Scarlet Recluses' Guide to the SS/SR Brute
Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/
Scarlet Recluse 2.0: Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Fighting
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg:25(A), T'Death-Dmg/EndRdx:25(5), T'Death-Dmg/Rchg:25(5), T'Death-Acc/Dmg/EndRdx:25(7), T'Death-Dmg/EndRdx/Rchg:25(7), T'Death-Dam%:25(9)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx:25(A), RedFtn-Def/Rchg:25(3), RedFtn-EndRdx/Rchg:25(3), RedFtn-EndRdx:25(9), RedFtn-Def:25(11), RedFtn-Def/EndRdx/Rchg:25(11)
Level 2: Haymaker -- T'Death-Acc/Dmg:25(A), T'Death-Dmg/EndRdx:25(13), T'Death-Dmg/Rchg:25(13), T'Death-Acc/Dmg/EndRdx:25(15), T'Death-Dmg/EndRdx/Rchg:25(15), T'Death-Dam%:25(17)
Level 4: Focused Senses -- RedFtn-Def/EndRdx:25(A), RedFtn-Def/Rchg:25(17), RedFtn-EndRdx/Rchg:25(19), RedFtn-Def/EndRdx/Rchg:25(19), RedFtn-Def:25(21), RedFtn-EndRdx:25(21)
Level 6: Hasten -- RechRdx-I:10(A), RechRdx-I:10(27)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(29), C'ngImp-Dmg/Rchg:30(31), C'ngImp-Acc/Dmg/Rchg:30(31), C'ngImp-Acc/Dmg/EndRdx:30(31), C'ngImp-Dmg/EndRdx/Rchg:30(33)
Level 10: Practiced Brawler -- RechRdx-I:10(A), RechRdx-I:10(33)
Level 12: Hurdle -- Jump-I:10(A)
Level 14: Super Speed -- EndRdx-I:10(A)
Level 16: Health -- RgnTis-Regen+:10(A), Mrcl-Heal:20(29), Numna-Regen/Rcvry+:30(33), Mrcl-Rcvry+:20(34), Numna-Heal:30(34)
Level 18: Rage -- GSFC-ToHit:21(A), GSFC-ToHit/Rchg:21(34), GSFC-ToHit/Rchg/EndRdx:21(36), GSFC-Rchg/EndRdx:21(36), GSFC-ToHit/EndRdx:21(36), GSFC-Build%:21(37)
Level 20: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:21(23), P'Shift-EndMod/Rchg:21(23), P'Shift-EndMod/Acc/Rchg:21(25), P'Shift-Acc/Rchg:21(25), P'Shift-EndMod/Acc:21(27)
Level 22: Agile -- DefBuff-I:10(A)
Level 24: Dodge -- LkGmblr-Def/EndRdx:25(A), LkGmblr-Def:25(43), LkGmblr-Def/EndRdx/Rchg:25(45), LkGmblr-EndRdx/Rchg:25(46), GftotA-Def/EndRdx:15(46), GftotA-Def/EndRdx/Rchg:15(46)
Level 26: Evasion -- RedFtn-Def/EndRdx:25(A), RedFtn-Def/Rchg:25(37), RedFtn-EndRdx/Rchg:25(37), RedFtn-Def/EndRdx/Rchg:25(39), RedFtn-Def:25(39), RedFtn-EndRdx:25(39)
Level 28: Aid Other -- Empty(A)
Level 30: Aid Self -- Numna-Heal/EndRdx:30(A), Numna-Heal/EndRdx/Rchg:30(40), Mrcl-Heal/EndRdx:20(40), Mrcl-Heal/EndRdx/Rchg:20(40), H'zdH-Heal/EndRdx:20(48), H'zdH-Heal/EndRdx/Rchg:20(48)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg:20(A), Sciroc-Dmg/Rchg:20(42), Sciroc-Dmg/EndRdx:20(42), Sciroc-Acc/Rchg:20(42), Sciroc-Acc/Dmg/EndRdx:20(43), M'Strk-Acc/EndRdx:20(43)
Level 35: Quickness -- Run-I:10(A)
Level 38: Lucky -- GftotA-Def/EndRdx:15(A), GftotA-Def/Rchg:15(50), GftotA-EndRdx/Rchg:15(50), GftotA-Def/EndRdx/Rchg:15(50)
Level 41: Boxing -- P'ngS'Fest-Acc/Dmg:15(A), P'ngS'Fest-Dmg/EndRdx:30(45), P'ngS'Fest-Dmg/Rchg:30(48)
Level 44: Tough -- EndRdx-I:25(A), S'fstPrt-ResDam/Def+:10(45)
Level 47: Weave -- EndRdx-I:10(A)
Level 49: Hurl -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:10(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]16% DamageBuff(Smashing)[*]16% DamageBuff(Lethal)[*]16% DamageBuff(Fire)[*]16% DamageBuff(Cold)[*]16% DamageBuff(Energy)[*]16% DamageBuff(Negative)[*]16% DamageBuff(Toxic)[*]16% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3.63% Defense(Energy)[*]3.63% Defense(Negative)[*]3% Defense(Psionic)[*]11.8% Defense(Melee)[*]13% Defense(Ranged)[*]11.8% Defense(AoE)[*]1.8% Max End[*]25% Enhancement(Accuracy)[*]20% Enhancement(RechargeTime)[*]10% FlySpeed[*]134.9 HP (9%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Held) 5.5%[*]MezResist(Immobilize) 14.3%[*]15.5% (0.26 End/sec) Recovery[*]52% (3.25 HP/sec) Regeneration[*]6.28% Resistance(Fire)[*]3.78% Resistance(Cold)[*]3.13% Resistance(Negative)[*]2.5% Resistance(Psionic)[*]10% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Touch of Death[u]
(Punch)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 22.5 HP (1.5%) HitPoints[*] 2.5% DamageBuff(All)[*] MezResist(Held) 2.75%[*] 3.13% Defense(Melee)[/list][u]Red Fortune[u]
(Focused Fighting)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged)[/list][u]Touch of Death[u]
(Haymaker)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 22.5 HP (1.5%) HitPoints[*] 2.5% DamageBuff(All)[*] MezResist(Held) 2.75%[*] 3.13% Defense(Melee)[/list][u]Red Fortune[u]
(Focused 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]Crushing Impact[u]
(Knockout Blow)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 2.5% Resistance(Psionic)[/list][u]Miracle[u]
(Health)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.75 HP/sec) Regeneration[/list][u]Gaussian's Synchronized Fire-Control[u]
(Rage)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 28.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 2.5% Defense(Ranged), 2.5% Defense(AoE)[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 28.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 3.13% Defense(AoE)[/list][u]Luck of the Gambler[u]
(Dodge)<ul type="square">[*] 10% (0.63 HP/sec) Regeneration[*] 16.9 HP (1.13%) HitPoints[*] 9% Enhancement(Accuracy)[/list][u]Gift of the Ancients[u]
(Dodge)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list][u]Red Fortune[u]
(Evasion)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged)[/list][u]Numina's Convalescence[u]
(Aid Self)<ul type="square">[*] 12% (0.75 HP/sec) Regeneration[/list][u]Miracle[u]
(Aid Self)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Harmonized Healing[u]
(Aid Self)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[/list][u]Scirocco's Dervish[u]
(Foot Stomp)<ul type="square">[*] 10% (0.63 HP/sec) Regeneration[*] 3.13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3.13% Defense(AoE)[/list][u]Gift of the Ancients[u]
(Lucky)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 2.5% Resistance(Fire)[*] 1.8% Max End[/list][u]Pounding Slugfest[u]
(Boxing)<ul type="square">[*] 8% (0.5 HP/sec) Regeneration[*] 0.63% Defense(Energy,Negative)[/list][u]Steadfast Protection[u]
(Tough)<ul type="square">[*] 3% Defense(All)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Willpower has more passive regen than Regen does. Who thought that was a good idea?
Can we get a fix for Energy Melee instead of more new sets?
Lines up fairly well with my own experiences as a 50 SS/SR Brute, except for one thing. Jab. Do not skip this, it's a much better power than Brawl, does more damage, and can be used with Boxing from Fighting if you want a Buzzsaw build, as it is possible to get the two attacks down to the recharge time of the other's activation time with 3 damage procs in each. I've never played with Buzzsaw builds, but the idea is amusing enough that I might try it once i13 hits and you can have two builds. In addition, will be the only set come i13 capable of having a T1-3 no down time attack chain by throwing a Jab in before every Punch and Haymaker.
Also, I'd recommend skipping Elude as first choice and one of the AoE defenses second choice instead of the other way around, since as you said it's incredibly easily to get soft capped defense with SR. All you need to accomplish that goal is a +def travel prereq (Hover or Combat Jumping), Steadfast Protection: +3% Def unique IO, and a full set of Gaussian's Synchronized Fire Control slotted in Rage. Once you've done that Elude because highly situational, only useful against Carnival of Shadows Ring Mistress bosses to counter Mask of Vitiation debuff, or in PvP where it's the only thing that will make up for +tohit buffs.
This combination is one of the most powerful there is, with it I have soloed the Mender Silos TF on Villainious (where you have to face the Vindicators and the Freedom Phalanx in a row, anywhere from 1 to 3 at a time) and Lord Recluse on Relentless (AV level. Anyone who has fought him can tell you how difficult this is, at 25% he starts summoning tons of stuff). Here's my build, which though I'm not there yet I have the important stuff, and keep in mind this is the ideal 'billionaire' build.
Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/
Kruzoc SS 2: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Villain Profile:
Level 1: Jab -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(5), Hectmb-Acc/Dmg/Rchg:50(5), Hectmb-Dmg/EndRdx:50(11), Hectmb-Dam%:50(11), EndRdx-I:40(13)
Level 1: Focused Fighting -- HO:Cyto(A), HO:Cyto(3), HO:Cyto(3)
Level 2: Punch -- RechRdx-I:50(A), C'ngImp-Dmg/EndRdx:50(13), C'ngImp-Dmg/Rchg:40(15), C'ngImp-Acc/Dmg/Rchg:40(15), C'ngImp-Acc/Dmg/EndRdx:40(17), C'ngImp-Dmg/EndRdx/Rchg:40(17)
Level 4: Haymaker -- RechRdx-I:50(A), C'ngImp-Dmg/EndRdx:50(31), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 6: Focused Senses -- HO:Cyto(A), HO:Cyto(7), HO:Cyto(7)
Level 8: Combat Jumping -- HO:Cyto(A), HO:Cyto(9), LkGmblr-Rchg+:50(9)
Level 10: Swift -- Run-I:50(A), Run-I:50(29)
Level 12: Practiced Brawler -- RechRdx-I:50(A)
Level 14: Super Jump -- Jump-I:50(A), Jump-I:50(34)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(34)
Level 18: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(19), GSFC-ToHit/Rchg/EndRdx:50(19), GSFC-Rchg/EndRdx:50(21), GSFC-ToHit/EndRdx:50(21), GSFC-Build%:50(23)
Level 20: Stamina -- P'Shift-End%:50(A), EndMod-I:50(39), EndMod-I:50(39)
Level 22: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/Rchg:50(37), EndRdx-I:50(37)
Level 24: Agile -- DefBuff-I:50(A), DefBuff-I:50(25), LkGmblr-Rchg+:50(25)
Level 26: Dodge -- DefBuff-I:50(A), DefBuff-I:50(27), LkGmblr-Rchg+:50(27)
Level 28: Boxing -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(43), Amaze-Acc/Stun/Rchg:50(45), Amaze-Acc/Rchg:50(46), Amaze-EndRdx/Stun:50(46)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Weave -- HO:Cyto(A), HO:Cyto(33), HO:Cyto(33), LkGmblr-Rchg+:50(36)
Level 35: Evasion -- HO:Cyto(A), HO:Cyto(36), HO:Cyto(42)
Level 38: Lucky -- DefBuff-I:50(A), DefBuff-I:50(39), LkGmblr-Rchg+:50(42)
Level 41: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Acc/Rchg:50(42), Armgdn-Dmg/Rchg:50(43), Armgdn-Acc/Dmg/Rchg:50(45), Armgdn-Dmg/EndRdx:50(45), EndRdx-I:50(46)
Level 44: Aid Other -- Heal-I:50(A)
Level 47: Aid Self -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(48), Dct'dW-Heal/Rchg:50(48), Dct'dW-Heal/EndRdx/Rchg:50(48), Dct'dW-Heal:50(50), Dct'dW-Rchg:50(50)
Level 49: Quickness -- Run-I:50(A), Run-I:50(50)
------------
Level 1: Brawl -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(40), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(43)
Level 1: Sprint -- HO:Micro(A), HO:Micro(23)
Level 2: Rest -- EndMod-I:50(A)
Level 1: Fury
------------
[u]Set Bonuses:[u]
[u]Hecatomb[u]
(Jab)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][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]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Gaussian's Synchronized Fire-Control[u]
(Rage)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 28.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 2.5% Defense(Ranged), 2.5% Defense(AoE)[/list][u]Crushing Impact[u]
(Knockout Blow)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Agile)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Dodge)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Absolute Amazement[u]
(Boxing)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Steadfast Protection[u]
(Tough)<ul type="square">[*] 3% Defense(All)[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Lucky)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/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)[/list][u]Doctored Wounds[u]
(Aid Self)<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]Crushing Impact[u]
(Brawl)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Ah, I dream of the purples, but am currently working on a scrapper, once I am done with that, I may revisit Scarlet to make him even better. Thax for the comments. And you are right, definitely skip Elude if anything, since it is now so easy to soft cap def.
Willpower has more passive regen than Regen does. Who thought that was a good idea?
Can we get a fix for Energy Melee instead of more new sets?
Not everyone can afford those Set IOs from the get-go. Some even can't afford them later on. How did you compensate for the Endurance drain leveling?
How are your experiences in PvP? Do you PvP?
Like an 80 year old married to a 19 year old, blue pills, lots of blue pills. j/k.
Endurance management was a slight pain at first, with SS fast recharging attacks, rage crash, and elude. After Stamina, it became easier, but I decided to respec out of cj/sj for hasten so I could have stacked rage. That's a key note there, and I had to learn when to use hasten/rage and when to just let fury do the work. With just fury, I was taking things down fast, once it was around 70 percent, with fury and rage, not much stood a chance. Fury, rage, and hasten, and unless it was an EB/Hero/AV, it was dead incredibly quickly, usually with me combining insps to make blue pills. If you wanna really see your end bar drop, try to time it where rage, hasten, and PB all hit there end drain at the same time, if you are in a fight, it can be ugly.Once you have Stamina, and the +end accolade, it gets better.
It's true that some of the things in the build are expensive, and most of my money came from doing Strike Forces, I've done all of them except the lrsf, and I wanna say the ice mistral one. I got lucky and got a celerity drop from my first cap, and it wasn't a fast cap, took nearly 3 hours, and I was honestly more interested in getting xp than i was inf. I used DO's up until 22, then I switched to the generic IO's. Yeah, I know they aren't as effective as SO's at first, but once your SO's start degrading, and you have to switch them out every three lvls, you see how effective they really are. Also saves you Inf in the long run. I got the Numina's unique from a SF one day, and the next day got another one, so I sold the second one. I probably wound up with a total of 8 Celerity IO recipes from the SF's I ran, and they sold rather well, that was where most of my Inf. came from. Once I hit 35 I went to the RWZ and Cimerora, doing a lot of LGTF and ITF, at least one per day, on the weekends I would do maybe two per day, with the time spread out of course. One day I remember I did the ITF, did a respec trial, then did a LGTF. (I love four day weekends)
PvP: Not very big into PvP, unfortunately one of the accolades requires you to spend 5 hours in Sirens call. I beat down all the scrappers and tanks in there, and was able to take out the blasters. We would duel around the Hot dog stand. The Storm def and troller I fought murdered me though. I did beat the crap out of my wifes kat/regen though. That was fun.
The only other times I went into a pvp zone was for the exploration badge, and to give RV a shot. Lemme tell ya, an EM tank being buffed by 2 defenders will murder you. Not sure how I would have fared without him being buffed, cause thats all they did, so I took to nailing them with KoB, and then one or two more attacks when the tanks BU was down. Haven't been back in there recently, I may this weekend though.
Hope that answered your questions, didn't realize I went on such a tangent. Edited cause I forgot about PvP
Willpower has more passive regen than Regen does. Who thought that was a good idea?
Can we get a fix for Energy Melee instead of more new sets?
Thanks for the guide Gobb, you should have it stickied, I had to look all the way at the bottom for it, and it has been a big help in my db/sr brute build.
Question, isn't it possible to completely cap out prior to using elude? o.0 Or is that expensive? :<
I started one of these a few days ago (not even seeing this guide), and I have to say that it plays very nicely. now I know this guide was written for I7, but expect an I14 (or I15 if it comes out by then) guide to this combo by me when I get to 50. Seriously, this combo is fun to play right out of the box.
On the guide: I found Jab to be more useful than you say. I've read somewhere that you want quick recharge attacks late game for proccable IOs, and jab recharges the same speed as brawl. I can use the two of them as a complete attack chain. This let me grab the first three SR powers. Agile is amazing. It doesn't seem like much, but I already noticed that I get hit a lot less as my health goes down, which is a godsend. As for the other two, the quick recharge on them means I can just switch to whichever is needed, and even run both for a short time when I have to.
I'm about to hit 6, and I'll either take a second SS power or start down a pool. I'm debating the need for tough/weave. I'll probably grab CJ/SJ at some point, and of course, fitness. If I don't take boxing for tough/weave, I'll grab AS and a few more SS moves.
Yes, you can cap out without Elude. I have done so on both my brute and scrapper. It can be expensive, depending on the market.
Willpower has more passive regen than Regen does. Who thought that was a good idea?
Can we get a fix for Energy Melee instead of more new sets?
I don't know if anyone really cares too much about my I15 SS/SR progress, but I will probably post a potential build this evening if anyone is willing to work with me to critique it. I've never planned a toon out with mids before, but I have played with the program, so I'm not really sure what to expect.
I also made it to level 10. I took knockout blow (awesome), and CJ. This is already probably my favorite character to play, so I'll be sticking to it a while.
Does SR perform well doing TFs at 50? +4 mobs tend to hit a lot.
I can't say much about SR on the brute side, but it's my Stalker's secondary. You really need every power in the set to make it as potent as possible.
When he was 46 I took a lvl 50 scrapper in RV--dropped Elude and when he hit the ground he complained that he just couldn't hit me.
SR is awesome...but requires planning. Post your build when you can; I'd love to help.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Evil Teacher: Level 46 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Jab -- Empty(A), Empty(5), Empty(5), Empty(13), Empty(13), Empty(23)
Level 1: Focused Fighting -- Empty(A), Empty(3), Empty(34), Empty(43)
Level 2: Focused Senses -- Empty(A), Empty(3), Empty(34), Empty(43)
Level 4: Agile -- Empty(A), Empty(7), Empty(7), Empty(31), Empty(40)
Level 6: Combat Jumping -- Empty(A), Empty(11)
Level 8: Knockout Blow -- Empty(A), Empty(9), Empty(9), Empty(33), Empty(37)
Level 10: Hurdle -- Empty(A), Empty(11)
Level 12: Practiced Brawler -- Empty(A), Empty(15), Empty(25), Empty(37)
Level 14: Health -- Empty(A), Empty(15), Empty(17)
Level 16: Dodge -- Empty(A), Empty(17), Empty(29), Empty(36), Empty(40)
Level 18: Rage -- Empty(A), Empty(19), Empty(19)
Level 20: Stamina -- Empty(A), Empty(21), Empty(21)
Level 22: Evasion -- Empty(A), Empty(23)
Level 24: Super Jump -- Empty(A), Empty(25)
Level 26: Hand Clap -- Empty(A), Empty(27), Empty(27), Empty(34)
Level 28: Lucky -- Empty(A), Empty(29), Empty(31), Empty(36), Empty(40)
Level 30: Hurl -- Empty(A), Empty(31)
Level 32: Foot Stomp -- Empty(A), Empty(33), Empty(33), Empty(37)
Level 35: Quickness -- Empty(A), Empty(36)
Level 38: Elude -- Empty(A), Empty(39), Empty(39), Empty(39)
Level 41: Gloom -- Empty(A), Empty(42), Empty(42), Empty(42), Empty(43)
Level 44: Darkest Night -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
Level 47: Summon Widow -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Dark Obliteration -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Just the order of powers and the ones I plan to six-slot are on there. I figure, since I use Jab as my main power for a lot of stuff, I'll be sixing it, and I also six-slotted Darkest Night, just because it looks useful, and I read another guide once suggesting it.
I'm definitely open to suggestions on this, reasons why I should take a different order, or a different Patron Pool, or whatnot.
I don't know enough about IOs or sets to fill those in yet.
So if Evasion is the taunt aura, why would you label it as skippable?
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Here is my current build on live. I dropped Elude because I was already very very close to the soft cap and I rarely if ever used it.
This build solved my end issues.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Evenflow: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(5)
Level 2: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(5), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(7)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(36)
Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/Rchg(9), LkGmblr-Def/EndRdx/Rchg(45)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15)
Level 10: Swift -- Run-I(A)
Level 12: Practiced Brawler -- RechRdx-I(A), RechRdx-I(15)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(40), Mrcl-Rcvry+(42), Mrcl-Heal(42), Heal-I(43), RgnTis-Regen+(43)
Level 18: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(19), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(21), AdjTgt-Rchg(21)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23), P'Shift-EndMod(25), P'Shift-End%(25)
Level 22: Evasion -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(33), S'fstPrt-ResDam/Def+(34)
Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(31)
Level 30: Dodge -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31)
Level 32: Foot Stomp -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(43)
Level 35: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(50), C'ngImp-Acc/Dmg/Rchg(50)
Level 38: Agile -- DefBuff-I(A), DefBuff-I(40), DefBuff-I(40)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(46), P'Shift-End%(46), Heal-I(46), Heal-I(48), Heal-I(50)
Level 47: Lucky -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48)
Level 49: Quickness -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 0: Ninja Run
------------
Set Bonus Totals:
- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 5.19% Defense(Smashing)
- 5.19% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 3.63% Defense(Ranged)
- 4.88% Defense(AoE)
- 25% Enhancement(RechargeTime)
- 73% Enhancement(Accuracy)
- 5% FlySpeed
- 84.3 HP (5.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 1.65%
- 2.5% (0.04 End/sec) Recovery
- 62% (3.88 HP/sec) Regeneration
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 7.5% Resistance(Psionic)
- 5% RunSpeed
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Willpower has more passive regen than Regen does. Who thought that was a good idea?
Can we get a fix for Energy Melee instead of more new sets?
I will also be looking into some of the new content, unfortunately my ss/sr brute is on a server that is, well, dead, so not much going on there. Once I can afford to switch him to a more popultaed server, I will do so.
Willpower has more passive regen than Regen does. Who thought that was a good idea?
Can we get a fix for Energy Melee instead of more new sets?
I will also be looking into some of the new content, unfortunately my ss/sr brute is on a server that is, well, dead, so not much going on there. Once I can afford to switch him to a more popultaed server, I will do so.
|
You won't need to afford it, VIP (Subscribers) will get 1 free, bankable, server transfer per month.
So all you have to do is wait until then.
How do I save a thread so I can come back to it? This guide is very helpful for a reflexes build, I'm currently having some issues with end on a claws/SR scrapper and I have a free respec available to work with. Thanks for the write up.
Under thread tools, you can subscribe to the thread, or you can always add it as a favorite in your browser.
Willpower has more passive regen than Regen does. Who thought that was a good idea?
Can we get a fix for Energy Melee instead of more new sets?
Intro:
Super Strength/Super Reflexes
Why SS/SR you may ask?
Why the hell not?
J/k
I decided to roll up a SS/SR after the devs decided not to proliferate Super Strength to scrappers. I figured that /SR would be essentially the same red side. I had never played /SR before, but I wanted my Spidey themed toon, so, Scarlet Recluse was born. I admit that at first, this set can be a little slow, and seem a little squishy. Your toggles and attacks will drain you. When you get hit, you get hit for the full amount of damage. It truely is a late blooming set, but insps will make up for your weak green bar, and your blue bar will eat through all of your blue pills if you arent careful. However, once you are slotted a little, and figured things out, you'll be one of the more powerful brutes around, IMHO. Yes, stone brutes in granite will laugh at you, once they get Granite, before that happens though, you can laugh at them as they die.
As you level, you will want to focus on maximizing your def. and minimizing end drain. I normally slot attacks with an acc and an end red, no need for damage as fury will take care of that. My toggles normally get 2 end redux and 2 def, around 22 I start frankenslotting to maximize every slot I have.
WARNING: This is my first guide be wary as the information herein is mostly my opinion, with a few facts sprinkled around to make it seem like I have some clue what's going on.
Super Strength:
Jab
Minor Damage(Smash), Minor Disorient
Recharge: Very Fast (2 seconds)
Single Target
Recommended Slotting: 6 slots (3 damage, 1 accuracy, 2 endurance 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: 6 slots (3 damage, 1 acc, 2 endurance redux)
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: 6 slots (3 damage, 1 acc, 2 endurance redux)
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: 4 slots (2 accuracy, 2 disorient)
Hand Clap is a decent power for PvE, If you don't like to deal damage. 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. I am afraid I can not recommend this power for anyone. 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: 6 slots (2-3 damage, 1 accuracy, 1-2 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: Considering the 3 or 4 days I had it, Me punching the hell out of people usually grabbed there attention. However, it can be useful, especially in teams.
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. Foot stomp can do the job well enough to grab a mobs' attention, a lot of the time. Personally, I would not recommend this for PvP at all, because on team PvP that pesky blaster will cut through your defenses faster than a fat guy eating an ice cream sandwich.
Rage
Self +DMG, +ACC, Delayed Self(Weaken, Special)
Recharge Time: (240 seconds)
Self
Recommended Slotting: 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. If you don't, everyone will laugh at you. I saw a brute without it once. I think we made her cry we laughed at her so much. 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, you can still use your attacks still, but you wont be able to do any damage. 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, quick 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. There is currently a bug that gets rid of the -defense that occurs when rage drops, as long as it is double stacked.
Hurl
Ranged, High DMG(Smash), Knockback, -Fly
Recharge Time: Moderate (8 seconds)
Single Target
Recommended Slotting: 6 slots (3 damage, 1 acc, 2 endurance redux)
Hurl has recently been buffed with a decrease in animation time. With that said, I just really had no need for it at this point in my build, still had defenses to buff up.
If you do get it, I recommend getting it later.
Foot Stomp
PBAoE Melee, Moderate DMG(Smash), Knockback
Recharge Time: Slow (20 seconds)
PBAoE (15 foot radius)
Recommended Slotting: 6 slots!! (3 damage, 1 acc, 2 endurance redux)
Drool now! You will get this power, you will slot it, you WILL LOVE IT!!(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. The only thing more beautiful than watching a brute footstomp with rage and a full fury bar going, is a brute with double stacked rage, a full fury bar,and...(wait for it)...
Fulcrum shift. The first time I saw it, I really did have a SMASHgasm!!!!
If this power doesn't put an evil grin on your face, log out of your brute, delete him, and go roll a Defender. Pansy.
Super Reflexes:
This is more condensed than Super Strength, grouping like powers. And you're going to want all of them, so no need to debate the relative merits of individual powers. I'll discuss the one you're not going to take later.
Focused Fighting, Focused Senses, Evasion (the toggles):
Your basic defense. Early on, the endurance cost of two will hurt. Melee hits damage more, so keep fighting on and turn off senses when you don't need it. You want to make sure the first two are well-slotted by the time you hit SOs. The toggles provide 19.5% defense with 3 SOs each. You're taking a minion down to 30% to hit you, and bosses down to 45%. Thanks to the global defense (more accurately, enemy to-hit) changes with I7, these percentages will stay pretty consistent up to +5 enemies.Evasion is also your taunt aura.
Agile, Dodge, Lucky (the passives):
Your supplemental defense. Since these don't offer as much base defense as the toggles, take them later, and slot them later. At 7.8% extra defense 3 SO'ed, combined with the toggles, you are taking minions down to a 22% chance of hitting, bosses to 38%. Very nice, and very noticeable.
Then, there is the matter of the damage resistance. Each passive gives you scaling damage resistance--a little when you hit yellow, and more when you hit red. When you have all three and you are in the red, what would have been a kill shot hits you for half the damage or less, and you live to punch more things in the face. And the difference between two and three passives is VERY noticeable. You need them all.
Practiced Brawler:
One of the best status protection powers in the game. 2 recharge SOs + Quickness and it's perma. It can't be detoggled, and it doesn't cost endurance past firing it.
Quickness:
Some say it's skippable, but not from my angle. It helps your recharge everywhere, and the slow protection it provides is extremely valuable. When the Earth Thorn Caster drops quicksand and you run straight through it and smack him in the face, you'll thank me. The run speed buff is also great.
Elude:
Your god-mode. With this on, there is very little that will touch you. It has a huge boost to endurance recovery, increases your speed, and I believe an increase in jumping.However, with a few IO's of the right type in the right places, by the time this comes around, you will already be at the soft cap for defenses.
So yes. You want all of the SR powers. But in reality, you may have to forego one.
First choice: the AOE protection. You're not getting it until late anyway, and, with a few notable exceptions, AOEs hurt less than ranged and melee. With your SR supplement pool, you will have ways of recovering or lessening the AOE damage. Plus, a mere 3 levels from Evasion, you get Elude. If you find yourself in AOE hell that's too much to survive, you have a button out. However, remember that Evasion has your taunt aura. IO slotting (see later) can also provide good AOE defense.
You can strategize to minimize AOE damage as well. Charge into melee, and Nemesis will try to stab you with their guns rather than fire their AOEs. If there's only one AOE'er, he dies first.
So drop Lucky or Evasion? Evasion. Why? Even though it provides more AOE defense, you're better without it. First, it's a toggle, and it costs endurance. Second, the 3-passive scaling damage resistance is worlds better than the 2-passive. You may be hit by more AOEs, but they'll do less damage by the time you are in the yellow. And that's when it matters most. I tried life without both, and keeping Lucky is what I settled on. The damage res. once you are in the red, I like to classify as sick, stupid, ridiculous, and other descriptive words.
Second choice: Elude. Late game, you can use IOs to get your defense to 45% all around, making elude a bit redundant in most PVE situations.
I skipped elude. The way I am slotted and IO'ed I need not elude.
TRAVEL POWERS:
Honestly, what you want. The prereqs can add character to your tight build. If you would like to play around with more knockdown options, air superiority leads to fly. Hasten is always welcome in any build for me, and leads to superspeed. Combat jumping gives a lil bit extra defense, which adds up, and leads to superjump. Superjump was perfect for me because I was going with a Spidey theme. And teleporting is ummm teleport.
Also, there is one other option: no travel power. Swift + Quickness + Sprint will get you to somewhere between the speed of base fly and 1-slotted fly. I've tried it, and it's workable. I just don't have the patience. But, if you really, really, want to squeeze in more AOEs or other pools, this can be a way to free up a power. Plus, it's a great way to accent a natural origin character.
Fitness:
Swift, hurdle, health, stamina. Stamina is for sissies.
If you believe that, go smack yourself.
Hurdle will help with movement through maps, getting to the next mob before your team does.
Swift will help, and also increase the speed of flight, if you happen to pick up fly.
Health will help you stay in the red, for a long, long time.
Stamina, don't get and see how long you go. Dummy.
Fighting:
You want this for both tough and weave.
Tough is where you are going to put the Steadfast Protection +3% def/res. This will help you soft cap your def. The good thing is you don't have to have tough on to get the bonus. It will however add with your scaling Res. to make you, well, tough.
Weave will also stack with your already considerable def. to make you that much harder to hit.
The only bad thing is that you would have more toggles to run.
Medicine Pool:
Aid other or stimulant, I go with aid other to help my supergroup get the healing badge.
Aid Self doesn't need any interrupt reductions when you have this much defense. Recharge and heal are what I put in my toon. The way I am slotted I can get around half my health back every 10-15 seconds. You will be hit, and sometimes you may be out of green pills. This is where Aid self is a huge boon.
There are other powers, but I am barely an amateur on those, much less an expert.
IO Crap:
Well, here are some IO's that you could possibly slot to help yourself along. Remember that you can **** the global bonuses at a lower lvl without much of a detrimental effect on whatever power you slot it in.
Numinas Convalescence +Regen/Recovery and Miracle +Recovery: will cost you a pretty penny, but when slotted in Health, boost your endurance recovery a significant degree, which is very helpful if you have a toggle-intensive build.
Performance Shifter Chance for +End: The poor mans recovery boost, slotted in Stamina, give a 20% chance to return 10 endurance. This chance is checked for every 10 seconds, so on average you should get a bonus 10 endurance once every 50 seconds. Not entirely reliable but a nice help when it goes off.
Steadfast Protection +3% global defense: Goes in Tough if you take it. Works even if Tough isnt on, in case you need to save endurance through one less active toggle.
Gaussians Chance for Buildup: It gives a 5% chance of buildup, This should go into rage where it would go off randomly--on average once every 3 minutes which with double stacked rage and a nearly full fury bar, is just a stupid amount of damage.
Miracle +Recovery: Guess what, you have alot of toggles running and when you are in a long fight, that can hurt. Every little bit helps.
Regenerative Tissue +Regen: MMMMMMMmmmmmmmmmmmmmmmmmmmmmmm more regeneration, guess how much that will help when you're in the yellow or red.
Here is my final build, the only thing I am missing is the Luck of the Gambler set, but he is still able to accomplish the RWZ Challenge, solo a whole group of the EB's in the ITF, and slaughter a whole lot of anything that moves.
Willpower has more passive regen than Regen does. Who thought that was a good idea?
Can we get a fix for Energy Melee instead of more new sets?