If you want to tank, they both work about as well if you leverage your taunt aura on the Scrapper.
You just have to ask yourself what you want to do. -
This strategy is not very good. Almost all melee attacks have a smashing or lethal component to them. The game only checks your highest applicable defense value, so it doesn't help to have both high.
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Looking at Findulias' build:
Grant Cover does not need a defense enhancement. The defense debuff resistance in Grant Cover is unenhanceable and the defense does not affect the Tanker. For farming, you would probably be solo anyways. For grouping, the other melees are the only ones who could take advantage of it, but they usually have their own defense if built well. You can move the Kismet 6% to-hit to Grant Cover and save yourself a slot for something else. Alternatively, the LOTG from Phalanx Fighting would be better in Grant Cover.
Impervium Armor's psionic defense isn't very useful. Aegis would give some AoE defense and allow you to use a different set elsewhere.
I would try to fit more recharge in the build by taking out some defense sets and adding the Gaussian's set. -
A lot of attacks in incarnate trials are pure energy. If you are able to get two defenses, go for S/L and E/N.
I found that my inspirations were rarely getting used on most of my characters. A strategy that has worked for me is aiming for 32.5% defense instead of going all the way to 45%. Most of the time you won't need it, but one small inspiration can put you at 45% if you have 32.5%. It leaves more room in the build for recharge so you can do better DPS.