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Do you have a budget? You can also tell us the power pools that you want to take and other preferences. We can use the Mid planner to export builds here, and you can simply treat it as a shopping list.
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Please see the build below. It has aid self, and soft-capped defense. My build doesn't have haymaker. You can swap in haymaker and move some slots around without having an impact on defense.
Also, the defense of my build is only a little above soft cap. I think it is problematic if there are defense debuffs. Actually, grant cover gives resistance to defense debuffs. That's why I want to pick it. According to the Mid planner, you can slot HO into active defense to enhance your defense debuff resistance. I'm not sure if it works in game. Maybe it's better to take hasten and figure out some way to double stack active defense longer, then you'll be less susceptable to defense debuffs.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(13)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Rchg+(3), TtmC'tng-ResDam/EndRdx(43), TtmC'tng-ResDam(48), S'fstPrt-ResDam/Def+(50)
Level 2: Battle Agility -- RedFtn-Def(A), RedFtn-Def/EndRdx(5), HO:Cyto(5)
Level 4: True Grit -- ResDam-I(A), ResDam-I(42), Heal-I(43), Heal-I(50)
Level 6: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(23)
Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-End%(25)
Level 22: Phalanx Fighting -- DefBuff-I(A), DefBuff-I(25)
Level 24: Stimulant -- Empty(A)
Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(27), Aegis-EndRdx/Rchg(27), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(34)
Level 28: Grant Cover -- RedFtn-Def(A), RedFtn-Def/EndRdx(29), HO:Cyto(29)
Level 30: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(31), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(40), Numna-Heal(40), Numna-Regen/Rcvry+(42)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), KinCrsh-Rechg/EndRdx(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: One with the Shield -- ResDam-I(A), ResDam-I(42)
Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 44: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(45)
Level 47: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(48), HO:Cyto(48)
Level 49: Against All Odds -- EndRdx-I(A), EndRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run -
Quote:For both powers together, the resistance is only lowered by less than 1% in terms of absolute value, although it looks larger than that when you look at the percentage. If you want to hit the ED cap, it's ok just to put a generic resistance IO for the fourth slot of both powers. I think the fourth bonus for Titanium coating is not really useful, so I want to put something else there.Twilight, I don't understand why you slotted Mind Over Body and Tough the way you did. The additional benefit you get from all that end reduction is minimal, and it leaves them short of the ED cap for resistance. Those two toggles aren't any more costly than the defense toggles that you've slotted more normally. I'd 4-slot them with Reactive Armor, but if those are too expensive, 4 TCs aren't too bad.
It is not a bad idea to use Reactive Armor for the resistance toggles, and add a steadfast +3% def somewhere in the build. I'll leave it to the OP to tweak the build. If the OP wants higher defense, I think it's more effective to have a more focused build on defense than just a couple defense bonus. -
Quote:For negative energy, it's not too big a deal. Since you have darkest night to stack on top of your negative energy defense, it is fine. You probably want some kind of perception bonus, for example darkest night will keep on dropping when you fight Arachnos. For psionic defense, darkest night will help a bit. I think it's better just to leave it as a weakness. With darkest night, I can live fighting x8 Arachnos/Longbow missions. Carnies are still tough.1) Should I worry about getting my Neg. Nrg & Psi defence up?
I know as villain I will see lots of psi dmg for both pvp/pve, but wasnt sure if it was worth it to raise the defense to sacrifice somewhere else. I don't see a lot of Neg. Nrg for pvp, but there is the CoT.
Quote:2) Energy drain or converse power?
I'm kind of torn because I don't want to rely on other having to hit foes for energy drain, but it doesn't require acc and it gives end and health. I want to know which to pick to be useful for pvp & pve.
At one time, I think I have like 10 toggles. Energy drain will take care of it. You may want to shift some slots to energy drain. -
Quote:The idea behind frankenslotting is that set IOs can enhance multiple attributes at the same time. By mixing and matching different IO sets, they can enhance more than SO or generic IO for a given number of slots. Another reason for frankenslotting is that some recipes are expensive, you can avoid them by picking a similar recipe from another cheaper set. By frankenslotting, you give up some of the set bonus. There are various degrees of frankenslotting, for example you can choose to frankenslot partially and keep some of your desired set bonus. As such, there are no specific rules on frankenslotting. Apart from the build being cheap, you don't give any other preference. I guess you probably just want us to make you some builds and see how they look.Alright, so I'm an SS WP Brute... So far I've stuck to common IOs.
But I'm curious about how Frankenslotting works. I'm not a numbers guy or anything...
This is my current build. I'd like some help making a relatively cheap build. I don't really need it -fast-. (I'm planning on doing this all on an alt build) But I'd like it better if it wasn't full of 100 Mil IOs. ((...Alright. I -might- grind for Luck of the Gambler. I dunno))
Any ideas?
The build I made below should be pretty cheap with very few rare IO sets. The underlying theme of the build is to increase recharge such that you can double stack rage longer, and raise your hp whenever possible. Your power choice is kept, I moved a couple slots around. I think this is not much of a boost in survival, but adding some more smashing and a reasonable improvement to QoL.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
NightErrant: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg(5), C'ngImp-Dmg/EndRdx(5), Zinger-Dam%(7)
Level 1: High Pain Tolerance -- ResDam-I(A), ResDam-I(7), ResDam-I(9), Heal-I(9), Heal-I(11), Heal-I(11)
Level 2: Haymaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg(15), C'ngImp-Dmg/EndRdx(15), Zinger-Dam%(17)
Level 4: Fast Healing -- Heal-I(A), Heal-I(17), Heal-I(19)
Level 6: Air Superiority -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg(21), C'ngImp-Dmg/EndRdx(23), Mako-Dam%(42)
Level 8: Knockout Blow -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx(27), F'dSmite-Acc/EndRdx/Rchg(27)
Level 10: Indomitable Will -- S'dpty-Def(A), S'dpty-Def/EndRdx(29), S'dpty-Def/EndRdx/Rchg(29), S'dpty-Def/Rchg(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 14: Fly -- Flight-I(A), Flight-I(46)
Level 16: Rise to the Challenge -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(33), Heal-I(33), Heal-I(33), Dct'dW-Heal/EndRdx(34)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(36), EndMod-I(36)
Level 22: Swift -- Run-I(A)
Level 24: Health -- Heal-I(A), Heal-I(36), Heal-I(37)
Level 26: Stamina -- EndMod-I(A), EndMod-I(37), EndMod-I(37)
Level 28: Heightened Senses -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/EndRdx/Rchg(39), S'dpty-Def/Rchg(39)
Level 30: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-EndRdx(40), RctvArm-ResDam/EndRdx(42)
Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Rchg(43), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Dmg/EndRdx(45)
Level 35: Resurgence -- EndMod-I(A)
Level 38: Strength of Will -- ResDam-I(A), ResDam-I(40)
Level 41: Boxing -- Acc-I(A)
Level 44: Mu Lightning -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(45), Ruin-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
Level 47: Tough -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(48), TtmC'tng-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx(48)
Level 49: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(50), S'dpty-Def/EndRdx/Rchg(50), S'dpty-Def/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- EndMod-I(A)
Level 1: Fury
Level 0: Ninja Run -
Quote:I suggested quite a few times in the past that some powers (for example lightning rod, ice patch, foot stomp) to apply -fly to the user for a few seconds. Then players don't need to toggle hover on and off to use those powers.Say you're hovering just over the ground, you click the power, you go down and stomp/punch the ground and then continue hovering/flying.
I think the idea is nice, but the exact implementation might be a bit problematic. For example, if you're high in the sky, then you shouldn't be allowed to activate the power. The -fly should only be done if you're close to the ground. So, the activation of the power will need to check the height instead of a simple check of your flying status. I don't know if there are technical difficulties checking the height. In addition, should the power activate after you touch the ground, or after you click the button?
I believe the game can tell in some way. For example, when you fall, you take different fall damage if you're 1' or 500' above the ground. -
I would love if the server won't reset my mission when I get disconnected.
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Quote:Since you always have a cold domination corruptor with you, soft-capping defense is not really necessary. I think recharge helps a bit, but not very crucial for energy aura. Below are my suggestions:My current project is a Claws/Energy Aura Brute, he is level pacted with an Ice Blast/Cold Domination Corruptor. I won't be playing without his partner, which means that even my slightly sub softcap defence will be more than capped.
My problem is that I've taken every attack, as they all seem pretty useful, and I'm really concerned that I have too much recharge to use all these attacks.
I've already acquired the IO's for the build, but at level 28, I've not used any of them yet and I'm just concerned that uber recharge isn't the way to go.
1. You can take darkest night. The to-hit debuff is not really necessary for you. But your corruptor can be slotted for IO defense bonus such that mobs' to-hit chance against your corruptor will be floored. This will make your team stronger as a whole. Darkest night also has a damage debuff, which is good for you. (You probably need some perception bonus, either from IO or tactics. Darkest night drops when you're blinded by mobs, which is pretty common on the red side)
2. Next is resistance. I don't think much can be done for resistance with IO. So, all you can do is to take tough and the resistance passives. I see that you took them already.
3. For IO bonus, you can put some emphasis on +hp. Brutes have high hp cap, there is still room after you're buffed by frostwork. This can help you take a few hits by tough mobs.
4. Even with soft-capped defense, you'll get hit no matter what. I think you can take aid self. Aid others and stimulant are useful too, in particular if your team is mostly a dual. -
Quote:For my electric armor brute, I use darkest night to stack on top of the defense bonus. The rest of the bonus can go to +recharge, hp and regen. I think this combination gives a pretty good boast to survival. If you're fighting mobs close to your level, endurance drain from power sink, lightning field and your attacks helps a bit as well.kay, my first 50 villain was this brute, The Red Voltier, and I'm definitely wanting to get some more playtime out of him.
The poor guy has been sitting around doing nothing for almost a year, and I miss playing him the damage is awesome...but he's only SO Slotted because I had no Idea how to slot him to make him more survivable. -
It's better to post in the brute forum because when people search for discussions about energy aura, they will expect to find them in the brute forum instead of the scrapper's.
I think your build is very expensive, with pvp IO, two purple sets and quite a few HOs. You'll find that you will still have a lot of issues with common red-side mob types like Longbow, Arachnos, and Cimerorans, because they have defense debuff.
Your attack chain is of the buzz-saw type. Your heavy hitters are incinerate and gloom. Both of them are dots. I think it may lack a bit in terms of burst damage without greater fire sword. My overall comment is that it's a lot of pain to make the build, it looks good on paper, but it is not as tough as you expect it to be in real battles. -
Quote:I think the suggestion is new. I like the idea of controlling kb and kd beyond using enhancements and having real-time control, such that you can switch depending on the situation.Don't know if this has been suggested before. I tried a search, but I wasn't sure what exactly to search for. Anyway...
Problem: Knockback causes annoyance for people in teams who don't want to chase after mobs who've just been kicked across the room.
Complication: some people (like me) really enjoy having knockback powers and don't want them to be changed to fix the above.
Solution:
A new inherent power: call it Pull Punches/Low Impact/Soften Blows/something like that
Available to all characters levels 2+
Toggle
Endurance Cost: 0
Recharge: a few seconds, in case it's abuseable somehow
Effect:
-90% debuff to all knockback effects on self
This effect should reduce the KB magnitude of almost all powers used by the character to less than 0.75, which, if I understand the mechanics correctly, is the threshold between knockdown and knockback. In other words, it should turn all knockback powers into knockdown powers as long as the toggle is active.
So, if you're in a team and your teammates want you to stop hurling people out of their reach, switch the toggle on and there's no more problem.
Thoughts?
The suggestion is not really convenient enough in my opinion. For example, if I want to kb for an attack but kd for the next one, then I've to toggle on and off the inherent. In addition, as mentioned above, certain powers are designed to do kb and not kd. It is not ideal to make an inherent that applies the kb suppression universally. I think it's mainly the energy blasts that people want to control kb and kd.
My own suggestion for controlling kb/kd in real time is to allow players to click a power for kb, but shift-click for kd (click and shift-click are just examples, you can bind the power to any keystrokes). If it's kb, the kb distance is still controlled by enhancements. Such option shouldn't be available for powers designed to do kb. -
Can we phase shift and attack a phase-shifted Diabolique?
For the suggestion, I think something can be done to improve Diabolique. I hope that she has more attacks. Maybe she needs either phase shift or personal force field, but not both. I think the phase shift is her characteristic, it's probably not the best idea to remove it. The whole battle with her is a bit boring. Maybe the running is intentional, because there is nothing she can do while phase shifted. My suggestion is that if she goes phase shift, she can summon ambushes onto the team. Then the fight will be more interesting. -
Depending on the type of mobs that you're fighting, overload may not be needed with soft-capped defense. It can be useful when fighting mobs with defense debuff. You can also use it to increase your hp when fighting AV. I think it's skippable if your build is tight.
For energy cloak, most people take it just because of the defense it offers. Energy cloak by itself doesn't make you invisible to mobs. If you stand close enough to the mobs, they will see you. With energy cloak, you've to work slightly harder to get aggro in large teams for fury, for example taunting more. I don't see many people complain brutes without taunt though. I take taunt myself because it's convenient to aggro a couple mob groups when I herd. If you solo, I don't think the stealth matters as all mobs are yours, attack them and you'll have the aggro even with stealth. Usually, energy cloak is not considered skippable, however if you're doing fine with what you're doing, I guess it's ok.
The discussion on energy aura being gimped has subsided. The performance of a power set depends quite a lot on what you're fighting, and the team that you are in. For my energy aura brute, soloing x8 missions are tough if the mobs are longbows, Arachnos or Cimerorans. Since these mobs are pretty common on the red side, energy aura gets a bad reputation. For Lib farm, I believe the vengeance should be problematic. It's ok if you manage to kill them fast all at once.
For rage, to avoid the defense debuff, you need to activate rage again before it crashes. For your posted build, I think you don't have enough recharge to double stack rage when hasten is not on. The damage debuff and the endurance drain from the crash can't be avoided though. -
The power choice is ok. The IO has quite a bit of franken-slotting. From what I see, the set bonus is mainly +hp with a bit of +regeneration and +recharge.
For the melee attacks, you use the touch of death for the +hp. I think you can use kinetic combat, which has +hp and s/l defense bonus. For more damage, you can slot damage proc into your fast recharging attacks. Instead of franken-slotting your resistance, you can use Aegis for f/c defense bonus. I made a suggested build below, which keeps your power choice and soft cap typed defense except negative energy and psionic.
I don't think the Gaussian set has enough recharge for rage, and you probably don't want rage to drop. The chance for build up and the defense bonus is not really a lot. I think it's more efficient to franken-slot rage.
I believe energy drain can handle your endurance pretty well. Conserve power is probably useful for overload crash. As such, I don't think you need more than a slot for conserve power as it is already recharging faster than overload out of the box.
I think the stealth in energy cloak can stack with that of superspeed. I doubt that you really need celerity +stealth in superspeed. It's ok if you have it already.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Hard Kisses: Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Energy Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), Zinger-Dam%(7)
Level 1: Kinetic Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(23)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), Zinger-Dam%(34)
Level 4: Power Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Rchg+(23)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21)
Level 10: Entropy Shield -- EndRdx-I(A), EndRdx-I(27)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Dampening Field -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/EndRdx/Rchg(25)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(27), Mrcl-Rcvry+(29), Heal-I(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 22: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(25), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(34), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(43)
Level 28: Energy Drain -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(36), Numna-Heal/Rchg(37), Numna-Heal(37), Numna-Heal/EndRdx/Rchg(37)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(39)
Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(40), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(42)
Level 35: Conserve Power -- RechRdx-I(A)
Level 38: Energy Cloak -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(50)
Level 41: Electrifying Fences -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(42), AirB'st-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Efficacy-Acc/Rchg(43)
Level 44: Ball Lightning -- P'Shift-Acc/Rchg(A), Efficacy-Acc/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Det'tn-Dmg/EndRdx(46), AirB'st-Dmg/EndRdx(46)
Level 47: Summon Striker -- RechRdx-I(A), RechRdx-I(48), BriL'shp-Dmg(48), BriL'shp-Acc/Dmg(50), BldM'dt-Acc/Dmg(50)
Level 49: Overload -- Heal-I(A)
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Level 1: Brawl -- RechRdx-I(A)
Level 1: Sprint -- ULeap-Jump(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 0: Ninja Run -
Yeah, it's not easy to fit everything into the build. I swap the tactics out of your build and pick an aoe immobilization from a patron power pool. By re-arranging some of your slots, the s/l and e/ne defense remains soft-capped. I think my build has the powers slotted slightly better and more endurance efficient. But it has slightly lower hit points and regeneration. Maybe you can play around and see what can be done better.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Packmaster: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(13), S'fstPrt-ResDam/Def+(33)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 4: Fast Healing -- Heal-I(A), Heal-I(5)
Level 6: Spin -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(7), Erad-Acc/Rchg(7), C'ngBlow-Dmg/EndRdx(13), C'ngBlow-Acc/Dmg(15), C'ngBlow-Acc/Rchg(36)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(11)
Level 10: Indomitable Will -- EndRdx-I(A), EndRdx-I(36)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42)
Level 14: Swift -- Run-I(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17), DisWord-ToHitDeb(31), DisWord-ToHitDeb/Rchg(36), DisWord-ToHitDeb/Rchg/EndRdx(37)
Level 18: Focus -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/Rchg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(23)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(33), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(34)
Level 26: Eviscerate -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(27), Erad-Acc/Rchg(27), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Acc/Dmg(34), C'ngBlow-Acc/Rchg(34)
Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29)
Level 30: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Super Jump -- Jump-I(A)
Level 35: Health -- Heal-I(A), Heal-I(40)
Level 38: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), EndMod-I(42)
Level 41: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(50)
Level 47: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Knock%(40)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 0: Ninja Run -
I have a willpower/war mace tanker instead of a brute. My experience is that the taunt aura in rise to the challenge is a little weak. In teams that need an aggro brute, you will have to taunt more. I think the mobs on the red side are tougher, like long bows and Arachnos. I guess you've to use strength of will more often. Maybe somebody else can give you better comments on willpower for villains.
My feeling about war mace is that it is a bit big and slow. It fits the theme of tankers pretty well. I don't know if it's just my perception, or the animation is indeed a bit slower. War mace doesn't look like the buzz-saw type. I like the set having a few aoe and pretty good secondary effects. -
I think you will have endurance issues with all the toggles turned on. For example, there are no endurance reduction for indomitable will, rise to the challenge and tactics. Maybe you pick tactics just to slot for the extra s/l defense bonus.
And the build yields too much to acquire the defense bonus. For example, you have to slot both kick and brawl for kinetic combat. I believe you'll never use these two powers, but you end up with other powers under-slotted. Overall, you can optimize the different aspects of willpower better. -
I tested the duration with an HO slotted (I think it is the endoplasm), the length is always 30 seconds. Regarding the magnitude, I'm not very sure. The mid says that it increases the magnitude. The in-game power description say it doesn't after I slotted an HO into the power. When I search the forum, this issue was raised before. Some said they tested it on EB/AV (as a defender) with success, some said the HO doesn't do anything. Maybe someone who has done extensive testing on detention field can clarify this. Even if the magnitude does increases, I'm not sure if it is intended though.
Edit: I did some small testings using a mission with Ghost Widow. With 1 endoplasm exposure HO, detention field is effective up to +3 AV and +2 EB. With 2 such HOs, the detention is effective for +4 AV (don't know if it's effective for +5) and up to +3 EB. The detention time is 30 seconds unchanged by HO. With HO slotted, the ingame power information says that the detention time is increased instead of the magnitude. Either the ingame display is wrong, the effect of HO in detention field is bugged or both the ingame info and the HO is bugged at the same time. -
I don't usually join sewer team. Last time I joined with my defender, the team leader invited, and looked at my power set, then kicked me. I guess sewer teams being selective is not really new.
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Here is a dev post on the costumes theme of energy cloak in energy aura. The discussion is actually about people wanting the min FX option for energy cloak such that they won't be invisible, so it is slightly different from what you're asking.
I prefer more options for energy aura, so I think the OP suggestion is ok. I guess people here are jrangering not because of the suggesiton itself, but the motivation. In principle, if you have problems with lagging graphics, the solution should be turning down your graphics quality or tuning some graphics options in your machine. On the other hand, I understand that it is a shame to turn down the quality just because of some graphics-intensive powers. I seldom hear people complain about energy aura graphics causing lag though, usually it is the fire shields. For the time being, if you don't want low quality graphics, you can seek help in the technical forum and see if something can be optimized for your machine. -
I think the build is ok. You try to optimize +recharge, hit points, regeneration and defense. And obviously, you won't be able to max everything. I can see that defense is not very impressive, but it's ok. One cheap way to improve without actually changing your build is to use darkest night, which effectively increases your defense (probably put performance shifter +end proc into both stamina and quick recovery). In addition, I would give up some of the +recharge bonus and maybe even hasten, and raise the defense a bit higher such that you can floor mobs' to-hit with darkest night. To-hit debuff, defense and regeneration together should help in your survival.