Tonality

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  1. Quote:
    Originally Posted by IanTheM1 View Post
    FWIW, the only nerf I've ever called for was to lower Brute defensive caps somewhat. And I'm well aware of what role they play (and what role they were originally supposed to play, alongside MMs).
    I think I remember that. Was that in Bill Z's results topic?

    I think a lot of it has to do with the balance comparisons of specific sets.

    Scrappers lose a lot of benefit from sets like Fire and Elec because of their 75% cap while brutes don't. That 15% drop in the hardcap really makes a big deal for sets like this, while other sets, such as WP, SR, and SD really don't suffer as much.

    Yup, tankerminds with disposable pets would drive me crazy. Though, come to think of it, I don't recall exactly what role was intended of brutes originally.

    For me, I could stomach a 5% drop in the hardcap, like khelds. But any further and I think it would really hurt those resist sets in the same way that they are for scrappers.

    In any case I think I over-reacted and read into your post as a call for nerfs, which wasn't the case. My apologies.
  2. Quote:
    Originally Posted by Vitality View Post
    Please re-read all the posts.
    Care to explain what I missed? Most of this topic isn't even discussing tank vs. scrapper but focusing on specific powersets.
    Here's what I saw that was relevant:
    (Emphasis mine)

    Quote:
    Originally Posted by Umbral View Post
    Except that those numbers are wrong.

    ...If anything, capped performance would skew Tanker performance even higher than Scrapper performance because Tankers can get so much harder to kill than a Scrapper...

    Tanker defense mods are 1.0 and Scrappers are .75. Tankers are 33% more survivable than Scrappers and Scrappers are 25% less survivable than Tankers. Right there, it's already demonstrated that your comparison values Scrapper defenses too high. [more numbers] ...Overall, Tankers are 86% harder to kill than Scrappers and Scrappers are 47.5% easier to kill than Tankers.

    ...Scrappers have 50% better damage than a Tanker and Tankers have 33% worse damage than Scrappers.

    Scrappers: damage (10), defense (5.25)
    Tankers: damage (6.66), defense (10)
    From this post I can compare this with yours:

    Quote:
    Originally Posted by Vitality View Post
    To be honest, it's just from experience in playing both Tankers and Scrappers.

    ...Put it like this...on a scale of 1 to 10...10 obviously being the highest:

    A Scrappers Damage/Defense ratio seems around 10/8.

    A Tankers Defense/Damage ratio seems around 10/6.

    However, these are abitrary numbers based on my experience with Tankers and Scrappers.
    So, these numbers are arbitrary based on your sense of various sets, which upon further reading I see this:

    Quote:
    Originally Posted by Vitality View Post
    Well I was .66 off on the Tankers damage.

    I can see being off on the Scrappers defense also, as my numbers were based off high end WP and SR scraps.
    Which you then completely ignored that you were also off on the scrapper's defensive values.

    Furthermore, by comparing select sets, you're getting a very skewed impression. Especially since you picked SR and WP. SR with IO's is incredibly powerful. WP with IO's has a similar level of performance. You will likely find that comparing Fire Aura on tanks and scrappers might change your opinion.

    The real reason you're seeing that is because of how much IO's change the balance of the game.

    Then I see posts like this:

    Quote:
    Originally Posted by Shuriken_BladeX View Post
    My Willpower/Super Strength tank will beg to differ. I do some freaking scrapper damage even without rage. With rage I do some major damage. Tanks are fine. I wouldn't change them
    Quote:
    Originally Posted by Clebstein View Post
    Tankers don't need more damage. I have an Ice/Ice, probably the weakest damaging tanker, and I don't have any trouble killing things with a decent speed. No, I'm not downing bosses in three attacks, but I'm not running through my attack chain three times for a single minion. And that's with out using build up.
    That leads me to think that maybe, you're not giving tanks enough credit on their damage either.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Furthermore, the problem with Tankers is not raw damage per se, at least not from where I'm standing. Rather, it's a problem of efficiency, as by far the most common complaint I've had and heard relating to Tankers is running out of endurance before you can fell big targets or lots of targets. Granted, that can be worked towards, but as compared to the high-damage ATs, even Brutes, Tankers just spend more energy for less feedback. They have the staying power to take it, but the drain is higher just the same.
    This is a better position to take. It's the DPE on tanks that is a concern. Rather than increasing the damage, reducing the endurance cost would make life better for a tank.

    So what, exactly did I miss?
  3. You aren't going to find a difficulty setting that offers the best xp/time ratio. I'll save you time testing.

    Here's some interesting numbers:

    Mission at 2/8: Completed in under 10 minutes (thus, 6 runs/hour at 716k inf/minute)
    Mission at 3/8: Completed in 15 minutes (4 runs/hour - don't remember this one)
    Mission at 4/8: Completed in 25 minutes (2.5 runs/hour at 768k inf/minute)

    At those levels, a boss will yield 72k inf at +4 diff and 33 k at +2 diff.
    In this case, +2/8 is superior for income with a very, VERY minor drop in inf/minute, though you're killing faster which means more drops.

    However...

    If you are SKing someone as a 50 and running at 4/8, that lowbie is now getting the highest XP mod, being SK'd at 49 and getting credit for killing +5's. This has the potential to make 4/8 the ideal, but is dependant upon a few things:

    1) The level 50's capability to survive
    2) The level 50's capability to output tremendous amounts of damage quickly
    3) Any external buffs that might help (adding fulcrum shift into the picture makes 4/8 reasonable)

    In the end, I'll run 2/8. If I'm in the mood, I'll run 4/8, but you can better believe my elec/sd/blaze isn't going to have more than 2 others on a team. Inspirations are the key to being effective at that level of difficulty, and I need those drops.
  4. Quote:
    Originally Posted by Staccato View Post
    Alright. But why is Crushing Impact so bad?
    It isn't a bad set. It just doesn't quite fit the needs of a shield set. To increase your survivability, you want to aim for the soft-cap (45% defense to at least range and melee). If you can achieve that and still have room for a set like crushing, great.

    My purpled build there could slot something like crushings if I slotted obliteration in Thunderstrike. However, I felt it better to have the rech proc and armageddon in that power for obvious reasons.

    In the end, unless you spend a ton of money on that 3% PvP IO, you're not going to have room on for crushing impact because you're going to want your other powers to have various things.

    Quote:
    EDIT: Okay, so I decided to go with your more expensive build option, since I already have the Oblit sets for LR and SC. I also got a few more of the IOs...finished Fire Ball, nearly Fire Blast (would be finished but one piece wasn't for sale in WW so I have a bid up for it).
    Good. Patience pays off in the long run.

    Quote:
    I just tested it in a mish and it performed MUCH better. I killed quicker so I was able to keep my Endurance up easier with the faster Insp drops. I also rarely went below 50% HP. Can't wait to see how it goes when I have the entire build.
    Yes. I bet a big part of that is blaze mastery.

    Quote:
    Thanks for the help. Any further tips would be appreciated.
    As you are able, you may want to focus on more recharge. The build I first posted is what I'm running. It's expensive, albeit not quite the most expensive I've seen some use. I'm paying for the extreme amount of recharge, which lets me fire my heavy hitters a lot more often.
  5. Quote:
    Originally Posted by IanTheM1 View Post
    I wonder when will people learn that buffing everything else, instead of nerfing the clear outlier is a terrible way to balance a game.
    I wonder when people will stop trying to ask that brutes be nerfed without recognizing the role they play redside.

    Moderate tanking skills needed? check
    Good Damage output needed? check

    Why?

    1) Fury is only effective if you can survive the aggro.
    2) How various archetypes blend redside is quite different than blueside. Damage output is typically shared with all AT's redside without a clear-cut role of a DPS blaster class. Stalkers maybe - but most sets aren't AoE focused.
    3) Furthermore, the only reason a brute can tank at a level similar to a tanker is usually due to IOs. A lower base HP and base defenses really make a big difference in survival. Just ask stalkers.
  6. Quote:
    Last edited by nicoliy; Today at 08:22 PM. Reason: sorry, build looked weird, fixed format.
    Try exporting in PhPBB, Fruit Salad color scheme.

    Now for the build:

    1) Drop Barrage.
    2) You can put off taking stamina for a while to help move up some other powers.
    3) If you're going to go for a defense-oriented build, weave is nice. Otherwise, all it's really going to help you with is closing that elemental hole you have.
    4) consider getting Elec-Fences. Those NPCs doing the drunk-walk are going to be wandering out of RTTC range, which is a bad thing. In fact, this is the one thing concern about this combo - the lack of AoE to hold aggro easily on a set that thrives on aggro, but has a weak taunt aura. You may need taunt. But hey, you're dropping barrage, right?
    5) You took buildup fairly late. It's not terribly important but it's nice if you're wanting to get a nice burst of damage.

    As for IO's, you're going to have to give me a budget, and the overall build goals.

    +HP/Regen is going to be important, but you may want to add some defense onto your build. This means using kinetic combats, which can be expensive if you use the triple in that set.

    What you'll do is use 4 of the kinetic combat for 3.75% Smashing/Lethal defense and use a 5th/6th slot for either a generic accuracy IO or something like Crushing Impact's Acc/Dam/Rech or Mako's Acc/End/Rech or Acc/Dam/End/Rech. You'll want better accuracy.

    Leveling up, get a kismet +6% accuracy (to-hit) and slot that ASAP into combat jumping. You'll be glad you got it.

    For your armors, grab Reactive Armor and 4-slot them. That gives you 1.25 Smashing/Lethal + Negative/Energy defense. You'll put those in Tough and Mind over Body.

    They're expensive, but the LOTG set is ideal in your defensive toggles. Think of those as long-term investments.

    The Numina set is nice in +HP and +Regen powers. It gives you +HP and +12% regen. Use generic health IO's until you can afford these.

    4-slotting stamina/quick recovery with performance shifter (proc, end mod and 2 end mod/??) is the ideal.

    3-slotting thunderstrike and 2-3 slotting devastation into Mu Lightning offers 2.5% nrg/neg defense and 12% regen/+HP. Plus the devastation hold proc is just amusing when it fires on anything below a boss.

    Positron's Blast is the common choice in Ball Lightning. I'd probably use it in Elec Fences too (your immob will be perma with the recharge of Posi)
  7. I just realized that those weren't the options. Those were the ones Fire_Minded was skipping.

    Hmm, making a stun-oriented tank seems interesting, especially when you add IOs into the picture. I threw some pounding slugfests into every melee attack for the stun proc. Here's what I came up with:

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

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(7), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/Rchg(34)
    Level 1: Barrage -- P'ngS'Fest-Stun%(A), P'ngS'Fest-Dmg/Rchg(3), P'ngS'Fest-Acc/Dmg(3), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg(31)
    Level 2: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(7), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/Rchg(37)
    Level 4: Bone Smasher -- P'ngS'Fest-Stun%(A), P'ngS'Fest-Dmg/Rchg(5), P'ngS'Fest-Acc/Dmg(5), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg(31)
    Level 6: Combat Jumping -- Ksmt-ToHit+(A)
    Level 8: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(9), Theft-Acc/EndRdx/Heal(9), Nictus-Acc/EndRdx/Rchg(13), Nictus-Acc/EndRdx/Heal/HP/Regen(13), Nictus-%Dam(42)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-EndRdx(43)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
    Level 18: Cloak of Darkness -- GftotA-Def(A), GftotA-Def/EndRdx(19), GftotA-Run+(19)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(40)
    Level 22: Whirling Hands -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(23), Erad-Dmg/Rchg(23), Erad-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Acc/Dmg(31)
    Level 24: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg(46)
    Level 26: Oppressive Gloom -- Stpfy-Acc/EndRdx(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/Stun/Rchg(27), Rope-Acc/Stun(46)
    Level 28: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(29), RechRdx-I(29)
    Level 30: Boxing -- Empty(A)
    Level 32: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(33)
    Level 35: Energy Transfer -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(36), P'ngS'Fest-Stun%(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg(37)
    Level 38: Total Focus -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(39), P'ngS'Fest-Stun%(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg(40)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), P'Shift-End%(45), P'Shift-EndMod(46)
    Level 47: Death Shroud -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(48), M'Strk-Acc/Dmg/EndRdx(48), M'Strk-Dmg/EndRdx(48)
    Level 49: Cloak of Fear -- N'mare-Acc/Fear(A), N'mare-Acc/EndRdx(50), N'mare-EndRdx/Fear(50), Abys-Acc/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  8. Here are two additional shield builds. One is as cheap as I can get it, and the other is modestly more expensive. These are much more in your price range.

    The first one uses cheaper IO's, and would probably be doable for around 400 mil. The second one is moderately more expensive (throw on another 200 mil). Mind you, I'm issuing figures assuming you're going to lowball all bids to buy them overnight and not overpay for anything.

    The second build is a modification of the one I first posted. I removed the expensive IOs - the LOTG 7.5 and various uniques, as well as the purples. Instead of LOTG, I placed Gift of the Ancients, which offers good endurance bonuses. This build isn't softcapped to AoE defense, but AoE defense isn't as important. Oh, and crushing impact has to go. Sorry. If you don't want to lose any money, pull it out in a respec and sell it on the market for a nice profit.



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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(15)
    Level 1: Deflection -- RedFtn-EndRdx(A), RedFtn-Def(7), RedFtn-Def/EndRdx/Rchg(17), RedFtn-EndRdx/Rchg(29), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx(42)
    Level 2: Battle Agility -- RedFtn-EndRdx(A), RedFtn-Def(7), RedFtn-Def/EndRdx/Rchg(17), RedFtn-EndRdx/Rchg(29), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx(42)
    Level 4: True Grit -- Heal-I(A), Heal-I(19), Heal-I(19)
    Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), DefBuff-I(43), DefBuff-I(46)
    Level 8: Thunder Strike -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(9), M'Strk-Acc/EndRdx(9), M'Strk-Dmg/Rchg(11), M'Strk-Dmg/EndRdx(11), M'Strk-Acc/Dmg(15)
    Level 10: Hurdle -- Empty(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(43)
    Level 16: Health -- Heal-I(A), Heal-I(27), Heal-I(42)
    Level 18: Active Defense -- RechRdx-I(A), RechRdx-I(40)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(27)
    Level 24: Against All Odds -- Empty(A)
    Level 26: Phalanx Fighting -- Empty(A)
    Level 28: Boxing -- Empty(A)
    Level 30: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/Rchg(34), GSFC-ToHit(37)
    Level 32: Lightning Rod -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Rchg(33), Sciroc-Dmg/Rchg(33), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg(34), RechRdx-I(34)
    Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), RechRdx-I(37)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-EndRdx(46)
    Level 41: Char -- Empty(A)
    Level 44: Fire Blast -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(45), Ruin-Dmg/Rchg(45), Ruin-Acc/EndRdx/Rchg(45), Ruin-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Acc/Dmg(48), Det'tn-Dmg/Rchg(48), RechRdx-I(48), AirB'st-Dmg/Rchg(50)
    Level 49: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(50), S'dpty-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit


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

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dam%(46), T'Death-Dmg/EndRdx/Rchg(50)
    Level 1: Deflection -- GftotA-Def(A), GftotA-Def/EndRdx(3), GftotA-Run+(7), GftotA-Def/EndRdx/Rchg(27), ResDam-I(43)
    Level 2: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(3), GftotA-Run+(7), GftotA-Def/EndRdx/Rchg(27)
    Level 4: True Grit -- Heal-I(A), Heal-I(5), Heal-I(5), ResDam-I(43)
    Level 6: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(43)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Rchg(9), Sciroc-Dmg/Rchg(9), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg(11), FrcFbk-Rechg%(15)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15)
    Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(17)
    Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(25)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(25)
    Level 22: Active Defense -- RechRdx-I(A)
    Level 24: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(40), Aegis-ResDam/EndRdx(40), Aegis-ResDam/EndRdx/Rchg(46)
    Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(37)
    Level 32: Lightning Rod -- 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: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(39), GftotA-Run+(39), GftotA-Def/EndRdx/Rchg(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Ruin-Acc/Dmg/Rchg(A), Ruin-Acc/EndRdx/Rchg(45), Ruin-Dmg/Rchg(45), Ruin-Dmg/EndRdx(45), Ruin-Acc/Dmg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dam%(50), RechRdx-I(50)
    Level 49: Against All Odds -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  9. Quote:
    Originally Posted by Vitality View Post
    Well I was .66 off on the Tankers damage.

    I can see being off on the Scrappers defense also, as my numbers were based off high end WP and SR scraps.
    Quote:
    Originally Posted by Vitality View Post
    However, these are abitrary numbers based on my experience with Tankers and Scrappers.
    You aren't even using numbers. You're assigning some arbitrary scale based on subjective experience - and you even admit it.
  10. Quote:
    Originally Posted by Eiko-chan View Post
    Just for the record: Super Strength is pretty much the damage powerhouse for Tankers, and isn't a great comparison point. There's a reason Scrappers don't get it, and it's not flavour - SS Scrapper damage would be utterly obsene.
    Actually, Bill Z's results thread indicates that this would not be the case.

    The results are in, take 2
  11. Quote:
    Originally Posted by Memphis_Bill View Post
    No issue with your other comments, but this is one heck of an assumption. Just because they decide to give something away for a time as a perk (or in preparation for GR, perhaps) does not mean it was not profitable - and $0 is even MORE unprofitable (given the zero-workload nature of it, barring glitches) than $10.
    Notice my choice of wording. I'm not suggesting it wasn't profitable. I'm suggesting that the profit they gained from free transfers wasn't significant enough for them to keep them from offering free-server transfers.

    I would be very surprised if server transfers are even a decent portion of the income.
  12. Quote:
    Originally Posted by Staccato View Post
    *blank look on face* Which Accolades are those again?
    Atlas Medallion

    Portal Jockey

    Task Force Commander

    Freedom Phalanx Reserve

    Those links will let you know how to get them.

    As for an affordable build, there are some routes to go:

    6-slotted red-fortune over 4-slotted LOTG will give you a 2.5% range def bonus and 5% rech bonus. It's not as nice, but it's a LOT cheaper and gets you on the way toward your range defense.

    I remember Touch of Death being fairly cheap on the market last I was on. It's been a while since I checked. Placing that in your single target attacks will help.

    Grab the steadfast 3% def IO and slot it somewhere.

    Those are the cheapest for the positionals. Skipping the zephyr KB protection will also help. You can fill in your AoE defense by 5-slotting Scirrocco in Lightning Rod and Shield Charge and using the 6th slot as a generic recharge IO.
  13. Quote:
    Originally Posted by Atheism View Post
    Brutes just don't seem to have enough unless buffed up or with IOs. Tanks don't need those to usually farm a map.
    The old standard, the SS/WP brute worked just fine with SOs. It's the high-powered Shield builds that need IO's.

    Quote:
    If you honestly think tanker damage is 'lol', you're doing it wrong.
    Considering brutes and scrappers will outdamage a tank on average by 150%-200%, I'd say tankers are LOLdmg for farming. Dig around if you disagree with my numbers and you'll find that that range is accurate.
  14. While endurance is nice, and physical perfection is great, blaze mastery is more helpful for farming, because you want kill speed - namely FIREBALL.

    Capping AoE defense typically is not necessay either, since so few attacks are AoE in game. This is a high-end elec-shield, but perhaps you can modify it to suit your tastes.

    Remember, soloing, inspirations drop like candy. They will help your endurance issues.

    One last thing: Get your 4 accolades for +HP and +End. Once you get those, things will be noticeably easier.

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

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(27)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(27)
    Level 4: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/EndRdx(5), Mrcl-Rcvry+(43), Mrcl-Heal(46)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(43), Zephyr-Travel/EndRdx(43)
    Level 8: Thunder Strike -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(9), Armgdn-Dmg/Rchg(9), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(11), FrcFbk-Rechg%(15)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), RgnTis-Regen+(46)
    Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(25)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(25)
    Level 22: Active Defense -- RechRdx-I(A)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(40), HO:Ribo(40)
    Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(37)
    Level 32: Lightning Rod -- 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: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), RedFtn-Def/EndRdx(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Apoc-Dmg/EndRdx(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dam%(46)
    Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(50)
    Level 49: Against All Odds -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 18% DamageBuff(Smashing)
    • 18% DamageBuff(Lethal)
    • 18% DamageBuff(Fire)
    • 18% DamageBuff(Cold)
    • 18% DamageBuff(Energy)
    • 18% DamageBuff(Negative)
    • 18% DamageBuff(Toxic)
    • 18% DamageBuff(Psionic)
    • 9.88% Defense(Smashing)
    • 9.88% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 11.8% Defense(Energy)
    • 11.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 16.8% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 66% Enhancement(Accuracy)
    • 85% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 225.9 HP (16.9%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 6.05%
    • MezResist(Stun) 4.4%
    • 17.5% (0.29 End/sec) Recovery
    • 70% (3.91 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Touch of Death
    (Havoc Punch)
    • MezResist(Immobilize) 2.75%
    • 20.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Luck of the Gambler
    (Deflection)
    • 10% (0.56 HP/sec) Regeneration
    • 15.1 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Battle Agility)
    • 10% (0.56 HP/sec) Regeneration
    • 15.1 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (True Grit)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Miracle
    (True Grit)
    • 2.5% (0.04 End/sec) Recovery
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Combat Jumping)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Armageddon
    (Thunder Strike)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Super Speed)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • Knockback Protection (Mag -4)
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Mako's Bite
    (Chain Induction)
    • MezResist(Immobilize) 3.3%
    • 20.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Luck of the Gambler
    (Phalanx Fighting)
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) 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)
    Obliteration
    (Lightning Rod)
    • 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)
    Obliteration
    (Shield Charge)
    • 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)
    Luck of the Gambler
    (Weave)
    • 10% (0.56 HP/sec) Regeneration
    • 15.1 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Basilisk's Gaze
    (Char)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Apocalypse
    (Fire Blast)
    • 16% (0.89 HP/sec) Regeneration
    • 40.2 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Ragnarok
    (Fire Ball)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
  15. Quote:
    Energy Melee/Shield Defense. Talk me out of it. Or not.
    Off the bat, I'm thinking of suggesting DM/SD as a more synergistic pairing than NRG/SD. The -to-hit debuffs helping pre-softcap. The heal in siphon life is gravy. Plus, you can color your DM to have those pink pom-poms we all love.

    Side by side, I have a lot of trouble even considering NRG when there's DM with siphon life, dark consumption and soul drain.

    However, if you want to stand out, going nrg/sd is certainly going to get noticed.
  16. Quote:
    Originally Posted by Clouded View Post
    I don't have my build on this computer but I'll try to remember to post is later this evening if you are still interested.
    If the OP isn't interested, I'm always interested in seeing builds.
  17. Shield or Electric Armor.

    Shield Charge and Lightning Rod = fun.
    Electric Armor for thematic reasons.

    However, since you're not interested in another shield, I'd suggest Electric Armor then.

    If you go Inv on an Elec, you have a lot of flexibility with IO slotting, due to 3 AoE powers (Lightning Rod, Thunderstrike, Jacob's Ladder) and 3 Single Target attacks (Charged Brawl, Havoc Punch, Chain Induction. That can help you round out your needs if you decide you want to work out a softcap build on your inv.

    WP is a good all-around performer, and easily outshines inv w/o IOs. IOs let inv catch up.
  18. Quote:
    Originally Posted by Ishaila View Post
    Running a Ice Armor / Elec Melee Tanker, and just havin' a ball with it.
    Elec =/= Energy.
    ---------

    Inv/NRG is Tyrant's powerset. There's in-game precedent for that combo.
    I'll second Dark/NRG for stacking stuns, though TBH, brutes get a better mag fear effect on Cloak of Fear, so I might suggest a brute with that combo.
    Fire/NRG is nice simply because you can pop the heal after using energy transfer.

    For looks, I'm really not sure if any tanker set visually matches energy melee. Ice might if you color both sets right. Invuln also allows some coloring, which could be done to match Energy.

    I think I'd go Inv/Nrg.
  19. Quote:
    Originally Posted by je_saist View Post
    okay then. Explain why it's a great idea?

    Because quite frankly, it's awful. It's also been done to death in other threads before.
    1) PvP event transfers. Suppose Shuriken_BladeX wants to have a PvP event on Infinity, and as most of the more PvP oriented players moved to freedom, having server transfers would let players return for events like this.

    2) In a similar vein, special server events. If I find that a few devs or mods are on a particular server doing something crazy, I can go transfer over a character quickly and check out the fun!

    3) The likely amount of income gained from server transfers wasn't that significant, given that they gave us free transfers for a month to begin with and then even extended it.

    4) It allows people to flee [insert server name here].
  20. I think this is a terrible idea and ...

    Just kidding.

    /signed for being a great idea.
  21. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Not true, they could replace it with the market interface from STO which would most emphatically NOT be an improvement.
    Or Aion. Ugh.
  22. Quote:
    Originally Posted by JuliusSeizure View Post
    Has anyone else in this thread slotted Power Surge with a hold set? I run 5 parts Unbreakable Constraint and intentionally spawn dive when I'm nearing a crash and can clump most foes in EMP range. The -55% endurance gives you enough time to recover properly even against bosses that aren't held 50% of the time-- assuming they're already lowish on endurance.

    I only have to use Demonic or Phase Shift if the spawn is heavily spread out and/or I have ranged agro.
    I've considered it. But, in the end, I drop power surge and slot for defense. Popping a small luck easily soft caps my builds, and there's enough ablative there to usually survive defense debuffs (except rad blasts, but that's pure nrg, so I don't care).

    Quote:
    Originally Posted by JuliusSeizure View Post
    I agree that this crash has TOO steep of a penalty. Unstoppable has no prolonged -recovery period after the crash, so that means that the -recovery is what we pay for the EMP. If you aren't using the EMP to your advantage, the skill is indeed mediocre.
    I find the entire power underwhelming, considering outside of toxic damage, carrying Robusts around does the same thing without the crash. Hit the market, stock up when you need 'em and you're good to go.

    If power surge stacked about 40% base defense, not more resists and didn't have the nasty crash at the end, I'd be more inclined to consider it.

    I mean, you're an energy being. It's kinda hard to hit electricity.
  23. Quote:
    Originally Posted by JamMasterJMS View Post
    <-- owner of lvl 50 softcapped claws/sr scrap.

    To reiterate, All my attacks up to and including spin have been takin.

    Ok, skip lightning field for a couple lvls and pick what up in the meantime? My travel power?
    Ill wait till my temp travel expires then do a respec.

    You think changin from -1 X6 diff to +0 X4 will make that much of a difference?
    Im getting shredded pulling mobs off packs with focus, I cant see how increasing mob lvl will help.

    But I do thank you for your response and will try your suggestion about the difficulty change!
    <--- Owner of all things Brute.

    (Well, not exactly, but I know my brutes)

    You'll want to grab tough and possibly weave if you decide to layer on some defense with IO's on your build. Tough and Energize will change things for you.

    I'm assuming you have the following attacks:
    Swipe
    Strike
    Slash
    Spin

    That's up to and including spin.

    I'm suggesting these powers instead:
    Strike
    Slash
    Spin
    Followup
    Focus

    Here's how I'd go 1-40 on the build using SO's. I'd frankenslot IO's at level 30 with whatever is cheapest on the market to get some better numbers in your attacks. For a final build, stack on melee or S/L defense to improve your survivability.

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

    Click this DataLink to open the build!

    Level 40 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Villain Profile:
    Level 1: Strike -- Acc(A), Acc(3), EndRdx(5), Dmg(13), RechRdx(19), Dmg(37)
    Level 1: Charged Armor -- ResDam(A), ResDam(17), ResDam(23), EndRdx(34)
    Level 2: Slash -- Acc(A), Acc(3), EndRdx(5), Dmg(13), RechRdx(19), Dmg(37)
    Level 4: Conductive Shield -- ResDam(A), ResDam(17), ResDam(23), EndRdx(34)
    Level 6: Spin -- Acc(A), Acc(7), EndRdx(7), Dmg(11), RechRdx(15), Dmg(33)
    Level 8: Follow Up -- Acc(A), Acc(9), EndRdx(9), Dmg(11), RechRdx(15), RechRdx(34)
    Level 10: Hurdle -- Jump(A)
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Health -- Heal(A), Heal(37), Heal(40)
    Level 18: Static Shield -- EndRdx(A), ResDam(40), ResDam(40)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Grounded -- S'fstPrt-ResKB(A)
    Level 24: Focus -- Acc(A), Acc(25), EndRdx(25), Dmg(27), RechRdx(27)
    Level 26: Lightning Reflexes -- Run(A)
    Level 28: Energize -- Heal(A), Heal(29), RechRdx(29), RechRdx(33), RechRdx(33)
    Level 30: Lightning Field -- EndRdx(A), EndRdx(31), Acc(31), Dmg(31)
    Level 32: Boxing -- Empty(A)
    Level 35: Power Sink -- EndMod(A), EndMod(36), RechRdx(36), RechRdx(36)
    Level 38: Tough -- ResDam(A), ResDam(39), ResDam(39), EndRdx(39)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    ------------
    Set Bonuses:
    Steadfast Protection
    (Grounded)
    • Knockback Protection (Mag -4)
  24. Quote:
    Originally Posted by NICKisdaBeast View Post
    I have this fire/sr brute, he's lvl 39, and he has really earned my interest. This thing is brute-al :P

    Anyways, what should I do with him and based on your suggestion what should I build for? I mean, should I make him a farmer, an all around toon, av solo? This is my first brute so I figured I'd let the nice people on the forums help me out with a suggestion here.
    Go AV or All-Around. Shield performs better at farming.

    If you go AV, you want to softcap without using weave for better endurance efficiency. You also need lots of recovery/+end bonuses. You also need aid self.

    If you go all-around, your build can cost a lot less. You can grab weave and save about 18% worth of defense bonuses in IO's (~6% defense x all 3 positions).

    So, it depends on how much you really want to spend. Because, that AV soloer is also going to be a better-all around toon. But it will also cost you more. It also will farm decent.
  25. Claws has some mitigation in its set with shockwave, but not a ton. This lends to being more reliant on the secondary. With kat, you have +def, and regen has great heals.

    With energize coming so late in Electric Armor, you're looking at a decent amount of time without any way to really regain HP. Also, given a pre-IO build, powers like energize aren't going to be always available when you need it. So, yes, you probably do feel squishy.

    In terms of your power picks, drop swipe for followup. Hold off on Lightning Field for a few more levels and pick up focus. You'll get some knockdown from that attack, which should help your survival some. I usually pick up lightning field at 30, as stamina is well-slotted by then and that's when I have room for it.

    Then, for solo, drop the difficulty to 0/4 and turn off bosses if you haven't yet. That's probably what's hurting you so much now.