SMASHGASM! A Guide to the SS/Ela Brute [I11]


AWRocketman

 

Posted

[u]SMASHGASM! A Guide to the SS/Ela Brute[u]

Table of Contents:

I.Intro
II.Pros/Cons to playing SS/Ela
III.Powers
IV.Power Pools
V.PvE Suggestions
VI. PvP Suggestions
VII. Invention Sets
VIII. Builds

I. Introduction


So, you've decided you'd like to roll a Super Strength / Electric Armor brute, have you? They seem to be all the RAGE nowadays. It's quite a popular build, for good reason! The best of these seem to be nigh unstoppable juggernauts, with limitless amounts of endurance and health, tossing around enemies like ragdolls. In my opinion, the SS/Ela brute is the quintessential brute, and you can't go wrong with it for whatever you may like to do, whether it be PvP or PvE. In this guide, I'll be making my own suggestions on which powers are good to select for whatever you're after, based on my personal experience with what works, and what is effective. So, without further ado, let's begin.

II. Pros and Cons


Super Strength Pros:
<ul type="square"> [*] Super Strength, once foot stomp is acquired, is a fantastic AoE (area of effect) set. Once you get your rage bar up, you may notice that you can start mowing down mobs, many at a time. [*] Super Strength is high in knockback and knockup. Moreso the latter, which is far more useful. The ability to juggle mobs is important for damage mitigation. It also allows you a window of opportunity to use an interruptible power (such as Aid Self!)[*] You can pick up your strongest single target attack very early on, which is Knockout Blow, at level 8. This power is the one you'll be using every time you want to knock something up in the air. It can easily knock a minion (even an orange) from full health to none if you have some fury built up, along with Rage. Many times, this includes lieutenants, as well. [*] Rage is an amazing power. Base, it grants +80% damage, and +20% ToHit buff. The ToHit can be increased by enhancements. This is great for hitting enemies that are of a higher level than you, along with anything that has a lot of +defense (such as a pesky super reflexes scrapper).

Super Strength Cons:
[*] Super Strength is entirely smashing damage. This is commonly resisted in both PvE and PvP.[*] The rage debuff every two minutes for ten seconds can be agonizing. If you're not careful and jump into a big spawn of mobs, it could get you killed. During this period, you are only able to use powers which affect yourself (such as aid self, hasten, etc.)[*] Super Strength is somewhat endurance heavy before you can pick up SO's and Stamina. [/list]
Electric Armor Pros:
<ul type="square">[*] It is a resistance based set. Electric Armor has a resistance modifier to just about everything (including the ever-dreaded psionic damage!), except for toxic damage. It does, however, have toxic resistance once power surge (the /ela Tier 9 power, the last one in the set) is used.[*] It is highly resistant to endurance drain. In fact, if you pick up grounded, you will laugh in the Malta Sappers' faces. They simply cannot end drain you any noticeable amount. You will have your revenge from the annoyance they caused you on your Invuln tanker or Fire blaster. [*] If you grab grounded and all of your toggles, you will have capped your energy resistance. This means you can laugh at Rikti, who do mostly lethal and energy damage. This also means you can LAUGH at anyone who has energy melee in PvP. “Hahaha, that energy transfer tickles.”[*] Power Surge, /ela's tier 9 power, is arguably one of the best in the game. It will add resistance to everything except for psionic damage. That said, if you weren't at the resistance cap before for something, you will be after you use it (except for toxic and psionic damage). It also gives a hefty +recovery bonus.[*]It is very good at endurance management. In fact, /ela has two endurance management powers, conserve power and power sink. Both are excellent. You can acquire conserve power earlier on, yet, once you acquire power sink your endurance management problems will be over.

Electric Armor Cons:
[*]No toxic resistance. [*]The knockback resistance is limited to when you are on the ground, this applies to the immobilize resistance as well. (from grounded).[*]No self heal! This is the set's biggest weakness. More on how to fix this later. [/list]
III. Powers

A note on slotting! It is all a matter of preference. As I levelled I found myself angry that I would not hit all of the time, even with rage. That said, I put one accuracy SO in every power.

Along with that, it is a matter of preference on how often you would like a power to be available to you, whether it is more important to slot for endurance reduction or recharge reduction. Before power sink, I'd suggest slotting for at least one endurance reducer, if not two.

Super Strength:

Fitness:
This pool is completely necessary. It is your choice as to which you get when it comes to Swift or Hurdle. Go ahead and grab Health for the added regen (and perhaps adding Miracle: +Recovery or the Unique Numina IO later.). Grab stamina and three slot it with endmod.

Jab
Minor Damage(Smash), Minor Disorient
Recharge: Very Fast (2 seconds)
Single Target
Recommended Slotting (pre-power sink): 6 slots (3 damage, 1 accuracy, 2 endurance redux)
Post power sink: 5-6 slots (3 damage, 1 accuracy, 1-2 end redux)

One of the two powers one can grab at level one. It's not a bad filler attack, but I'll suggest against it. Brawl is a great filler attack all on its own. This power has a minor chance to disorient.

Punch
Melee, Moderate DMG(Smash), Knockback
Recharge: Fast (4 seconds)
Single Target
Recommended Slotting (pre-power sink): 6 slots (3 damage, 1 acc, 2 endurance redux)
Post power sink: 6 slots (3 damage, 1-2 accuracy, 1-2 recharge)

The other power you may grab at level 1. I suggest this one, it will be one of your staple attacks, whether you PvE or PvP. I find myself using this plenty at level 50, especially as a fury builder.. It's great to have in your attack chain. It has a chance of knocking an enemy back, but it is far more likely it will just knock them down instead. Very useful.

Haymaker
Melee, High DMG(Smash), Knockback
Recharge: Moderate (8 seconds)
Single Target
Recommended Slotting (pre-power sink): 6 slots (3 damage, 1 acc, 2 endurance redux)
Post power sink: 6 slots (3 damage, 1-2 accuracy, 1-2 recharge)

Now we're getting into the good stuff! You can grab Haymaker at level 2. Do it! Do it! It'll also be part of your attack chain, no matter what you may be doing. It has a higher chance to knockdown/knockback than Punch does. It's great for juggling mobs.

Hand Clap
PBAoE, Foe Disorient, Knockback
Recharge: Slow (30 seconds)
PBAoE
Recommended Slotting (pre-power sink): 4 slots (2 accuracy, 2 disorient)
Post power sink: 4 slots (2 accuracy, 2 disorient)

Hand Clap is a decent power for PvE. It is a damage mitigation power, used in an emergency. It applies a stun to everything that it hits. This isn't strong enough to disorient a boss mob. It has a negative accuracy modifier (0.8 instead of 1.0), so you'll want to slot it for at least 2 accuracies to make sure it hits. If you intend to PvP, avoid this power. It won't serve you well at all.

Knockout Blow
Melee, Extreme DMG(Smash), Foe Hold
Recharge Time: Slow (25 seconds)
Single Target
Recommended Slotting (pre power sink): 6 slots (2-3 damage, 1 accuracy, 1-2 endurance redux, 1 recharge)
Post power sink: 6 slots (3 damage, 1 accuracy, 1 endurance redux, 1 recharge)

This is it. At level 8, you can pick up this bad boy monster of a power. Beware! The animation is somewhat slow. And it eats up a lot of endurance right off the start (18!). Oddly enough, this power also has a range of 13 feet versus most of your other single target attacks, which have a range of 5 feet. The good news is that it has a higher accuracy modifier that any of your attacks, to make sure it hits (1.2 versus the normal 1.0). It is still a pain when it misses, however, so I always make sure it has at least 1 accuracy in it. This attack will also almost guaranteed knock up whatever mob you use it on. I've had it knock up some AV's, even! This is going to be the attack you use when your fury is built up some. Your jaw will drop the first time you use this along with rage.

Taunt
Ranged (Targeted AoE), Foe Taunt
Recharge Time: Fast (10 seconds)
Targeted AoE
Recommended Slotting (pre and post power sink): This is all a matter of preference (as with anything else). It is not auto-hit, always, so I would suggest slotting at least 1 accuracy, and at least one taunt duration. This will assure that you not only grab the mobs' attention, but keep it.

Taunt is fantastic. If no one else has it on your team, you'll likely grab an entire mobs' attention and keep it. This is a good thing. When you have mobs attacking you, you are building fury more quickly. This power is not for everyone, though. Some would argue against it. Foot stomp in combination with lightning field can do the job well enough to grab a mobs' attention, a lot of the time. Personally, I would recommend this for both PvE, and maybe even PvP as well, because on team PvP you need a way to keep that pesky blaster from attacking your squishy friend.

Rage
Self +DMG, +ACC, Delayed Self(Weaken, Special)
Recharge Time: (240 seconds)
Self
Recommended Slotting, (pre and post power sink): You want rage to be up as much as possible. To start off with, 3 slot it with recharge ASAP. Later on, add ToHit enhancements to improve the bonus of it. You'll end up with 31% ToHit buff instead of 20% if you 3 slot it with SO's.

Rage is the crown jewel of Super Strength. Get it as soon as you can, at level 18. While everyone else gets Build Up, you get this. In my opinion, this is far better. At the end of two minutes, you will be weakened for 10 seconds, losing 1/4th of your endurance, and only able to use powers which affect yourself. There are dangers associated with this. You will want to use this power in conjunction with hasten to get time with this stacked doubly. With hasten, lightning reflexes, and 3 recharge reductions in rage, you can get around 35 seconds in double rage. +160% damage is a beautiful thing, and so is the insane ToHit buff you'll be getting along with that.

Hurl
Ranged, High DMG(Smash), Knockback, -Fly
Recharge Time: Moderate (8 seconds)
Single Target
Recommended Slotting (pre power sink): 6 slots (3 damage, 1 acc, 2 endurance redux)
Post power sink: 6 slots (3 damage, 2 acc, 1 recharge)

Hurl is a lackluster level 28 power. The animation takes far too long for the amount of damage you are doing (3.8 seconds). However, it does have a -Fly and Knockback modifier attached to it, so if you feel you really need those, go for it. I found this power to be, while very brutish, just not worth the time it takes to animate. Grab something else instead.

Foot Stomp
PBAoE Melee, Moderate DMG(Smash), Knockback
Recharge Time: Slow (20 seconds)
PBAoE (15 foot radius)
Recommended Slotting (pre power sink): 6 slots!! (3 damage, 1 acc, 2 recharge)
Post power sink: Same as above

This power really brings meaning to being a SUPER STRENGTH GRAWWWR brute (ahem). It will essentially knock everything up in the air if it's around your level, and if it's a couple levels below you, it will knock it back instead. This is huge in terms of damage mitigation, and it provides you with time to use Aid Self if you need to. Once you have rage and a full fury bar going, you'll be cleaning house. Grab this power as soon as it's available, at level 32. If you find this power to not really be doing it for you, well... Go play EM, you jerk (kidding!).

Electric Armor:

Charged Armor
Toggle: Self +Res(Smash, Lethal, Energy)
Recharge Time: Fast (2 seconds)
Self
Recommended Slotting (pre and post power sink): 3 resistance

This is your first armor toggle. You don't exactly have a choice in getting it, but it's one of your three staple powers. Slot it at level 3 and start loving it. Once you get SO's, this power will provide roughly 40% to Smashing, Lethal, and Energy damage.

Lightning Field
Toggle: PBAoE, Minor DoT(Energy), Foe -End
Recharge Time: Slow (10 seconds)
PBAoE
Recommended Slotting (pre power sink): 6 slots (3 endurance, 3 damage)
Post power sink: (3 endurance, 3 damage)

Wow. What a great power. Having this power just adds to the AoE madness, there is just one problem.. it's way too end heavy. It factors out to about 1 endurance a second you have it activated (before slotting). I'd only suggest getting this power before power sink on the basis that you have someone to provide you with a way to regain end faster than you normally do, and I wouldn't recommend getting this power before stamina, period. I usually grab this power around level 41. It is far more useful, then, when you have a reliable way to regain endurance. This power isn't bad for fighting melee AT's in PvP, the end drain really helps.

Conductive Shield
Toggle: Self +Res(Fire, Cold, Energy, Negative)
Recharge Time: Fast (2 seconds)
Self
Recommended Slotting (pre and post power sink): 3 resistance

This is another of your three staple toggles. While running toggles at early levels can be taxing, it still cannot hurt to get this at level 4 and slot it as soon as you can, at level 5. Once you get SO's, this will provide about 40% resistance to Fire, Cold, and Energy, and about 24% to Negative. Sweet!

Static Shield
Toggle: Self +Res(Hold, Sleep, Disorient, End Drain, Recovery DeBuff, Psionic, Teleport)
Recharge Time: Fast (4 seconds)
Self
Recommended Slotting (pre and post power sink) 3 resistance

This is available at level 10. Grab it at level 10. Slot it at level 11. This is your status protection. This will keep you from getting mezzed by all but the most nasty of enemies. Note, however, that this will not protect you from knockback or knockdown, as well as immobilize. Slot this with resistance, and you'll end up with around 40% psionic resistance.

Grounded
Auto: Self +Res (Energy, Negative, End Drain, Immobilize, KB)
Always on!
Self
Recommended Slotting (pre and post power sink): 1 slot. Put a resistance in it.

I recommend this power for both PvE and PvP purposes. The end drain resistance scales with level. The resistance and end drain resistance work when you are in the air, but the immobilze and KB protection do not work when you are in the air. This is available at level 16, but I would recommend picking it up at 22.

Lightning Reflexes
Auto: Self +Recharge, +SPD, Res (Slow)
Always on!
Self
Recommended Slotting (pre and post power sink): 1 slot. Put a run speed or flight speed in it (pending what you do)

This power grants a global 20% recharge reduction to everything. This is the equivalent of one recharge reduction DO in every single power. The slow resistance helps, and so does the +speed, which applies to both flight speed, and run speed. I don't usually get around to grabbing this power until around level 26, even though it's available at 20. I would argue that it is essential to get this power.

Conserve Power
Self Endurance Discount
Recharge Time: Very Long (600 seconds)
Self
Recommended Slotting (if you must take it, pre power sink): 3 recharge reduction. The recharge, if you do not have hasten, will still factor out to about five minutes, given you have LR (Lightning Reflexes).

I'd advise against getting this power. If you are having terrible endurance problems, slot more endurance reduction instead. Conserve power, while great for other sets, is not as great because /ela offers a better tool at 35.

Power Sink
PBAoE, Self +End, Foe -End
Recharge Time: Long (60 seconds)
PBAoE
Recommended Slotting (this is it!): 6 slots (3 endmod, 3 recharge). Slot the recharge first.

This is it. This is the power that will change your life. It's available at level 35... I would highly, highly suggest getting it at level 35. When you use it with no endmod SO enhancements slotted, it will give you about a quarter of your end back per enemy. With three slots, you'll get half of your endurance back. Slotting it with 3 recharge nets you a 30 second cooldown on this power, and that's before applying the recharge reduction you may get from LR, and Hasten. In any case, this power is amazing for PvP and PvE. It's great in PvP against melee opponents.

Power Surge
Self, +Res(Special)
Recharge Time: You'll grow a beard in the time it takes for this to recharge (1000 seconds)
Self
Recommended Slotting: 3 Recharge Reduction

This power is an awesome tier 9. It'll cap most of your resistances, give you toxic resistance, but sadly, no psionic resistance. When you use this, you'll have no problems with endurance. Chances have, you won't get mezzed, either. At the end of this power's duration, it will do a hold effect to enemies in a short radius around you. This lasts three minutes, but my suggestion to you is, be out of harm's way when it goes down, you'll have no endurance, and you will have 10% of your health. Ouch.


@Kalen on Virtue

 

Posted

IV. Power Pools

Here I'll be making suggestions as to what works well with an SS/Ela brute. If I don't mention it, it's probably because I don't believe it is worth having.

Flight: Air Superiority is a great attack to have early on when you don't have that many attacks. I actually went with flight until I hit about level 32, when I got foot stomp. I respecced out of air superiority and flight thereafter for super jump.

Speed: Hasten is delicious. I pick up Hasten on my SS/Elec brute at level 30, because honestly... I don't believe you need it until then. You can get it sooner if you like. One thing is certain though, you are doing yourself a disservice if you don't get Hasten. 3 slot hasten for recharge.

Leaping: I love super jump. I get combat jumping because jump kick sucks (animation is too long, 'meh' damage). This is my travel power of choice. If you're going to be PvPing, I would suggest acrobatics, as well.

Medicine: Aid Self from this pool fills the hole of having no self heal. It does the job remarkably well. It doesn't really matter if you get Aid Other or Stimulant (the latter may be more useful for PvP, though). I make it a point to have Aid Self by 26, and slotted up fully by 31. It deserves, no, needs six slots to work well. Before level 50 IO's, I'd only make the recommendation to slot it with 3 heals, 3 interrupt reductions. When you are able to, switch the slotting up to 2 Interrupt Reductions, 2 Heals, and 2 Recharge reductions. The power will be up about as often as you need it to be, and will heal about 450 health per use. Maybe more. Use aid self when you start losing health, not when you're in the red.

Fighting: Tough is the only thing really even worth getting in this pool. Unless you're really min-maxing things, it isn't usually worth it. If you must get tough, 3 slot it with resistance. For PvP, I'd only recommend this if you have Black Scorpion as your patron to bring things down to the ground (assuming you only have super speed).

Presence: You have Taunt in your main pool. I'd recommend that instead of this. If you're after the fear effects that the set offers for some form of control, just remember you have knockdown effects as soft control. You'll do just fine with that.

V. PvE Suggestions

If you're going to be a PvE focused brute, I would first off recommend that you grab Scirocco as your patron (Mu Mastery). Both Mu Lightning and Ball Lightning are excellent attacks. The latter is excellent for end draining enemies, along with Lightning Field and Power Sink. You may be surprised how easy it is to bring anything short of an AV down to 0 endurance. Ball Lightning complements your already potent AoE attacks, Foot Stomp and Lightning Field. It's a great follow up attack to Foot Stomp. Mu Lightning is great for tagging runners with low health. Slot two or three centrioles in it if you can. The added range helps a lot. It hits almost as hard as haymaker, so I usually think of it as an energy-based ranged haymaker.

If you're jumping into a group of mobs, Foot Stomp should always be your first attack, and if you're having trouble grabbing agro, use taunt if you have it. Watch your fury skyrocket. In time, you'll learn to use Aid Self effectively when mobs aren't hitting you. You only need a split second for it to fire off and it not be interrupted. Your soft control helps a lot in this aim.

VI. PvP Suggestions

I can only recommend two patrons for PvP, and those are Black Scorpion and Scirocco. Again, it comes down to preference as to what you like to have in your build.

I see many SS/Ela brutes around who have Black Scorpion as their patron, with only super speed, and who also have tough (as well as Aid Self). I see the same for EM/Ela brutes. It seems to work well. The alternative would be forsaking Tough for Super Jump (which I recommend!) Web Envelope is amazing for the -fly, -immob, -jump, and -rech effects. If they do not have super speed or teleport, they'll have a hard time moving anywhere quickly, and they'll be ripe for the slaughter.

On my SS/Ela brute, though, I have Mu Mastery. This does really well for end draining my enemies. Mu Lightning actually drains endurance from your enemy and gives it back to you. It also shuts off their recovery for a few seconds. You may be surprised out how effective it is when coupled with power sink, lightning field, and ball lightning. I have detoggled many a regen scrapper (yes, even regen) simply by end draining them to heck. It works.

If you expect SS/Ela to work well in large scale arena team PvP, you have another thing coming, though. Roll a dominator or a corr instead, for that. Just about anything is better than a brute for arena matches with anymore than four or five people. Typically, you'll do very well in zone PvP, though. Played well, you can excel in all zones.

VII. Invention Sets

It is actually somewhat hard to place IO's in an SS/Ela brute. I follow the guideline of always adding more recharge, and more health never hurt, either. Recovery bonuses are nice, but once you can get good at landing power sink on one or more targets, it's easy from there to keep your endurance up. So, as a rule of thumb: Slot sets with +recharge. This allows a lot of your nastiest powers (power sink, knockout blow, foot stomp, mu lightning, to name a few) to recharge faster. And more importantly... you can achieve permanent hasten. With the recharge bonus from lightning reflexes in play, you would only need about 50%-55% in order to achieve that. On top of that, this would mean you could have permanent double rage. Yes, you read that correctly. A permanent 160% damage buff. The only problem with this is, you will have double the rage debuffs to work with. This is the huge downside of it, so if you're aiming for this, be wary of it.

A note on the Efficacy Adaptor set: At the moment the end modification part of the enhancements does not function. This means you will get neither a bonus to the amount of endurance you drain in an enemy nor the bonus to what you were supposed to receive. For example, I use power sink on average joe, and I was supposed to regain half of my endurance. Instead, due to the nonfunctioning of the endmod part of the enhancements, I still only regain a fourth.


@Kalen on Virtue

 

Posted

VIII. Builds

This here is the build I used on my SS/Ela brute before I acquired IO sets. It served me well in both PvE and PvP.

Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php

SSEla - All Around Utility: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- Dmg(A), Dmg(7), Dmg(7), RechRdx(17), RechRdx(25), Acc(34)
Level 1: Charged Armor -- ResDam(A), ResDam(3), ResDam(3)
Level 2: Haymaker -- Dmg(A), Dmg(9), Dmg(9), RechRdx(17), RechRdx(23), Acc(25)
Level 4: Conductive Shield -- ResDam(A), ResDam(5), ResDam(5)
Level 6: Combat Jumping -- Jump(A)
Level 8: Knockout Blow -- Dmg(A), Dmg(11), Dmg(11), RechRdx(15), EndRdx(15), Acc(23)
Level 10: Static Shield -- ResDam(A), ResDam(13), ResDam(13)
Level 12: Hurdle -- Jump(A), Jump(40), Jump(43)
Level 14: Super Jump -- EndRdx(A), Jump(40)
Level 16: Health -- Heal(A)
Level 18: Rage -- RechRdx(A), RechRdx(19), RechRdx(19), ToHit(37), ToHit(39), ToHit(46)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Grounded -- ResDam(A)
Level 24: Stimulant -- IntRdx(A)
Level 26: Aid Self -- Heal-I:50(A), Heal-I:50(27), IntRdx-I:50(27), IntRdx-I:50(29), RechRdx-I:50(29), RechRdx-I:50(31)
Level 28: Lightning Reflexes -- Run-I:50(A)
Level 30: Hasten -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 32: Foot Stomp -- Dmg(A), Dmg(33), Dmg(33), EndRdx(33), RechRdx(34), Acc(34)
Level 35: Power Sink -- EndMod(A), EndMod(36), EndMod(36), RechRdx(36), RechRdx(37), RechRdx(37)
Level 38: Power Surge -- RechRdx(A), RechRdx(39), RechRdx(39), ResDam(40)
Level 41: Lightning Field -- Dmg(A), Dmg(42), Dmg(42), EndRdx(42), EndRdx(43), EndRdx(43)
Level 44: Mu Lightning -- Dmg(A), Dmg(45), Dmg(45), Acc(45), RechRdx(46), Range(46)
Level 47: Ball Lightning -- Dmg(A), Dmg(48), Dmg(48), Acc(48), RechRdx(50), RechRdx(50)
Level 49: Taunt -- Taunt(A), RechRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury



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And here is a (mostly) IO'd out build. This is actually close to what I use on live, and it does very well to serve me for both PvE and PvP.

Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php

SSEla - All Around Utility with IOs: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx:39(7), C'ngImp-Dmg/Rchg:39(7), C'ngImp-Acc/Dmg/Rchg:39(17), C'ngImp-Acc/Dmg/EndRdx:39(25), C'ngImp-Dmg/EndRdx/Rchg:39(34)
Level 1: Charged Armor -- ResDam-I:50(A), ResDam-I:50(3), ResDam-I:50(3)
Level 2: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/EndRdx:50(23), C'ngImp-Dmg/EndRdx/Rchg:50(25)
Level 4: Conductive Shield -- ResDam-I:50(A), ResDam-I:50(5), ResDam-I:50(5)
Level 6: Combat Jumping -- Jump-I:50(A)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(23)
Level 10: Static Shield -- ResDam-I:50(A), ResDam-I:50(13), ResDam-I:50(13)
Level 12: Hurdle -- Jump(A), Jump(40)
Level 14: Super Jump -- EndRdx-I:50(A), Jump-I:50(40)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(43)
Level 18: Rage -- HO:Membr(A), HO:Membr(19), HO:Membr(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Grounded -- Aegis-Psi/Status:50(A), ImpSkn-Status:30(46)
Level 24: Stimulant -- IntRdx(A)
Level 26: Aid Self -- Heal-I:50(A), Heal-I:50(27), IntRdx-I:50(27), IntRdx-I:50(29), RechRdx-I:50(29), RechRdx-I:50(31)
Level 28: Lightning Reflexes -- Run-I:50(A)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(33), Sciroc-Acc/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:50(34), Sciroc-Dam%:50(34)
Level 35: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc:50(37), Efficacy-EndMod/EndRdx:50(37)
Level 38: Power Surge -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39), ResDam-I:50(40)
Level 41: Lightning Field -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(42), Sciroc-Dmg/Rchg:50(42), Sciroc-Acc/Rchg:50(42), Sciroc-Acc/Dmg/EndRdx:50(43), Sciroc-Dam%:50(43)
Level 44: Mu Lightning -- HO:Centri(A), HO:Centri(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(45), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Dmg/EndRdx:50(46), Dev'n-Dmg/Rchg:50(46)
Level 47: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dam%:50(50)
Level 49: Taunt -- RechRdx-I:50(A), Taunt-I:50(50)
------------
Level 1: Brawl -- KntkC'bat-Knock%:35(A), T'Death-Dam%:40(37), P'ngS'Fest-Stun%:30(39)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+5.5% DamageBuff[*]+6.25% Defense(Psionic)[*]+6.25% Defense(AoE)[*]+48% Enhancement(Accuracy)[*]+26.3% Enhancement(RechargeTime)[*]+81.3 (6.75%) HitPoints[*]+MezResist(Confused) (Mag 27.5%)[*]+MezResist(Held) (Mag 27.5%)[*]+MezResist(Immobilize) (Mag 34.1%)[*]+MezResist(Sleep) (Mag 27.5%)[*]+MezResist(Stun) (Mag 27.5%)[*]+MezResist(Terrorized) (Mag 27.5%)[*]+4% Recovery[*]+42% Regeneration[*]+1.58% Resistance(Fire)[*]+1.58% Resistance(Cold)[*]+6.25% Resistance(Negative)[*]+3.13% Resistance(Toxic)[*]+10.5% Resistance(Psionic)[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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|-----------------------------------------------------------------------------|
</pre><hr />

Here is a sample 'dream IO build' I conjured up based on the above two builds.

Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php

SSEla - All Around Utility with IOs: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx:39(7), C'ngImp-Dmg/Rchg:39(7), C'ngImp-Acc/Dmg/Rchg:39(17), C'ngImp-Acc/Dmg/EndRdx:39(25), C'ngImp-Dmg/EndRdx/Rchg:39(34)
Level 1: Charged Armor -- ResDam-I:50(A), ResDam-I:50(3), ResDam-I:50(3)
Level 2: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/EndRdx:50(23), C'ngImp-Dmg/EndRdx/Rchg:50(25)
Level 4: Conductive Shield -- ResDam-I:50(A), ResDam-I:50(5), ResDam-I:50(5)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 8: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(11), Hectmb-Acc/Dmg/Rchg:50(11), Hectmb-Acc/Rchg:50(15), Hectmb-Dmg/EndRdx:50(15), Hectmb-Dam%:50(23)
Level 10: Static Shield -- ResDam-I:50(A), ResDam-I:50(13), ResDam-I:50(13)
Level 12: Hurdle -- Jump(A), Jump(40)
Level 14: Super Jump -- EndRdx-I:50(A), Jump-I:50(40)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(43)
Level 18: Rage -- HO:Membr(A), HO:Membr(19), HO:Membr(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Grounded -- Aegis-Psi/Status:50(A), ImpSkn-Status:30(46)
Level 24: Stimulant -- IntRdx(A)
Level 26: Aid Self -- Heal-I:50(A), Heal-I:50(27), IntRdx-I:50(27), IntRdx-I:50(29), RechRdx-I:50(29), RechRdx-I:50(31)
Level 28: Lightning Reflexes -- Run-I:50(A)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Dam%:50(33), Armgdn-Dmg/EndRdx:50(34), Armgdn-Acc/Rchg:50(34)
Level 35: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc:50(37), Efficacy-EndMod/EndRdx:50(37)
Level 38: Power Surge -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39), ResDam-I:50(40)
Level 41: Lightning Field -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(42), Sciroc-Dmg/Rchg:50(42), Sciroc-Acc/Rchg:50(42), Sciroc-Acc/Dmg/EndRdx:50(43), Sciroc-Dam%:50(43)
Level 44: Mu Lightning -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dmg/EndRdx:50(46), Apoc-Dam%:50(46)
Level 47: Ball Lightning -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50), Ragnrk-Knock%:50(50)
Level 49: Taunt -- RechRdx-I:50(A), Taunt-I:50(50)
------------
Level 1: Brawl -- KntkC'bat-Knock%:35(A), T'Death-Dam%:40(37), P'ngS'Fest-Stun%:30(39)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+6.5% DamageBuff[*]+8.13% Defense(Psionic)[*]+3.13% Defense(AoE)[*]+68% Enhancement(Accuracy)[*]+62.5% Enhancement(RechargeTime)[*]+76.8 (6.38%) HitPoints[*]+MezResist(Confused) (Mag 27.5%)[*]+MezResist(Held) (Mag 27.5%)[*]+MezResist(Immobilize) (Mag 31.9%)[*]+MezResist(Sleep) (Mag 27.5%)[*]+MezResist(Stun) (Mag 27.5%)[*]+MezResist(Terrorized) (Mag 27.5%)[*]+13.5% Recovery[*]+36% Regeneration[*]+7.56% Resistance(Fire)[*]+7.56% Resistance(Cold)[*]+3.13% Resistance(Negative)[*]+15% Resistance(Toxic)[*]+8% Resistance(Psionic)[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />


This is the conclusion of my guide. I hope everyone finds this very useful. If any of you spot any inaccuracies in what I've posted, let me know in this thread or via PM. I'll do my best to fix them ASAP.


@Kalen on Virtue

 

Posted

You forgot to mention Fitness in your power pools section. Most people know why you want it, but you might want to put it in for the sake of completeness.


 

Posted

Thanks! Yes, I forgot. Fitness is *definitely* included in that list.


@Kalen on Virtue

 

Posted

Great job on the guide...brb faving


 

Posted

I have a lvl 39 DBlades/Ela Brute.

You forgot to mention that Fear is a problem with this build. With my WP brute I cary lots of blues due to carnival and sappers. With this build I have to carry around lots of "break frees" due to fear and confuse. Fear is the worst though.

Great guide!


 

Posted

True, that is one hole this build will have... you could only ever have fear protection if you grabbed tactics. Fear is nasty in PvP situations.


@Kalen on Virtue

 

Posted

No End Reds in the 3 shields?

How do you and I guess everybody run the shields with no end reds in em? I tired that and had end problems Even at lvl 50? I am ding something wrong? Mis-understanding? What?

Once I put 1 end red in all Shields I had little end problems but if theres a way to NOT need em I'd rather use the 3 slots elsewhere?


 

Posted

[ QUOTE ]
No End Reds in the 3 shields?

How do you and I guess everybody run the shields with no end reds in em? I tired that and had end problems Even at lvl 50? I am ding something wrong? Mis-understanding? What?

Once I put 1 end red in all Shields I had little end problems but if theres a way to NOT need em I'd rather use the 3 slots elsewhere?

[/ QUOTE ]

I run with Endreds only in Footstomp and and KO Blow. Power Sink is up often enough to offset any problems.

EDIT: Of course, I also have three in Lightning Field. Kinda hard to run it without 'em.


@Demobot

Also on Steam

 

Posted

1 or 2 in Foot stomp and and KO Blow? I have 1 in each and as you said 3 in LF but I have no end after just a few attacks and hitting P sink ASAP? Something isn't right?


 

Posted

I strongly encourage getting endurance reductions in the most often used attacks. You can mix and match cheap IOs to achieve this endurance reduction. These end reductions are ESSENTIAL pre-Power Sink and highly encouraged post Power-Sink.


 

Posted

[ QUOTE ]
I strongly encourage getting endurance reductions in the most often used attacks. You can mix and match cheap IOs to achieve this endurance reduction. These end reductions are ESSENTIAL pre-Power Sink and highly encouraged post Power-Sink.

[/ QUOTE ]

Yes, exactly. Listen to this guy.


@Kalen on Virtue

 

Posted

One thing that is interesting that I'm trying on my SS/ELA is putting one Force Feedback chance for +rech in each Haymaker, Punch, KO Blow, Footstomp and Hand Clap. It procs fairly often with the AoEs, which means the AoEs are coming back quicker which means there's more chance for a proc. Fun stuff.


Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)

Ice/Kin Guide

 

Posted

Be careful because the surpression times on FF +rech mean it could surpress itself over and over again ... see Inventions Lab forum for details.


"Sometimes you have to roll the Hard Six." -- Adama
Teabagging Ms. Liberty - http://kk-comics.com/allmmproject/rsf21.jpg

 

Posted

Thanks for the guide, I.T. !

A question
CJ . . . I see you didn't slot it.

If you had the vet reward, and
If you didn't have to take CJ to get SJ,
would you still take CJ?

If not, what would you fit into the build instead?
.


 

Posted

Holy Necrothread!

Just so you know, this build is quite outdated. Some new things to take into account would be the Heal/Regen change to Conserve Power (now called Energize). Also, Rage's crash has changed from "Only Affecting Self" to a massive damage debuff and defense debuff, not to mention the endurance crash.


Just my opinion, feel free to disregard...

 

Posted

Quote:
Originally Posted by W Peace View Post
Holy Necrothread!

Just so you know, this build is quite outdated. Some new things to take into account would be the Heal/Regen change to Conserve Power (now called Energize). Also, Rage's crash has changed from "Only Affecting Self" to a massive damage debuff and defense debuff, not to mention the endurance crash.
Holy Newsflash!!

Sort of thanks for that.
A lot of us do know to research where we can to research those changes that have happened since the guides have aged.

But if you know how the guides go ....
you know that you have to take what you get in those guides.

While this one is aged, it appears to be the most recent.
Please point out any more recent SS/Elec if you think there is any better than this!


 

Posted

The guide is in a definite need of an update; I haven't played CoH in a while, haven't had the time. College (as well as Borderlands!) have been keeping me from it! From what experience I have after respeccing into Energize, it is very powerful. Definitely useful. It's even possible to play without Stamina, especially if you've got some +rech from IO's. Maybe when Going Rogue comes around I will look into giving the guide a revision. Or when I have more time over winter break. We'll see.

As for your previous question: CJ is nice because it allows for better mobility in combat. Better than SJ. (At least, in PvE). Slot it with a Karma +Acc unique if you like, or a LotG +7.5% if you have the money. If you can afford it, slot the LOTG +7.5%. Totally worth it. I am unsure what else I would take. I guess it depends on what your patron is?


@Kalen on Virtue

 

Posted

This guide is currently being revised with more current considerations for I16.

I still loooove SS/Elec and I'm experimenting with new ideas and builds. So, if anyone out there has a good build (maybe a good +rech or S/L softcap build?) let me know. I will post the build in this guide and give you full credit for it. I feel that SS/Elec is one of the most intriguing, if not most awesome brute combos there is.


@Kalen on Virtue