Electric Melee / Shield Defense Brute Guide
II. Primary Power Set
Electrical Melee
Overview Electric Melee lets you harness the jolting damage of electricity. Arcs of energy surround your fists, dealing out endurance draining damage as you master the searing strength of lightning to smash your foes!
Personal Comment: Electric Melee is endurance heavy, sub-par vs. single target, and one of the best AoE damage brutes available.
Charged Brawl
Your fists become electrically charged and deliver a powerful punch. Charged Brawl can drain some Endurance from the target and may overload his synapses, leaving him writhing for a moment. A portion of drained Endurance may be returned to you. Disturbing an overloaded target will disperse the electrical charge and release him.
Damage Minor Damage(Smashing/Energy) (35dmg)
Recharge Fast
Minimum Level 1 (Brute)
Effects Melee, Foe Sleep, -Endurance
Personal Comment: I never took this power. I don't see the need for a fast recharge / minor damage attack when aiming for +130% overall recharge. Personally I use Havoc Punch as my fast attack since it recharges at 2 seconds.
Slotting Recommendation: no comments
Havoc Punch
The Havoc Punch is a slower attack than Charged Brawl, but makes up for it with a greater damage. Havoc Punch can drain some Endurance from your target and may overload his synapses, leaving him writhing for a moment. A portion of the drained Endurance may be given back to you. Disturbing an overloaded target will disperse the electrical charge and release him.
Damage Moderate Damage(Smashing/Energy) (65.8 dmg)
Recharge Moderate
Minimum Level 1 (Brute)
Effects Melee, Foe Sleep, -Endurance
Personal Comment: Average single target quick attack. Only used for cleanup or EB's or AV's.
Slotting Recommendation: Touch of Death set of 6 or Mako's set of 6 depending on your positional defenses.
Jacobs Ladder
You are able to generate a strong current between your arms and snap a powerful bolt of electricity in an arc in front of you. This melee attack can electrocute all foes within the arc dealing high Energy damage. Jacobs Ladder can drain some Endurance from your target and may overload his synapses, leaving him writhing for a moment. Disturbing an overloaded target will disperse the electrical charge and release him.
Damage High Damage(Energy) (62.6)
Recharge Moderate
Minimum Level 2 (Brute)
Effects Melee(Cone), Foe Sleep, -Endurance
Personal Comment: LONG animation time makes this a very hated power in my book. It's technically an AoE but the cone is so narrow that hitting more than 1-2 targets is challenging. When juiced up and at the +damage cap this power has an incredibly high damage cap and my jaw usually drops when i see it's numbers. My most recent build drops this power since I've been focused on killing 16 mobs at once vs. worrying about single target damage. I do miss it, but Ancillary Power Pools can fill the void.
Slotting Recommendation: Multi Stirke set of 6 or Obliteration set of 6
Build Up
Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit.
Recharge Long
Minimum Level 6 (Brute)
Effects Self +Damage, +To-Hit
Personal Comment: Build up + Lightning Rod + Shield Charge = 52 lt's and less will all be dead.
Slotting Recommendation: Gaussian Synchronized Fire Control set of 6
Thunder Strike
A massive attack. You smash your foes with all the power of a lightning bolt. The pummeled victim takes tremendous damage and may be Disoriented. Any nearby foes may be knocked down and take some damage from the shockwave.
Damage High Damage(Smashing/Energy) (81.7 dmg)
Recharge Slow
Minimum Level 8 (Brute)
Effects Melee(Area of Effect)
Foe Disorient, Knockback
Personal Comment: Love this power, hate the radius and animation time. This AoE power has only a range of 7 which means that if you are surrounded by mobs, unless the mobs behind you are glued to your butt, they aren't going to be hit. The radius is 3.5 ft from the point of impact. This means that you need to imagin a small circle of impact around the target you are hitting to maximize your target potentials. Once you figure that out, the damage and recharge of this power make it one of your primary damage dealers. This power recharges in 6 seconds and deals a huge amount of damage.
Slotting Recommendation: Most Important The best upgrade I ever made was adding a Force Feedback +Recharge Proc to this power. Some one needs to do the math on this for me, but this thing fires about 40% of the time. When it fires, Thunderstrike is back up in 4 seconds and your hasten, lightning rod, build up, and shield charge will all be back up in 3/4 the time. I'm guessing it works out to about a 30% overall plus to your global recharge time. Besides that i recommend slotting Obliteration set of 5 and later Armageddon set of 5.
Taunt
Taunt foes to attack you. Useful to pull enemies off allies and keep them attacking you to raise your Fury.
Recharge Fast
Minimum Level 12 (Brute)
Effects Ranged(Targeted Area of Effect)
Foe Taunt
Personal Comment: Who needs taunt when you are laying waste to the masses. The only mobs that won't stick to you are any group of more than 16. In that case there's nothing you can do.
Slotting Recommendation: no comments
Chain Induction
This Electric Melee attack deals moderate Smashing and Energy damage and may drain some of the target's Endurance. However, this attack also induces an unstable electric charge that may jump to another enemy target. The charge will jump randomly between multiple targets, until it inevitably dissipates. Enhancements and Fury will only boost the effectiveness of the initial attacks, not the jumping charge.
Bug! This power is currently bugged. If a Proc Invention enhancement is placed in the power, Chain Induction's 100% chance of jumping to another target will be changed to the much lower percentage of the Proc, such as Mako's Bite: Chance of Lethal Damage 20%, for example.
Damage Moderate Damage(Smashing/Energy) (55.1 dmg)
Recharge Slow
Minimum Level 18 (Brute)
Effects Melee, Foe -Endurance, +Special
Personal Comment: Love this power. Fast animation, decent damage, jumps to multiple targets. A few complaints: The power will not jump targets if you add a proc to it. This really cripples your ability to slot decent sets into this power. Second complaint: If the damage you deal with CI kills your target, it won't jump to the next target.
Slotting Recommendation: 4 slot kinetic combat for the melee defense, add a 5th slot with an accuracy. Later set of 5 Hecatomb.
Lightning Clap
You can clap your hands together to release a violent Lightning Clap. The Lightning Clap can knock down most nearby foes, Disorienting many of them. Lightning Clap deals no damage.
Recharge Slow
Minimum Level 26 (Brute)
Effects Point Blank Area of Effect
Foe Disorient, Knockback
Personal Comment: Knockback Magnitude 5.19 means mobs go flying in every direction. No thank you. Skip this power.
Slotting Recommendation: no comments
Lightning Rod
You can polarize your body and become a living Lightning Rod. This power calls forth a massive lightning bolt from the sky to strike you. You can then ride this bolt and instantly Teleport a short distances. You rematerialize in a massive bolt of electricity, dealing massive damage and knocking down all nearby foes. You must target the ground to activate this power. Damage from the lightning bolt is superior but is not affected by Fury.
Bug! This power is currently bugged. If a Damage Proc Invention enhancement is placed in the power, it will have the chance to attack the user instead of enemies.
Damage Superior Damage(Energy) (147.8 dmg)
Recharge Slow
Minimum Level 32 (Brute)
Effects Targeted Point Blank Area of Effect
Foe Knockback
Self Teleport
Personal Comment: Massive damage, you can teleport to the target location, knocks everyone down, and has the best animation in the game. What's more to love? (oh yeah, the fact you still have shield charge ready to fire ... )
Slotting Recommendation: set of 6 Obliteration
III. Secondary Power Set
Shield Defense
Overview -Shield Defense is a defensive powerset released in Issue 13, it is available to Tankers, Scrappers, and Brutes. Your mastery over the shield protects you from all forms of attacks in the form of defense as well as some moderate damage resistance to most types of damage. Your training with the shield enables you to protect your nearby allies boosting their defenses.
Powers
Deflection
Your mastery of the shield allows you to easily deflect melee attacks, and attacks that do get through your ironclad defenses tend to do less damage. While Active Defense is active the user will gain defense to melee attacks and some minor resistance to lethal and smashing damage. Recharge: Fast
Recharge Fast
Minimum Level 1 (Brute)
Effects Toggle
+DEF(Melee), +Res(Lethal, Smashing)
Personal Comment: One power to handle both melee defense and lethal / smashing resist makes slotting this power challenging, but we work with what we've got.
Slotting Recommendation: Many choices here. Aim to cap your def bonus then stack some resist if you have room (I suggest 3 LotG + 2 steadfast)
Battle Agility
Your incredible reflexes allow you to position your shield to deflect incoming ranged damage. While Deflection is active you will benefit from increased Ranged and AoE defense as well as some moderate protection from Defense Debuffs. Recharge: Fast
Recharge Fast
Minimum Level 2 (Brute)
Effects Toggle
+DEF(Ranged, AoE), +Res(Defense Debuff)
Personal Comment: Toggle Ranged Defense is nice on all melee bosses but 90% of the time you'll have this on.
Slotting Recommendation: Either set of 4 LotG or set of 6 Red Fortune.
True Grit
Your intense training has left you tougher than even the hardiest of heroes. You gain additional hit points and resistance to fire, cold, energy, negative energy and toxic damage sources. This power is always on and costs no Endurance.
Minimum Level 4 (Brute)
Effects Auto
Self +Res (Cold, Energy, Fire, Negative Energy, Toxic), +MaxHealth
Personal Comment: The bonus to hitpoints is awesome (unless you are working on the Ironman / Unbreakable badge since damage taken doesn't count unless you drop below your base hp). The hitpoint bonus loses it's sparkle after 50 when you start getting accolades, but I still have this power 3 slotted. Maxing out the resist for this power has always been lower priority to me than hitpoints.
Slotting Recommendation: set of 3 Miracle or set of 3 Numina
Active Defense
When you activate this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Repel, Knockback, Hold and Defense Debuff effects for a short duration.
Recharge: Very Long
Minimum Level 10 (Brute)
Effects Click
Self +Res(Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback, Defense Debuff)
Personal Comment: HATE this power! This power is your 1 click imuunity power which is great, but I have two major complaints. The first is that you have to click it each time it's up which means that this is your one and only auto power. Get used to watching hasten all the time because +recharge is less important that losing all your toggles from a hold / stun. Second complaint, this power has a 1.5 second cast time and lasts 120 seconds and recharges at 200 seconds base but at 60 seconds when juiced up on Speed Boost. This means that 1 / 40 of your time will always be spent casting this power and having your build-up / lightning rod interupted by this power will drive you crazy. Heaven help you if you leave a recharge IO in it because then it's up every 52 seconds.
Slotting Recommendation: 1x Cytoskeleton Exposure ( this buffs all your mag resists including defense debuff resist, plus it has zero recharge).
Against All Odds
The harder pressed you are in combat the greater your offensive abilities become. Each enemy that stands toe-to-toe with you in combat will grant you a damage bonus. The first foe you engage in melee grants the highest damage bonus, and up to 10 foes can contribute to this effect. Each foe in melee also suffer from reduced damage as your shield deflects a portion of their damage. Recharge: Slow
Recharge Slow
Minimum Level 16 (Brute)
Effects Toggle
Self +DMG
Foe -DMG, Taunt
Personal Comment: This power supplements your damage output and is magnified by other damage boosters. I've read the numbers and it seems that it adds somewhere between 55-90% to your overall damage output. I need someone to explain the math to me, but with 16 mobs on me, this power + Fulcrum Shift + assault I'm sitting at +650% damage in combat attributes.
Slotting Recommendation: 1x end red
Phalanx Fighting
Fighting very near your allies allows you to deflect attacks much easier. You will gain a small bonus to your melee, ranged and area of effect defense this bonus grows for each ally near you. This power is always on and costs no endurance.
BUG! When using MIDS to build your villain, MIDS will report a large defense increase when Phalanx Fighting is enabled. I recommend turning this power off in MIDS and just knowing you have a 3.75% defense bonus to all defensive postions.
Minimum Level 20 (Brute)
Self +DEF(Melee, Ranged, AoE)
Personal Comment: +3.75% defense to all positions with no end cost and another power you can slot a LotG:recharge in makes this power a no brainer. If you team alot, it only gets better.
Slotting Recommendation: Def IO, or LotG: Recharge if you don't already have 5 other places.
Grant Cover
You are able to use your shield to defend nearby allies. Any teammates who remain nearby gain a bonus to their defense. (NOTE: The defense bonus from this power is only applied to nearby team mates, but not yourself.) Recharge: Slow
Recharge Slow
Minimum Level 28 (Brute)
Effects Toggle
Team (but not self) +DEF(All)
Personal Comment: Great team buff and a good self defense debuff resist. Also another good spot for a LotG: Recharge.
Slotting Recommendation: EndIO or Set of 3 LotG or Cytoskeleton Exposure
Shield Charge
You can throw all of your might behind your shield and charge through ranks of foes in the blink of an eye. Using this power allows you to teleport to a selected area to deal significant smashing damage to all foes in a long cone in front of you, most foes that are struck by your Shield Charge will be knocked down. Damage: Superior, Recharge: Very Long.
Recharge Very Long
Damage Superior (Smashing) (147.8)
Minimum Level 35 (Brute)
Effects Click
Foe Knockdown
Self Teleport
Personal Comment: Ah yes, the best of the best! Fast Animation, self teleport, Massive damage, foe knockdown make this one of the best powers in the game.
Slotting Recommendation: Obliteration Set of 6.
One With the Shield
When you activate this power, you gain strong resistance against most types of damage and also to Disorient, Immobilization, Hold, Knockback, Repel and Sleep effects. One with the Shield costs little Endurance to activate and increases your recovery and maximum hit points for its duration, but when it wears off you are left exhausted, and substantially drained of Endurance. Note that One With the Shield is unaffected by Attack Rate changes. Recharge: Very Long
Recharge Very Long
Minimum Level 38 (Brute)
Effects Click
Self +Res(Disorient, Sleep, Hold, Immobilize, Repel, Knockback, All DMG but Psi), +Recovery, +Max HP
Personal Comment: This is basically a "oh no, i'm going to die" power. Personally I skip this power because I like to avoid death by planning my build for survivability and if things get that hairy, i'll pop a respite.
Slotting Recommendation: no comments
IV. Pool Powers and Epic Pool Powers
Pool Powers:
Fighting: Tough Weave
Personal Comment: Not required, but the added lethal / smashing resist and the large bonus from weave makes this pool HIGHLY recommended.
Slotting Recommendation: 3 slot titanium coating in Tough, and 3-4 slot LotG in Weave
Fitness: Swift Hurdle Health Stamina
Personal Comment: Electric Melee / Shield is an endurance pig. Stamina is required and having health invaluable.
Slotting Recommendation: 3 numina / miracle in health, 4 slot stamina with Performance Shifter
Speed: Hasten, Super Speed
Personal Comment: Every build I've made in this game excapt DB stalker has required Hasten. This one is no exception
Slotting Recommendation: 3 slot Recharge IO until perma, then 2 slot Recharge IO.
Jumping: Combat Jumping, Super Jump
Personal Comment: I love having combat jumping for it's movement increase. Having the added defense at .07 end cost is a bonus. This ability is also highly valuable just for the slotting options.
Slotting Recommendation: 2-3 slot Zephyr AND / OR 1-3 Slot LotG
Medicine: Aid Self
Personal Comment: Would make a good choice since mobs are rarely standing up and you shouldn't worry about interuptions, but I've never taken this power.
Leadership: Maneuvers, Assault, Tactics
Personal Comment: Too endurance expensive for the bonuses these powers grant.
Ancillary / Epic Pool
Mu Mastery
Personal Comment: This is the pool I have always used. Mu Lightning and Ball Lightning are the powers I recommend. Mu Lightning does very good single target damage and can be used in you standard single target attack chain to replace Jacob's Ladder. Ball Lightning is a great ranged AoE that can be cast between every Lightning Rod, Shield Charge, and Thunder Strike. Socketing Ball Lightning with Ragnorok Chance to Knockdown is an invaluable addition to your AoE knockdown arsenal. I tried out Electric Fences and though it's a great AoE the two big problems with this power is the damage is pathetic and this power negates your ability to keep everyone on their backs. Immobalized opponents can't be knocked down. All your Ancillary Pool attacks are not effected by Damage buffs and debuffs. So build up and ball lightning won't do any extra damage. This is useful to know if you ever are debuffed and need to deal damage. I have also noticed that mobs running vengeance are easier to hit using these powers.
Slotting Recommendation: Elec Fences (5 Positron + Trap Hunter Proc), Mu Lightning (5 decimation or 5 apocolypse), Ball Lightning (5 slot Positron + Ragnorok chance for knockdown)
Mace Mastery
Personal Comment: haven't tried it.
Soul Mastery
Personal Comment: looks similar to mu, haven't tried it.
Leviathan Mastery
Personal Comment: I've been very tempted to try out Arctic Breath. Being able to deal -resist on a pack of mobs prior to lightning rod / shield charge will be fun to try, but I'm not ready for another respec yet.
V. Extras
Unlockable Shields
The following shields are unlockable.
Ascendant Full Shield (Unlocked by Defeating 200 Council) - Very cool Shield
Ascendant Half Shield (Unlocked by Defeating 200 Council)
Talsorian Shield (color tintable) (Unlockable with 100 Vanguard Merits at the Vanguard purchase station in the Rikti War Zone)
Roman Shield [2] (Unlocked with Centurion Badge)
Roman Engineer Shield [3] (Unlocked with Centurion Badge)
Romulus Soldier Shield [4] (Unlocked with Centurion Badge)
Romulus General Shield [5] (Unlocked with Centurion Badge)
Romulus Shield (color tintable) (Unlocked with Roman Badge)
Nictus Shield (partially colour tintable) (Unlocked by defeating Nictus Romulus 5 times)
Rularuu Shield - Coolest Shield in the game, imo
-Complete Technician Naylor's level 35-40 arc "Last Stand on Mole Point Bravo"
-Complete Efficiency Expert Pither's level 45-50 arc "Alone in the Darque"
-Complete Scirocco's level 40-45 arc "The Hammer of the World"
I recommend doing Scirocco's Patron Arc because it leads to "Hammer of the World" which gives this shield as reward
Accolades
(In Order of priority / ease to achieve) -
1. Invader Auto: Self +5% Max HP
2. High Pain Threshold Auto: Self +10% Max HP
3. Born in Battle Auto: Self +5% Max HP, +5 Max Endurance
4. Marshal Auto: Self +5 Max Endurance
Getting these accolades will grant you:
+300 hitpoints
+3.4 hp / sec regeneration
+10.0 max endurance
+0.30 end / sec recovery increase
Standard Level 50 Attack Chains:
AoE - Bosses
1.Build up, Lightning Rod, enemies fall down, you gain aggro on all of them.
2. Thunderstrike, Ball Lightning, Shield Charge
(switch BL and SC, if FF+Recharge procs)
3. Thunderstrike, Chain Induction, Ball Lightning.
4. Build UP ---> back to 1. until dead.
AoE Lt's
1. Walk into group, yawn.
2. Wait til your Fury is above 50%.
3. Build Up, Lightning Rod, Shield Charge.
4. What? one is still standing? Havok punch ...
Single Target Attack Chain (humility 101)
Havok Punch, Mu Lightning (or Jacob's Ladder), Chain Induction, and Thunder Strike if nothing else is available. It's not pretty but it gets the job done. When traveling with a party of 8 it's usually better just to move on to the next group once there are 1-2 mobs left.
VI. Sample Builds
Sample Level 40 Build:
Level 40 Natural Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Villain Profile:
------------
Level 1: Havoc Punch Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Deflection LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(9), S'fstPrt-ResDam/Def+(37)
Level 2: Jacobs Ladder M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 4: Battle Agility RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(29), RedFtn-EndRdx(31)
Level 6: True Grit Numna-Heal(A), Numna-Heal/Rchg(9)
Level 8: Thunder Strike Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(21)
Level 10: Swift Run-I(A)
Level 12: Hasten RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 14: Health Numna-Regen/Rcvry+(A)
Level 16: Against All Odds EndRdx-I(A)
Level 18: Chain Induction KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), Acc(31)
Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(27)
Level 22: Active Defense HO:Cyto(A)
Level 24: Phalanx Fighting LkGmblr-Rchg+(A)
Level 26: Super Speed Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
Level 28: Build Up GSFC-ToHit/Rchg(A), GSFC-ToHit(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 30: Combat Jumping Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
Level 32: Lightning Rod Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Grant Cover LkGmblr-Rchg+(A)
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Sample Level 50 Build - Expensive
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Level 50 Natural Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Havoc Punch T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(9), S'fstPrt-ResDam/EndRdx(11), S'fstPrt-ResDam/Def+(13), ResDam-I(23)
Level 2: Battle Agility RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def(29), RedFtn-EndRdx(40), RedFtn-Def/EndRdx/Rchg(40)
Level 4: True Grit Mrcl-Rcvry+(A), Mrcl-Heal(13), Mrcl-Heal/EndRdx(15)
Level 6: Kick Empty(A)
Level 8: Thunder Strike Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(17), Oblit-Acc/Dmg/Rchg(17), Oblit-Dmg(19), Oblit-Dmg/Rchg(19), FrcFbk-Rechg%(21)
Level 10:Swift Run-I(A)
Level 12:Hasten RechRdx-I(A), RechRdx-I(21)
Level 14:Health Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(43)
Level 16:Against All Odds EndRdx-I(A)
Level 18:Chain Induction Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Rchg(25), Hectmb-Acc/Dmg/Rchg(25), Hectmb-Dmg(31)
Level 20:Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(27), P'Shift-End%(42)
Level 22:Active Defense HO:Cyto(A)
Level 24:Phalanx Fighting DefBuff-I(A)
Level 26:Super Speed Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(50)
Level 28:Build Up GSFC-ToHit/Rchg(A), GSFC-Build%(34), GSFC-ToHit(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40)
Level 30:Combat Jumping Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), LkGmblr-Def(31), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(43)
Level 32:Lightning Rod Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35:Shield Charge Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38:Grant Cover LkGmblr-Rchg+(A)
Level 41:Electrifying Fences Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(46), TotHntr-Dam%(48)
Level 44:Ball Lightning Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46), Ragnrk-Knock%(46)
Level 47:Tough TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx/Rchg(48)
Level 49:Weave LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(50), LkGmblr-Def(50)
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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Sample Level 50 Build - VERY Expensive
Level 50 Natural Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Havoc Punch T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(9), S'fstPrt-ResDam/EndRdx(11), S'fstPrt-ResDam/Def+(13), ResDam-I(40)
Level 2: Battle Agility RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx(11), RedFtn-Def(23), RedFtn-Def/EndRdx/Rchg(29), RedFtn-EndRdx/Rchg(50)
Level 4: True Grit Mrcl-Rcvry+(A), Mrcl-Heal(13), Mrcl-Heal/EndRdx(15)
Level 6: Kick Empty(A)
Level 8: Thunder Strike Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Acc/Dmg/Rchg(19), FrcFbk-Rechg%(21)
Level 10:Swift Run-I(A)
Level 12:Hasten RechRdx-I(A), RechRdx-I(21)
Level 14:Health Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(43)
Level 16:Against All Odds EndRdx-I(A)
Level 18:Chain Induction Hectmb-Dmg/Rchg(A), Hectmb-Dmg/EndRdx(23), Hectmb-Acc/Rchg(25), Hectmb-Acc/Dmg/Rchg(25), Hectmb-Dmg(31)
Level 20:Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(27), P'Shift-End%(42)
Level 22:Active Defense HO:Cyto(A)
Level 24:Phalanx Fighting LkGmblr-Rchg+(A)
Level 26:Super Speed Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
Level 28:Build Up GSFC-ToHit/Rchg(A), GSFC-Build%(34), GSFC-ToHit(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40)
Level 30:Combat Jumping Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), LkGmblr-Def(31), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(43)
Level 32:Lightning Rod Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35:Shield Charge Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38:Grant Cover LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(48)
Level 41:Mu Lightning Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(46)
Level 44:Ball Lightning Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), Ragnrk-Knock%(46)
Level 47:Tough TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx/Rchg(48)
Level 49:Weave LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(50), LkGmblr-Def(50)
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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yay finally some one came out with a guide... now i need to read it
Very nice guide. Did not know that about Ancilleries, I will double check that one.
You farm with this? I'm thinking about rerolling my ss/shield as elec/shield because rage crashes is not my style.
Thanks much, Thugsrus! I've been having a lot of trouble picking powers and slots for my Elec/Shield. Right now I have it running Flight so that I can use Air Superiority to bolster my attacks in the early game while I'm malefactored, but your build makes a lot of sense.
...Now if only I had more than 9 mil on my brute for slotting...
Too many alts to list.
Yup. Patron powers are effected by damage buffs and debuffs. Example: Use ball lightning after rage crash...you see ticks of 1's. Use ball lightning at 300 percent damage boost...see ticks of 16's and 24's.
Every brute can "farm" to some degree. Let's make a scale 1-5 of quality of brute.
1. Wall Farming Cimerora
2. 8-man Liberate TV main tank
3. 8-man all boss lvl 52 AE main tank
4. 8-man all boss lvl 52 AE solo (or two man)
5. 8-man all boss lvl 54 AE main tank
I put elec / sd brute in category 4. Currently I farm the heck out of 8-man all lvl 52 boss farms. I tag team the mission with a rad/kin corruptor. This returns the best tix / inf. Prior to the 5/5 patch it was so easy it would put me to sleep. Now, after 5/5, farming these missions is challenging solo but doable. Tag teaming these missions now is a perfect risk vs. reward in my opinion.
I've tried being the main tank in the Category 5 scenerio but shield defense resistances are just not high enough to take the pounding to be a main tank against level 54 bosses.
All I can say is WOW.. One of the Best done guides I have seen in a long time here.
[ QUOTE ]
45% Defense Debuff Resistance
13.8% Recharge Debuff Resistance
[/ QUOTE ]
Mid's does not report these numbers correctly.
Your defense debuff resistance will be 13.8%*Defense Enhancement (50-56% generally) for Battle Agility and Grant Cover, and 17.3%*Defense Enhancement (currently only doable via HO's) *2 (when double stacked) for Active Defense. My build currently has 58%-82% Defense Debuff Resistance.
Your Recharge Debuff Resistance is 30%*Recharge Enhancement AND Globabl Recharge. My build currently has 46.5% to 67.5%(when Hasten is on) Recharge Debuff Resistance. This is most likely an oversight, so do not be surprised if it gets "fixed" to be a straight unenhanceable 30%, in a future update.
Will slotting resist/recharge IO's in OwtS indeed help it recharge faster? I think I remeber people saying it worked in Mind link.
How does elec/shield compare to SS/Shield? On a high recharge build I can see elec coming out ahead because of Lightning Rod, with SS having better single target damage.
Does anyone have an elec/shield and SS/shield to compare?
[ QUOTE ]
Will slotting resist/recharge IO's in OwtS indeed help it recharge faster? I think I remeber people saying it worked in Mind link.
[/ QUOTE ]
One With The Shield is set to ignore recharge buffs and enhancements, and I think does not allow normal recharge enhancements (TO's, DO's, SO's, Common IO's) to be slotted. Mind Link is only set to not allow normal recharge enhancements to be slotted.
Unlike Mind Link, there is nothing you can do to get it to recharge faster (same with Strength of Will for Willpower).
[ QUOTE ]
How does elec/shield compare to SS/Shield? On a high recharge build I can see elec coming out ahead because of Lightning Rod, with SS having better single target damage.
Does anyone have an elec/shield and SS/shield to compare?
[/ QUOTE ]
My brother is leveling an SS/Shield and I already have a tricked out Elec/Shield, so we will see in the next few weeks.
Based on my experience with SS/Elec, SS/Shield will do more damage in a short period of time, due to Rage and Footstomp (250ish damage every 5-7 seconds, and of course Rage will boost Shield Charge too), although copious usage of Thunderstrike may sizably reduce the gap (depending on how well packed the enemies are). However, my guesstimate is that overall the SS/Shield will do less damage, unless heavily buffed for recovery (my SS/Elec constantly uses Power Sink, otherwise he would have to frequently rest/pop blue pills).
[ QUOTE ]
45% Defense Debuff Resistance 13.8% Recharge Debuff Resistance [/ QUOTE ] Mid's does not report these numbers correctly. Your defense debuff resistance will be 13.8%*Defense Enhancement (50-56% generally) for Battle Agility and Grant Cover, and 17.3%*Defense Enhancement (currently only doable via HO's) *2 (when double stacked) for Active Defense. My build currently has 58%-82% Defense Debuff Resistance. Your Recharge Debuff Resistance is 30%*Recharge Enhancement AND Globabl Recharge. My build currently has 46.5% to 67.5%(when Hasten is on) Recharge Debuff Resistance. This is most likely an oversight, so do not be surprised if it gets "fixed" to be a straight unenhanceable 30%, in a future update. |
You know why I like this job? The pay is good, the scenery changes and they let me use explosives.
Virtue
Supremo - Blue Side
Necrocyde - Red Side
Nice guide. Thought about making one, but with this here there didn't seem to be much point. I'll add a few tidbits:
1)
Every brute can "farm" to some degree. Let's make a scale 1-5 of quality of brute.
1. Wall Farming Cimerora 2. 8-man Liberate TV main tank 3. 8-man all boss lvl 52 AE main tank 4. 8-man all boss lvl 52 AE solo (or two man) 5. 8-man all boss lvl 54 AE main tank |
2) Not sure why you think 2 recharges in hasten is perma. 3 gets you very close with the "very Expensive" build. (128 sec vs 120 duration.)
3) Your "Very Expensive" build has Melee D at around 49%. I prefer just over the soft cap (45%) so if I'm facing no -Def I'm still where I want to be, but yes against -DEF guys I do pop a small to Med purple. Saves you slots for other stuff.
4) My suggestion on a "Very Expensive" build below.
Notes: I have this built except I hadn't used the force Feedback Procs. Note I used many more Cytoskeleton/Ribosome Hami-O's than Thugs'. These are great for reducing slots needed in resists/defs. This combined with my End gaining Procs means my end gain to use ratio is actually better than the posted one even with Darkest Night running. Note Taunt is optional but I find it nice for pulling.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ginormical (new): Level 50 Technology Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Havoc Punch
- (A) Hecatomb - Chance of Damage(Negative): Level 50
- (5) Hecatomb - Damage: Level 50
- (5) Hecatomb - Damage/Recharge: Level 50
- (9) Hecatomb - Damage/Endurance: Level 50
- (17) Hecatomb - Accuracy/Recharge: Level 50
- (A) HamiO:Cytoskeleton Exposure
- (3) Luck of the Gambler - Defense: Level 50
- (3) Gladiator's Armor - End/Resist: Level 50
- (7) Gladiator's Armor - Resistance: Level 50
- (13) Luck of the Gambler - Recharge Speed: Level 32
- (15) HamiO:Ribosome Exposure
- (A) Luck of the Gambler - Recharge Speed: Level 49
- (23) Luck of the Gambler - Defense: Level 50
- (23) HamiO:Cytoskeleton Exposure
- (A) Numina's Convalescence - Heal: Level 50
- (11) Numina's Convalescence - Heal/Endurance: Level 50
- (25) Numina's Convalescence - Heal/Recharge: Level 50
- (33) Gladiator's Armor - TP Protection +3% Def (All): Level 50
- (33) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Touch of Death - Accuracy/Damage: Level 40
- (7) Touch of Death - Damage/Endurance: Level 40
- (13) Touch of Death - Damage/Recharge: Level 40
- (42) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (43) Touch of Death - Damage/Endurance/Recharge: Level 40
- (43) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Armageddon - Damage: Level 50
- (9) Armageddon - Damage/Recharge: Level 50
- (11) Armageddon - Accuracy/Damage/Recharge: Level 50
- (17) Force Feedback - Chance for +Recharge: Level 30
- (25) Armageddon - Accuracy/Recharge: Level 50
- (33) Armageddon - Damage/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (15) Recharge Reduction IO: Level 50
- (50) Recharge Reduction IO: Level 30
- (A) Jumping IO: Level 50
- (A) HamiO:Cytoskeleton Exposure
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (27) Miracle - Heal: Level 40
- (29) Miracle - +Recovery: Level 40
- (A) HamiO:Ribosome Exposure
- (19) HamiO:Ribosome Exposure
- (19) HamiO:Ribosome Exposure
- (A) Performance Shifter - EndMod: Level 50
- (21) Performance Shifter - Chance for +End: Level 32
- (21) Performance Shifter - EndMod/Accuracy: Level 50
- (29) Performance Shifter - EndMod/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 34
- (A) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 49
- (27) HamiO:Cytoskeleton Exposure
- (31) HamiO:Cytoskeleton Exposure
- (A) Luck of the Gambler - Recharge Speed: Level 39
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (48) Blessing of the Zephyr - Knockback Reduction (4 points): Level 30
- (A) Mocking Beratement - Taunt/Recharge/Range: Level 50
- (34) Mocking Beratement - Taunt/Range: Level 50
- (A) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (34) Eradication - Accuracy/Damage/Recharge: Level 30
- (34) Eradication - Damage/Recharge: Level 30
- (36) Multi Strike - Damage/Endurance/Recharge: Level 50
- (36) Multi Strike - Damage/Recharge: Level 50
- (36) Force Feedback - Chance for +Recharge: Level 40
- (A) Obliteration - Damage: Level 50
- (37) Obliteration - Damage/Recharge: Level 50
- (37) Obliteration - Accuracy/Recharge: Level 50
- (37) Obliteration - Accuracy/Damage/Recharge: Level 50
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (39) Obliteration - Chance for Smashing Damage: Level 32
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (42) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 38
- (A) Apocalypse - Chance of Damage(Negative): Level 50
- (42) Apocalypse - Damage: Level 50
- (43) Apocalypse - Accuracy/Recharge: Level 50
- (45) Apocalypse - Damage/Endurance: Level 50
- (46) Apocalypse - Damage/Recharge: Level 50
- (A) Ragnarok - Chance for Knockdown: Level 50
- (45) Ragnarok - Damage: Level 50
- (45) Ragnarok - Damage/Endurance: Level 50
- (46) Ragnarok - Damage/Recharge: Level 50
- (46) Ragnarok - Accuracy/Recharge: Level 50
- (50) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (A) HamiO:Enzyme Exposure
- (48) HamiO:Enzyme Exposure
- (48) HamiO:Enzyme Exposure
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Might aswell slot 2 +recharges in Anyway this is going to be my build i like it so far and about darkest night, there's always somebody in the team with a acc debuff or a heal/bubble etc. It's not that i'll invite 8 people to start it and then go solo them. That's also the reason i took Grand Cover. One with the shield only has a end drop so a real gem in this build and i love those gems hehe.
Fully capped directional defends, some resists with it and extra health and a self heal
Villain Plan by Mids' Villain Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Medicine
Villain Profile:
Level 1: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(45)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(11), TtmC'tng-ResDam(25), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/Rchg(46)
Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Rchg+(13), SW-ResDam/Re TP(46)
Level 4: True Grit -- Panac-Heal(A), Panac-Heal/+End(5), Aegis-ResDam(11), Aegis-ResDam/EndRdx(19), GA-End/Res(45), GA-3defTpProc(45)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(9), Sciroc-Acc/Dmg/EndRdx(13), Sciroc-Dam%(15), FrcFbk-Rechg%(40)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(15)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(40), Zephyr-Travel/EndRdx(50)
Level 16: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(27), Numna-Heal(39), Numna-Regen/Rcvry+(39)
Level 18: Against All Odds -- EndRdx-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
Level 22: Phalanx Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(43), RedFtn-EndRdx(43), RedFtn-EndRdx/Rchg(48)
Level 24: Build Up -- AdjTgt-ToHit(A), AdjTgt-Rchg(25)
Level 26: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(34)
Level 28: Maneuvers -- S'dpty-Def(A), S'dpty-Def/EndRdx(29), S'dpty-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(40)
Level 30: Assault -- EndRdx-I(A)
Level 32: Lightning Rod -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(34), FrcFbk-Rechg%(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Grant Cover -- LkGmblr-Rchg+(A)
Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(48)
Level 44: Aid Other -- Numna-Heal/EndRdx(A)
Level 47: One with the Shield -- S'fstPrt-ResDam/Def+(A)
Level 49: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:
- 17,5% DamageBuff(Smashing)
- 17,5% DamageBuff(Lethal)
- 17,5% DamageBuff(Fire)
- 17,5% DamageBuff(Cold)
- 17,5% DamageBuff(Energy)
- 17,5% DamageBuff(Negative)
- 17,5% DamageBuff(Toxic)
- 17,5% DamageBuff(Psionic)
- 12,9% Defense(Smashing)
- 12,9% Defense(Lethal)
- 13,5% Defense(Fire)
- 13,5% Defense(Cold)
- 13,5% Defense(Energy)
- 13,5% Defense(Negative)
- 6% Defense(Psionic)
- 19,8% Defense(Melee)
- 21% Defense(Ranged)
- 21% Defense(AoE)
- 45% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 36% Enhancement(Accuracy)
- 10% FlySpeed
- 174,3 HP (11,6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 6,05%
- MezResist(Immobilize) 4,95%
- MezResist(Sleep) 2,2%
- MezResist(Stun) 4,4%
- 12,5% (0,21 End/sec) Recovery
- 68% (4,26 HP/sec) Regeneration
- 4,58% Resistance(Smashing)
- 4,58% Resistance(Lethal)
- 4,26% Resistance(Fire)
- 4,26% Resistance(Cold)
- 3% Resistance(Energy)
- 9,25% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 15% RunSpeed
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Hero and Villian build discussion forum
Chain Induction This Electric Melee attack deals moderate Smashing and Energy damage and may drain some of the target's Endurance. However, this attack also induces an unstable electric charge that may jump to another enemy target. The charge will jump randomly between multiple targets, until it inevitably dissipates. Enhancements and Fury will only boost the effectiveness of the initial attacks, not the jumping charge. Bug! This power is currently bugged. If a Proc Invention enhancement is placed in the power, Chain Induction's 100% chance of jumping to another target will be changed to the much lower percentage of the Proc, such as Mako's Bite: Chance of Lethal Damage 20%, for example. Damage Moderate Damage(Smashing/Energy) (55.1 dmg) Recharge Slow Minimum Level 18 (Brute) Effects Melee, Foe -Endurance, +Special Personal Comment: Love this power. Fast animation, decent damage, jumps to multiple targets. A few complaints: The power will not jump targets if you add a proc to it. This really cripples your ability to slot decent sets into this power. Second complaint: If the damage you deal with CI kills your target, it won't jump to the next target. Slotting Recommendation: 4 slot kinetic combat for the melee defense, add a 5th slot with an accuracy. Later set of 5 Hecatomb. |
Mine is scrapper rather than brute. Agree on the FF proc in TS, I also have one in my epic, note that because of the pet summons, they don't work properly in the teleport attacks.
I went without a travel power so slotted 4 GotA and 2 plain IO res in deflection and put my steadfast in tough.
I 6 slot stamina for the AoE def. Mine is capped on melee/AoE and a little down on ranged. I can cope with soloing +2/x8 BP, so it's pretty robust.
It's true. This game is NOT rocket surgery. - BillZBubba
Any chance I could maybe convince you to do a workup/build that *doesn't* cost billions in IO sets? Not all of us are that rich, sadly.
Any chance I could maybe convince you to do a workup/build that *doesn't* cost billions in IO sets? Not all of us are that rich, sadly.
|
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
No, I saw it. I already have a SS/Elec Brute and Elec/Shield is kind of a concept character I'm going for. I always do research on powerset combos so I know what I'm getting into. I'm not into PvP, I don't have billions of inf to blow on purple sets, and I don't really care so much about min/maxing. Also, Electric Melee and Shield Defense are powersets I've never played before, so they're new and fun. Super Strength, while fun, is old hat to me.
I'd suggest checking out these two threads:
Per request: Electric/Shield - Almost all SOs
Fury Flechette posts a build, and says the following: "the build isn't soft capped, but hopefully, the slotting will give you an idea of how to make your IO based build.".
Elec/SD 2 build comparison
Fury gives some good advice on an Elec/SD build.
I also very strongly suggest reading Fury's Electric/Shield and Fire/Shield for any budget thread in the Scrapper forum. It should be kinda easy to extropolate to a Brute. I'm using the Moderate build on my Scrapper, and I can tank a Pylon in the RWZ. I can't do enough DPS to take it out, but I take what it throws at me.
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Biggest Troll on the forums? I'll give you a hint:
Aye my fist bulletin and just want to no how this build is =) hope u like it
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I. Introduction
II. Primary Power Set
III. Secondary Power Set
IV. Pool Powers and Epic Pool Powers
V. Extras
VI. Sample Builds
I. Introduction
So you want to be a human wrecking ball? Electric Melee / Shield Defense is a great choice. With all of my builds I always focus on how to squeeze out every bit of goodness out of my characters so please no hate for my MIN / MAX focus in this guide.
Electric Melee is arguably the best AoE Brute out there but I'm not here to debate "Rage+Footstomp=game over!". Electric Melee has four AoE attacks but two that are most used are Thunderstrike and Lightning Rod. With 120% Recharge, Thunderstrike has a six second recharge and Lightning Rod has a 28 Second recharge. Both attacks hit everyone around you and deal massive damage and knocks everyone down.
Shield Defense should be renamed to "The Best Defense ... " The reason for this is that Shield Defense is a VERY good offense. Shield Charge is basically another Lightning Rod (500-550 cap)with a faster animation speed and deals more damage (540-580 cap). Against All Odds is an aura that pumps up your damage output per enemy in melee range. These two huge offensive abilities coupled with a good offensive set make Shield Defense a popular choice of MIN / MAX players.
Choosing Electric Melee with Shield Defense is an amazing duo of powers. With this combination you have superior damage, superior mitigation and on-par defense to other brutes.
Damage - Against All Odds provides about a 90% bonus to damage when surrounded by 10 mobs or more.
Mitigation - Thunderstrike = AoE knockdown, Lightning Rod = AoE knockdown, Shield Charge = AoE knockdown, (Ball Lightning slotted w/Rag Proc = AoE knockdown). With this array of powers all with AoE knockdown, mobs are very rarely on their feet. If they aren't standing they aren't doing damage. Typically purple lt's will be dead before they can get a single shot off.
Defense - with seven inexpensive IO Sets you can reach 40% ranged and melee defense by level 37. At this time you'll have about 12-14 resist to all but psionic. From this point you can begin your final push to 50 and start aiming at nicer IO sets that'll boost your HP, regen, resists and AoE defense. Once completed with sets and accolades you'll be looking at:
45+% melee defense
45+% ranged defense
40+% AoE defense
31 - 34% Smashing - Lethal Resist
11 - 18% Other Resist
2200 - 2400 hit points
250 - 300% regen
45% Defense Debuff Resistance
13.8% Recharge Debuff Resistance
You can increase any of these numbers but you'll be lowering something else. It's all personal preference.
Build Strategy
Enhance your strengths. Shield Defense is an offensive powerhouse that has moderate positional defenses and below average resistances. With this setup it's most beneficial to cap positional defenses, increase hit points, increase hp regen and then push resistances in that order. It's not the most defensive brute in the game, but most of your oppenents will usually be on their backs from all your knockdown so it doesn't matter.