Guide to the Superstrength / Willpower Brute


Akuma_Mishima

 

Posted

A Guide to the Super Strength / Willpower Brute
Created i11

SS/WP is a great combo. It’s a great solo build as well as powerful Team build. Top notch survival, good singlet target damage, a great aoe, and very useful soft control.

*Disclaimer: I’m not very IO set savvy. I use some procs and some Globals, but I’m not interested in hunting down lots of sets nor am I interested in researching which sets are best for maximum efficiency. If you would like to leave comments recommending sets you are more than welcome to.

[u]General Brute Advice[u]:

You may have heard that Fury is key to playing a Brute, to this experienced Brute player this a lesson learned early on. Building Fury as early as possible is a foolproof strategy, and managing endurance makes it easier to do. Early on, you’ll want to slot for Endurance reduction instead of damage, then once you have the tools to help endurance management, you’ll be able to add damage slots.

Remember that powerset selection is one of the Brute AT’s many tools. If you want to be a tank, or have great controls, or boost damage, or keep your endurance capped there are powersets that support these roles. But it’s hard for any single Brute to fulfill every role. Learn the limitations of Super Strength and Willpower to use it to the fullest potential. There are many things it can do without any help, but also several roles it cannot hope to fill without external support.

[u]Super Strength base stat info, slotting, and recommendations[u]:

1.Jab
Single target melee attack.
Animation time: 1.07 seconds
Recharge: 2 seconds
Cost: 3.54 End
28.36 Smashing damage @ lvl 50
7.156 second Mag 2 Stun (10% chance)
Recommended slotting: 1 End, 1 Acc

I didn’t take Jab on my SS/WP but some maintain that if slotted it will provide better DPS than Punch. Many also take it purely to build Fury.

2.Punch
Single Target melee Attack
Animation time: 1.2 seconds
Recharge: 4 seconds
Cost: 5.2 End
41.71 Smashing damage @ lvl 50
0.67 Knockback (30% chance)
Recommended slotting: 3 Dmg, 1 Acc, 1 Rchg, 1 Force Feedback chance for +Recharge

I took this instead of Jab early on, the damage is ok until you factor in Fury and Rage. These damage boosts significantly increase the damage. In conjunction with Brawl/Jab/Boxing it’s going to be used to build Fury when you need it quick. Ideally, I placed 3 Nucleolus’s, 1 End, 1 Rech, and 1 FF Chance for Recharge to reduce the end cost and keep it recycling fast. (As a side note, if you did not know this already, any Knockback powers with magnitude less than .75 will knock mobs down where they stand).

3. Haymaker
Single Target melee attack
Animation time: 1.5 seconds
Recharge time: 8 seconds
Cost: 8.53 End
68.4 Smashing damage @ lvl 50
0.67 Knockback (60% chance)
Recommended slotting: 3 Dmg, 1 Acc, 1 End, 1 Rechg

The archetypical tier 3 melee attack. It does good damage for it’s recharge. This combined with Punch will be what you typically use to dispatch minions / lieutenants when you want to save your long-recharge powers. This power has a great chance to knockdown mobs, keeping them from attacking without knocking them back. Ideally, I put 3 Nucleolus’s, 1 End cost, and 2 Recharges.

4. Handclap
PBAoE, Radius 15ft
Animation time: 1.23 seconds
Recharge time: 30 seconds
Cost: 13 End
9.536 mag 2 Stun (with a 50% chance for an additional mag 1 stun to stack)
5.193 Knockback
Recommended slotting: ???

DO. NOT. WANT.
Hands down Super Strength’s worst power. It will knockback all those juicy tightly packed mobs, which is bad gameplay to begin with but 100% anti-productive to Willpower’s Rise to the Challenge (which works off of mobs in melee range). If that isn’t bad enough, its starting Accuracy is 20% lower than the typical attack. This combined with Mu Patron’s Immob will make a short ghetto Hold, but that’s too much investment for too little return in my opinion.

5. Knockout Blow
Single Target melee attack
Animation: 2.23 seconds
Recharge time: 25 seconds
Cost: 18.51 seconds
148.48 Smashing dmg
11.92 Mag 3 Hold
7.789 Knockup
Recommended slotting: 3 dmg, 1 Acc, 1 End, 1 Rchg

Super strength’s premiere single target damage attack, as well as great mitigation. The hold will only one shot lieutenants and below and it’s unlikely that you’ll be able to stack 2 or more KO Blows to Hold Bosses. However, the knockup is the real mitigation, it will keep bosses and EBs from doing real harm to you. Combine the Knockdown from Punch, Haymaker, and KO Blow and you’ll be able to keep most mobs on the ground/in the air for the majority of the fight (one on one). An often-overlooked bonus is that KO Blow comes so early. At level 8, you’ll have a significant portion of your attack chain filled. The power comes with an inherent 20% bonus to Accuracy. Ideally slotted, I put 3 Nucs, 1 End, 2 Rchgs.

6. Taunt
Targeted AoE, Radius 15 ft, Range 70ft
Animation time: 2.67
Recharge time: 10 seconds
No end cost
Max targets: 5
41 Second Mag 4 Taunt
Recommended slotting: 1 Range or 1 Recharge or 1 Taunt Duration

I did not take this on my SS/WP. Brute attacks come with a short mag 4 taunt that can be used to taunt most enemies (pvp and AVs excluded), combine this with WP’s taunt aura and most of your taunting needs are satisfied. That said, Taunt is good for making sure you get the brunt of enemy attacks therefore building and maintaining fury easier. For PvE, it’s autohit, while it requires a Tohit check and accuracy in PvP.

7.Rage
Self affecting Buff, Special
Animation time: 1.17 seconds (Skippable?)
Recharge time: 240 seconds
Cost: 5.2 seconds
20% Tohit Buff for 120 seconds, 80% damage buff for 120 seconds
After 120s player receives -25 Endurance to self, -20% Defense to self, -9990% Damage to self
Recommended slotting: 3 Recharge (3 Tohit, optional)

One of Superstrength’s signature powers. It’s more or less a permanent buildup effect that can stack if you get hasten and build for recharge bonuses. This becomes a lifesaver when Smashing resistance is more or less the norm in higher level play.
*Recently Rage was changed from an Only Affecting Self period. This time didn’t allow you to activate your powers to mitigate damage, and more importantly it shut down Rise to the Challenge entirely. This made Rage Crashes very dangerous for WP Brutes. It is now much safer, but Castle has claimed he will be looking at this power once more come i12.

8. Hurl
Ranged single target attack, range: 80 ft
Animation time: 3.83 seconds (!)
Recharge time: 8 seconds
Cost: 9.36 End
68.4 Smashing damage
7.789 Knockback (50% chance), -1 Fly for 15 seconds (target can not fly)
Recommended slotting: 3 Damage, 1 Acc, 1 End

I didn’t take this power because the animation time is very long. This unfortunate feature combined with its Haymaker damage will ruin any chance of decent DPS. As a survival caveat long animations can be deadly for WP Brutes, while you’re busy trowing dirt the spawn around you is making you hurt. You could be clicking footstomp or even using your quicker attacks to knockdown several targets, or really anything more useful than trowing dirt.

9.Footstomp
PBAoE, Radius 15ft, Max targets: 10
Animation time: 2.1 seconds
Recharge time: 20 seconds
Cost: 18.51 End
59.22 Smashing damage
0.67 Knockback (80% chance)
Recommended slotting: 3 Damage, 1 Acc, 1 Rchg, 1 End

This is an excellent power for any Brute and especially for WP. It does a good amount of damage, in a large area. Combined with Fury and Rage it’s very powerful. It comes in handy for WP due to the large chance to knockdown many targets. This keep mobs on the ground fueling your regen (through RttC) hopefully long enough to get hit with it again. You team mates will enjoy the damage mitigation because it’s such a large area, and because it’s knockdown the other melee’s won’t need to run all over the place. Ideally slotted, I put 3 Nucs, 1 End, 1 Rchg, and 1 FF Chance for +Recharge

[u]Willpower base stat info, slotting, and recommendations[u]

1.High Pain Tolerance
Auto power
5.625% Resistance to all damage types, 20% boost to Maximum Health (50% enhanceable)
Recommended slotting: 3 Heals, 3 Res

This passive buff to HP and Resistance is invaluable in early levels, and while the resistance loses its luster slightly it’s still all-encompassing and keeps your brute from having any large ****** in the armor. The boost to HP can only be pushed to about 30% with three regular SOs.

2.Mind Over Body
Toggle
Cost: 0.208 End / second
16.875% Resistance to Smashing and Lethal damage, 15% Resistance to Psychic damage.
Recommended slotting: 1 End, 3 Res

This power is unique because it provides a substantial resistance to psychic damage, more or less useless to heroes early on but villains encounter psy damage much more frequently from Fortunatas. Another interesting feature is that this power is easily pushed off until the mid to late 20s. As mentioned at the beginning of this guide, Endurance management is key to building and maintaining Fury, and early on toggles and attacks can be very expensive. A WP can save end by using Fast Healing, High Pain Threshold, Indomitable Will, and Rise to the Challenge and selecting Mind over Body later on. Survival is not particularly compromised but make sure to pick it up eventually.

3.Fast Healing
Auto power
75% boost to Regeneration
Recommended slotting: 3 Heals

Fast healing provides a better boost to Regen than Health from the Fitness pool, but not by a huge amount. It’s a good power, giving you some passive Regen that’ll cut down time in between spawns and supplant Rise to the Challenge’s regeneration boost. Fast Healing also provides a small boost to regeneration debuff resistance, however many regen debuffs I come across seem powerful enough to overcome this resistance.

4.Indomitable Will
Toggle
Cost: 0.208 End / second
7.5% Defense to Psychic damage
Protection against Disorient, Hold, Sleep, Fear, Confusion Mag 10, Knockback -10
Recommended slotting: 1 End, 3 Def

The archetypical melee mez protection. Not so archetypical is the wide variety of mezzes and statuses it protects against. Fear and Confusion are infrequently resisted in other powersets and usually at the expense of one of the other mezzes being dropped. Also, IW grantes a noticeable amount of psychic defense.

5.Rise to the Challenge
Toggle PBAoE 5-7ft? Radius
Cost: 0.208 End / second
100% Regen bonus for the first enemy that enters into melee, 25% Regen bonus for each subsequent enemy that enters into melee (the first enemy will net you 125% regen however)
3.75% Tohit debuff to enemies that enter into melee
*** Second Mag 4 Taunt
Recommended slotting: 1 End, 3 Heals

Perhaps Willpower’s centerpiece power, RttC is the vengeful son of the two spited powers: Invincibility and toggle Instant Healing. You will be tailoring your play style to RttC more than any other power in the set. The typical strategy is to get as many mobs surrounding in melee as you can, keep them from staying at range. This will fuel your regen to considerable levels. RttC also possesses a small tohit debuff that will help your defenses when you get Heightened Senses, but loses potency when you begin to fight enemies higher than your current level.

6.Quick Recovery
Auto power
30% boost to recovery
Recommended slotting: 3 End mod

QR finally makes it’s Villainous debut, and on a brute no less. Quick Recovery provides a stronger boost to recovery than Stamina, and comes around the same time. This power eliminates any endurance troubles you had before taking it.

7.Heightened Senses
Toggle
Cost: 0.208 End / second
2.4975% Defense to Smashing and Lethal damage; 9.75% Defense to Fire, Cold, Energy Negative
??? Resistance to Defense Debuffs
???ft Bonus to perception
Recommended slotting: 1 End, 3 Def

HS provides decent defense to most of the exotic damages in the game, and small defense to smashing and lethal. Some people believe this power can be skipped, but the times an enemy misses are times when you’re able to regen life back unimpeded. It, combined with your resists, will allow RttC to do it’s job better. As an added bonus, you can now see those Bane Spiders before they AS you (cheaters!) and Black Widow –Perception grenades are less of a threat (especially with Rage counteracting the –Tohit associated).

8.Resurgence
Click
Self Resuscitate
Full heal, 50 Endurance granted
28% bonus to damage, 21% bonus to Tohit, 50% boost to recovery, 100% bonus to Recharge reduction for 90 seconds
21% debuff to Tohit, 16% debuff to damage for 45 seconds (delayed 90 seconds)
Recommended slotting: 1 End mod

Perhaps WP’s most easily skipped power. The idea supporting self rez is simple, your character has KO’d and this will bring you back into the fight relatively quickly. The common argument against self rez is a little more persuasive, how about you provide a power that keeps my character from dying in the first place? Unlike Dark Armor’s rez or Fiery Aura’s rez, Resurgance provides no guarantee that the same enemies who just killed you won’t be killing you again. However, Resurgence does provide a noticeable buff to Tohit and Damage, as well as an undocumented buff to recharge rate and recovery (in effect, almost mirroring Radiation Emission’s Mutation). One End mod IO will allow you to regain 75%-80% of your endurance after rezzing, that’s why I recommend it. If you take this power, I suggest reviewing your build to make sure you have all the useful powers you want. Your WP Brute will die, and at least it’s not Regeneration’s Revive.

9.Strength of Will
Click
18.75% Resistance to Smashing and Lethal damage
9.375% Resistance to Energy, Negative, Fire, Cold, Psychic, and Toxic damage
20% Buff to recovery
Mag 8Protection from Hold, Stun, Sleep, Immob, and Knockback, Can be used while effected by these statuses
120 second duration, 300 Recharge (cannot be buffed or debuffed)
-50 Endurance (delayed 120 seconds)
Recommended slotting: 3 Res

Willpower’s Tier 9 “Godmode” click. Its levels of protection don’t match Unstoppable, Powersurge, Overload, Elude, or Moment of Glory (seems weird to reference MoG these days). However, SoW is up much more often than any of these powers (except MoG), and lasts substantially longer than MoG. The Crash associated with SoW is very small compared to the crashes of other Tier 9’s, most will either drain all of your Endurance or drain both your End and virtually all of your HP. As an added bonus, if you find yourself held, slept, or stunned, you can use this like a breakfree.

[u]Suggested Power Pool Selection[u]:

Fitness:

Is Stamina needed? No. But without massive +Recovery IOs and set bonuses, 4+ toggles and End heavy SS attacks can take its toll on QR. Stamina and QR allow you to smash indiscriminately.

Fighting

Tough is very helpful for WP Brutes. It provides an 18% bonus to s/l resistances when slotted(iirc), this helps when mob s/l damage becomes noticeably more dangerous in the 30s. Many Brutes also take Weave, I find that an /EA brute or an /SA brute gets more out of this. WP doesn’t have the glaring Psychic damage hole that both of these has (/SA while in Granite, and /EA’s Stealth power’s small def to all). WP already has substantial defense to most sources (no toxic defense of course), and this would put your toggle count at 6 (or 7 if you take Combat jumping).

Speed

Hasten provides little to no benefit to WP. However, it works very well with SS. All your attacks will recharge quicker allowing you to:
A. Build and maintain Fury easier.
B. Double stack Rage (160% dmg boost, 40% Tohit boost) easier.
C. Keep Bosses and Elite Bosses knocked down more.
D. Footstomp, FootStomp, Footstomp more to obliterate mobs as well as keeping them from attacking you.

Travel Power

This is purely the player’s decision. WP used to have an Immobilization hole in it’s Mez protection necessitating Combat Jumping, but since it’s been changed it’s no longer needed. I chose Super Jump because it affords you good vertical and horizontal mobility.

[u]Patron Power Selection Recommendations[u]

Mu and Soul Mastery

I placed these two sets together because they’re typically regarded as the two best PvE patron pools ( don’t know what’s best for PvP the consensus changes depending on who you ask). Both sets have very quick animations allowing you to attack or move more, and aoes that allow you to stay in the middle of the action.

I recommend Mu’s two blast powers, Mu Lighting (single target) and Ball Lightning (aoe). Mu Lighting is blast that does slightly less damage than Haymaker, it’s all energy damage, and it even saps a small portion of endurance. Ball Lightning is an aoe that does Whirlinghands damage (mediocre-moderate) but it does so over a large aoe with a 15 ft radius (Footstomp), the bad news is that half of the damage is over time. I’ve found that Mu Lightning is powerful enough to use in melee ranged attack chains as well as ranged shots. Ball Lightning’s damage isn’t enormous, but if used at the beginning of an attack chain its dot effect isn’t quite so annoying. Electric Fences will stop knockback and therefore keep mobs from falling, if you have a need for an aoe immobilization I’d suggest looking elsewhere.

I have an equal but opposite opinion of Soul Mastery. Gloom (single target blast) and Dark Obliteration (aoe) are both good powers for a Brute to use. Gloom does just under a Haymaker of damage, it’s all negative dmg, but unfortunately it’s damage over time; Gloom also possesses a small tohit debuff. Dark Obliteration does whirlinghands damage just like Ball lightning, but the damage is all upfront and negative. Soul’s immob is a cone, this will force you to leave the fray (and therefore your substantial regen) to use it, or force you to use it before engaging and risk immobing them too far away to activate RttC.

Mace

Mace’s animations are longer than Mu/Soul’s, is subject to redraw adding even more time, and it’s blasts are half smashing. However, the immob is aoe and won’t kill footstomp’s knockdown. This will allow you to stay in melee as well as enjoy the mitigation of SS, however useful you find this.

Leviathan

Mako provides you with even longer animations, and only cones. I highly recommend against taking this set. Running out of RttC range, and long animations will get your WP killed. Personally, I could do without farting sharks and spitting goop regardless of gameplay disadvantages.

[u]Some Strategies Gleaned from Experience[u]:

Willpower can take the Alpha

It’s easy to assume that WP’s low Resistances and low Defenses will keep it from surviving the alpha when teaming. Thankfully, with HPT’s HP increase and some mitigation, a willpower brute will be able to successfully take the alpha and survive. I even recommend this to ensure mobs stay within range of RttC.

Will WP always be able to take the alpha? No, bosses, elite bosses, and AVs can put a crimp in survival. Sometimes they resist knockdown, sometimes they hit harder than you expect, in these situations it’s important to understand what went wrong and hopefully avoid them in the future.

Always Attempt to Gather mobs into RttC range

Rise to the Challenge is perhaps, as said above, WP’s most important power. Recognize which mobs prefer ranged attacks and which ones prefer melee. Engage the melee then move to the ranged ones, so that the melee follow you. Profit. If need be, pull them to a corner and attempt to jump in the middle.

Prioritize Mobs to Benefit RttC best

Now that you’ve gotten the mobs around you, are there any other pro-strats to help me? Why yes, there is. You may have noticed that RttC’s regen bonus ignores enemy rank. That even con minion will net you the same regen buff as that lvl 54 Statesmen. This, however, ignores that these mobs are attacking you. An even con mob will be doing much less damage than a Boss, and therefore allow you to regen more. So, what’s the strategy? Once all mobs are in melee, take out the ones that do the most damage. That way, you’ll be maximizing the Regen provided by RttC, this is especially apparent when it’s down to the last mob and you’ll be wishing you killed that Gunslinger first while leaving the operations engineer last.

Prioritize the Mitigation properties and the Damage properties of your attacks

You’ve probably already gathered by now that SS provides excellent mitigation by knocking an enemy down preventing him from attacking. It’s important enough to reiterate however, that even though you may not have very much fury, sometimes it’s wiser to use Footstomp to drop the spawn to it’s knees or KO Blow to send the bosses flying, than to wait for a higher damage bonus. In the end, you will survive longer.

Concluding Remarks and Thanks

This is a very fun Brute set for reasons stated (sometimes ad nauseum) above and perhaps for reasons you’ll find out yourself.

I’d like to thank Red Tomax for Super Strength numbers, and for making a wonderful resource in general (City of Data). I’d also like to thank EvilGeko for providing WP numbers, allowing me to write this away from CoV on my laptop. Thanks go to Krytical, Ostrakon, Candlestick, and the Brute Forum at large for providing a relatively sane, helpful, and fun AT Forum. Thanks also go to Castle and Pohsyb, and the other Devs responsible for the Attribute Monitor.

SMASH


 

Posted

Tips:

Air Sup. Man, If you haven't played /WP with Air Sup, your missing out. Definitely the pick for level 6, except for possibly Stone/WP.

Used (and continue to use) it from 1-50, and it boosts survival more then you'd think possible.

Tough & Weave are equally useful in my books. Weave boots your defense to reasonable level, and what you don't have resists against, you have defense against, so its important. QR + Stam gets you through any trouble with running the toggles, you just have to slot for some endredux along with the normal defense/res slotting.

Honestly, I must say that my brute became the most sturdy around level 45. Tough Weave, SoW, Air Sup, all 4 toggles... all properly slotted, it definitely makes /WP one of the strongest.

That said, if your thinking of skipping Tough or Weave, or SoW, realize that your ability to fight against toxic foes, and Environmental damage foes is less.

HPT is great to be slotted with 3(or 2 if you have to stretch) Health, 2 (or 1 if your stretched) Res.
Some slot MoB or FH etc. first, but make sure you have HPT 3slotted when you hit SOs, it makes a huge difference.


 

Posted

Maybe not the right place for this?
Double rage does not seem to equal 160% damage booste. I can't sware to it, but it looks to be that way.
With fury usually going on at the same time it's easy to think it works, but testing and keeping fury bottomed out makes me believe this is not allowed to occur.
I have haste, and Rage and 101% recharge on Rage to make the double rage overlap well and I just don't see a double rage effect.


 

Posted

Dont know if this is just me but with my 2 vet power attacks (black wand and sound of mu) i didnt need jab due to the recharge of my main powers was such that i only could use them in the few seconds between affrer use. Tha and braul is better and you dont have to use a level to get it. the only down side to the vet is that fury dosnt have any effect on the damadge but on the up it count tords adding to it.



Knowledge is power.
Power corrupts.
Study Hard. Be evil.

 

Posted

The two vet attack powers will also continue to cause their usual amount of damage even during the rage crash.

<.<
>.>

If they hit

*edited typo*


Creepy - Claws/WP Clown - 50 - August 10, 2008
Juniper's Daughter - Fire/Regen Scrapper - 50 - April 12, 2009
Fae Leigh - Grav/Kin Troller - 50 - May 30, 2010

 

Posted

Nice guide, very well done. One thing, I will second the Air Sup. I have a SS/Inv Brute and Air Sup is a constant part of my attack chain, especially against Bosses/EBs/AVs. I have it slotted for acc/recharge. Not worried about the amount of damage from it, just want the punching bag to stay on his/her back.

Plus with the new change to Rage, since you can still do your attacks for the status effects are great. I don't mind hitting an EB with Air Sup. to keep him knocked down while I wait for the Rage -downer to pass.


 

Posted

You said you'd welcome IO slotting tips, so I've got some.

Any attack that is at least 5-slotted should get Crushing Impact. Take all the set enhancements except the Acc/Damage, because you won't be needing the extra accuracy. I have 3 CI sets in my powers at lvl 36 (Haymaker, Punch, and KoB), and I have 95% overall chance to hit against +5 mobs. If it's a 6-slotted attack, fill the last slot with an end reducer or recharge reducer, depending on your overall recovery. 5 CI enhancers will grant extra HP, as well as 7% global accuracy and 5% global recharge buffs. It's also readily available, for the most part.

For Foot Stomp, I plan to eventually 6-slot it with Armageddon, but that's not until lvl 50. Until then I'll just use non-set IOs (3 Damage 3 Recharge).

For Heightened Senses, you can try Luck of the Gambler, or put a couple Serendipity enhancers in it if LotG is hard to find/too expensive.

For your resistance powers, you'll want to get the Steadfast Protection +3%def into one of them, and 2 of the Impervium Armor set into all 3 powers (for the recovery bonus).

That's all I've got for now.


 

Posted

is medicne needed for /wp brute?


 

Posted

Great post, I thought I'd do up a character based on this guide. The slotting is gonna be REAL expensive (two purple sets and several of the more sought after individual enhancers) but it seems to be worth it. He ends up with 52.5% +recharge time so Rage is perma with only three RechRdx and no Hasten. He has 70% Smash/Lethal resist before SoW as well as 42% Psionic Resist. I hope you like it.

Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/

Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(50)
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(7), ResDam-I:50(15), ResDam-I:50(36), ResDam-I:50(40)
Level 2: Haymaker -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(48)
Level 4: Fast Healing -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(7)
Level 6: Swift -- Run-I:50(A)
Level 8: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(9), Hectmb-Acc/Dmg/Rchg:50(9), Hectmb-Acc/Rchg:50(34), Hectmb-Dmg/EndRdx:50(46), Hectmb-Dam%:50(50)
Level 10: Indomitable Will -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(11), RedFtn-EndRdx/Rchg:50(11), RedFtn-Def/EndRdx/Rchg:50(15), RedFtn-Def:50(36), RedFtn-EndRdx:50(43)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Rise to the Challenge -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(17), Dct'dW-Heal/Rchg:50(17), Dct'dW-Heal/EndRdx/Rchg:50(31), Dct'dW-Heal:50(36), Dct'dW-Rchg:50(43)
Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Numna-Regen/Rcvry+:50(19)
Level 20: Quick Recovery -- EndMod-I:20(A), EndMod-I:20(21), EndMod-I:20(21)
Level 22: Stamina -- EndMod-I:20(A), EndMod-I:20(23), EndMod-I:20(23)
Level 24: Rage -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Mind Over Body -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(27), Aegis-EndRdx/Rchg:50(27), Aegis-ResDam/EndRdx/Rchg:50(31), Aegis-ResDam:50(37), Aegis-Psi/Status:50(43)
Level 28: Heightened Senses -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(29), RedFtn-EndRdx/Rchg:50(29), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(37), RedFtn-EndRdx:50(46)
Level 30: Air Superiority -- Acc-I:50(A)
Level 32: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(33), Armgdn-Dmg/EndRdx:50(37), Armgdn-Dam%:50(46)
Level 35: Boxing -- Acc-I:50(A)
Level 38: Strength of Will -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(39), Aegis-EndRdx/Rchg:50(39), Aegis-ResDam/EndRdx/Rchg:50(39), Aegis-ResDam:50(40), ImpArm-ResPsi:40(40)
Level 41: Tough -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(42), TtmC'tng-ResDam/EndRdx/Rchg:50(42), TtmC'tng-ResDam:50(42), TtmC'tng-EndRdx:50(50)
Level 44: Mu Lightning -- Acc-I:50(A), Dmg-I:50(45), Dmg-I:50(45), Dmg-I:50(45)
Level 47: Ball Lightning -- Acc-I:50(A), Dmg-I:50(48), Dmg-I:50(48)
Level 49: Summon Striker -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Jump-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]4% DamageBuff(Smashing)[*]4% DamageBuff(Lethal)[*]4% DamageBuff(Fire)[*]4% DamageBuff(Cold)[*]4% DamageBuff(Energy)[*]4% DamageBuff(Negative)[*]4% DamageBuff(Toxic)[*]4% DamageBuff(Psionic)[*]3.15% Defense(Fire)[*]3.15% Defense(Cold)[*]5% Defense(Ranged)[*]6.25% Defense(AoE)[*]52.5% Enhancement(RechargeTime)[*]44% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]56.2 HP (3.75%) HitPoints[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 8.8%[*]MezResist(Sleep) 2.2%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.2%[*]8% (0.13 End/sec) Recovery[*]8.82% Resistance(Fire)[*]8.82% Resistance(Cold)[*]14.4% Resistance(Toxic)[*]5.76% Resistance(Psionic)[*]10% RunSpeed[*]5% XPDebtProtection[/list]------------
[u]Set Bonuses:[u]
[u]Crushing Impact[u]
(Punch)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Haymaker)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Hecatomb[u]
(Knockout Blow)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[*] 5% Resistance(Toxic)[/list][u]Red Fortune[u]
(Indomitable Will)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Rise to the Challenge)<ul type="square">[*] MezResist(Terrorized) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[*] 1.26% Resistance(Toxic,Psionic)[/list][u]Aegis[u]
(Mind Over Body)<ul type="square">[*] 5% RunSpeed[*] 1.58% Defense(Fire,Cold)[*] 2.5% XPDebtProtection[*] 3.13% Defense(AoE)[*] 3.13% Resistance(Toxic)[*] 2.25% Resistance(Psionic)[/list][u]Red Fortune[u]
(Heightened Senses)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged)[/list][u]Armageddon[u]
(Foot Stomp)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[*] 5% Resistance(Toxic)[/list][u]Aegis[u]
(Strength of Will)<ul type="square">[*] 5% RunSpeed[*] 1.58% Defense(Fire,Cold)[*] 2.5% XPDebtProtection[*] 3.13% Defense(AoE)[/list][u]Impervium Armor[u]
(Strength of Will)<ul type="square">[*] 2.25% Resistance(Psionic)[/list][u]Titanium Coating[u]
(Tough)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 22.5 HP (1.5%) HitPoints[*] MezResist(Stun) 2.2%[*] MezResist(Held) 2.75%[/list]


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

 

Posted

Oops, sory, he only has 53.2% Smash?Lethal and 38.3% Psionic. The numbers I gave earlier were from my Will/SS Tanker. This guy doesn't quite get to the tanker levels. Sorry for any confusion.


Be a hero!!

 

Posted

Here's a leveling build that will take you from 1 to 50. There's no need for the Fighting Pool. Willpower does just fine without ANY help from Tough or Weave. With this build, there's very little (PvE-wise), that I can't go toe-to-toe with.

I have Jab because when Hasten is down, my attack chain is Air Superiority (set to Auto), Punch, Haymaker, Air Superiority, Brawl, Jab, Knockout Blow, Footstomp. It makes a very smooth attack chain.

Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Cherry Bloom: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed

Villain Profile:
Level 1: Punch -- Acc-I:50(A), EndRdx-I:50(3), Dmg-I:50(31), Dmg-I:50(37), Dmg-I:50(37), RechRdx-I:50(42)
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(7), ResDam-I:50(37), ResDam-I:50(43), ResDam-I:50(45)
Level 2: Haymaker -- Acc-I:50(A), EndRdx-I:50(3), Dmg-I:50(13), Dmg-I:50(25), Dmg-I:50(34), RechRdx-I:50(42)
Level 4: Fast Healing -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(7)
Level 6: Air Superiority -- Acc-I:50(A), EndRdx-I:50(9), EndRdx-I:50(43), Dmg-I:50(46), RechRdx-I:50(48)
Level 8: Knockout Blow -- Acc-I:50(A), EndRdx-I:50(9), Dmg-I:50(11), Dmg-I:50(13), Dmg-I:50(15), RechRdx-I:50(42)
Level 10: Indomitable Will -- DefBuff-I:50(A), EndRdx-I:50(11), DefBuff-I:50(25), DefBuff-I:50(40), EndRdx-I:50(45)
Level 12: Swift -- Run-I:50(A), Run-I:50(48)
Level 14: Fly -- Flight-I:50(A), Flight-I:50(15), Flight-I:50(46)
Level 16: Rise to the Challenge -- Heal-I:50(A), Heal-I:50(17), Heal-I:50(17), EndRdx-I:50(34), EndRdx-I:50(36), EndRdx-I:50(43)
Level 18: Rage -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19), ToHit-I:50(48), ToHit-I:50(50), ToHit-I:50(50)
Level 20: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Mind Over Body -- ResDam-I:50(A), EndRdx-I:50(23), ResDam-I:50(23), ResDam-I:50(40), EndRdx-I:50(45)
Level 24: Recall Friend -- EndRdx-I:50(A)
Level 26: Health -- Heal-I:50(A), Heal-I:50(27), Heal-I:50(27)
Level 28: Heightened Senses -- DefBuff-I:50(A), EndRdx-I:50(29), DefBuff-I:50(29), DefBuff-I:50(39), EndRdx-I:50(46)
Level 30: Stamina -- EndMod-I:50(A), EndMod-I:50(31), EndMod-I:50(31)
Level 32: Foot Stomp -- Acc-I:50(A), EndRdx-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(34), RechRdx-I:50(40)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 38: Strength of Will -- ResDam-I:50(A), ResDam-I:50(39), ResDam-I:50(39)
Level 41: Jab -- EndRdx-I:50(A)
Level 44: Hurdle -- Jump-I:50(A), Jump-I:50(50)
Level 47: Super Speed -- Run-I:50(A)
Level 49: Taunt -- Taunt-I:50(A)
------------
Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Fury
Level 0: Ninja Run
------------
Set Bonus Totals:
------------
Set Bonuses:




Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

That is a nice build. I personally avoid the Speed pool, 40+ toons not one with Hasten or Super-Speed. Yes I know, hearasy (sp?), but I am getting better I used to avoid both speed and Fitness.

Yes I agree that wilpower doesn't require Tough and Weave, but it helps absorb some of the larger alpha's. That way you're not taxing your regen so early in the battle.


Be a hero!!

 

Posted

Hasten is a great additon for SS/* because you can easily get double stacked Rage, and, if you play your cards right, triple stacked rage.

Double stacked Rage + 25% full Fury Bar = SMASH 'Em All!

In my original build, I actually took Boxing, Tough, and Weave. After taking Tough, I though, "Why did I do that? I already have a DB/WP at 50, so there's no need for it...". I left them unslotted, and never used Tough or Weave. Boxing was a filler, or for when the foe had only a few HP left, or when Hasten was down.

With my build, anything that doesn't have strong Knock resistance will spend most of the fight in the air or on its back. It's fun as all get out to face a SS/* Longbow, and beat them at their own game!

Oh, one side note about my build: Once you start, you don't stop until everything is dead. If it moves, you kill it. The Super Speed will help get you from mob to mob faster, meaning you lose less Fury between mobs. It's a fun and fast-paced build.




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Biggest Troll on the forums? I'll give you a hint:

 

Posted

Hi all

Nice builds!
I've used the advice here quite a bit for my own leveling and gotten my heroine to 50 rather fast for me. That's a lot to say seeing that I am a 45 month Vet and only have 2 50s to call my own. (yes, I am quite the altoholic)

I'd like to post this build a friend of mine came up with, and see what you all think of it. He told me he spent 1 billion on it to create it, all the recipes bought via the BM, as far as I know. Anyway, here it is.

(I will add the bonus's as an edit soon as I can.)

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Nates: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Punch <ul type="square">[*] (A) Pounding Slugfest - Accuracy/Damage[*] (37) Pounding Slugfest - Damage/Endurance[*] (43) Damage Increase IO[/list]Level 1: High Pain Tolerance <ul type="square">[*] (A) Resist Damage IO[*] (3) Resist Damage IO[*] (3) Resist Damage IO[*] (31) Numina's Convalescence - Heal[*] (31) Numina's Convalescence - Heal/Endurance[*] (31) Numina's Convalescence - Heal/Recharge[/list]Level 2: Haymaker <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (9) Crushing Impact - Damage/Endurance[*] (13) Crushing Impact - Damage/Recharge[*] (29) Crushing Impact - Accuracy/Damage/Recharge[*] (50) Crushing Impact - Accuracy/Damage/Endurance[/list]Level 4: Mind Over Body <ul type="square">[*] (A) Impervium Armor - Resistance/Endurance[*] (5) Impervium Armor - Resistance/Recharge[*] (5) Impervium Armor - Resistance/Endurance/Recharge[*] (34) Impervium Armor - Resistance[/list]Level 6: Fast Healing <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (7) Numina's Convalescence - Heal/Endurance[*] (7) Healing IO[/list]Level 8: Knockout Blow <ul type="square">[*] (A) Hecatomb - Damage[*] (9) Hecatomb - Damage/Recharge[*] (11) Hecatomb - Accuracy/Damage/Recharge[*] (27) Hecatomb - Accuracy/Recharge[*] (27) Hecatomb - Damage/Endurance[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Red Fortune - Defense/Endurance[*] (11) Red Fortune - Defense/Recharge[*] (13) Red Fortune - Defense/Endurance/Recharge[*] (29) Red Fortune - Defense[*] (39) Red Fortune - Endurance[/list]Level 12: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 14: Health <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (15) Numina's Convalescence - +Regeneration/+Recovery[*] (15) Healing IO[/list]Level 16: Rise to the Challenge <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (17) Doctored Wounds - Heal/Recharge[*] (17) Doctored Wounds - Heal/Endurance/Recharge[*] (37) Doctored Wounds - Heal[*] (37) Doctored Wounds - Recharge[/list]Level 18: Rage <ul type="square">[*] (A) Adjusted Targeting - To Hit Buff[*] (19) Adjusted Targeting - To Hit Buff/Recharge[*] (19) Adjusted Targeting - To Hit Buff/Endurance/Recharge[*] (34) Adjusted Targeting - Endurance/Recharge[*] (34) Adjusted Targeting - Recharge[/list]Level 20: Quick Recovery <ul type="square">[*] (A) Endurance Modification IO[*] (21) Endurance Modification IO[*] (21) Endurance Modification IO[/list]Level 22: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (23) Endurance Modification IO[*] (23) Endurance Modification IO[/list]Level 24: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (25) Recharge Reduction IO[*] (25) Recharge Reduction IO[/list]Level 26: Boxing <ul type="square">[*] (A) Accuracy IO[/list]Level 28: Heightened Senses <ul type="square">[*] (A) Red Fortune - Defense/Endurance[*] (36) Red Fortune - Defense/Recharge[*] (36) Red Fortune - Defense/Endurance/Recharge[*] (36) Red Fortune - Defense[*] (39) Red Fortune - Endurance[/list]Level 30: Tough <ul type="square">[*] (A) Impervium Armor - Resistance/Endurance[*] (40) Impervium Armor - Resistance/Recharge[*] (40) Impervium Armor - Resistance/Endurance/Recharge[*] (40) Impervium Armor - Resistance[*] (43) Endurance Reduction IO[/list]Level 32: Foot Stomp <ul type="square">[*] (A) Armageddon - Damage[*] (33) Armageddon - Damage/Recharge[*] (33) Armageddon - Accuracy/Damage/Recharge[*] (33) Armageddon - Accuracy/Recharge[*] (46) Armageddon - Damage/Endurance[*] (46) Force Feedback - Chance for +Recharge[/list]Level 35: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (39) Luck of the Gambler - Defense/Recharge[*] (42) Luck of the Gambler - Defense/Endurance/Recharge[*] (42) Luck of the Gambler - Defense[*] (42) Endurance Reduction IO[/list]Level 38: Strength of Will <ul type="square">[*] (A) Resist Damage IO[*] (43) Resist Damage IO[*] (50) Resist Damage IO[/list]Level 41: Mace Blast <ul type="square">[*] (A) Accuracy IO[/list]Level 44: Disruptor Blast <ul type="square">[*] (A) Ragnarok - Damage[*] (45) Ragnarok - Damage/Recharge[*] (45) Ragnarok - Accuracy/Damage/Recharge[*] (45) Ragnarok - Accuracy/Recharge[*] (46) Ragnarok - Damage/Endurance[*] (50) Force Feedback - Chance for +Recharge[/list]Level 47: Summon Blaster <ul type="square">[*] (A) Soulbound Allegiance - Damage[*] (48) Soulbound Allegiance - Damage/Recharge[*] (48) Soulbound Allegiance - Accuracy/Damage/Recharge[*] (48) Soulbound Allegiance - Accuracy/Recharge[/list]Level 49: Super Speed <ul type="square">[*] (A) Run Speed IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Fury
===

+10% DamageBuff [Smashing]
+10% DamageBuff [Lethal]
+10% DamageBuff [Fire]
+10% DamageBuff [Cold]
+10% DamageBuff [Energy]
+10% DamageBuff [Negative]
+10% DamageBuff [Toxic]
+10% DamageBuff [Psionic]
+3.75% Defense [Psionic]
+4.5% Max End
+70% Enhancement [Accuracy]
+55% Enhancement [RechargeTime]
+4% Enhancement [Heal]
+106.8 HP [7.13%] HitPoints
+6.6% MezResist [immobilize]
+2.2% MezResist [Terrorized]
+17% [0.28 End/Sec] Recovery
+70% [4.38 HP/Sec] Regeneration
+11.3% Resistance [Fire]
+11.3% Resistance [Cold]
+1.26% Resistane [Energy]
+1.26% Resistance [Negative]


Risky Kisses 50 ss/will brute

altaholic from this point on...

 

Posted

That slotting could be improved quite a bit.

A steadfast prot +3% def/res isn't any more expensive than the purples it is loaded with. You don't have any miracle or regenerative tissue (at least there is numina's there).

If you're going for perma-hasten, the 3 rech in it is worth it. If you aren't, accept the 5 more seconds down and put the slot somewhere more useful.

You aren't slotting RTTC for -tohit on the enemies, that's a mistake.

Your purple slots are wasting a lot of the damage boost against ED cap. You'd be better of swapping that one out for the proc from the same set unless it is carefully calculated to kill minions in one foot stomp (since I see it elsewhere in the build, I doubt that).

Whatever bonus you're getting from the 5-slot def or res, you'd probably be better off 3-slotting them with hami's, combining the 6 or 8 slots with other next-to-fully-slotted things (gaussian's comes to mind, rather than adjusted targetting in rage for the 6-slot defense bonuses) and getting the 5th/6th slot bonus of something else.

Crushing Impact is slotting the wrong 5 IOs. Drop acc/dam and slot the other 3-fer instead. See my how to build a brute guide here for why.


 

Posted

My 2 cents

I can say with all honesty, that my SS/WP brute is pretty much unstoppable. I soloed most of the time and was able to hit 50 with ease. Heck, even the annoying EB missions that pop up near to 50 were no problem. The only real problem I had was soloing an Orob mission where you are attacked by all of the Heroes, one after another. I usually survive well (having died maybe 5 times for 1 - 50) but afte the third death in a few minutes, i relented.

I can't say I used Rage much though when I had to take a power, I took it and managed to slot it with an IO that gives a chance for psi damage. Not much, but something interesting to add to the mix.

I recommend fitness, not as you need it as an SS/Wp Brute, but the double health/end regen is very nice.

I even took Handclap which, I know it ain't too powerful, but then again, it works for me.

I am being lazy atm or I would post Jim Slade's (Pinnacle server, btw) stats via herobuilder.

Lastly, if anything, Jim works wonderfully if I am testing out one of my MA missions.


FNORD

 

Posted

Rage is awesome! It gives an instant boost to your Damage, and Fury just piles on top of it. I try to keep Rage and Hasten up at all times.

Handclap is counter-intuitive to Rise to the Challenge. The more foes on you, the more your Regen goes up (up to a max of 10 foes). And with them on you and attacking, that means your Fury bar builds faster, meaning more damage output. I'm not saying to never pick up Handclap, just that it's easily the skippable power from the Super Strength set, just like Resurgence is for Willpower.




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Posted

Quote:
Originally Posted by Kheldarn View Post
Here's a leveling build that will take you from 1 to 50. There's no need for the Fighting Pool. Willpower does just fine without ANY help from Tough or Weave. With this build, there's very little (PvE-wise), that I can't go toe-to-toe with.

I have Jab because when Hasten is down, my attack chain is Air Superiority (set to Auto), Punch, Haymaker, Air Superiority, Brawl, Jab, Knockout Blow, Footstomp. It makes a very smooth attack chain.

Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/

Cherry Bloom: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed

Villain Profile:
Level 1: Punch -- Acc-I:50(A), EndRdx-I:50(3), Dmg-I:50(31), Dmg-I:50(37), Dmg-I:50(37), RechRdx-I:50(42)
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(7), ResDam-I:50(37), ResDam-I:50(43), ResDam-I:50(45)
Level 2: Haymaker -- Acc-I:50(A), EndRdx-I:50(3), Dmg-I:50(13), Dmg-I:50(25), Dmg-I:50(34), RechRdx-I:50(42)
Level 4: Fast Healing -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(7)
Level 6: Air Superiority -- Acc-I:50(A), EndRdx-I:50(9), EndRdx-I:50(43), Dmg-I:50(46), RechRdx-I:50(48)
Level 8: Knockout Blow -- Acc-I:50(A), EndRdx-I:50(9), Dmg-I:50(11), Dmg-I:50(13), Dmg-I:50(15), RechRdx-I:50(42)
Level 10: Indomitable Will -- DefBuff-I:50(A), EndRdx-I:50(11), DefBuff-I:50(25), DefBuff-I:50(40), EndRdx-I:50(45)
Level 12: Swift -- Run-I:50(A), Run-I:50(48)
Level 14: Fly -- Flight-I:50(A), Flight-I:50(15), Flight-I:50(46)
Level 16: Rise to the Challenge -- Heal-I:50(A), Heal-I:50(17), Heal-I:50(17), EndRdx-I:50(34), EndRdx-I:50(36), EndRdx-I:50(43)
Level 18: Rage -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19), ToHit-I:50(48), ToHit-I:50(50), ToHit-I:50(50)
Level 20: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Mind Over Body -- ResDam-I:50(A), EndRdx-I:50(23), ResDam-I:50(23), ResDam-I:50(40), EndRdx-I:50(45)
Level 24: Recall Friend -- EndRdx-I:50(A)
Level 26: Health -- Heal-I:50(A), Heal-I:50(27), Heal-I:50(27)
Level 28: Heightened Senses -- DefBuff-I:50(A), EndRdx-I:50(29), DefBuff-I:50(29), DefBuff-I:50(39), EndRdx-I:50(46)
Level 30: Stamina -- EndMod-I:50(A), EndMod-I:50(31), EndMod-I:50(31)
Level 32: Foot Stomp -- Acc-I:50(A), EndRdx-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(34), RechRdx-I:50(40)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 38: Strength of Will -- ResDam-I:50(A), ResDam-I:50(39), ResDam-I:50(39)
Level 41: Jab -- EndRdx-I:50(A)
Level 44: Hurdle -- Jump-I:50(A), Jump-I:50(50)
Level 47: Super Speed -- Run-I:50(A)
Level 49: Taunt -- Taunt-I:50(A)
------------
Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Fury



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Hi, I'm a brand-spankin' new player who has started a SS/WP brute, and I was wondering if this build was still viable?


 

Posted

Thanks x3.

Hopefully all goes well throughout my first romp through this game! (Enjoying it immensely thus far...)