Brute Slotting Basics


Ang_Rui_Shen

 

Posted

Updated to Issue 8…

This guide is designed to help those that are new to the game and to also help many of those that want something to quickly answer their slotting questions. I recommend going to the Player Guides Section or Brute Guides and FAQ's to look for specific builds, and to get an understanding about which powers to take and when. Here are the basics of slotting:

Bla bla bla… Show me build advice! Scroll down to Primary / Secondary below these lines ++++++

Training Origin Enhancements (TO): Basic enhancement
Dual Origin Enhancements (DO): 2 times stronger than TO’s
Single Origin Enhancements (SO): 2 times stronger than DO’s
Special Enhancements (Like HO’s): Many different effects in one enhancement, but each are no stronger than a SO.

Training Origin Enhancements Suggested Slotting:
Plan your build for the future – The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction (Only run shields as needed)

Basic Slotting Strategy: Slot accuracy and endurance reductions as they drop and sell the rest.

If you have influence to burn… whether obtained from a costume contest, generous person, or have a 50: Fill all of your attacks with accuracies, and all of your shields with endurance reductions. Slot auto powers as you see fit. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions on tap.

The overall philosophy of this slotting is the less you miss, the faster you mow down mobs; and keeping those shields on most of the time also helps with overall survivability. Shields are not really required early on, so run them only as you need them to save endurance.

Dual Origin Enhancements Suggested Slotting (Available at level 12):
Plan your build for the future – The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction

Basic Slotting Strategy: Buy some accuracies (2 per attack), and possibly a few endurance reductions for your shields if you are having problems keeping them on. Your basic strategy here is to save as much money as possible for SO’s, so at level 12 and 17 when you buy your DO’s keep that in mind. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). You are better off selling everything you get and toughing it out until 22.

If you have influence to burn… whether obtained from a costume contest, generous person, or have a 50: I recommend slotting for accuracy in your attacks (2), and if you have the slots left over slot for endurance reduction or recharge. I recommend slotting your shields with 1-2 endurance reductions, and if you have the slots left over slot for resistance, defense, or heals. Slot auto powers as you see fit. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions on tap.

The overall philosophy of this slotting is the less you miss, the faster you mow down mobs. Damage enhancements look nice, but wont help you if you are sucking wind or waiting for a power to recharge. Keeping those shields on most of the time also helps with overall survivability.

Single Origin Enhancements Suggested Slotting (Available at level 22):
Plan your build for the future – The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot as the guide suggests
Shields: Slot as the guide suggests

Basic Slotting Strategy: Even though you have been suffering and saving through all the levels you will not be able to fill up on SO’s because they are just too expensive. I know you want those SO’s really bad but here is the trick: If you have nearly all attacks 4-6 slotted and shields 3-4 slotted, then you will not be able to buy everything you need. You may be better off purchasing DO’s so that you can enhance all your powers, rather than just a few. I am going off memory here, but lets say a DO costs 8k, and a SO costs 30k and you have roughly 300k to spend; you can only buy 10 SO’s or you can buy 37 DO’s. I recommend buying DO’s rather than the precious SO’s at 22 so that you can buy virtually everything you need. Another trick is to do the respec task force at level 24-26, so that when you hit 27 you can respec and sell everything you had slotted and you should have enough money to buy all the SO’s you need. From that point forward influence will become less of a problem.

If you have influence to burn… whether obtained from a costume contest, generous person, or have a 50: See the recommended slotting below… I still think it is a waste of influence to combine enhancements even if you have millions on tap. Once you hit 50 go ahead and ++ those enhancements if you don’t feel like doing missions, the LRSF, or visiting Hami to obtain 53’s or HO’s.

++++++++++++++++++++++++++++++++++++++++++++++++++
Overall Recommended Slotting: I recommend you look at the various guides for all the info you need on power selection, but here is my opinion on how I would slot each if I were to take all the powers:

Brute Primary:

Dark Melee
Shadow Punch: 2 acc, 1 endred, 1 rchg, 2 dmg
Smite: 2 acc, 1 endred, 3 dmg
Shadow Maul: 2 acc, 1 endred, 3 dmg
Touch of Fear: 2 acc, 1 rchg, 3 tohit debuff (3 fear in place of tohit debuff optional)
Siphon Life: 2 acc, 1 endred, 3 heal (3 dmg in place of heal optional)
Taunt: 1 range, (1 taunt or 2 acc optional)
Dark Consumption: 2 acc, 2rchg, 2 endmod
Soul Drain: 2 acc, 2 rchg, 2 tohit
Midnight Grasp: 2 acc, 1 endred, 3 dmg

Electric Melee
Charged Brawl: 2 acc, 1rchg, 1 endred (2 dmg optional)
Havoc Punch: 2 acc, 1 endred, 3 dmg
Jacobs Ladder: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Thunder Strike: 2 acc, 1 endred, 1rchg, 2 dmg
Taunt: 1 range, (1 taunt or 2 acc optional)
Chain Induction: 2 acc, 1 endred, 3 dmg (Warning! This power could cause loss of exp)
Lightning Clap: 2 acc, 1 endred
Lightning Rod: 1 acc, 3 dmg, 2rchg

Energy Melee
Barrage: 2 acc, 1 endred (3 dmg optional)
Energy Punch: 2 acc, 1 endred, 3 dmg
Bone Smasher: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Whirling Hands: 2 acc, 1 endred, 3 dmg
Taunt: 1 range, (1 taunt or 2 acc optional)
Total Focus: 2 acc, 1 endred, 1rchg, 2 dmg
Stun: 2 acc, 1 endred
Energy Transfer: 2 acc, 1 rchg, 3 dmg

Fire Melee
Scorch: 2 acc, 1 endred, 1 rchg (2 dmg optional)
Fire Sword: 2 acc, 1 endred, 3 dmg
Cremate: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Incinerate: 2 acc, 1 rchg, 3 dmg
Taunt: 1 range, (1 taunt or 2 acc optional)
Breath of Fire: 1 acc, 1 endred, 3 dmg (1 rchg or 1 range optional)
Fire Sword Circle: 2 acc, 1 rchg, 3 dmg (1endred in place of dmg optional)
Greater Fire Sword: 2 acc, 1 endred, 3 dmg

Stone Melee
Stone Fist: 2 acc, 1 endred, 1 rchg (2 dmg optional)
Stone Mallet: 2 acc, 1 endred, 1rchg, 2 dmg
Heavy Mallet: 2 acc, 1 endred, 1rchg, 2 dmg
Build Up: 3 rchg, (3 tohit optional)
Fault: 2 acc, 1 endred, 1 rchg
Taunt: 1 range, (1 taunt or 2 acc optional)
Seismic Smash: 2 acc, 1 endred, 3 dmg
Hurl Boulder: 2 acc, 1 endred, 3 dmg
Tremor: 2 acc, 1 endred, 3 dmg

Super Strength
Jab: 1 acc, 1 endred (3 dmg optional)
Punch: 1 acc, 1 endred, 3 dmg (1 rchg optional)
Haymaker: 1 acc, 1 endred, 1 rchg, 3 dmg
Hand Clap: 1 acc, 1 endred
Knockout Blow: 1 acc, 1 endred, 1 rchg, 3 dmg
Taunt: 1 range, (1 taunt or 2 acc optional)
Rage: 3 rchg, 3 tohit
Hurl: 1 acc, 1 endred, 3 dmg
Foot Stomp: 1 acc, 1 endred, 1 rchg, 3 dmg

Why put 2 acc in your attacks?
This slotting guide is generalized to give you good overall abilities no matter if you are solo, on a team, or in a PvP zone (Doesn’t apply to SS).

Do I really need 2 accuracies?
No. You do not need two accuracies unless you regularly fight +3 or above or want to focus on PvP. It is pretty typical to fight +2 through +4’s on teams, so those two accuracies come in handy, but you can get by with one. Additionally, adding things like Tactics will change the way you slot for accuracy, but you will have to feel out whether or not you can remove the Accuracy Enhancement(s) from attacks. I personally never slot less than one accuracy in any of the Brute primaries.

Why endurance reductions in the attacks?
This is slotting that will work with any secondary, but Electric Armor / Energy Aura will not necessarily need endurance reductions in their attacks when they get their endurance recovery powers. They can either replace the endurance reductions with recharge or remove it completely.

When exactly do I slot for damage?
The great thing about Brutes is they have plenty of damage just by fighting, which allows you to slot up your secondary. I typically do not slot damage until the 30’s. I do make exceptions from time to time, but most of the time I stick to my 30+ damage slotting rule.

What about slotting for Granite Armor
Granite form requires two recharge in each attack to make up for the recharge penalty (Hasten can also be used). Three slotting swift helps with the speed in Granite (or Rooted), but without a /Kinetics Corruptor it is less painful to just pick up Teleport. The loss of damage while in Granite is noticeable, but fury helps a lot. These are all prices you pay to be a virtually indestructible.

Brute Secondary:

Dark Armor:
Dark Embrace: 1 endred, 3 dmgres
Death Shroud: 2 acc, 2 endred, (2 dmg optional)
Murky Cloud: 1 endred, 3 dmgres
Obsidian Shield: 1 endred, 3 dmgres
Dark Regeneration: 2 acc, 2 endred, 2 rchg (2 heal in place of rchg for PvP optional)
Cloak of Darkness: 1 endred
Cloak of Fear: 2 acc, 2 endred (2 tohit debuff optional)
Oppressive Gloom: 2 acc
Soul Transfer: 1 heal, (1 endmod optional)

Electric Armor: (Slot 1 endred in each toggle until you get Power Sink)
Charged Armor: 3 dmgres
Lightning Field: 2 acc, 2 endred, (2 dmg optional)
Conductive Shield: 3 dmgres
Static Shield: 3 dmgres
Grounded: 1 dmgres
Lightning Reflexes: 1 run (2 run or 3 fly optional)
Conserve Power: 3 rchg
Power Sink: 3 rchg, 1 endred, 2 endmod
Power Surge: 3 rchg

Energy Aura: (Slot 1 endred in each toggle until you get Energy Drain)
Kinetic Shield: 3 def
Dampening Field: 1 dmgres
Power Shield: 3 def
Entropy Shield: 1 endred
Energy Protection: 1 dmgres
Energy Cloak: 3 def
Energy Drain: 3 rchg, 1 endred, 2 endmod
Conserve Power: 3 rchg
Overload: 3 rchg (3 def for PvP optional)

Firey Aura:
Fire Shield: 1endred, 3 dmgres
Blazing Aura: 2acc, 2endred, 2dmg
Healing Flames: 2 rchg, 1endred, 3 heal
Temperature Protection: 1 dmgres
Plasma Shield: 1endred, 3 dmgres
Consume: 1acc, 3rchg, 2endmod
Burn: 3dmg (3 rchg assuming 25 second rchg goes through)
Firey Embrace: 3 rchg
Rise of the Phoenix: 1 endmod (1 heal optional)

Invulnerability:
Resist Physical Damage: 1 dmgres
Temp Invulnerability: 1 endred, 3 dmgres
Dull Pain: 3 heal, 3 rchg
Resist Elements: 1 dmgres
Unyielding: 1 endred, 3 dmgres
Resist Energies: 1 dmgres
Invincibility: 1 endred, 3 def, (2 tohit optional)
Tough Hide: 3 def
Unstoppable: 2 dmgres, 3 rchg

Stone Armor (Pre Granite):
Rock Armor: 1endred, 3 def
Earth’s Embrace: 3 rchg, 3 heal
Mud Pots: 2 acc, 2 endred (2 dmg or 2 slow optional)
Rooted: 1 endred, 3 heal
Brimstone Armor: 1endred, 3 dmgres
Crystal Armor: 1 endred, 3 def
Minerals: 1 endred, 3 def

Stone Armor (Granite):
Rock Armor: 1 endred
Stone Skin: 2 dmgres
Earth’s Embrace: 3 rchg, 3 heal
Mud Pots: 2 acc, 2 endred (2 dmg or 2 slow optional)
Rooted: 1 endred, 3 heal
Granite Armor: 1 endred, 3 dmgres, 2 def
(Tough: 2 endred, 3 dmgres – to cap S/L Resistance)

Some people slot a few of the above power differently depending on primary and secondary, but if you slot like I have it above you will have a pretty solid build.


Scrapper Slotting Basics
Brute Slotting Basics

 

Posted

Updated to Issue 11…

This guide is for those that are new to the game, the Brute AT, or that want to quickly answer slotting questions. I recommend going to the Player Guides Section or Brute Guides and FAQ’s to look for specific builds, and to get an understanding about which powers to take and when. Here are the basics of slotting:

Bla bla bla… Show me build advice! Scroll down to Primary / Secondary below these lines ______

Training Origin Enhancements (TO): Basic enhancement
Dual Origin Enhancements (DO): Twice as strong as a TO
Single Origin Enhancements (SO): Twice as strong as a DO
Special Enhancements like Hamidon Origin Enhancements (HO’s): Many different effects in one enhancement, but the effects are no stronger than a SO.
Invention Origin Enhancements (IO): IO's, SO's, HO's and ED--a brief overview – I think that this guide by Grumble will give you guys some basic, quick, advice so that you can decide when to start slotting IOs.
Invention Origin Set Enhancements (IO Sets): EverydayJoe™ and his Set IO’s (v.1.2) – I like this guide by Seldom because it walks you through how IO Sets work without being overly complicated.

I recommend downloading Mids' Hero Designer to work on builds and to get a good understanding of how slotting different enhancements affect your character.

Training Origin Enhancements Suggested Slotting:
Plan your build for the future – The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Primary – Accuracy / Secondary – Endurance Reduction
Shields: Primary – Endurance Reduction / Secondary – Defense/Resistance/Heal
Auto Powers / Click Powers: Slot these as you see fit, since they are pretty straightforward.

Basic Slotting Strategy: Slot accuracy and endurance reductions as they drop and sell the rest. If your attacks or shields have more than 3 enhancement slots then slot them with the Secondary. As enhancements go red don’t just replace them, try to combine them with a stronger TO; it isn’t always successful, but it is better than just deleting them.

Advanced Slotting Strategy: If you have the Influence then you should slot all your attacks with accuracies (no more than 3), and all of your shields with endurance reductions (no more than 3). Slot auto powers as you see fit. If you have more than 3 slots in your attacks or shields then place the Secondary recommended enhancements in the remaining slots.

Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions.

The overall philosophy of this slotting is the less you miss, the faster you mow down enemies. I recommend not running the shields unless it is absolutely necessary. Although your attacks are what actually eat most of your endurance, the endurance you save from not running your shields helps.

Dual Origin Enhancements Suggested Slotting (Available at level 12):
Plan your build for the future – The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Primary – Accuracy / Secondary – Endurance Reduction
Shields: Primary – Endurance Reduction / Secondary – Defense/Resistance/Heal
Auto Powers / Click Powers: Slot these as you see fit, since they are pretty straightforward.

Basic Slotting Strategy: Buy some accuracies (2 per attack), and possibly a few endurance reductions for your Shields if you are having problems keeping them on when you need them. Your basic strategy here is to save as much money as possible for SO’s, so at level 12 and 17 when you buy your DO’s keep that in mind. If you are having a lot of endurance issues then go ahead and add one endurance reduction to each attack if you have enough Influence or slots.

Advanced Slotting Strategy: If you have the Influence then you should slot all your attacks with 2 accuracies. Your next couple slots, if you have them, should be for Endurance Reductions. Finally, if you have the remaining two slots then you can slot them with either Recharge Reduction or some Damage. I recommend slotting your shields with 2 endurance reductions so that you can keep them on as much as you see fit. If you have more than 2 slots then place the recommended Secondary enhancements in the remaining slots.

Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions.

IO / IO Set Slotting Strategy: This is a good time to start playing around with IOs; whether that is slotting with IOs, DOs, IO Sets, or a combination of each. The cheapest way to get IO Sets or IOs is to try to purchase them at the Consignment Markets (Wentworths CoH /Black Market CoV). Actually making them can get quite expensive so before you waste influence on IO Sets make sure you have some sort of theme in mind (ie – I want to regenerate health or I want more defense). Remember one thing about IO Sets: They cannot only be used for a specific bonus, but you can also use them because they have multiple effects. Used properly you can maximize accuracy, endurance recovery, recharge, and damage in one attack without specifically trying for any type of bonus (also true for shields). A lot of people, including myself, buy the cheaper IO Sets to do exactly that.

The overall philosophy of this slotting is the less you miss, the faster you mow down enemies. Damage enhancements look nice, but wont help you if you are sucking wind or waiting for a power to recharge. Keeping those shields on against harder enemies without running out of endurance also helps with overall survivability.

Single Origin Enhancements Suggested Slotting (Available at level 22):
Plan your build for the future – The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Primary – Accuracy / Secondary – Endurance Reduction
Shields: Primary – Endurance Reduction / Secondary – Defense/Resistance/Heal
Auto Powers / Click Powers: Slot these as you see fit, since they are pretty straightforward.

Basic Slotting Strategy: Even though you have been saving through all the levels you will not be able to fill up on SO’s because they are just too expensive. I know you want those SO’s really bad but if you have nearly all attacks 4 to 6 slotted and shields 3 to 4 slotted, then you will not be able to buy everything you need. You will be better off purchasing DO’s so that you can enhance all your powers, rather than just a few. Lets say an average DO costs 8k, and an average SO costs 30k and you have roughly 300k to spend; you can only buy 10 SO’s or you can buy 37 DO’s. I recommend buying DO’s rather than the precious SO’s at 22 so that you can buy virtually everything you need (and be much more powerful than if you just purchased the 10 SO’s). Another trick is to do the respec task force between level 24-26, so that when you hit 27 you can respec and sell everything you had slotted and you should have enough influence to buy all the SO’s you need. From that point forward influence will become less of a problem.

Advanced Slotting Strategy: If you have the Influence then you should slot as recommended below… I still think it is a waste of influence to combine enhancements even if you have millions. Once you hit 50 go ahead and ++ those enhancements if you don’t feel like doing missions or visiting Hamidon to obtain 53’s or HO’s.

IO Slotting Strategy: By the time you hit level 22, you should have a good idea of where you want to take your build; whether that is slotting with IOs, SOs, IO Sets, HOs or a combination of each. The cheapest way to get IO Sets or IOs is to try to purchase them at the Consignment Markets (Wentworths CoH /Black Market CoV). Actually making them can get quite expensive and gets extremely expensive in the 40+ game, or for IO Sets that everyone wants. Before you waste money on IO Sets make sure you have some sort of theme in mind (ie – I want to regenerate health or I want more defense). Remember one thing about IO Sets: They cannot only be used for a specific bonus, but you can also use them because they have multiple effects. Used properly you can maximize accuracy, endurance recovery, recharge, and damage in one attack without any applied bonus (also true for shields). A lot of people, including myself, buy the cheaper IO Sets to do exactly that.

__________________________________________________ _______________________________________
Overall Recommended Slotting: I recommend you look at the various guides for all the info you need on power selection, but here is my opinion on how I would slot each if I were to take all the powers:

Brute Primary:

Dark Melee
Shadow Punch: 2 acc, 1 rchg, 1endred, 2 dmg
Smite: 2 acc, 1 endred, 3 dmg
Shadow Maul: 2 acc, 1 endred, 3 dmg
Touch of Fear: 2 acc, 1 rchg, 3 tohit debuff (3 fear in place of tohit debuff optional)
Siphon Life: 2 acc, 1 endred, 3 heal (3 dmg in place of heal optional)
Taunt: 1 range, (1 taunt or 2 acc optional)
Dark Consumption: 2 acc, 2rchg, 2 endmod
Soul Drain: 2 acc, 2 rchg, 2 tohit
Midnight Grasp: 2 acc, 1 endred, 3 dmg

Dual Blades
Nimble Slash: 1 acc, 1 endred, 3 dmg
Power Slice: 1 acc, 1 endred, 3 dmg (1 rchg optional)
Ablating Strike: 1 acc, 1 endred, 3 dmg (1 rchg optional)
Typhoon’s Edge: 1 acc, 1 endred, 3 dmg, 1 rchg
Blinding Feint: 2 acc, 1 endred, 2 rchg (1 dmg or 1 tohit optional)
Confront: 1 range, (1 taunt or accuracy optional)
Vengeful Slice: 1 acc, 1 endred, 3 dmg, 1 rchg
Sweeping Strike: 1 acc, 1 endred, 3 dmg, 1 rchg
One Thousand Cuts: 1 acc, 1 endred, 3 dmg, 1 rchg
Read about Dual Blade Combo’s here

Electric Melee
Charged Brawl: 2 acc, 1 rchg, 1endred (2 dmg optional)
Havoc Punch: 2 acc, 1 endred, 3 dmg
Jacobs Ladder: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Thunder Strike: 2 acc, 1 endred, 1rchg, 2 dmg
Taunt: 1 range, (1 taunt or 2 acc optional)
Chain Induction: 2 acc, 1 endred, 3 dmg (Warning! This power could cause loss of exp)
Lightning Clap: 2 acc, 1 endred
Lightning Rod: 1 acc, 3 dmg, 2rchg

Energy Melee
Barrage: 2 acc, 1 endred (3 dmg optional)
Energy Punch: 2 acc, 1 endred, 3 dmg
Bone Smasher: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Whirling Hands: 2 acc, 1 endred, 3 dmg
Taunt: 1 range, (1 taunt or 2 acc optional)
Total Focus: 2 acc, 1 endred, 1rchg, 2 dmg
Stun: 2 acc, 1 endred
Energy Transfer: 2 acc, 1 rchg, 3 dmg

Fire Melee
Scorch: 2 acc, 1 endred, 1 rchg (2 dmg optional)
Fire Sword: 2 acc, 1 endred, 3 dmg
Cremate: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Incinerate: 2 acc, 1 rchg, 3 dmg
Taunt: 1 range, (1 taunt or 2 acc optional)
Breath of Fire: 1 acc, 1 endred, 3 dmg (1 rchg or 1 range optional)
Fire Sword Circle: 2 acc, 1 rchg, 3 dmg (1endred in place of dmg optional)
Greater Fire Sword: 2 acc, 1 endred, 3 dmg

Stone Melee
Stone Fist: 2 acc, 1 endred, 1 rchg (2 dmg optional)
Stone Mallet: 2 acc, 1 endred, 1rchg, 2 dmg
Heavy Mallet: 2 acc, 1 endred, 1rchg, 2 dmg
Build Up: 3 rchg, (3 tohit optional)
Fault: 2 acc, 1 endred, 1 rchg
Taunt: 1 range, (1 taunt or 2 acc optional)
Seismic Smash: 2 acc, 1 endred, 3 dmg
Hurl Boulder: 2 acc, 1 endred, 3 dmg
Tremor: 2 acc, 1 endred, 3 dmg

Super Strength
Jab: 1 acc, 1 endred (3 dmg optional)
Punch: 1 acc, 1 endred, 3 dmg (1 rchg optional)
Haymaker: 1 acc, 1 endred, 1 rchg, 3 dmg
Hand Clap: 1 acc, 1 endred
Knockout Blow: 1 acc, 1 endred, 1 rchg, 3 dmg
Taunt: 1 range, (1 taunt or 2 acc optional)
Rage: 3 rchg, 3 tohit
Hurl: 1 acc, 1 endred, 3 dmg
Foot Stomp: 1 acc, 1 endred, 1 rchg, 3 dmg

Why put 2 accuracies in the attacks?
This slotting guide is generalized to give you good overall abilities no matter if you are solo, on a team, or in a PvP zone.

Do I really need 2 accuracies?
No. You do not need two accuracies unless you regularly fight +3 or above or want to focus on PvP. It is pretty typical to fight +2’s through +4’s on teams, so those two accuracies come in handy, but you can get by with one. Additionally, if you primarily solo or use Tactics then you can change the way you slot for Accuracy. I recommend that you will feel out whether or not you can get by with just one Accuracy Enhancement (A good time to do this is when you upgrade enhancements).


Why endurance reductions in the attacks?
This is slotting that will work with any secondary, but Electric Armor, Energy Aura, and Willpower will not necessarily need endurance reductions in their attacks. They can either replace the endurance reduction with recharge or remove it completely. Note: Based on the speed of Dual Blade attacks, even an Electric Armor, Energy Aura, or Willpower Brute may want to keep the endurance reduction; you will have to feel it out.

When exactly do I slot for damage?
The great thing about Brutes is they have plenty of damage just by fighting, which allows you to slot up your secondary. I typically do not slot damage until the 30’s. I do make exceptions from time to time, but most of the time I stick to my 30+ damage slotting rule.

What about slotting for Granite Armor
Granite form requires two recharge in each attack to make up for the recharge penalty (Hasten can also be used). Three slotting swift helps with the speed in Granite (or Rooted), but without a /Kinetics Corruptor or a IO Set build it is less painful to just pick up Teleport. The loss of damage while in Granite is noticeable, but fury helps a lot. These are the penalties you pay to be a virtually indestructible.

Brute Secondary:

Dark Armor:
Dark Embrace: 1 endred, 3 dmgres
Death Shroud: 2 acc, 2 endred, 2 dmg
Murky Cloud: 1 endred, 3 dmgres
Obsidian Shield: 1 endred, 3 dmgres
Dark Regeneration: 2 acc, 2 endred, 2 rchg (2 heal in place of rchg for PvP optional)
Cloak of Darkness: 1 endred, (3 def optional)
Cloak of Fear: 2 acc, 2 endred (2 tohit debuff optional)
Oppressive Gloom: 2 acc
Soul Transfer: 1 heal, (1 endmod optional)

Electric Armor: (Slot 1 endred in each toggle until you get Power Sink – then they are optional)
Charged Armor: 3 dmgres, (1 endred optional)
Lightning Field: 2 acc, 2 endred, 2 dmg
Conductive Shield: 3 dmgres, (1 endred optional)
Static Shield: 3 dmgres, (1 endred optional)
Grounded: 1 dmgres
Lightning Reflexes: 1 run (additional run/fly optional)
Conserve Power: 3 rchg
Power Sink: 3 rchg, 1 endred, 2 endmod
Power Surge: 3 rchg

Energy Aura: (Slot 1 endred in each toggle until you get Energy Drain– then they are optional)
Kinetic Shield: 3 def, (1 endred optional)
Dampening Field: 1 dmgres, (2 dmgres optional)
Power Shield: 3 def, (1 endred optional)
Entropy Shield: 1 endred
Energy Protection: 1 dmgres, (2 dmgres optional)
Energy Cloak: 3 def , (1 endred optional)
Energy Drain: 3 rchg, 1 endred, 2 endmod
Conserve Power: 3 rchg
Overload: 3 rchg (3 def for PvP optional)

Firey Aura:
Fire Shield: 1endred, 3 dmgres
Blazing Aura: 2acc, 2endred, 2dmg
Healing Flames: 2 rchg, 1endred, 3 heal
Temperature Protection: 1 dmgres
Plasma Shield: 1endred, 3 dmgres
Consume: 1acc, 3rchg, 2endmod
Burn: 3rchg, 3dmg
Firey Embrace: 3 rchg
Rise of the Phoenix: 1 endmod (1 heal optional)

Invulnerability:
Resist Physical Damage: 1 dmgres, (2 dmgres optional)
Temp Invulnerability: 1 endred, 3 dmgres
Dull Pain: 3 heal, 3 rchg
Resist Elements: 1 dmgres, (2 dmgres optional)
Unyielding: 1 endred, 3 dmgres
Resist Energies: 1 dmgres
Invincibility: 1 endred, 3 def, (2 tohit optional)
Tough Hide: 1 def, (2 def optional)
Unstoppable: 2 dmgres, 3 rchg

Stone Armor (Pre Granite):
Rock Armor: 1endred, 3 def
Earth’s Embrace: 3 rchg, 3 heal
Mud Pots: 2 acc, 2 endred (2 dmg or 2 slow optional)
Rooted: 1 endred, 3 heal
Brimstone Armor: 1endred, 3 dmgres
Crystal Armor: 1 endred, 3 def
Minerals: 1 endred, 3 def

Stone Armor (Granite):
Rock Armor: 1 endred
Stone Skin: 3 dmgres
Earth’s Embrace: 3 rchg, 3 heal
Mud Pots: 2 acc, 2 endred (2 dmg or 2 slow optional)
Rooted: 1 endred, 3 heal
Granite Armor: 1 endred, 3 dmgres, 2 def
Optional
Tough: 1 endred, 3 dmgres, (1 additional endred optional) – Puts you near the S/L cap
Minerals: 1 endred, 3 def

Willpower:
High Pain Tolerance: 3 heal, 3dmgres
Mind Over Body: 1 endred, 3 dmgres
Fast Healing: 3 heal
Indomitable Will: 1 endred, 3 def
Rise to the Challenge: 1 endred, 3 heal (2 tohit debuff optional)
Quick Recovery: 3 endmod
Heightened Senses: 1 endred, 3 def
Resurgence: 1 heal, (1 endmod optional)
Strength of Will: 3 dmgres

Some people slot a few of the above power differently depending on primary and secondary, but if you slot like I have it above you will have a pretty solid build.


Scrapper Slotting Basics
Brute Slotting Basics

 

Posted

Since Issue 12 added Super Reflexes to Brutes, does your advice from your Scrapper Slotting Basics guide apply here? I've tried it with my SS/SR brute up to the low 30's and have liked the slotting so far. Are there any Brute-specific tweaks?

[ QUOTE ]
Super Reflexes:
Focused Fighting: 1 endred, 3 def
Focused Senses: 1 endred, 3 def
Agile: 3 def
Practiced Brawler: 2 rchg
Dodge: 3 def
Quickness: 1 run (additional run/fly optional)
Lucky: 3 def
Evasion: 1 endred, 3 def
Elude: 3 rchg, (3 def optional)

[/ QUOTE ]


 

Posted

Firey Aura:
Fire Shield: 1endred, 3 dmgres
Blazing Aura: 2acc, 2endred, 2dmg
Healing Flames: 2 rchg, 1endred, 3 heal
Temperature Protection: 1 dmgres
Plasma Shield: 1endred, 3 dmgres
Consume: 1acc, 3rchg, 2endmod
Burn: 3rchg, 3dmg
Firey Embrace: 3 rchg
Rise of the Phoenix: 1 endmod (1 heal optional)


Lose Temperature Protection
Fiery Aura should have 2 Acc, 2 EndMod, 2 Taunt (dmg is irrelevant & Fury builds the damage anyways)
Healing Flames = 3 rechrg & 3 Heal (don't worry about the End use, have it come up more often is far more useful)
Burn = if you still use it since it was nerfed a few issues back, the slotting is fine (too many rechrgs IMO) but find yourself a troller that can AOE hold before you drop a Burn patch.

Great advice & guide!!


Bunch of 50s and a horse with no name...
Global: @Grynder

 

Posted

[ QUOTE ]
Since Issue 12 added Super Reflexes to Brutes, does your advice from your Scrapper Slotting Basics guide apply here? I've tried it with my SS/SR brute up to the low 30's and have liked the slotting so far. Are there any Brute-specific tweaks?

[ QUOTE ]
Super Reflexes:
Focused Fighting: 1 endred, 3 def
Focused Senses: 1 endred, 3 def
Agile: 3 def
Practiced Brawler: 2 rchg
Dodge: 3 def
Quickness: 1 run (additional run/fly optional)
Lucky: 3 def
Evasion: 1 endred, 3 def
Elude: 3 rchg, (3 def optional)

[/ QUOTE ]

[/ QUOTE ]

The only significant change I've seen in /SR slotting between brutes and scrappers is in how Practiced Brawler is slotted, because of when Quickness is available.

2 SO recharges in Practiced Brawler without Quickness, means that PB lasts for 120 seconds and recharges in 120 seconds. If you have an attack or two queued up at that 120 second mark, or you get hit with any kind of slow, you lose your mez protection.

I'd recommend 3 slots in Practiced Brawler on a brute until you have Quickness, level 40 IOs, or good +recharge buffs. Even then, be careful how you slot it if you plan to exemp much, or run the Cap SF at level 20.


 

Posted

That's a good point about having to be careful about Practiced Brawler; as a /SR Scrapper, I usually have PB on Auto, as a Brute, I usually have a quick attack on Auto, for Fury-building, and micromanage PB in combat.