Synaptic Relays: A SS/EL A Guide


Amir

 

Posted

Synaptic Relays: A Super Strength/Electric Armor Brute Guide



Table of Contents

I. Introduction
II. Primary
III. Secondary
IV. Pools
V. As you Level
VI. Final Build

I. Introduction

I’m writing this guide, because I’m not seeing any for this combo and as I play my Brute (Chilled Lightning) I’m finding that these two sets work extremely well together. This is not meant to be a Min/Max build or a “you have to build this way” guide. It’s just my ideas and suggestions as I’ve played Chilled Lightning.

If you have never played a Brute before please read these guides as they are must reads for new brutes.

Brute = SMASH! - An intro guide to the Brute AT
The Art of SMASH! - Basic Training for Brutes

I’m not going to list the word for word game text. For that look in the game or download any of the great hero/villain builders out there. I will list the powers and weather I believe they should be taken.

All numbers (the few that are here) are from COH/COV Character Builder. Blame them if I'm wrong or off on numbers.

This is also a purely PVE guide. I do not PVP as it just isn’t my cup of tea. Check elsewhere for PVP suggestions.


II. Primary: Super Strength (SS)

Super Strength is all Smashing damage. Some players don’t like this because it is highly resisted in the late game. You’re even likely to see some Smashing resists in the early game. Brutes do a great job of overcoming this with the damage buff they get from Fury. Plus you get a great damage and to hit buff in Rage, which can be easily made perma and even overlap.

Here are the SS powers by tier and my opinion on them.

1. Jab - I skip Jab. It is fast recharging and fast activation time, which makes it a great Fury building tool. It can easily find room and any build, but starting SS Brutes with and without Jab, I found that I build Fury just fine without it. Jab also has a small chance to Disorient, but not enough to make it appealing to me.

2. Punch - If you didn’t take Jab at level 1 you had to take Punch. Don’t worry you want Punch. It is the first power that has a chance to Knockback / Knockdown (Kb/Kd) a mob. Good damage, recharge, activation time, and Fury builder.

3. Haymaker - Your first Big Hitter. Haymaker has an even better chance to Kb/Kd a mob than Punch. With 2/3rds to 3/4ths Fury Haymaker can one shot white mobs in the early game. Don’t look for it to happen much after Level 8 until your build has matured and you have a lot of damage buffs. This makes a good early “Big Fury Buster”.

4. Hand Clap - This is a decent power. It is a PBAoE that Kb/Kd and Disorients mobs it hits. Because of the accuracy penalty it has I don’t recommend you take it early. Save it for later. It makes a good soft control / panic button.

5. K.O. Blow - Knockout Blow IS your “Big Fury Buster”. It is endurance expensive and slow to recharge. Don’t throw it every time it is up. Wait till you have at least half Fury then let loose on a full health minion or use it as the lead in on a LT or Boss. Say goodbye to the minion or half the LT’s or Boss’s health. Has a Hold effect on what it hits. The animation looks like a Disorient, but it is a Hold. The Hold doesn’t last long but is long enough to finish off the LT or Boss before it wears off.

6. Taunt - The much debated Taunt. Say it with me, “A Brute is not a Tanker.” Good now that that’s out of the way we can continue. Taunt is great for keeping agro, which builds your Fury. However you are not a Tank and do not want all the agro. So I suggest saving Taunt for later or not taking it at all.

7. Rage - This power makes SS worth taking to me. It is a 80% damage / 20% accuracy boost. It can be easily made perma and overlap. It does have a 10 second cool down period when it wears off, but outside of that you are a damage god. Also, with To Hit Enhancements it can either replace Accuracy Enhancements in your attacks or just be a nice boost.

8. Hurl - This a ranged Moderate damage attack. It has a –Fly component and a chance to Kb/Kd. I have never and don’t plan on taking Hurl. Ripping a boulder from the ground and slinging it at a mob does strike me as Brutish, but I just don’t like it as it has a long activation time and the –Fly is taken care of my Air Superiority in the build I’m suggesting and using.

9. Foot Stomp - This is a PBAoE that has a strong chance to Kb/Kd mobs and does nice damage. With Rage running and Fury built up this is a great crowd clearer.


 

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III. Secondary: Electric Armor (ElA)

ElA is the newest Secondary for Brutes. It is a Resistance based set and has no defensive powers or self heal. This is a much noticeable drawback in the lower levels, but can easily be replaced by a friendly Corruptor or Mastermind or keeping plenty of Greens in stock. One of its many Pros is it has rare Psionic resistance and a Hasten like power.

1. Charged Armor - This is has Smashing, Lethal, and Energy resistances. With base resistance at 26.25% and reaching 40.95% with even SO’s you get great damage mitigation. It is also a moderately cheap endurance toggle. You have to take it, but don’t worry you won’t regret it.

2. Lightning Field - This is your damage / agro aura. It is very good at both jobs. It has a moderately high endurance cost, so I would put Endurance Reduction Enhancements in it before I considered anything else. I also recommend putting this power off till later in your build as early you can’t handle the agro it will give you in large team missions or be able to afford the endurance cost and still attack. LF also has a –End component which if slotted I’m told will totally drain mobs. I haven’t been able to test this yet, but don’t think I really like it as you do want mobs to swing at you on occasion to keep your Fury up.

3. Conductive Shield – This is your Fire, Cold, Negative Energy, and more Energy resistances. The resistances are the same as Charged Armor except for Negative Energy. It starts at 15% and reaches 23.40% with even SO’s. It shares Charged Armors End cost as well.

4. Static Shield- This is your Mez protection and the source of the rare Psionic resistances. The Psionic resist numbers mirror Charged Armor as does the end cost. There is no Kb/Kd or Immobilize protection. That is covered in another power.

5. Grounded- This is a Auto power so it cost no endurance and is always on. It has your Kb/Kd and Immobilize protection as well as more Energy (9.3% - 14.51%) and Negative Energy (7.5% - 11.7%) resists. You do have to be near the “ground” for this power to work.

6. Lightning Reflexes- This is a great Speed and Recharge Reduction self-buff. The Recharge Reduction is 20%, about one DO, on all your powers. This Speed buff affects Running and Fly speed. It is Auto and has some Slow resists.

7. Conserve Power- This is the same power we’ve seen since the release of CoH. For 90 seconds all your powers cost half as much endurance.
8. Power Sink- This is a great Endurance recovery power. It is PBAoE, does no damage, but gives you endurance for every mob it hits. With 3 Recharge Reduction Enhancements the recharge time gets down to about 30 seconds. Lightning Reflexes and Hasten take it down to about 20 seconds. As long as this power is hitting you won’t have endurance problems.

9. Power Surge- This is you Uber-Armor. With your toggles running this power nearly caps all your resistances with out any Resistance Enhancements in it. It lasts 3 minutes and take about 6 minutes at your best to recharge. It has a crash like most Uber-Armors, but has the added effect of a PBAoE hold when it wears off. Great for helping you recovering from the crash if anything happens to still be alive.


IV. Pools

I’m going to mention all the pools but will only go into specifics on powers I’d suggest.
1. Concealment- Not suggested for any Brute. You want agro, not to avoid it.

2. Fighting- Some like Boxing as a replacement for Auto-Brawl. ElA doesn’t need Tough and Weave’s numbers suck to much to take.

3. Fitness- Swift is great for its Speed buff and stacks with Lightning Reflexes. Health lets you last a bit longer in fights and cuts down time. Stamina is a near must.

4. Flight- Air Superiority(AS) has great synergy with SS and fits well into your Fury Building Attack Chain. Fly is an awesome if slow travel power and the one recommended in this guide.

5. Leadership- You don’t need more toggles and the buffs work better from other AT’s.

6. Leaping- I love Super Jump as travel. Combat Jumping is a great utility power. Many like Acrobatics to help round out the somewhat weak Kb/Kd protection in ElA. I’d taking flight instead.

7. Medicine- Aid Self works great to fill the no self heal whole in ElA, and Aid Other helps you get those wonderful healing badges.

8. Presence- I can see why some would want Provoke or Challenge, if they wanted to be a pseudo tank. Intimidate and Invoke Panic make decent soft control also, but not for this Brute.

9. Speed- Hasten works great to stack with Lightning Reflexes to overlap Rage and get all your powers back faster. Super Speed is the fastest traditional travel, but with no vertical in it I never take it.

10. Teleportation- The fastest travel power, but has no place in this Brute. I can see it in conceptual builds though.


 

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V. As You Level

This is my suggested build as you level your Brute. I hate how most guides only post a final build, which hardly looks like it is playable from 1 to 50. This build is the build I’m using as I level Chilled Lightning.

A. Level 1 to 11

[/b]Archetype: Brute
Primary: Super Strength
Secondary: Electric Armor
---------------------------------------------
01) --> Punch==> Acc(1)
01) --> Charged Armor==> EndRdx(1)EndRdx(3)EndRdx(3)
02) --> Haymaker==> Acc(2)Acc(7)Acc(7)
04) --> Conductive Shield==> EndRdx(4)EndRdx(5)EndRdx(5)
06) --> Air Superiority==> Acc(6)
08) --> Knockout Blow==> Acc(8)Acc(9)Acc(9)
10) --> Static Shield==> EndRdx(10)EndRdx(11)EndRdx(11)
---------------------------------------------
01) --> Power Slide==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


Notice I’m only using Acc and End Redux enhancements at this point. Fury does great at replacing Damage enhancements. Also since you only have access to TO’s and they are only worth 8.3% at best they don’t help much for damage, but 8.3% of 75 is 6.225. bringing your To Hit on even con minions to 81.225%. 3 Acc makes it 93.675%. That’s very close to the To Hit ceiling of 95%. This explains so many slots in KO Blow and Haymaker while ignoring Punch and AS.

Your defenses will help you greatly, but since Resist enhancements are only worth 5% as TO’s and End Redux is 8.3% and Endurance will be a problem, we fill the shields with End Redux rather than Resists.

Your Strategy at this point is to run with only the shield you need, as you need them. You can easily street hunt to level 8 in Mercy Island without ever running a mission and rarely turning on a shield. Once you get to Port Oakes hit the newspapers and your first 2 Mayhem Missions. The Temp travels help a lot as you work to 14.

Now I give you the great secret of the SS/ElA Brute. This is your build. Everything after level 11 only makes these powers stronger. Your Fury Building Chain is complete with Auto-Brawl(AB), Punch, AB, AS, AB, Punch……..Haymaker and KO Blow once Fury is up to one shot minions. You have all your resistances and most of your mez protection. These are the power you will be using for the rest of your toon’s career.

B. Levels 12 to 21

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Chilled lvl 12-21
Level: 23
Archetype: Brute
Primary: Super Strength
Secondary: Electric Armor
---------------------------------------------
01) --> Punch==> Acc(1)
01) --> Charged Armor==> EndRdx(1)DmgRes(3)DmgRes(3)
02) --> Haymaker==> Acc(2)EndRdx(7)EndRdx(7)
04) --> Conductive Shield==> EndRdx(4)DmgRes(5)DmgRes(5)
06) --> Air Superiority==> Acc(6)
08) --> Knockout Blow==> Acc(8)EndRdx(9)EndRdx(9)Dmg(13)Dmg(13)Dmg(15)
10) --> Static Shield==> EndRdx(10)DmgRes(11)DmgRes(11)
12) --> Swift==> Run(12)
14) --> Fly==> Fly(14)Fly(15)
16) --> Health==> Heal(16)Heal(17)Heal(17)
18) --> Rage==> Rechg(18)Rechg(19)Rechg(19)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Grounded==> DmgRes(22)
---------------------------------------------
01) --> Power Slide==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


Now your build is maturing DO’s are opened up. We have our travel in Fly, Stamina is our friend and Grounded rounds out our resistances and our mez protection.

With DO’s being worth more than double TO’s we’ve only got one Acc in each attack. Endurance is still a problem as Stamina is not at its full glory so we’ve kept one End Redux in the toggles. As the big End hogs Haymaker and KO Blow keep a couple End Redux and KO Blow finishes it’s slotting.

Rage is here and you are starting to feel its glory. With only about 40 seconds down time (with 10 seconds being the crash) Rage is up just before nearly every fight.


C. Levels 22 to 50

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Chilled Lightning
Level: 50
Archetype: Brute
Primary: Super Strength
Secondary: Electric Armor
---------------------------------------------
01) --> Punch==> EndRdx(1)Rechg(40)Dmg(45)Dmg(46)Dmg(50)
01) --> Charged Armor==> DmgRes(1)DmgRes(3)DmgRes(3)
02) --> Haymaker==> EndRdx(2)EndRdx(7)Rechg(7)Dmg(25)Dmg(25)Dmg(34)
04) --> Conductive Shield==> DmgRes(4)DmgRes(5)DmgRes(5)
06) --> Air Superiority==> EndRdx(6)Rechg(37)Dmg(43)Dmg(46)Dmg(46)
08) --> Knockout Blow==> EndRdx(8)EndRdx(9)Rechg(9)Dmg(13)Dmg(13)Dmg(15)
10) --> Static Shield==> DmgRes(10)DmgRes(11)DmgRes(11)
12) --> Swift==> Run(12)
14) --> Fly==> Fly(14)Fly(15)
16) --> Health==> Heal(16)Heal(17)Heal(17)
18) --> Rage==> Rechg(18)Rechg(19)TH_Buf(19)TH_Buf(23)TH_Buf(23)Rechg(48)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Grounded==> DmgRes(22)
24) --> Aid Other==> Heal(24)
26) --> Aid Self==> IntRdx(26)IntRdx(27)IntRdx(27)Heal(29)Heal(29)Heal(31)
28) --> Lightning Reflexes==> Run(28)
30) --> Hasten==> Rechg(30)Rechg(31)Rechg(31)
32) --> Foot Stomp==> EndRdx(32)EndRdx(33)Rechg(33)Dmg(33)Dmg(34)Dmg(34)
35) --> Power Sink==> Rechg(35)Rechg(36)Rechg(36)EndMod(36)EndMod(37)EndMod(37)
38) --> Power Surge==> Rechg(38)Rechg(39)Rechg(39)Hold(39)Hold(40)Hold(40)
41) --> Lightning Field==> EndRdx(41)EndRdx(42)EndRdx(42)Dmg(42)Dmg(43)Dmg(43)
44) --> Electrifying Fences==> Immob(44)Immob(45)Immob(45)Rechg(48)Rechg(48)Rechg(50)
47) --> Hand Clap==> EndRdx(47)DisDur(50)
49) --> Taunt==> Taunt(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> EndRdx(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Heal(2)
01) --> Power Slide==> Empty(1)
---------------------------------------------


This is the rest of the story. SOs are granting you full power and all the holes in your armor have been filled.

Aid Self give you the much needed self heal. 3 Interrupt Redux bring the interrupt time down so much that you can bring this power off in combat if you time it right. It is mostly to reduce down time between spawns.

Lightning Reflexes and Hasten have your powers coming back almost before your finished firing them. This also gives you an approx. 35 second overlap with Rage. Speaking of Rage, with the To Hit Buffs you can conceivably get by without Acc Enhancements in your attacks. That is my plan for my Brute. If are planning on running your missions on the high end of the difficulty slider I’d replace a Recharge Redux with an Acc in the attacks.

Foot Stomp give you a nice AoE and with Lightning Field can really clean up an area fast.

Power Sink solves any End problems you may have been having.

Power Surge gives you an Oh Shite power or that extra boost you need for tougher spawns.

Electric Fences from the Mu Mastery gives you some soft control and some agro management. As a DoT it will constantly bring the mobs attention back to you.

Hand Clap is a great panic button, and Taunt lets you gather the agro.

As for slots, your attacks now have damage slotted in them so even at the beginning of fights you are a sight to behold. With Stamina, Power Sink, and their low cost your defensive toggles are slotted all for Resists. With Negative Energy being a relatively rare damage type and you already have so much Energy resist we aren’t wasting slots in Grounded. When Power Surge is running you are only 1.5% below the cap for all but Psionic and Toxic Damage. For this reason we are only slotting it for recharge and for his Hold effect at the Crash. Most of the rest of you powers either need no slots or a ED maxed.


 

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V. Final Build

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Chilled Lightning
Level: 50
Archetype: Brute
Primary: Super Strength
Secondary: Electric Armor
---------------------------------------------
01) --> Punch==> EndRdx(1)Rechg(40)Dmg(45)Dmg(46)Dmg(50)
01) --> Charged Armor==> DmgRes(1)DmgRes(3)DmgRes(3)
02) --> Haymaker==> EndRdx(2)EndRdx(7)Rechg(7)Dmg(25)Dmg(25)Dmg(34)
04) --> Conductive Shield==> DmgRes(4)DmgRes(5)DmgRes(5)
06) --> Air Superiority==> EndRdx(6)Rechg(37)Dmg(43)Dmg(46)Dmg(46)
08) --> Knockout Blow==> EndRdx(8)EndRdx(9)Rechg(9)Dmg(13)Dmg(13)Dmg(15)
10) --> Static Shield==> DmgRes(10)DmgRes(11)DmgRes(11)
12) --> Swift==> Run(12)
14) --> Fly==> Fly(14)Fly(15)
16) --> Health==> Heal(16)Heal(17)Heal(17)
18) --> Rage==> Rechg(18)Rechg(19)TH_Buf(19)TH_Buf(23)TH_Buf(23)Rechg(48)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Grounded==> DmgRes(22)
24) --> Aid Other==> Heal(24)
26) --> Aid Self==> IntRdx(26)IntRdx(27)IntRdx(27)Heal(29)Heal(29)Heal(31)
28) --> Lightning Reflexes==> Run(28)
30) --> Hasten==> Rechg(30)Rechg(31)Rechg(31)
32) --> Foot Stomp==> EndRdx(32)EndRdx(33)Rechg(33)Dmg(33)Dmg(34)Dmg(34)
35) --> Power Sink==> Rechg(35)Rechg(36)Rechg(36)EndMod(36)EndMod(37)EndMod(37)
38) --> Power Surge==> Rechg(38)Rechg(39)Rechg(39)Hold(39)Hold(40)Hold(40)
41) --> Lightning Field==> EndRdx(41)EndRdx(42)EndRdx(42)Dmg(42)Dmg(43)Dmg(43)
44) --> Electrifying Fences==> Immob(44)Immob(45)Immob(45)Rechg(48)Rechg(48)Rechg(50)
47) --> Hand Clap==> EndRdx(47)DisDur(50)
49) --> Taunt==> Taunt(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> EndRdx(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Heal(2)
01) --> Power Slide==> Empty(1)
---------------------------------------------


This is the complete build in one place. Its what I’m using as I level Chilled Lightning on Protector. I don’t plan on having to respec him unless I find I’ve totally thought wrong or the Nerf bat comes calling.

<.<
>.>
(ducks)

Any comments, suggestions, error corrections are greatly appreciated.


 

Posted

Nice guide Good job


 

Posted

I liked the guide, some nice points in there. The build I used on my SS/ELA brute is some what similar. I did take Jab in my build and am now wishing I replaced that with Air Superiority. I made this character in I7 after the free respec was issued, so I won't be able to change this character around anytime soon as I usually don't have enough time to run a full Task Force/Strike Force/Respec Trail these days.

About your attack power slotting, do you think that the Rage To Hit buff is enough to cover your accuracy? What difficulty level do you play on (basically what mob levels are you seeing)? I currently have 2 accuracy enhancements in my attacks but do not have Rage yet at lvl 22. Once I get Rage going, I was thinking of dropping one accuracy for a different flavor. Also, when you're in Rage crash, can you hit anything seeing as you have no accuracies in your attacks, or do you just wait until you can get Rage up again?

I really like the fact that Brutes are fast paced, it adds excitement and I didn't want to wait for Rage each time if I can avoid that.


 

Posted

Okay. First to answer the Rage crash question. When Rage crashes you can affect only yourself. So you can't attack thus it doesn't matter what your ACC is you can't attack anyway. Your toggles stay on and effective with the exception of Lightning Field or any other Damage Aura. They stay on, but don't hurt any mobs.

Now for if Rage can replace Acc Enhancments.

Rage is a 80% damage and 20% acc buff. With 3 SO to hit buff slotted that goes to 31.2% acc buff. Base Acc on a even con minion is 75%. One even level Acc SO makes this number 99.975%, which the game reduces to 95%(the Acc cap). Rage makes your Acc 98.4%, again reduced to 95%. So against even con minions you have the same acc with one even Acc SO as when Rage is running without Acc slotted in attacks. Thus if your only facing even con mobs your acc is the same. It changes as the level of the mobs goes over your level. This is a simple chart of some simple math. No hard numbers only agreed upon estimates.

Minion con | 1 Acc SO | Rage(3 tohit SOs)
even | 99.975 | 98.4
+1 | 90.644 | 89.216
+2 | 81.313 | 80.032

This is as high as the numbers I have will go. I got them by taking the base To Hit from the toon builder I used and multiplying by 1.X where X is the buff value. If any number freaks are around and I'm wrong please correct me.

This chart shows that beyond even con you will need Acc enhance in your attacks to keep at the To Hit cap. But its always been said that you needed 2 Acc in your attacks if you planned on fighting higher than +2 if you want a really decent To Hit percentage.

Hope this rambling answers your question.


 

Posted

Thanks War_Sage for your response. Yep, that helped a lot with my Rage/Accuracy questions. I plan to fight on either the highest or 2nd highest difficulty at some point, so I think I'll keep at least one Accuracy SO in my attacks, possibly two, I'm not sure. Sounds good about Rage, I haven't experienced it yet, but sounds like it shouldn't be too bad to overcome.

Thanks again!


 

Posted

Best part about Rage is when you get it to overlap. A few more stats on Rage

Base
Duration 120 seconds. Recharge 240 Seconds

2 Recharge SOs and Lightning Reflexes
Duration 120 sec. Recharge 128.62 sec
So adding the 10 second crash, you have permaRage.

3 Recharge SOs, LR, and Hasten
Duration 120 sec. Recharge 84.23 sec.
Now we have a wonderful 35 seconds of double Rage. You are now godly. Enjoy.


 

Posted

Nice write-up and a very good build for non-SS or /elec folks to follow. Only question I have since I don't know about /elec in pvp situations but have you tried your brute with just grounded in the arena?


 

Posted

When I hit 21 and stamina was fully slotted with DOs I went into arena. No grounded yet. VS a buddies ice/ss tank every one of his KO Blows sent me flying. however I couldn't juggle him even with AS. VS his Ice/emp troller he dropped Ice Slick and while i was slipping and slowed trying to get off it he stacked enough holds to get passed Static Shield. Also since I didn't have grounded I got immobiled very fast. We then went to BB, he logged his tank again, and there it was a long fight. Since he didn't have KO Blow anymore or Rage, He couldn't get past my resistances. And he evenutally got wore down and I hit a KO Blow for hte win....still couldn't juggle him though. Note I changed the build I was planning and took Grounded at 22 and will take LR at 24. This decision is 90% due to my encounters described above.

This is not a PVP friendly build. If you want to PVP alot I'd suggest the Jumping pool instead of flying. CJ will help with your immobile protection and Acro will help with KB protection.


 

Posted

I'd like to point out that if you use the Jump Pack (from the mayhems) sparingly, you can get by fine no matter which travel power you pick. (Not to mention the bazillion Flight packs you get.)


 

Posted

Well done! I alsolike your guide/build preferences. I recent;y madea ss/elec brute and had one question. I was considering taking either fly or SJ fora travel. fly of course for AS and thinking...with Lightning Reflexes and Swift how fast willl I fly? And will it be comprable to other travel speeds for so? SJ just cause its a habit. And say fly attacking in pvping zones totally negates my grounded effects right?


 

Posted

[ QUOTE ]
Best part about Rage is when you get it to overlap. A few more stats on Rage

Base
Duration 120 seconds. Recharge 240 Seconds

2 Recharge SOs and Lightning Reflexes
Duration 120 sec. Recharge 128.62 sec
So adding the 10 second crash, you have permaRage.

3 Recharge SOs, LR, and Hasten
Duration 120 sec. Recharge 84.23 sec.
Now we have a wonderful 35 seconds of double Rage. You are now godly. Enjoy.

[/ QUOTE ]

So how would the overlapping rage work? (using 85 secs for recharge)

85 secs of single rage
35 secs of double rage
10 secs of crash
40 secs of single rage
35 secs of double rage
10 secs of crash
40 secs of single rage
35 secs of double rage
10 secs of crash
and so on?


 

Posted

Great Guide, but have you assessed your build with the new IO's. My brute has just hit 40 and I would love to see a brute build with these incorporated.


 

Posted

For a newbie to this build or templates. Could you explain the abbriviations on the slots?
Like, EndRdx 10, EndRdx 10...does that mean two level ten endurance reductions?


 

Posted

Those numbers are at what level they got slotted.


 

Posted

[ QUOTE ]
Well done! I alsolike your guide/build preferences. I recent;y madea ss/elec brute and had one question. I was considering taking either fly or SJ fora travel. fly of course for AS and thinking...with Lightning Reflexes and Swift how fast willl I fly? And will it be comprable to other travel speeds for so? SJ just cause its a habit. And say fly attacking in pvping zones totally negates my grounded effects right?

[/ QUOTE ]

According to Mid's planner as Sherks has issues with swift and lightning reflexes adding to fly. we'll have to use fps which I assume is frames per second of movement.

Fly = 49.7 fps
Fly + 1 SO = 59.7 fps
Fly + 1 S0 + Swift = 62.6 fps
Fly + 1 S0 + Swift + 1 SO (fly) = 63.6 fps
Fly + 1 S0 + Swift + 1 SO (fly) + Lightning Reflexes = 66.4 fps
Fly + 1 S0 + Swift + 1 SO (fly) + Lightning Reflexes + 1 SO (fly) = 66.4 fps (planner error? must be as adding run ups the number of run.)

Fly + 2 SO + Swift / LR + SO's = 76.4 fps
Fly + 3 SO + Swift / LR + SO's = 83.8 fps

Fly + 3 SO + Swift / LR w/3 SO = 85.6 fps (LR still not adding to this total, which it should but probably only a few fps).


Superspeed (with no slots in run for Swift + LR) = 123 fps.


Fly negates grounded for Knockback but you only do a flip in the air unless knocked out of the air, which takes all of a second to recover from, compared to being knocked down and having to jump back to your feet.


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

Well...Hope I'm not getting in Mod trouble by reposting in this old thread of mine. Unfortunately shortly after I wrote this guide, life conspired to take me from CoX. Hades it almost conspired to take me from this life.

I am not back into the game on a limited basis and enjoying it again greatly.

I have not done anything with IO enhancements. I know Jack and Shite about them....and Jack left town. Perhaps one day I'll rework this build for IOs...Chilled Lightning still exist and is somewhere in his 20s.


 

Posted

I vehemently do NOT support the slotting this guide suggests. Especially the low level slotting. All of the end reductions in toggles SHOULD be in the attacks.