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Posts
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Quote:I think energy aura is not terrible by itself, but when compared to other secondary power sets, energy aura is probably not as effective. Hence, the comments that you typically read in the forum are relative to other power sets. People don't usually elaborate, and they may give you an impression that energy aura is trash on some absolute scale.It seems as that as it is neaither fish nor fowl you can't get any meaningful damage mitigation. You end up with low def and even lower resistance.
You can pick a primary power set that can provide good mitigation. For slotting, you just need to soft-cap defense, which is pretty easy even with a small budget for energy aura. -
Quote:If you follow the guide, you can routinely solo and herd in 8-people missions, not just small teams. The mobs can be anything, although Carnies, Rularuu, and Devouring Earth can be problematic.The combat stealth is a HUGE boost to the survivability of the set. Unless you are reckless or occasionally unlucky it allows to carve out manageable numbers of enemies and fight only as many as you can handle. Many times I've taken down mobs while other mobs stand 5 feet away with their backs turned, completely oblivious.
I use taunt (useful as a set mule as well) to pull aggro and can even tank for a smaller team of 2-5 players without problems; I've been on many teams where an actual tank wasn't cutting it and ended up becoming the lead unintentionally.
Quote:The primary set has a lot to do with EA survival as well. KM has some damage debuff, but also a very reliable circle knockdown in Burst. Most opponents spend the fight on their rear ends not attacking while I beat them up. The "active defense" of the primary would help any secondary of course, but the amazing endurance management of EA once Energy Drain is available allows even a casual player to constantly spam attacks while running toggles without having to tune for endurance.
On that note, I suppose once fire ramps up it kills quick, but when I tried a Fire/EA to lvl 10 I found it squishy. I've had better results with Dark and KM. Thematically I wanted EM/EA to work but I abandoned it after level 12 as it just wasn't doing it for me. -
Quote:I'll say a different opinion here. I think the main idea of introducing the market is not to introduce a mini game. The market was introduced at the same time as the invention system as a platform for players to trade invention salvage and recipes. As such, making sure that players can trade efficiently through the market should be utmost important. Market as a mini game is probably a side product. I think the motivation behind the suggestion is ok.Having seen it happen plenty of times, I'm basically sick of the scenario where some small number of persons with a lot of resources and a lust for lulz decides to buy up all of (whatever) and relist them at higher prices. This especially applies to common salvage bits like Ruby or Nevermelting Ice. I'm sure it's fun for them, but I don't know why it's more tolerated than any other form of griefing.
In principle, it is not necessary to do anything about people playing with the salvage. This is because they cannot sustain the game for a prolonged period of time. They are annoying when you need salvage. Sometimes, I cannot tell whether there are people playing with the salvage, or if the demand is really larger than the supply.
Quote:What I'd love to see: some kind of account-wide market throttle on purchases. Basically, do some data-mining. Figure out what is the maximum possible number of X salvage that a person might need to fully equip a level 50 character, all at once, no matter how strange the combination of inventions and sets. Then set the throttle: your account may buy no more than 2x or 3x of that thing in a 24-hour period. Maybe that means a maximum of 50 or 100 Fortunes per day. As an IO manufacturer, I could live with that.
Yes, craft badging would take a little longer. Been there, would be fine with that, too. So maybe it takes a full week to get all the craft badges. You can spend that same time getting the Day Job for Went's, so it works out.
If that's too big a technical challenge, then administratively punish accounts that engage in market griefing with temporary bans. It should be pretty easy to identify the accounts and even distinguish them from badging, since they involve a huge number of Buy transactions and I'd suspect little or no corresponding crafting, along with the commensurate resell transactions and drastically-diminished supply.
But, no. Instead, we have a transaction throttle. So if I sell a full selection of 22 items, and I click the "Get All Inf" button, I'm automatically locked out of the UI for ten or twenty seconds because the "Get All" collection exceeds the transaction threshold. Cool. -
You can post your build in the brute forum, and see if someone there can help with the endurance problem by slotting differently.
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Here is my take of a claws/SR build. The sixth slot for focus is left empty. You can slot whatever you want there. The build has enough endurance as it is.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Brute
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Strike -- Empty(A)
Level 1: Focused Fighting -- GftotA-Run+(A), GftotA-Def(3), GftotA-Def/EndRdx(3), GftotA-Def/EndRdx/Rchg(5)
Level 2: Focused Senses -- GftotA-Run+(A), GftotA-Def(5), GftotA-Def/EndRdx(15), GftotA-Def/EndRdx/Rchg(25)
Level 4: Slash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg(45), T'Death-Dam%(46), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx(46), Achilles-ResDeb%(50)
Level 6: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Acc/Rchg(7), Armgdn-Dmg/EndRdx(13), Armgdn-Dam%(15)
Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11), Mako-Acc/Dmg/EndRdx/Rchg(13)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/Rchg(17)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(21), Empty(36)
Level 20: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(40), RedFtn-EndRdx(43)
Level 22: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/Rchg(23)
Level 24: Aid Other -- Empty(A)
Level 26: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(40)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/Rchg(29)
Level 30: Boxing -- Empty(A)
Level 32: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34)
Level 35: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(36), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(50), ImpArm-EndRdx/Rchg(50)
Level 38: Weave -- GftotA-Def(A), GftotA-EndRdx/Rchg(39), GftotA-Def/EndRdx(39), GftotA-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(40)
Level 41: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
Level 44: Superior Conditioning -- P'Shift-End%(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod/Acc(48), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(48)
Level 49: Quickness -- Run-I(A)
Level 50: Spiritual Radial Boost
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Numna-Heal/Rchg(34), Mrcl-Rcvry+(36)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31) -
Quote:Among the secondary sets for brutes, there are 5 power sets that offer DDR. Willpower's DDR is pretty low, and SR is at the maximum. The other 3 power sets (invulnerability, shield, and EA) have around ~50% DDR. Among these 3 sets, I would say EA is closer to being a purely defense set. It is quite reasonable to ask for a DDR value between 50% and 95%, or make it enhanceable like shield.Minor difference is that Energy isn't purely defense - it's a mix of defense and resistance already. And IIRC there is some debuff protection in the set already - but I'm going from memory there. That said, I have nothing *against* the idea. I'll let the numbers people play with it, though.
I think the issue is that the current DDR value of 50% is not really too low or wrong. It is not easy to make a strong argument saying that such change need to be done. If we end up having to talk about numbers and gauge secondary power sets under a metric to proof our point, then it would be very problematic.
Quote:Now, Super Reflexes gets 95% DDR on Scrappers and Brutes. Unlike EA, SR has no heal, so giving EA 95% DDR would be too much. So what if we add 33.1% DDR to Energy Drain? You would get 3.31% DDR per mob hit, for 30 seconds. This DDR would not stack from same caster, so with 10 mobs hit you would get your DDR up to 85% when combined with the set's native 51.9% DDR, and would leave you with less DDR when fewer mobs were hit by the power. -
I led LGTFs, and we tried both ways: taking down pylons before mitos or after the mitos. The issue is that if I say take down the pylons before mitos, then there are some people who complain that it is not the right way. And when I say take down the pylons after the mitos in another run, then some people challenge me why the pylons matter. I don't really care how it is done, but either way, it is problematic.
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For a populated server, broadcast can probably help the team leader get a team together. For less populated servers, global channels can get the job done. From what I see, the search window is usually used as a last resort, and many team leaders don't even use it. You know, you've to send a polite tell, and sometimes get impolite replies, or even get "interviewed." Sometimes, I do get into a team by setting a flag, but that's really occassional.
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It seems like the data link doesn't work. It would be helpful if you can post the data chunk as well.
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I made a km/da build which mainly soft-caps s/l defense. It requires you to use cardiac for your alpha slot in order to sustain a single-target attack chain without draining your endurance. The last power is left empty, you can pick a utility of your choice.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17)
Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
Level 6: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(21), RechRdx-I(21), RechRdx-I(23)
Level 8: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(27)
Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Dark Regeneration -- Theft-+End%(A), Dct'dW-Heal/EndRdx/Rchg(31), Numna-Heal/EndRdx/Rchg(31), Numna-Heal/Rchg(31), Nictus-Acc/EndRdx/Rchg(33), Nictus-Acc/EndRdx/Heal/HP/Regen(33)
Level 18: Burst -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Rchg(34), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(36)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 22: Death Shroud -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(39)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-EndRdx(40), RctvArm-ResDam/EndRdx/Rchg(42), S'fstPrt-ResDam/Def+(45)
Level 28: Cloak of Fear -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-ToHitDeb/EndRdx/Rchg(46), SipInsght-Acc/ToHitDeb(46), SipInsght-ToHitDeb(46), SipInsght-Acc/Rchg(48)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(37), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(40), Mocking-Rchg(50)
Level 38: Soul Transfer -- Empty(A)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Focused Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
Level 49: [Empty]
Level 50: Cardiac Total Radial Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(5) -
Quote:As mentioned above, the to-hit debuffs are probably not as useful to SR compared to other secondary power sets. The damage debuff is still useful though. Overall, there are probably not enough incentives to take the endurance heavy toggle for SR.My End is great now, but the body mastery is kinda boring. I was thinking about taking Cardiac and then going dark from patrons for all the neg to hit stuff ... any thoughts on that?
Quote:Any idea's on how I can make this build better? Any advice on powers or selection? Any info to make this better would be appreciated!
Below is my take on claws/SR by re-slotting your build. The build has just enough recharge to run the follow-up > slash > focus > strike single-target attack chain. The IO bonuses are focused on hit points, regeneration, and damage proc. If you turn on all the toggles, the build requires you to take cardiac core paragon in order to run the attack chain without draining your endurance (without taking accolades into account).
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Strike -- Mako-Dam%(A), Mako-Acc/Dmg(13), Mako-Dmg/EndRdx(13), T'Death-Dam%(31), T'Death-Acc/Dmg(31), T'Death-Dmg/EndRdx(33)
Level 1: Focused Fighting -- GftotA-Run+(A), GftotA-Def(3), GftotA-Def/EndRdx(3), GftotA-Def/EndRdx/Rchg(5)
Level 2: Focused Senses -- GftotA-Run+(A), GftotA-Def(5), GftotA-Def/EndRdx(7), GftotA-Def/EndRdx/Rchg(7)
Level 4: Slash -- Achilles-ResDeb%(A), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(33), T'Death-Acc/Dmg(34), T'Death-Dmg/EndRdx(34), T'Death-Dam%(34)
Level 6: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dmg/EndRdx(11), Armgdn-Dam%(11)
Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(37), Hectmb-Dam%(39), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/Rchg(15)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/Rchg(17)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(23), Apoc-Dam%(25), Decim-Build%(40)
Level 20: Evasion -- GftotA-Run+(A), GftotA-Def(21), GftotA-Def/EndRdx(21), GftotA-Def/EndRdx/Rchg(23)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(25), TtmC'tng-ResDam(46), TtmC'tng-ResDam/EndRdx/Rchg(46), TtmC'tng-ResDam/EndRdx(50)
Level 26: Weave -- GftotA-Run+(A), GftotA-Def(27), GftotA-Def/EndRdx(27), GftotA-Def/EndRdx/Rchg(31)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/Rchg(29)
Level 30: Aid Other -- Empty(A)
Level 32: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-Heal/EndRdx/Rchg(40), Numna-EndRdx/Rchg(40), IntRdx-I(48)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Assault -- EndRdx-I(A)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/EndRdx(45), P'Shift-End%(45)
Level 47: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit/EndRdx(48), GSFC-ToHit/Rchg/EndRdx(48), AdjTgt-ToHit/EndRdx(50), AdjTgt-ToHit/EndRdx/Rchg(50)
Level 49: Quickness -- Run-I(A)
Level 50: Cardiac Core Boost
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(43), RgnTis-Regen+(43), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(42), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(42) -
You should click "view active sets" in the Mid's planner to find out where the "rule of 5" is violated. For example, you used 7 LotG +7.5, but only 5 of them are effective. I wouldn't drop chain induction. I think you can't use lightning rod while hovering. Have you tried if it works? I modified your build such that the global recharge is higher.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Villain Profile:
Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(43)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), S'fstPrt-ResDam/Def+(31)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7)
Level 4: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(37)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(13)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Chain Induction -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(37), Hectmb-Dam%(40)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(34)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- Aegis-ResDam/Rchg(A), Aegis-Psi/Status(27), Aegis-ResDam(27), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(29)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 32: Lightning Rod -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(46), Armgdn-Dam%(46)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 38: One with the Shield -- GA-3defTpProc(A)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Grant Cover -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc/Rchg(7), P'Shift-EndMod/Acc(9), P'Shift-EndMod(11), P'Shift-EndMod/Rchg(15), P'Shift-Acc/Rchg(19) -
Quote:I don't know what your current build is. According to the first posted build, there should be a time gap of 0.2 to 0.3 seconds. Actually, you don't need to use the pylon to find out your dps. You can simply add up the damage of each attack from the Mid's planner, then divide by the time to obtain dps. If you do that, it should be ~172 dps at 70% fury without taking into account the effect of build up.But during the pylon test, I decided to eat blues to see if I could get a read on DPS. Sadly, and I'm not sure why, DPS seemed very very weak. I had trouble getting the pylon down to half by 10 mins. That doesn't make a lot of sense to me. The chain seemed smooth, although there might be just a little tiny pause before GFS?
Quote:Anyway, I suppose I will go try to get cardiac slotted to see if that helps with endurance?
As a first step, it helps to slot your attacks with more endurance reduction. For example, instead of using HO in your 5th slot of your attacks, you can use an IO with some endurance reduction. Also, there is no endurance reduction at all in fire sword circle.
Quote:Or would it be better to switch to Nihili's basic chain of Incin - Scorch - Crem - Scorch and slot musculature?
If you solo 8-people missions, it helps. -
For SR, the main thing is just to soft-cap defense. After that, how the build should be optimized depends on personal preference and your budget. More hit points and recovery are typical attributes to be raised. SR doesn't benefit from recharge. Hence, recharge is for higher dps attack chain. I made you one below, which should help you get started.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Villain Profile:
Level 1: Quick Strike -- 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(19), T'Death-Dam%(19)
Level 1: Focused Fighting -- GftotA-Run+(A), GftotA-Def(5), GftotA-Def/EndRdx(7), GftotA-Def/EndRdx/Rchg(7)
Level 2: Focused Senses -- GftotA-Run+(A), GftotA-Def(9), GftotA-Def/EndRdx(9), GftotA-Def/EndRdx/Rchg(11)
Level 4: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 6: Power Siphon -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(13), AdjTgt-ToHit/Rchg(39)
Level 8: Smashing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
Level 18: Burst -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(34), Erad-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(36)
Level 20: Evasion -- GftotA-Run+(A), GftotA-Def(21), GftotA-Def/EndRdx(21), GftotA-Def/EndRdx/Rchg(23)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(37), Aegis-ResDam(37), Aegis-ResDam/EndRdx(37), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39)
Level 26: Weave -- GftotA-Run+(A), GftotA-Def(27), GftotA-Def/EndRdx(27), GftotA-Def/EndRdx/Rchg(31)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Concentrated Strike -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Dmg/Rchg(46)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Elude -- LkGmblr-Rchg+(A)
Level 41: Ring of Fire -- Acc-I(A)
Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Quickness -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(50), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(5) -
Snow 1 sits at table 1 doing homework 1.
Snow 2 sits at table 2 doing homework 2.
Snow 3 sits at table 3 doing homework 3.
hm...I don't think I really like this super power.
Grant TPBM the power to change the weather! -
I like the idea of the old defiance. I think that the implementation of the old defiance is problematic, however the idea itself is not bad. The old defiance didn't take into account the fact that players tend to make use of the power actively, instead of treating it as a bonus. If there is a way to implement the old idea such that blasters won't intentionally keep themselves at low health, then it should be ok. For the suggestion of the OP to return to the old scheme, I think it needs more thought. It is probably not the best just to go back to the old scheme as it is.
-
Quote:You will experience a similar situation against Cimerorans, for example, where there are a lot of defense debuffs. When the cascade failure comes in, I doubt that aid self helps much. I suggest that you use your current setup to play various contents, and see how it performs in general. It may be helpful to raise the s/l defense beyond softcap.Initial testing was quick and dirty. I went to the Fab in Gville and got surrounded by a bunch of lvl 50 banes including a few bosses and a Paragon Protector boss. At first I was fine with up to like 60 def from invinc. But somehow the banes (I think) did something to lower my def and after a time they had me down to in the 20s, at which point I was getting pretty hurt and had to eat some greens to keep from dying. So Nihili's suggestion of Aid Self is looking more attractive.
Quote:Attack chain of Incin - FS - Scorch - GFS seems to chan smoothly but does seem a bit hard on the blue bar. I'm not sure it could be supportable for a pylon at present. Using FSC and Fireball also seems to suck down end badly -- FSC especially because of the slotting (to get recharge/damage, not /end).
I'm curious to see if I can sustain vs a pylon and what the DPS of the chain above will be. I will say I'm a bit bummed at the burst damage of GFS as it doesn't seem as crazy as I'd hoped.
In general, I don't think it is necessary to be able to sustain fighting indefinitely. It is problematic if the endurance drains too quickly, but it is ok if you have enough endurance to handle typical encounters. Pylons and AVs are meant for teams. However, if soloing them is your goal, you probably need to build your brute differently. -
I made a build that softcap s/l/e/ne defense with the nerve alpha boost. The recharge is a bit low, and no fireball. Probably it is not what you want, but hope that it can give you some idea on how to optimize your build.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Villain Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(9)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 4: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25)
Level 6: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(7), RechRdx-I(7), RechRdx-I(9)
Level 8: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
Level 18: Burst -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(39)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(42), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(43)
Level 22: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(23)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(31)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt/Rng(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 50: Nerve Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(42), Numna-Heal(43), Mrcl-Rcvry+(43), RgnTis-Regen+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(45), Efficacy-EndMod/Rchg(46) -
Quote:For energy melee, the endurance cost of a single-target attack chain is ~4.6 per second without endurance reduction for a wide range of recharge rate. It gets lower at low recharge rates. Actually, other primary sets are usually more endurance intensive.So, can I run on just Stamina and Quick Recovery from Willpower? Well, no, not really. There just isn't enough recovery in there, even fully-slotted, to offset Energy Melee plus four Willpower toggles plus Hover. I don't know if that's because Willpower is endurance-intensive or because Energy Melee is, but this just isn't cutting it. And I'm not sure why.
-
I re-slotted your build such that the defense is soft-capped.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(7)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9)
Level 4: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(23), Sciroc-Acc/Dmg/EndRdx(34)
Level 6: Air Superiority -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(46)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-Psi/Status(A), Aegis-ResDam(25), Aegis-ResDam/EndRdx(25), Aegis-EndRdx/Rchg(27), Aegis-ResDam/EndRdx/Rchg(27)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(34)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(46), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(50)
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 -- S'fstPrt-ResDam/Def+(A)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Grant Cover -- EndRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(5) -
Quote:As energy aura will one day be proliferated to heroes, who already have access to conserve power, we expect conserve power in energy aura to be changed. If we want the change to be ported back to the brutes, the change should have an endurance discount component. There were many ideas on what to add on top of the endurance discount. You can do a search on this topic, particularly in the brute and suggestion forums. Such discussions pop up quite regularly.Ignoring I/O's.
Although they gave a minor heal to Energy Drain, it is a little underwhelming.
I would like to see Conserve power changed similar to how Electric's was changed. But since there is already a heal component in Energy Drain, add a regen component only.
Like Energize
120s rech
30s Duration.
59% endurance discount.
instead of a heal and 100 regen, just do 200% regen.
Quote:Energy Drain for end drain is great. For heal it is ok. I have an end drain build (elec/energy aura) and i love that. But when fighting 1 guy, the heal is almost nothing. I just think changing Conserve Power to something that gives a lesser end discount and a regen component. -
Quote:If you want to handle large spawns, softcapping defense is still necessary. In addition, if you don't need to be constantly healed, the corruptor can focus on attacking, rather than spamming heals on you.I've looked at the topics that have builds of WM/SD, and most of them focus mainly on the defense soft cap. I can get behind that concept certainly, but I'm not totally sure if it fits the duo role.
Quote:1) Since I am always teaming with a /therm corruptor, I am not going to be highly concerned about self healing (outside of the few green tabs just in case the corruptor falls asleep at the wheel), resistances, or being mezzed. On average, I can safely assume I will have Fire Shield, Plasma Shield, Thaw, and Forge on me at nearly all times, barring forgetfulness.
Quote:2) One of the bigger problems I've encountered with this toon is endurance. War Mace has a lot of attacks that I will no doubt be spamming, couple that with several toggles, the Hasten crash, and I think you can understand the situation. The /therm corruptor can't help me in this case, so I need to deal with the endurance issue myself.
Quote:4) Since the corruptor doesn't have any defenses of her own, the bonus of Grant Cover makes it useful for those "Oh crap!" moments and possibly save her hide. I would like to have both Grant Cover and Maneuvers slotted enough for those moments, but keeping in mind those are few and far inbetween.
For your build, it is ok. I would drop the slot for the +regeneration unique in health, as the corruptor can take care of your health. And drop the slot in superior conditioning as well, as it only gives you 2 end. I would slot grant cover with an end reduction, and move the LotG +7.5 to deflection. Finally, make sure that you can get the pvp IO. -
If the leader doesn't talk to the TF contact 3 minutes after the mission is finished, for example, then maybe allow anyone in the team to talk to the contact.
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Quote:I think swoop shouldn't be skipped. An ok attack chain for battle axe is pendulum > cleave > swoop > gash > chop.Hi guys, about to respec my Axe/WP brute, I think the build is looking good with 743% regen but as with all new build I worry if I have missed somthing or gimped it in some way. If one has any tips or improvments I would love to here them.
For your slotting, you should click "view active sets" in the Mid's planner and find out the places where the "rule of 5" is violated. Basically, you're not getting the regeneration and hp bonus from the 2 sets of scirocco's dervish and efficacy adaptor. I would slot your AoE with eradication. I think you can use the single-target attacks for defense bonuses, which is better than just pushing regeneration and hp alone. And maybe use reactive armor IO sets in your resistance powers if you decide to go for defense. However, you're the one to make the decision.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Natural Brute
Primary Power Set: Battle Axe
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Chop -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), S'fstPrt-ResDam/Def+(48)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45)
Level 4: Gash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7)
Level 8: Swoop -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), DisWord-ToHitDeb(19), DisWord-ToHitDeb/Rchg(19), DisWord-ToHitDeb/Rchg/EndRdx(21)
Level 18: Whirling Axe -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), M'Strk-Dmg/EndRdx(34)
Level 20: Quick Recovery -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod(25), Efficacy-EndMod/Rchg(25)
Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(23), Rec'dRet-Pcptn(23)
Level 24: Boxing -- Empty(A)
Level 26: Cleave -- Erad-Dmg(A), Erad-Acc/Rchg(31), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), M'Strk-Dmg/EndRdx(36)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46)
Level 32: Pendulum -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx(37)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Strength of Will -- Empty(A)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Numna-Heal(45), P'Shift-End%(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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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
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(5), RgnTis-Regen+(15), Mrcl-Rcvry+(27)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(9), P'Shift-EndMod(9), P'Shift-EndMod/Rchg(15) -
You can take a look at the wiki website on enhancement diversification. Basically, slotting more than 3 generic IOs of the same type is too many, unless there is a special reason for doing so. For example in your second build, hasten, rise to the challenge, quick recovery is over-slotted. There is a sticky thread at the top of the page which contains all the links to brute's guides. Maybe some of them are helpful.
For your power choice, I would pick charged brawl and build up. Melt armor can be dropped as the debuff for a brute is not really great. Maybe drop hasten as well, if you're not a huge fan of it. For your slotting, some powers just use generic IO, some use IO sets. Can I know what determines your choice? Is there a budget or some specific goals?