Twilight_Snow

Legend
  • Posts

    935
  • Joined

  1. The goal of your build is probably softcapping defense, and overlapping active defense at all time. I don't think you have much choice here but to use quite a lot of purples.

    For your power choice, I would drop melt armor and pick up one with the shield instead, which is a better utility as far as survival is concerned. For your slotting, you have 6 LotG +7.5, so you should drop one of them. Overall, I think you can have a slightly lower global recharge rate, and still achieve your goal. This will allow you to slot some of your powers better. I re-slotted a couple part of your build as below.

    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: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(11)
    Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(7), RedFtn-EndRdx(9)
    Level 4: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(31)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Knockout Blow -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(34)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: True Grit -- GA-3defTpProc(A), Numna-Heal(34), Numna-Heal/EndRdx(34), Numna-Heal/Rchg(37)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(21), GSFC-Build%(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-ResDam/EndRdx/Rchg(27), Aegis-EndRdx/Rchg(27)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(39)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
    Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(43)
    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(50)
    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)
    ------------
    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+(43)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(46), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(50)
  2. Twilight_Snow

    DM/Invuln help

    I think you can achieve the attack chain only when hasten is up. So, the goal is more or less about perma-hasten, and minimizing the time gap in the attack chain when hasten is down. For soft-capping defense, if you're just aiming for s/l defense, your goal should be quite achievable. In your posted build, I think you probably don't need aid self with the constant healing from siphon life. Below is a build modified from yours that attempts to do what you want. The s/l defense is soft-capped, and hasten has a 10 second down time.

    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: Invulnerability
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), SipInsght-Acc/Rchg(5), C'ngImp-Dmg/Rchg(7)
    Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45)
    Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9)
    Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
    Level 6: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(15), Armgdn-Acc/Rchg(15), Armgdn-Dmg/EndRdx(17), Armgdn-Dam%(17)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21), Nictus-Heal(23), Nictus-Acc/Heal(23)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Touch of Fear -- Cloud-ToHitDeb(A), Cloud-%Dam(19), Cloud-Acc/ToHitDeb(43), Cloud-Acc/Rchg(50)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 18: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(50)
    Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 26: Soul Drain -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit(39)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(39), HO:Cyto(39)
    Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(33), Mocking-Acc/Rchg(33), Mocking-Taunt/Rng(46), Mocking-Rchg(48)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), SipInsght-Acc/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def/EndRdx(43), LkGmblr-Def(50)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- Mrcl-Rcvry+(A)
    Level 47: Resist Energies -- S'fstPrt-ResDam/Def+(A)
    Level 49: Resist Elements -- Aegis-Psi/Status(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(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)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(45), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46)
  3. Quote:
    Originally Posted by evil_tim View Post
    My question is do I still have enough accuracy? I was a little worried about that already, and this build has less than I was planning on.
    If you usually fight mobs with level close to you, it shouldn't be an issue. You can use the alpha slot for accuracy, or you can move a couple slots around to get the set bonus. In fact, each individual attacks can be slotted for higher accuracy if you tend to fight +3 or +4 mobs.

    Quote:
    Originally Posted by evil_tim View Post
    Also, I noticed you went with efficacy adapter, for the Plus hit points and 1.5% end recovery I guess, rather than use the performance shifter chance for Plus endurance. Is that 1.5% end recovery benefit really greater than the proc? I see that if I replace the end mod/acc with the proc my end recovery falls from 4.02 to 3.87. Do you know what the proc equals out to?
    The chance for endurance IO is equivalent to 0.2 end/s. Performance shifter has higher hit point bonus, but the rule of 5 will be violated if I 3 slot with it. Since the hit point bonus from efficacy adaptor comes from the second slot, I think you can frankenslot the endurance powers to get slightly higher recovery.
  4. I think your build needs some AoE attacks if you solo missions with large spawn size. Sometimes, killing faster helps you live better as well. I modifed your build such that soul drain and darkest night have more slots. I doubt that you use touch of fear a lot, so I replaced it with dark obliteration. The build should have higher regeneration, and the s/l defense remains soft-capped. The build should do ok without purples. However, if you have inf to spare, they are nice additions.

    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: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(27)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(7), S'fstPrt-ResDam/Def+(48)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 4: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(31)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Nictus-Heal(11), Nictus-Acc/Heal(13)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
    Level 12: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(15)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), DisWord-ToHitDeb(45), DisWord-ToHitDeb/Rchg(46), DisWord-ToHitDeb/Rchg/EndRdx(46)
    Level 18: Dark Consumption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod(37), Efficacy-Acc/Rchg(39)
    Level 20: Quick Recovery -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(39), Efficacy-EndMod/Rchg(40)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 26: Soul Drain -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39), AdjTgt-Rchg(43), AdjTgt-ToHit/Rchg(43)
    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: Midnight Grasp -- 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 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def/EndRdx(36)
    Level 38: Strength of Will -- GA-3defTpProc(A)
    Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42), Dev'n-Hold%(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
    Level 44: Darkest Night -- DampS-ToHitDeb/EndRdx(A), HO:Enzym(45), HO:Enzym(45)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    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 -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(7), Numna-Heal(15), Numna-Heal/Rchg(46)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(40), EndMod-I(40)
  5. I think it is an endurance intensive build with both cloak of fear and darkest night. There are quite a lot of to-hit debuffs for this build, I think the brute should do ok without really softcapping defense. It will be a brute conceptually quite different from the others. It would be nice to fit in tough for s/l resistance. On the other hand, you can consider the damage debuff from darkest night to be some form of resistance. Note that the debuffs can be resisted though.

    Overall, the build is really screaming for more slots. I modified your build. Mainly, I replaced touch of fear by taunt. Then I frankenslotted various powers differently while keeping a similar s/l defense. I'm not sure if you think the build is better now, but I'll just post the modified build.

    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: Dark Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19)
    Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(45)
    Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(31)
    Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 6: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46), Nictus-Acc/Heal(46), Nictus-Heal(50)
    Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Dark Regeneration -- Theft-+End%(A), Numna-Heal/EndRdx/Rchg(25), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(27), Nictus-Acc/EndRdx/Heal/HP/Regen(27), Nictus-Acc/EndRdx/Rchg(34)
    Level 18: Dark Consumption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(34), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36)
    Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
    Level 22: Death Shroud -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx(37)
    Level 24: Hasten -- RechRdx-I(A)
    Level 26: Soul Drain -- Mocking-Rchg(A), Mocking-Acc/Rchg(37), M'Strk-Acc/EndRdx(37), AdjTgt-EndRdx/Rchg(39)
    Level 28: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(29), SipInsght-ToHitDeb/EndRdx/Rchg(29), SipInsght-Acc/EndRdx/Rchg(31), SipInsght-%ToHit(31)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(48)
    Level 32: Midnight Grasp -- 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 35: Taunt -- Zinger-Dam%(A)
    Level 38: Soul Transfer -- Dsrnt-I(A)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(48)
    Level 47: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(50), DarkWD-ToHitdeb/Rchg/EndRdx(50)
    Level 49: Super Speed -- Zephyr-ResKB(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(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)
  6. Quote:
    Originally Posted by SkarmoryThePG View Post
    So. If reality and causality weren't inhibiting you, what's one change you would have made?
    I would change the purple triangles, and how controls work on AV.

    Quote:
    Originally Posted by SkarmoryThePG View Post
    See, I'd like to, back then, change how Knockback works in this game.
    I would love to change how kb works as well. I like energy blast, but I don't think the game mechanics give me sufficient tools to control the secondary effect conveniently. For the case of energy blast, kb is just a secondary effect. I want to control whether the effect is kb or kd during combat, not during enhancement slotting. Hover-blasting and kb-to-the-wall are ok. But if I were given a choice, it is simply better if I can control kb and kd to start with, instead of trying to convert kb to kd when I just want to kd. My favorite is to click a power for kb, but shift-click for kd, for example.

    Quote:
    Originally Posted by SkarmoryThePG View Post
    Make it less binary. Like what? Well, for example, change the ways knockback resistances work. Separate them. Nimble-type characters like Super Reflexes or those with Acrobatics would get knocked back, but in all but the strongest cases, would get to their feet much faster -- landing on their feet, so to speak. Tough-type characters like Invuln would still be not very much pushed, but strong enough knockback could 'stagger' them briefly (force into a short recoil animation), or even push them across the ground -- again, shorter in duration than the knockback we're used to.
    The effect that you described sound pretty similar to repel. I think it is an interesting idea.
  7. Quote:
    Originally Posted by Oedipus_Tex View Post
    How does this build look as a goal? It's soft capped to slash/lethal. My main regret is not being able to slot more endurance reduction in Lightning Field, but I'm unsure whether it will actually be a major issue with two endurance management powers at hand. I wanted Taunt but had to drop it due to space issues. I figure Ball Lightning hits more enemies anyway, even if it's not autohit. Is this a mistake?
    Happy new year! The goal to soft cap s/l defense is ok. In fact, it is quite typical to do so. The endurance usage is ok, and you can use the alpha slot to make up for it. Ball lightning is a good choice because kinetic melee is a bit lacking in AoE.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    I was unsure about Repulsing Torrent. I have it now and it seems ok as a power but fitting in just didn't work. It also seems to be pretty low damage. I assume Focused Burst works like that ranged power in Claws, which I have used and liked.
    Repulsing torrent shouldn't be part of the attack chain. It is not too much of a concern if it doesn't fit into the build. Focused burst is an ok attack, but the animation time is a bit long. I think the problem in your case is that you can't allocate enough slots for it.

    I reworked your build. I dropped maneuvers, tactics and focused burst. Instead, I picked up combat jumping, a travel power, and taunt. The s/l defense remains soft-capped. If maneuvers and tactics are essential in your build for some reason, you can put them back in without much impact on defense.

    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: Kinetic Melee
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 6: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 8: Power Siphon -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(21), RechRdx-I(21), HO:Membr(23)
    Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
    Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
    Level 26: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(27), Mocking-Taunt/Rng(46)
    Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(39), Dct'dW-Rchg(39)
    Level 30: Lightning Field -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(36)
    Level 32: Concentrated Strike -- 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(43)
    Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(37), P'Shift-EndMod/Rchg(43)
    Level 38: Power Surge -- RechRdx-I(A)
    Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(50), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Lightning Reflexes -- Run-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(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 -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(5)
  8. For the Hami mission, is it better to deal with the mitos first before taking down the pylons? There is a guide that suggests that there are advantages to leave the pylons there till all the mitos are dealt with. However, I've been on teams that get rid of all the Riktis and pylons first before going after the mitos, and it seems ok as well.
  9. Twilight_Snow

    Em/wp

    Quote:
    Originally Posted by evil_tim View Post
    A friend asked me to help him with his build. This is what I came up with. Comments are welcome.
    The build is not bad, but on the expensive side with a couple sets of purple and a pvp +def IO. Hopefully, your friend is ready for it.

    I made some changes to your build. For the power choice, I would drop resurgence and take dark obliteration. I think energy melee needs another AoE attack. If recall friend is not essential for your friend, I would pick taunt instead as an IO set mule. I think your slotting can be optimized for higher regeneration. Also, it is possible to soft cap s/l defense.

    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: Energy Melee
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(36), Numna-Heal/Rchg(37)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 4: Bone Smasher -- 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(43)
    Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(37), Numna-Heal/Rchg(37)
    Level 8: Whirling Hands -- Oblit-Dmg(A), Oblit-%Dam(34), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(19)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(40)
    Level 18: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/EndRdx/Rchg(27), KntkC'bat-Dmg/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(45)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 30: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(31)
    Level 32: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(46), Mocking-Taunt/Rchg/Rng(50), Mocking-Taunt/Rng(50)
    Level 38: Strength of Will -- GA-3defTpProc(A)
    Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Darkest Night -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(45), DampS-Rchg/EndRdx(45)
    Level 47: Dark Obliteration -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(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), Numna-Heal(3), Numna-Heal/EndRdx(3), RgnTis-Regen+(5), Mrcl-Rcvry+(9)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(5), Efficacy-EndMod/Acc(7), Efficacy-EndMod/Rchg(7)
  10. Quote:
    Originally Posted by Kusac View Post
    Appreciate the advice and the build. I'm still trying to learn about sets and their bonuses, I've always just done basic IOs for the most part.
    There is a learning curve. I don't think it's easy as it is a rather complex optimization problem and depends quite heavily on personal judgement. For your power choice, I would drop jab and pick punch instead. If you find that the single target attack chain is not smooth, I would use boxing as a filler attack.

    Energy aura is considered a very endurance friendly power set because of energy drain. Usually, conserve power and energy mastery are not necessary. On the other hand, there are endurance crashes from rage, hasten, and overload (if you frequently use it). The endurance usage from foot stomp and knockout blow are high as well. You've to judge whether extra endurance-related powers help, and you may want to take alpha slot into account here. I can see that you want to have higher regeneration from health and physical perfection. I think their regeneration are not good enough to keep you alive. It is more effective to take aid self to replenish hit points.

    For your slotting, try not to leave the powers that you use unslotted, for example jab and hurl. There is a defense crash when rage drops. One trick to get around it is to have enough recharge such that rage can be reactivated before it ends. This way, you can avoid the defense debuff (note that the other side effects still kick in). Energy aura is based on typed defense, that is defense types like smashing, lethal el al., instead of positional defense (melee, ranged, AoE). Therefore, we usually try to optimize energy aura by soft-capping typed defense, i.e. raise the typed defense to the value of 45%. For example, using touch of death in knockout blow is not the best choice, compared to kinetic combat.

    In addition, there are some rules about slotting: enhancement diversification (aka ED) and "rule of 5." With ED, you typically don't want to slot more than 3 pieces of level 50 basic IO of the same kind in a power as diminishing return starts to kick in. See your slotting in health. The "rule of 5" says that you can't acquire the same IO set bonus for more than 5 times. In your case, you have too many 9% accuracy bonus, which is probably not a big deal, but I mention it in case you're not aware of it.
  11. I modified your build such that bash and aid self are well slotted while keeping defense soft-capped. Please see below.

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: War Mace
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Arctic Mastery

    Villain Profile:
    Level 1: Bash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
    Level 1: Deflection -- GftotA-Def(A), GftotA-Def/EndRdx(7), GftotA-Def/Rchg(7), GftotA-Def/EndRdx/Rchg(48)
    Level 2: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(48), GftotA-Def/Rchg(48), GftotA-Def/EndRdx/Rchg(50)
    Level 4: Jawbreaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(42)
    Level 6: Combat Jumping -- Ksmt-ToHit+(A)
    Level 8: Clobber -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Heal/Rchg(46)
    Level 14: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(19)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Whirling Mace -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(21), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(23), M'Strk-Dmg/EndRdx/Rchg(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-ResDam/EndRdx/Rchg(33), Aegis-EndRdx/Rchg(33)
    Level 26: Shatter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31)
    Level 28: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(29), GftotA-Def/EndRdx/Rchg(29), GftotA-Def/Rchg(50)
    Level 30: Taunt -- Taunt-I(A)
    Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
    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: Aid Other -- Heal-I(A)
    Level 44: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal(45), Dct'dW-Rchg(46)
    Level 47: Block of Ice -- EoCur-Acc/Hold(A)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(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), P'Shift-EndMod/Acc/Rchg(9), P'Shift-Acc/Rchg(9)
  12. Twilight_Snow

    SS/Fire Build

    The build looks ok. I think you should swap the slotting for tough and temperature protection, such that you can really use tough. Maybe you can draw some slots to boxing and slot it with kinetic combat. This way, you don't need to use tactics as a set mule. Also, stamina can use some extra slots.

    I modified your build below. I think my build is not really better than yours in terms of numbers, but it is slotted a bit differently. Hopefully, it may give you some ideas on how to optimize your build.

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Knock%(9), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(43)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Knock%(13), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(45), FrcFbk-Rechg%(45)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal(19), Dct'dW-Rchg(21)
    Level 6: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(31), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(46)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Temperature Protection -- S'fstPrt-ResKB(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33), RechRdx-I(46), RechRdx-I(46)
    Level 20: Consume -- Mocking-Acc/Rchg(A), Mocking-Rchg(33), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(34), Efficacy-EndMod(34), Efficacy-EndMod/Acc(34)
    Level 22: Blazing Aura -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(36), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(36)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(27), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 28: Burn -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(48), Erad-Dmg/Rchg(48), Erad-Acc/Dmg/Rchg(48), RechRdx-I(50)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(50)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
    Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Taunt/Rng(43)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(50)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A)
    Level 47: Fiery Embrace -- RechRdx-I(A)
    Level 49: Rise of the Phoenix -- Dsrnt-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(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 -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(5)
  13. Someone managed to fall "into" the reactor core in the Terra Volta respec 2 times. (Note the red bubble beneath the floor) Maybe, the dev should take a look at the geometry of the reactor core room.
  14. Quote:
    Originally Posted by Celestial_Lord View Post
    Here's the build that I'm currently working towards on my Super Strength / Electric Armor Brute. Any advice would be appreciated.

    A couple of points:

    1. I plan to use this Brute on Hamidon raids. Thus the twelve points of Knockback protection in IOs.

    2. You have to have some form of flight on Hamidon raids, so why not just kill two birds with one stone - take Hover and Fly, and slot two Knockback protection IOs in 'em. This gives me eight points of Knockback protection, and I only have to use one additional enhancement slot for the four extra points of Knockback protection.
    The build is ok. I believe you won't use hover outside of Hami raid. If you do, I suggest that you slot it for flight speed. As far as travel is concerned, I think it is ok to use superspeed and then hover for obstacle, so fly is a little redundant. From your description, it seems like you take fly just for a kb IO. You can draw slots from lightning field, for example, and put the kb IO elsewhere. However, it's up to you. Superior conditioning is probably not necessary for ElA. I would pick some other powers or other ancillary power pools, unless you take energy mastery for some reason.
  15. Quote:
    Originally Posted by Lobster View Post
    My current (bargain) build is softcapped to S/L/N/E with 1 application of EA, and at about 18% f/c & 11% psi. I do not have tough (but I'm going to respec into it) - but I don't think that would have helped much with the kheld mobs. Is the answer here just taunt+hibernate?
    You can consider a build with high recharge such that hoarfrost can be up most of the time. It will enable you to take more hits.
  16. Quote:
    Originally Posted by Rick James View Post
    thanks for the feedback twilight im gonna look into...... how much are them hami's gonna cost???
    The HOs are not essential. The problem there is that you already have 5 16.87 hit point bonuses from 3 sets of crushing impact, and 2 sets of efficacy adaptor. So, you're not going to get the hit point bonus from the third slot of LotG. You have a couple choices there. If you're ok going beyond the rule of 5, which is actually not too big a deal, you can continue with the third LotG in both weave and heightened senses. Another way is to franken-slot the two powers, for example by using another IO set or HO.
  17. I would love to be able to email a stack of items. I think the current email system functions like a global vault. A real global vault would be more convenient as I can simply drag stuffs in and out. A huge global vault to replace the personal storage is always in my wish list such that all my items can be shared by all my characters. But I guess the exact implementation would be problematic.
  18. Quote:
    Originally Posted by Cracked View Post
    Here's another revised build, this time with power sink put back in. Any better?
    The build is ok. It just looks a bit weird to take the concealment power pool. It seems like you're taking it just to slot a couple LotG +7.5. If so, I suggest you to take some other powers, the recharge bonuses can be obtained somewhere else. Maybe you take it for concept reasons.

    I have an ElA brute myself. Since the power set does not have any defense to start with, it is a challenge to soft-cap s/l defense. Although it is not ideal to slot a power as a set mule, I'm not surprised that you've to do so, for example in gloom. I think you already have an easier time here since you're willing to use the Gladiator +3%.

    I reworked your build. For your power choice, if the stealth powers are taken just for LotG, I would drop them, and take combat jumping and fault instead. You can slot an LotG in combat jumping, and you can slot fault for recharge bonus as well. And I think fault is a good utility. I slot your powers differently such that gloom doesn't need to be a set mule anymore. If you want another AoE attack, you can replace gloom by dark obliteration. If there is a gap in your single-target attack chain, you can keep gloom and slot it for damage.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Electric Armor
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), F'dSmite-Acc/Dmg/Rchg(17)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 2: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), F'dSmite-Acc/Dmg/Rchg(21)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 6: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), F'dSmite-Acc/Dmg/Rchg(31)
    Level 8: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(42)
    Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 12: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(31)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Grounded -- GA-3defTpProc(A)
    Level 18: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), F'dSmite-Acc/Dmg/Rchg(34)
    Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(25), S'fstPrt-ResDam/Def+(34)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27)
    Level 26: Taunt -- Zinger-Dam%(A)
    Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(40), Dct'dW-Rchg(40)
    Level 30: Lightning Field -- M'Strk-Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(36)
    Level 32: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(48)
    Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(36), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Immob(42), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/EndRdx(50), Enf'dOp-Immob/Rng(50)
    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: Lightning Reflexes -- Run-I(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(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 -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(9), P'Shift-EndMod(9), P'Shift-EndMod/Rchg(13)
  19. Quote:
    Originally Posted by Rikis View Post
    I figured if a defensive set being bashed for typed defense (I was admittedly wrong), why would I want to focus my bonuses on typed defense? Shoot for the gold and go for positional. To me that's entirely logical, I'm still playing around Mids' to see if I can get capped typed defense, but it seems the only one that gets close (as close as melee got on my original build) is Smashing/Lethal.
    Typed defense is bashed not because it is inferior to positional defense. The comparisons and comments that you saw in the forum are in the context of power sets based on typed defense, for example energy aura. Typically, for a typed-defense power set, the designer likes to poke holes in the defense, for example no psionic defense, and low negative energy defense as well for the case of energy aura. While for a positional-defense power set, the designer cannot do such thing because the power set cannot be designed with no melee defense for example.

    For a resistance power set, you don't have defense to start with, and it is very unlikely that you can soft cap either all defense types or all positional defenses. Hence, the issue that I mention above is not really relevant for your case. Usually, players try to soft cap melee defense or s/l defense for a melee character. Each choice has its own advantages. I made the comment in my post above because your build has quite a few useful powers that are not slotted as you run out of slots. I think if you build around s/l defense, you can 4 or 5 slots some of your powers instead of 6 slotting, then you can free up some slots. On the other hand, if you're fine with your current build, that's ok for me.
  20. Actually, my posted build was a reply to your first post. Your first posted build uses pvp and purple IOs. I simply kept using them if that is what you want. I don't understand why my attack chain can be different from your posted builds. All the 3 builds take the same attacks, except that I replaced resusitate with hurl.
  21. I think the build is ok. The extra slot you put into combat jumping can be better used elsewhere. Also, you have too many hit point bonuses that you're not grabbing some of them. For example, you can use other IO sets in aid self. I moved a couple slots around in your build as follows.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(13), S'fstPrt-ResDam/Def+(31), ResDam-I(37), ResDam-I(43)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Mrcl-Rcvry+(11), RgnTis-Regen+(13), Numna-Heal/Rchg(15), Numna-Regen/Rcvry+(46)
    Level 6: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 10: Indomitable Will -- EndRdx-I(A)
    Level 12: Combat Jumping -- Ksmt-ToHit+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
    Level 18: Rage -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(19)
    Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(37)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Boxing -- Dmg(A)
    Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(34)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), HO:Cyto(29)
    Level 30: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(31), HO:Cyto(31)
    Level 32: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Aid Other -- Heal-I(A)
    Level 38: Strength of Will -- ResDam-I(A)
    Level 41: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal(43), Dct'dW-Rchg(43)
    Level 44: Gloom -- 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: Dark Obliteration -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dam%(50)
    Level 49: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(50), DarkWD-Rchg/EndRdx(50)
    ------------
    Level 1: Brawl -- Dmg(A)
    Level 1: Sprint -- Run(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(36), Numna-Heal/Rchg(36)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Acc(36)
  22. I'll post the data chunk of my posted build here. Make sure that you have the latest version of Mid's planner.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1594;758;1516;HEX;|
    |78DAA5945B4F135110C7CFF66269BBA52DA55CDA020A426F7669BD24025E12050C4|
    |823D8A04694A69443BBDA2CA4BB1878F3C5379F34D127DFBC7E05FD12DEFD145EBE|
    |C17A66E6B436E9A39BF6FFDB9D9D33336766778B07F32A630F2F32C57FB95131CDF|
    |2A5E6BEC53DA5AACE8D2A671EC6580C4DE5226F70AE95F6F778B35CB29ADCA859F5|
    |04DD9AE73BDC305B37AFF39D063FE06678C9A873E16769AD13757577B7A1ADF0CA9|
    |E6ED40278B1A8D7EA56FBAAC8B7F5AA6EF0305E2D190F7453DFD21BBA7538BCB0A7|
    |57B50583376B87E562C5B478F3906A1D12259E11FF7185C9C376B3A483B102F3A51|
    |0BD69C4B10C214BB8CF001F6101AEB49D2CAA80C9D58F381242F444109FC04DFA29|
    |E47784FC7AC8CF477E13429DB20AE73D4C715C4724EB88F4864092A5EF12361103A|
    |2CF6E8ACEDC147D52A84706F25470E9C416A14AD8A6E8BC33C917A15E19C89B45D3|
    |67A17E3239FCCB4E30A98B842B88419126409958208EA6AFE22228D704694D88D68|
    |4684D52DC0C63DF6C77F80D36B4EF1562E03522F312917B8B987E87F826FC23B289|
    |11DA663F35B19F9A38404D544445515951D41607730ACB20AD740DC2C9081B3A899|
    |50C69B864344398A6110AF76199689812C528518C122528D177E11197FB8CD33E13|
    |B4CF51DAE7A8075251252358495AB88FC9B98CCDE0B68ECE12E608E7A801E7098F1|
    |03FDA0FA8CDC673389731117A52069ABC8AE54CAD108A846B88E42A218EABBC61C6|
    |523250EA39C65685294B2677964C279E109E116E6084DC3A615981470E826894DEA|
    |5E5684A1A611A51C8130A8829E19E978DC89B684AB8DA2F9CF8416F563A2D5E745A|
    |75C9D74B9814745A74B5DFB8FF3ADEABAD38DE359F382B0961EB2037E1F216C86D9|
    |00DB0DD01D9042983D81FD456A9C1B350D00CC82CC81C483424E431787AFCF0FE80|
    |A82001905E90204808240212037901627B43ED6F80FDD3D7FE6E308506FFABD3944|
    |2D36F5FC7D785C6D4BB86E82B210A17F099FFD3E947A376D08C1D3471D75344BE6B|
    |34992E4BA1CB72BACB72AACBF2AFFF7F0196132847|
    |-------------------------------------------------------------------|
  23. Quote:
    Originally Posted by _Pine_ View Post
    I just slotted 3 Acc/Mez Ectoplasm Hamios into Sonic Cages, and it did not increase the Magnitude, just the duration. So its still mag 7.45, but instead of 30 seconds, its 58 seconds.
    The test that I did was done half a year ago. I'm not sure if something was changed since then. At that time, I noticed that the in-game power description reported that the duration increased rather than the magnitude after the HO was slotted. However, if I actually timed the duration myself, the duration remained 30 seconds. Maybe, you should check the duration yourself.

    Also, I only tested using my forcefield defender. Maybe there are differences between forcefield and sonic. And hopefully, the difference between defenders and controllers should be just the magnitude.
  24. There is a study done by Linea on caging lvl 54 AV in STF.

    However, the AVs in STF are harder from ordinary AVs. I did some small testings using an ordinary mission with Ghost Widow as a defender (result should be different for controllers.). 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.
  25. Quote:
    Originally Posted by Runo View Post
    It totes softcapped S/L, 30% or higher typed defense to all but Psionic, and just over 31% Melee positional defense. On top of that, once I grab my accolades, I'll be looking at a flat rate of 2500 max HP before buffs and I'd be packing 717% regeneration as long as one target is in range of RttC (I could get a solid 1161% at the aura cap). The build is also equipped with 117 Endurance and a pretty solid recovery rate, IMHO. Rage, Assault and IO bonuses total in for an extra 93.5% damage bonus (80+10.5+3), so that's not too shabby either I think!

    The most glaring flaws that I know of are thus: the ranged and AoE defense values could use work, as could the recharge values (not too terrible with 42.5% from IOs), but these are holes that I anticipate to easily be filled with the Incarnate slots I chose, which is my biggest concern: I chose spiritual for +RECH and healing, which just made my regeneration and hitpoints even higher. DPS has also improved due to the recharge in this build being much better than before, but I'm wondering if this was the wisest move to make...
    I think the build looks fine overall. The recovery can be a little higher to better handle the rage and hasten endurance crash. I think the HO in knockout blow maybe a waste there, because damage is already beyond ED, and accuracy should be taken care of by rage. The heal in fast healing is beyond ED as well. Also, beware of the rule of 5. Since you used 5 sets of kinetic combat, which has hit point bonus, you're not getting the sixth hit point bonus from regenerative tissue in health. You've the same problem from using 5 sets of LotG, and you can't get the hit point bonus from the IO set in stamina.

    I modified your build slightly. It still has soft-capped s/l defense, and other similar bonuses. It now has slightly higher recovery. I grab some of the s/l defense bonus differently without having to slot brawl. Maybe this can give you some idea on how to tweak your build.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(43)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9)
    Level 4: Haymaker -- 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(50)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), BasGaze-Acc/Rchg(48), BasGaze-EndRdx/Rchg/Hold(50)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
    Level 12: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Rise to the Challenge -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(33), DisWord-ToHitDeb/Rchg/EndRdx(33), Numna-Heal(42), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(43)
    Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), RechRdx-I(42)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(33)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rchg/Rng(34), Zinger-Acc/Rchg(34), Zinger-Taunt/Rng(36), Zinger-Dam%(37)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), Mrcl-Rcvry+(46), RgnTis-Regen+(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(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-Regen/Rcvry+(7)
    Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod/Rchg(3), Efficacy-EndMod/Acc(3), Efficacy-EndMod(5)