Guide to the Energy/Fire Brute v1 [i11]


Akuma_Mishima

 

Posted

Post 1: Intro, Table of Contents
Post 2: Energy Melee Powers
Post 3: Fiery Aura Powers
Post 4: Sample Builds

Welcome to my Issue 11 Guide to the Energy/Fire Brute. Remember that this guide is useful even if you only have one of the two sets. I will not discuss Epic Power Sets or Pool Powers.

First, a little story about my level 50 Energy/Fire Brute. Back at the beginning of the school year, I took a 2 month break from the game. I got bored, and came back, at which time a friend of mine (leader of the Airmen SG) asked me if I wanted to make a character for his Super Group to try and find more fun in the game. I made Airman Demon, Energy/Fire Brute, thinking he won’t last past the teens like most of my characters. Well, surprisingly, he got trained up pretty well, and I got him to 50 during the last Double XP Weekend (those late 40s needed a little push =P) I hope you enjoy the build as much as I do!

Now, for the powers. Please not that this is my personal opinion, and I offer a little advice for different play styles. Here is the format the power will be in. And before I forge,t a huge thanks to Mids’ Hero/Villain Designer!

<Power Name>: <Power Description according to Mids’ Hero/Villain Designer>
Available at level: <Level>
<Info regarding power (Recharge, Damage, Accuracy, Effects, etc.)>
<Enhancements you can place in the power>
<Enhancements I recommend you place in the power>
<My opinion on the power>


 

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Energy Melee:

Barrage: You perform a quick punch that deals minor damage. Coupled with other energy punches, Barrage can Disorient a foe.
Available at level: 1
Accuracy: 75%
Damage: Minor
Endurance Cost: 3.54
Recharge: 2 seconds
Cast: 1.33 seconds
Minor Stun
Accepted Enhancements: Accuracy, Damage, Endurance, Recharge, Disorient, Taunt
Recommended Enhancements: 1 Acc, 2 Dmg
This is a fast recharge, low endurance, low damage power. I would recommend getting this if you need a filler for your attack chain, but it is definitely not a priority. Take Energy Punch over this for your level 1 power.

Energy Punch: You perform a powerful Energy Punch that deals moderate damage. When used with other Energy Melee attacks, Energy Punch can Disorient your opponent.
Available at level: 1
Accuracy: 75%
Damage: Moderate
Endurance Cost: 5.2
Recharge: 4 seconds
Cast: 0.57 seconds
Minor Stun
Accepted Enhancements: Accuracy, Damage, Endurance, Recharge, Disorient, Taunt
Recommended Enhancements: 1 Acc, 2-3 Dmg, 1 End
I would highly recommend this as your level 1 power. It’s your main “bread and butter” attack that will be used a lot.

Bone Smasher: A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to disorient than Energy Punch.
Available at level: 2
Accuracy: 75%
Damage: High
Endurance Cost: 8.53
Recharge: 8 seconds
Cast: 1.5 seconds
Moderate Stun
Accepted Enhancements: Accuracy, Damage, Endurance, Recharge, Disorient, Taunt
Recommended Enhancements: 1 Acc, 2-3 Dmg, 1 End, 1 Rechg
I highly recommend taking this at level 2 or 4. You will be a little annoyed with the Endurance and Recharge in the early levels, but the damage is very well worth it. Another major “bread and butter” attack that will be used a lot.

Build Up: Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy.
Available at level: 6
Endurance Cost: 5.2
Recharge: 90 seconds
Cast: 1.17 seconds
Duration: 10 seconds
ToHit Buff: 20%
Damage Buff: 80%
Accepted Enhancements: Endurance, Recharge, ToHit Buff
Recommended Enhancements: 2-3 Rechg
Definitely a useful power. I would recommend taking this between somewhere from the time it’s available to the teens, depending on when you can fit it. Slotting isn’t a major priority.

Whirling Hands: By focusing the energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes my be hit hard enough to be Disoriented as well.
Available at level: 8
Accuracy: 75%
Damage: Moderate
Endurance Cost: 13
Recharge: 14 seconds
Cast: 1.67 seconds
Minor Stun
Accepted Enhancements: Accuracy, Damage, Endurance, Recharge, Disorient, Taunt
Recommended Enhancements: 1 Acc, 1-3 Dmg, 1-2 End, 1-2 Rechg
A useful power, but not worth the slots and endurance until the late 20s. I took this I believe at 28 or 30, and was no big loss. It’s more of a minor convenience. It’s hard to say how to slot this power, since it depends on your opinion regarding AoE powers. Some people like using it once in a while and use the slots elsewhere, while some people like using it a lot and wouldn’t mind giving it more slots. It’s all a matter of personal opinion.

Taunt: Taunts a foe, and all foes around him, to attack you. Useful for pulling villains off an ally who finds himself over his head. Taunted foes tend to ignore other allies and focus on you for quite a while, so use this power cautiously. An Accuracy check required to Taunt enemy players, but is not needed against critter targets.
Available at level: 12
Accuracy: 75%
Endurance Cost: 0
Recharge: 10 seconds
Cast: 1.67 seconds
Duration: 41 seconds
Radius: 15
Range: 70
Mag 4 Taunt
Accepted Enhancements: Accuracy, Range, Recharge, Taunt
Recommended Enhancements: 0-1 Acc (0 PvE, 1 PvP), 0-1 Taunt, 0-1 Rechg
Personally, I do not use Taunt powers on Brutes. I prefer damage over agro holding. But if you do get this power, I recommend doing so after you have methods of avoiding damage.

Total Focus: Total Focus is complete master over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long.
Available at level: 18
Accuracy: 90%
Damage: Extreme
Endurance Cost: 18.5
Recharge: 20 seconds
Cast: 3.3 seconds
Heavy Stun
Accepted Enhancements: Accuracy, Damage, Endurance, Recharge, Disorient, Taunt
Recommended Enhancements: 1 Acc, 2 Dmg, 1 Rechg, 2 End
Get this power at 18. The Endurance, Recharge, and Cast may be high, but the damage and the ability to stun a boss in 1 hit if they aren’t resistant are VERY well worth it. Regarding the Recommended Enhancements, you can switch out a Recharge or Endurance for a third damage, depending on your personal opinion. I like the above slotting, since the Endurance can be a nuisance. This is a great opener. Using this, then Bone Smasher, you can easily take down a Lieutenant your level with minimal slotting, and with good slotting, this works very well paired with Energy Transfer to take out strong enemies.

Stun: By focusing your eternal energy on your fists, you can turn them into personal tasers. This Stun attack deals minor damage, but has the best chance to Disorient a target.
Available at level: 26
Accuracy: 75%
Damage: Minor
Endurance Cost: 10.2
Recharge: 20 seconds
Cast: 1.8 seconds
Heavy Stun
Accepted Enhancements: Accuracy, Damage, Endurance, Recharge, Disorient, Taunt
Recommended Enhancements: 1 Acc, 1 End, 1 Stun (optional)
Due to personal preference, I chose to skip this power. I don’t have much to say, other than that this is basically a stun power that does a little bit of damage. Some control, but slots better used elsewhere.


Energy Transfer: Master of Energy Melee begins with the ability to transfer your own Hit Points into a punch that deals extreme damage. Energy Transfer has a good chance of Disorienting the target.
Available at level: 32
Accuracy: 90%
Damage: Extreme
Endurance Cost: 10.2
Recharge: 20 seconds
Cast: 1 second
Moderate Stun
Accepted Enhancements: Accuracy, Damage, Endurance, Recharge, Taunt
Recommended Enhancements: 1 Acc, 3 Dmg, 1 End, 1 Rechg
I highly recommend taking this power at 32. It has a fast cast time, very good damage, a chance of disorient, but a slightly high recharge. If you are well slotted, this and Total Focus together are 2 very strong single target attacks that can wipe out a target easily. Remember that this power has a special effect: you will lose a small amount of health when it is used (I believe it’s 156 for me at level 50), and it is not major. This is another fantastic “bread and butter” attack.


 

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Fiery Aura:

Fire Shield: While this power is active, Fire Shield gives you good resistance to Lethal, Smashing, and Fire damage. Fire Shield also provides minimal resistance to cold damage as well as protection from Disorient effects.
Available at level: 1, you have to take it
Endurance Cost: .26 per second
Recharge: 2 seconds
Cast: 1.67 seconds
Resistance: 22.5%
Stun: -10.4 (self)
Accepted Enhancements: Endurance, Recharge, Resistance
Recommended Enhancements: 2 End, 2-3 Res
You have to take a power at level 1, but that’s not a bad thing. This provides resistance to the absolute most common types of damage in the game. Run this toggle while you are fighting, and you will increase your survivability well.

Blazing Aura: While active, you are surrounded by flames that burn all foes that attempt to enter melee range.
Available at level: 2
Accuracy: 75%
Damage: Minor
Endurance Cost: .52 per second
Recharge: 4 seconds
Cast: 2.03 seconds
Radius: 8
Taunt
Accepted Enhancements: Accuracy, Endurance, Damage, Recharge, Taunt
Recommended Enhancements: 1-2 Acc, 1-2 Dmg, 1-2 End
A basic PBAoE toggle taunt that deals minor damage. Slightly useful soloing for a little damage, but the endurance cost is pretty high. On a team, this will give you a lot of agro, so don’t get it if you can’t take damage. I personally skipped this power.

Healing Flames: You can concentrate for a few moments to heal yourself. The power of the flames can also protect you from Toxic Damage for a while.
Available at level: 4
Endurance Cost: 10.4
Recharge: 40 seconds
Cast: 1.5 seconds
Resistance: 15% to Toxic for 60 seconds
Heal: 25%
Accepted Enhancements: Endurance, Heal, Recharge, Resistance
Recommended Enhancements: 3 Rechg, 3 Heal
A self heal that you should take and slot ASAP. You will find yourself needing this a lot, especially in the early levels. Go back and forth between slotting recharge and heal when you have the chance until you have it 6 slotted.

Temperature Protection: Temperature Protection gives you strong resistance to Fire damage, and some resistance to Cold damage as well. This power is always on and costs no endurance.
Available at level: 10
Resistance: 7.5%
Auto power, always on, costs no endurance.
Accepted Enhancements: Resistance
Recommended Enhancements: 1-3 Res
Take this power if you plan on tanking. If not, you’re better off with other powers.

Plasma Shield: While this power is active, you are surrounded by pure plasma. The Plasma Shield gives you resistance to Energy, Negative Energy, and Fire damage. Plasma Shield also gives you protection from Sleep and Hold effects.
Available at level: 16
Endurance Cost: .26 per second
Recharge: 2 seconds
Cast: 3 seconds
Resistance: 22.5%
Hold/Sleep: -10.4
Accepted Enhancements: Endurance, Recharge, Resistance
Recommended Enhancements: 2 End, 2-3 Res
Another very useful toggle you should pick up ASAP. This gives you more damage resistance, but also a well needed Sleep and Hold resistance. A brute being held is just embarrassing.

Consume: You can drain body heat from all nearby foes in order to replenish your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage.
Available at level: 20
Accuracy: 75%
Damage: Minor
Endurance Cost: .52
Recharge: 180 seconds
Cast: 2.03 seconds
Radius: 20
Increases your endurance more for each foe hit.
Accepted Enhancements: Accuracy, Damage, Endurance Modification, Endurance Reduction, Recharge, Taunt
Recommended Enhancements: 2 Acc, 2 EndMod, 2 Rechg
You know all those times you’re in a big group of enemies for a long time with multiple toggles running and trying to attack as much as possible, but then running out of endurance? This is the solution. Not a major priority, but I recommend taking this in the 20s or 30s for that extra Endurance boost. I do not recommend this as a substitute for Stamina, although if you aren’t bothered by low endurance, you may want to experiment a little.

Burn: You can ignite the ground beneath you, freeing yourself from Immobilization effects. Foes that enter the flames you lave behind will take damage. You must be near the ground to activate this power.
Available at level: 28
Damage: Moderate
Endurance Cost: 5.2
Recharge: 25 seconds
Cast: 2.03 seconds
Radius: 8
Foes run away from it.
Frees you from Immobilize (At time of use. If an immobilize power is used on you after activation, you will be immobilized again)
Accepted Enhancements: Damage, Endurance, Recharge
Recommended Enhancements: 1-2 Dmg, 1-2 Rechg
I usually only sue this power paired with my mass immobilize from my Epic set, since foes will run away from it. Also good for blocking doorways. I basically ignore the immobilize resistance effect of it, but if you slot some recharge in it, it could be a useful resistance tool.

Fiery Embrace: Significantly boosts the damage of all your Fire attacks for quite a while. Also increases the damage of all your other non-fire based attacks for a short while.
Available at level: 35
Endurance Cost: 7.8
Recharge: 180 seconds
Cast: .73 seconds
Duration: 30 seconds fire damage, lower for other damage types
Damage Buff: 100%
Accepted Enhancements: Endurance, Recharge
Recommended Enhancements: 1-3 Rechg
Basically a second Build Up. Take advantage of the extra long increased fire damage for your Burn attack if you have it. If you had Fiery Melee, this would be a fantastic bonus, but since this is an Energy Melee guide, it’s basically Build Up with a really long recharge.

Rise of the Phoenix: If you are defeated, you can rise from the ashes. The fiery resurrection blasts nearby foes with an explosion and knocks them down and Disorients them. You will revive with about half of your Hit Points and Endurance. Rise of the Phoenix will actually leave you invulnerable for a brief time, and protected from XP Debt for 20 seconds.
Available at level: 38
Recharge: 300 seconds
Cast: 4.33 seconds
Duration: 15 seconds (Invulnerable, Debt Protection)
Untouchable, Mag 10 Stun
Accepted Enhancements: Damage, Endurance Modification, Heal, Recharge, Disorient
Recommended Enhancements: 1-3 Rechg, 0-1 EndMod, 0-1 Heal, 0-1 Disorient
In my opinion, one of the safest self resurrection powers in the game. You are invulnerable and knockback and stun enemies, so basically the group surrounding your dead body won’t do anything to you while you get to safety. This is also a fantastic PvP tool, due to the Invulnerability: enemy kills you, you resurrect, begin attacking them before they know what’s happening. Also great for a Kamikaze attack: run into a group, unleash your full power, resurrect, unleash full power until it’s unsafe, run to safety. Not a major priority, but useful. Note that the Healing and EndMod enhancements increase the amount of Health and Endurance you have when you resurrect.


 

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And now for the builds. Here is one I would recommend for training up the character (Feel free to make as many changes as you would like to fit your playstyle)

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

Level 40 Natural Brute
Primary Power Set: Energy Melee
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed

Villain Profile:
Level 1: Energy Punch -- Acc(A), Dmg(3), Dmg(7), Dmg(15)
Level 1: Fire Shield -- EndRdx(A), ResDam(7), EndRdx(11), ResDam(13), ResDam(37)
Level 2: Bone Smasher -- Acc(A), Dmg(3), EndRdx(5), Dmg(9), RechRdx(15), Dmg(21)
Level 4: Healing Flames -- RechRdx(A), Heal(5), RechRdx(9), Heal(11), RechRdx(27), Heal(37)
Level 6: Swift -- Run(A)
Level 8: Combat Jumping -- EndRdx(A)
Level 10: Build Up -- RechRdx(A), RechRdx(40)
Level 12: Hasten -- RechRdx(A), RechRdx(13)
Level 14: Super Jump -- Jump(A)
Level 16: Plasma Shield -- EndRdx(A), EndRdx(17), ResDam(17), ResDam(36), ResDam(40)
Level 18: Total Focus -- Acc(A), Dmg(19), EndRdx(19), Dmg(25), EndRdx(34), RechRdx(36)
Level 20: Health -- Heal(A), Heal(21)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(23)
Level 24: Consume -- Acc(A), EndMod(25), RechRdx(40)
Level 26: Barrage -- Acc(A), Dmg(27), Dmg(29)
Level 28: Burn -- Dmg(A), RechRdx(29)
Level 30: Whirling Hands -- Acc(A), Dmg(31), EndRdx(31), RechRdx(31), Dmg(37)
Level 32: Energy Transfer -- Acc(A), Dmg(33), Dmg(33), Dmg(33), EndRdx(34), RechRdx(34)
Level 35: Fiery Embrace -- RechRdx(A), RechRdx(36)
Level 38: Rise of the Phoenix -- RechRdx(A), EndMod(39), Heal(39), RechRdx(39)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury



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My level 50 Respec:

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

Level 50 Magic Brute
Primary Power Set: Energy Melee
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Energy Punch -- Acc-I:50(A), Dmg-I:50(11), Dmg-I:50(11), Dmg-I:50(15), EndRdx-I:50(31), RechRdx-I:50(31)
Level 1: Fire Shield -- EndRdx-I:50(A), EndRdx-I:50(3), EndRdx-I:50(9), ResDam-I:50(40), ResDam-I:50(43), ResDam-I:50(50)
Level 2: Bone Smasher -- Acc-I:50(A), Dmg-I:50(3), Dmg-I:50(9), Dmg-I:50(23), EndRdx-I:50(31), RechRdx-I:50(36)
Level 4: Healing Flames -- RechRdx-I:50(A), RechRdx-I:50(5), RechRdx-I:50(5), Heal-I:50(34), Heal-I:50(36), Heal-I:50(37)
Level 6: Build Up -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Swift -- Run-I:50(A)
Level 10: Combat Jumping -- EndRdx-I:50(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Super Jump -- Jump-I:50(A), Jump-I:50(15)
Level 16: Plasma Shield -- TtmC'tng-ResDam:50(A), TtmC'tng-EndRdx:50(17), TtmC'tng-ResDam/EndRdx:50(17)
Level 18: Total Focus -- Acc-I:50(A), Dmg-I:50(19), Dmg-I:50(19), EndRdx-I:50(39), EndRdx-I:50(40), RechRdx-I:50(40)
Level 20: Consume -- Acc-I:50(A), Acc-I:50(21), RechRdx-I:50(21), RechRdx-I:50(37), EndMod-I:50(37), EndMod-I:50(39)
Level 22: Health -- Heal-I:50(A), Heal-I:50(23), Heal-I:50(46)
Level 24: Stamina -- EndMod-I:50(A), EndMod-I:50(25), EndMod-I:50(25)
Level 26: Whirling Hands -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(27), C'ngBlow-Acc/Rchg:50(27)
Level 28: Burn -- Dmg-I:50(A), Dmg-I:50(29), EndRdx-I:50(29)
Level 30: Acrobatics -- EndRdx-I:50(A)
Level 32: Energy Transfer -- Acc-I:50(A), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(33), EndRdx-I:50(34), RechRdx-I:50(34)
Level 35: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 38: Rise of the Phoenix -- RechRdx-I:50(A), RechRdx-I:50(39)
Level 41: Soul Tentacles -- Acc-I:50(A), Dmg-I:50(42), Dmg-I:50(42), Dmg-I:50(42), EndRdx-I:50(43), RechRdx-I:50(43)
Level 44: Gloom -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 47: Summon Widow -- Acc(A), Dmg(48), Dmg(48), EndRdx(48), RechRdx(50)
Level 49: Boxing -- Acc-I:50(A), Dmg-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury



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If you're going for an IO build and look at the one above, take into note a big thing. Remember that A level 50 common IO will give you the same percentage as a Set IO that enhances the one thing. For example, in your Summon Widow power, you can replace 1 accuracy and 1 damage IO with the same from a pet damage (EX, Pet Damage Set Accuracy and a Pet Damage Set Damage). You will get the same percentage, and a nifty set bonus!


 

Posted

That's quite a guide, Camo. I agree with most of your advice but I must disagree about Blazing aura, I think it's a boon to aoe damage for any set and especially EM.


 

Posted

[ QUOTE ]
That's quite a guide, Camo. I agree with most of your advice but I must disagree about Blazing aura, I think it's a boon to aoe damage for any set and especially EM.

[/ QUOTE ]

As I have said, there are many, many powers that are a matter of personal opinion. I was thinking of respec'ing into Blazing Aura, but I enjoy my build the way it is now.

And thanks...I tried to put as much information as I could into it =)


 

Posted

Does dark obliteration suck or is it not necessary with the build? I have a SS/Fire and Went GW, grabbed tents and was planning on grabbing Dark Obliteration next.. is it not worth the slots?


 

Posted

[ QUOTE ]
Does dark obliteration suck or is it not necessary with the build? I have a SS/Fire and Went GW, grabbed tents and was planning on grabbing Dark Obliteration next.. is it not worth the slots?

[/ QUOTE ]

I have everything in the Soul APP except Dark Obliteration, but personally, I have never tried it.

I would recommend trying it, since there's nothing wrong with some cone damage.


 

Posted

[ QUOTE ]
Does dark obliteration suck or is it not necessary with the build? I have a SS/Fire and Went GW, grabbed tents and was planning on grabbing Dark Obliteration next.. is it not worth the slots?

[/ QUOTE ]

I have taken this power with my SS/Invul I love it, I am not a real fan of the tentacles. I love the animation, sound efx, &amp; the colors, but I like damage

As for Dark Obliteration especially on any AoE toon + Fury it's fast mob dropping. Think this SS/Fire: run into mob with rage on build fury Footstomp + Dark Obliterarion + DoT from Blazing Aura will drop (depending on slotting) anything short of a LT sometimes even LT's.

Note: Dark Obliteration is not a cone it's targeted AoE.

Great Guide by the way


 

Posted

[ QUOTE ]
Great Guide by the way

[/ QUOTE ]

Thanks =)


 

Posted

[ QUOTE ]
Does dark obliteration suck or is it not necessary with the build? I have a SS/Fire and Went GW, grabbed tents and was planning on grabbing Dark Obliteration next.. is it not worth the slots?

[/ QUOTE ]

Dark Obliteration is the best patron aoe blast out of the brute sets imo. Aoe instead of cone, so you can stay in the action, does negative damage (ie infrequently resisted), and even does a smattering of -tohit.


 

Posted

[ QUOTE ]
[ QUOTE ]
Does dark obliteration suck or is it not necessary with the build? I have a SS/Fire and Went GW, grabbed tents and was planning on grabbing Dark Obliteration next.. is it not worth the slots?

[/ QUOTE ]

Dark Obliteration is the best patron aoe blast out of the brute sets imo. Aoe instead of cone, so you can stay in the action, does negative damage (ie infrequently resisted), and even does a smattering of -tohit.

[/ QUOTE ]

I may have to plan a respec =P


 

Posted

I have a DM/FA Brute, so only half of your guide applies to him, but it's still really useful in learning more about the powers available. Cool guide.


 

Posted

[ QUOTE ]
I have a DM/FA Brute, so only half of your guide applies to him, but it's still really useful in learning more about the powers available. Cool guide.

[/ QUOTE ]

Thanks =D