Elec/Eng Brute Guide [I7]


Bobitron

 

Posted

To start out, this is NOT a PvP Build! Personally I dislike PvP, and avoid it when I can.

Still with me? Then let's move on.

An Electric/Energy Brute is not for someone who wants to be uber from the start. This kind of Brute needs time to develop into a powerhouse. Once you get to the point where you can slot SOs, you will be able to handle villainous level missions with ease, and higher difficulty with some forethought. This build is relatively light on crowd control and damage mitigation, so its better suited to short fights rather than long, drawn-out ones.
The following is all my personal experience and opinion, and what works for me may not work for you. I tend to play for only a few hours a week, so I cannot speak to whether or not this build is suited for rapid growth. My ideal target difficulty at this point is +1 to my level.

PHASE 1: STARTING OUT
Early on, you may not be over-impressed with what you can achieve with this combination. The need for Endurance management will make keeping your fury bar up rather difficult, and there will be times where you might feel that your Endurance management would be better without your toggle defenses and you'd still get the same amount of survivability. Resist these nagging demonic voices! Your patience will be rewarded. For those who like to live on the edge, crank your difficulty to +1, otherwise your leveling speed at this point will be typical. In general, keep your inspiration tray full of greens and blues, you'll be using more of them than anything else.

LEVEL 1 - Charged Brawl and Kinetic Shield
Two bread-and-butter powers that you will be using your entire career. At this level, you want to concentrate more on attacking quickly to build your fury bar as much as possible. While the slower, high-damage powers are nice, early on they prove less useful than one might at first imagine. When using TOs, I like to limit my attack slotting to Accuracy (3 at least) and Endurance Reduction (1 or more). The benefits from Recharge or Damage Enhancers aren't enough to offset the need for good Accuracy and Endurance management at this stage. For Kinetic Shield, I never place more than 1 slot into it until I get to the point where I can use DOs.

LEVEL 2 - Havok Punch
With this, your most basic attack chain is set up. You will notice right off that your two main attacks do not recharge all that fast. Use Brawl as often as you can to keep building fury.

LEVEL 3 - Slot Charged Brawl and Havok Punch
Keeping a handle on your endurance means not wasting it. Start slotting your attacks for accuracy over anything else, but don't worry about keeping your enhancements green unless you're swimming in infamy. Those extra few percentage points won't have much of a noticeable affect.

LEVEL 4 - Jacob's Ladder
This is your first AoE attack, and its damage is quite good. Learning to know how to use it can be an excellent boost to your damage output, so I suggest practicing with it early on. If you can line up and hit three targets with this power, its much more endurance-efficient than using it on just one. While this power certainly isn't quick, against tightly packed groups of mobs is great.

LEVEL 5 - Slot Jacob's Ladder
You will by now have noticed that the chunk of endurance that Jacob's Ladder uses is considerable. Keeping it slotted with Accuracy will keep you from wasting endurance on missed attacks.

LEVEL 6 - Power Shield
By now you're going to start facing more and more mobs that aren't using smashing and lethal exclusively. Taking this power now will let you take the edge off that threat. But try to avoid using this toggle unless you must. Each toggle you tack on reduces your natural endurance recovery rate, and while small, you will notice it when it drops.

LEVEL 7 - Slot Charged Brawl and Havok Punch
Top off your two main attacks with a third accuracy enhancer, and your overall hit rate will be much better.

LEVEL 8 - Thunderstrike
This big gun is your first damage mitigation power. While its AoE knockdown and AoE damage can't always be counted on, it can really save your butt. This attack makes a great opener against a group of foes. Empowered with fury, Thunderstrike can take big chunks off your enemies' life bar. But try to keep this in reserve if you can, as its recharge is slow, and its endurance use considerable.

LEVEL 9 - Slot Thunderstrike
Missing with Thunderstrike will make your Brute cry sad, bitter tears. Three-slot it for Accuracy to keep your Brute smiling.

LEVEL 10 - Entropy Shield
A must-have, though be judicial in its use. Running three toggles at once during this part of your career results in a big cut into your endurance recovery. Learning to judge which among your three toggles you will need for each battle you face is a good skill to develop early, as its still a long haul before Stamina comes along. As long as you pay attention to the kinds of foes you face, its not difficult to learn how to do this.

LEVEL 11 - Slot Kinetic Shield
I know you may want to slot your attacks more, but DOs aren't far away, and your shields will benefit from their added power. I chose to slot Kinetic Shield with all endurance reduction, although in truth, the combined effect was not that noticeable.

PHASE 2: The Long Road
Despite gaining access to DOs at level 12, you will still find that endurance management will still be an issue for you. Moreover, unless you strictly control what enemy groups you are facing, you will need to run more than one toggle much more often. While picking out travel powers isn't all that crucial during this period (especially with the many temp travel powers you can get), I like to have them in my tray as early as possible. This particular section is written assuming that purchasing DOs at 12 is possible for you. For attacks, I like to keep them stocked first with 2 Accuracies, 2 Endurance Reductions, and then slot for Recharge. Slotting for Recharge over Damage at this point will help you build fury faster, and with a higher fury bar, the lack of Damage Enhancement won't be noticeable. For the shields, I slot a single Endurance Reduction, and then load for Defense.

LEVEL 12 - Hover
I admit it: I like to Fly. Most prefer to take Air Superiority to fill in their attack chain, but I found that the extra few pips of defense that Hover gives you are nicer to have in tough situations. It also lets me avoid annoyances like caltrops, and stay in the fight. Trying to use it as a travel power is a joke, so I turn this power on and off a lot.

LEVEL 13 - Slot Power Shield
Dropping two more DOs into Power Shield will benefit you greatly, and you will definitely start to see the difference in the protection it gives you.

LEVEL 14 - Fly
Being a social game, I like being able to yatter at people without having to stop and change direction or save myself from dying because of badly-timed lag. I freely admit that Fly is THE slowest travel power, but I don't care. Fly lets me travel anywhere in reasonable safety at reasonable speed even with just one slot.

LEVEL 15 - Slot Charged Brawl and Havok Punch
Adding in a second Endurance Reduction to each attack power will help keep your endurance under control. Also at this point, I encourage you to head to Bloody Bay and run the Patrol Mission in order to get the Stealth Temporary Power. You can also run the "Bomb the Longbow Base" once every half an hour if you like. I do so for the added XP and Infamy bonus for running a mission in a PvP Zone, but the added infamy boost from each bomb you plant is nice to have.

LEVEL 16 - Swift
With the new addition of Flight Speed to Swift, I never skip this if I have Fly. Moreover, its time to start the march towards Stamina. Slot this with a Flight Speed, as you won't miss the run speed boost.

LEVEL 17 - Slot Jacob's Ladder and Thunderstrike
Slot again with another Endurance Reduction in each, you won't regret it.

LEVEL 18 - Health
A boost to your Regen rate is always welcome, as is the extra sleep resistance. Health may have its detractors, but I am not one of them.

LEVEL 19 - Slot Kinetic Shield and Power Shield
One more slot for defense will have everything ready for SOs at 22.

LEVEL 20 - Stamina
What you've been waiting for. You will notice an immediate improvement with your SMASHing capability even with a single slot in this power. While your endurance problems won't 100% disappear, the difference this one power makes is very noticeable.

LEVEL 21 - Slot Stamina
Drop in two more slots and never look back.

PHASE 3: The Buildup
Now that SOs are available, your Brute's power will start to appear. For me, I have found that slotting my attacks with 1 Accuracy, 1 Endurance Reduction, 2 Recharge and 2 Damage gives me excellent damage, and the faster recharge time keeps my fury bar nice and high once things get rolling. The defenses get 1 Endurance Reduction and 3 Defense. With SOs in place, both even cons and +1s are both manageable challenges.

LEVEL 22 - Energy Cloak
Not only providing Stealth capabilities, this power gives you the only defense you're going to get against some damage types. Personally, I never turn this off unless I must to complete a mission. Slot for Endurance Reduction first, then Defense. Also, this is a good time to move onto the next PvP Zone and start running the "Bomb the Longbow Base" Missions there. The infamy bonuses for the 4 bombs you drop are nice to have.

LEVEL 23 - Slot Energy Cloak
More Defense never hurts with Energy Aura.

LEVEL 24 - Aid Other
Now we begin the road to Aid Self. While it has its naysayers, Aid Self is very useful for an Energy Aura Brute. Defensive sets combined with Interrupt Reduction slotting means Aid Self can work reliably even in tough situations. But know this: using Aid Self in combat was never what the Devs intended, and they might someday take steps to enforce that. But until then, I will continue to use it. Aid Other is also a slow way for those badge hounds to get the Healing Badges for their toon or supergroup.

LEVEL 25 - Slot Energy Cloak and Hover
Dropping one last Defense into Energy Cloak will squeeze just about all the utility you'll get out of it. The slot in Hover is simply because nothing else was really crying out for a slot at this point, and the addition of a second Flight Speed in Hover is very noticeable in combat.

LEVEL 26 - Aid Self
Slot this first for Interrupt Reduction, then Healing. I know that the 'tricorder' animation isn't for everyone, and there are macros out there that will let you use another animation, but they've never worked for me.

LEVEL 27 - Slot Aid Self
Dropping two more Interrupt Reductions into Aid Self will let you use it much more reliably in combat, but you'll still want to judge when the best chance to use it will be.

LEVEL 28 - Energy Drain
This power changes everything for you. With it, you can proceed to move onto the non-stop SMASHing you've wanted since the beginning. Slot it for Recharge so its ready as often as possible.

LEVEL 29 - Slot Energy Drain
Two more Recharge Reductions will let you use this power once per minute or so. Your endurance problems should be vastly reduced and nearly negligible for some time after this point.

LEVEL 30 - Build Up
Believe it or not, I simply had no real need for this power before this point. However, Lightning Rod is coming up fast, and it would definitely benefit from this addition down the road.

LEVEL 31 - Slot Aid Self, Energy Drain and Build Up
Start slotting Aid Self for Healing, and drop an Endurance Reduction into Energy Drain to reduce its initial bite before it activates. A Recharge Reduction in Build is always welcome.

LEVEL 32 - Lightning Rod
BOOM! Your biggest gun: mass damage over a wide area with a reliable knockdown to boot. Combining this power with a full fury bar and Build Up is a beautiful opener. Something to keep in mind though: It has a teleport component to it, so if you're running some other travel toggle (like Hover or Combat Jump), Lightning Rod CANNOT activate. I'm hoping a fix for this is in the works, but until then - keep that limitation in mind.

PHASE 4: Scream my name!
Beginning at 33, power slots start to roll in fast, and your strength increases by leaps and bounds. If you haven't yet increased your difficulty slider, do so now. At this point in your development, you should have a clear idea of what you can and can't handle safely.

LEVEL 33 - Slot Lightning Rod
Using this more often will make your Brute happy, so indulge him or her as often as you can.

LEVEL 34 - Slot Charged Brawl, Havok Punch and Jacob's Ladder
Now we start to move your attacks to their six-slot potency, starting with those used most often. With 5 slots in each, you should have 1 Accuracy, 1 Endurance Reduction, 2 Recharge and 1 Damage. You won't be sorry with this combination.

LEVEL 35 - Hasten
Despite its reputation, I take this power not because I intend to place it on automatic, but because I like to have in case I'm slapped with multiple slows. This build does not have a large number of attacks, and layered slows can rapidly cripple it. Keeping this on standby against the CoT or KoA is always a good idea.

LEVEL 36 - Slot Thunderstrike, Aid Self and Energy Drain
Thunderstrike will enjoy a Damage Enhancer, and Aid Self can always use another Heal Enhancer. Energy Drain will benefit from an Endurance Modification or another Endurance Reduction, depending on if you like to fight large numbers, or a few big baddies.

LEVEL 37 - Slot Build Up, Lightning Rod and Hover
Topping out Build Up with a third recharge won't hurt, and Lightning Rod will benefit from a Damage Enhancer. Dropping a third Fly Speed Enhancer into Hover will give you just about all the combat flight speed you can hope to have.

PHASE 5: The future
From this point forward, I can only speak to my intentions for future development, as my Brute hasn't gotten to this point yet. Everything from now on is strictly theoretical, so take it all with a big grain of salt.

LEVEL 38 - Overload
The Big Panic Button. In truth, there are a few times I've wished to have this in the past, so I'm definitely not passing it up when it becomes available.

LEVEL 41 - Electrified Fences from Mu Mastery
I want this for two reasons: it fits thematically, and I hate runners. Even if the damage is minor, the immobilize is what I'm really after.

LEVEL 44 - Ball Lightning from Mu Mastery
Another AoE, even a slow one, is nice to have.

LEVEL 47 - Conserve Power
Not that I expect to use it regularly, its still nice to have if you need it.

LEVEL 49 - Dampening Field
Simply because I can.

There you have it. Thus far, the only respecs I have used are for the purpose of recouping my enhancement investments when I changed from TOs to DOs, and again from DOs to SOs.
One final note, this build works for me because it fits the play style that I enjoy. Its up to you to decide if it is the right build for you.


**GUARDIAN**
Assault Ohm - Elec/Sonic Corruptor
Deadly Ohm - Elec/Will Brute
Invisible Ohm - Elec/Eng Stalker
Master Ohm - Elec/Elc Dominator

 

Posted

Energy Aura is lots of fun. I even take it into PvP on occaision. At Siren's Call level, the Accuracy of your opponents isn't completely out of hand like in the 40+ game and it's surprising how many of your opponents won't see you coming since many builds haven't gotten a +Perception yet (though many do, but you're not a Stalker so it doesn't really matter).

Good guide. I disagree on the attack slotting a bit. It's more efficient to have 3 Damage and 1 Recharge from a Damage-per-Endurance perspective, something Brutes need to keep in mind (even Energy Brutes). 3 Damage 2 Endurance would be even better, but Energy Brutes are filthy rich with Endurance compared to most other Brutes so I myself went with 3 Damage 1 Recharge 1 Endurance (dropping the Endurace to have a second Accuracy if I'm building for PvP).

My Energy Brute has an Energy Melee primary but I will roll an Electric/Energy someday as it's thematically appropriate and allows you to play like a support sapper class when the drains of the attacks are added to the drain of Energy Aura.

In PvE Energy based attacks against you are nearly futile. The Rikti will quickly become one of your favorite enemy groups to face because of this (they use tons of Energy attacks).

Keep on Brutin' Energy Brutes.


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Posted

Thanks for the guide, Flafty!

I have a mid-30's Energy/Energy Brute and I agree that /EA is a very viable set. Your comments on the various powers seem accurate and practical. I find my build has a much stronger bias toward my secondary. It has great utility and with some toggle management I really like my brute's chances even on Invincible when solo.