SS/Elec - Need Help
[ QUOTE ]
Right now, I can't take point on an 8 man team to save my life.
[/ QUOTE ]
Get better teammates.
Or, if that is out of the question:
1. Slot for +HP, +Recharge, (and possibly) +Defense. Layered mitigation is better than just straight Resistance.
2. Use Power Surge often as soon as you get it. You'll learn when you need it over when you don't very quickly.
3. Use Power Sink and Lightning Field offensively. Drain the mobs of endurance before they can kill you. Pick up Ball Lightning and Electric Fences and slot for End Mod as well. Or pick up Darkest Night and slot for to hit debuff. That'll work as well.
4. Use Footstomp when you are losing health rapidly. That little break you get when you knock them on their [censored] may just save your life.
5. The Fighting Pool is your friend. Tough is your friend. Your Smash/Lethal resistance is anemic at best without it.
But honestly, most Brutes should need a little help from time to time running against 8 man team spawns. Just be sure to either ask for help or have a second Brute split aggro with you.
Ouch...that slotting of yours is....well...horrid, sorry.
Remember, never slot anything with the "same" enhancement type past "3" due to ED. The 4th enhancement is doing sooooooo very little for you it's really not worth it (although I'll sound hypocritical later in this post..). Both Hasten and Rage are slotted with 4 rechrdx according to your build, that's bad. Those are two slots which should be free'd up elsewhere. Rage, for pve, only really needs 3 rechrdx. You can add maybe "1 tohit buff" later, but it's not necessry for 90% of the pve game. Hasten, only ever needs 3 unless for some reason you need to add more to fully complete a "perma-hasten" setup with IO's. You, only need 3 tho.
If you're having end problems, definately add an endrdx to Footstomp, that puppy uses a good amount of endurance.
Remove the second slot from health...
Lightning Field should be slotted with 2acc/3endmod/1endrdx. There is absolutely no need to slot LF with more than 1 endrdx after you get PowerSink. Power Sink + Hasten is powerful enough to run all your toggles plus attacks without slotting even 1 EndRdx, so don't blow 3 of them in LF. LF is there to assist in "draining" mobs completely dry of endurance. Combined with PowerSink it is possible to reduce most mobs to using their lowest damage attack against you which in turn will greatly reduce incoming damage.
Power Sink should be slotted 2 rechrdx/4 endmod. Yup, I said it...4. Why? Because PowerSink is such a "huge" end drain already, that the 4th slot really does give noticeable value. I actually "do" notice a slight pace difference in draining mobs between 3 and 4 endmod slots. With 4, I can drain them just a couple seconds faster than with 3, and that is enough to warrent the 4 slot in my opinion, since drying them out fast will reduce damage just that much faster for me. See, I told you I'd be a "tad" bit of a hypocrite on the "only 3-slot" rule lol. This is, in fact, due to the dev's needing the greatly increase the amount of end drain that */ELA does if that is to be it's primary means of damage mitigation. If the set did a tad bit better job at end draining, then I wouldn't need that 4th slot.
Finally...your tactics. These specific tactics are one of the reasons why I think SS and ELA are "one of" the best pairings (DM/ELA is awesome too) together.
1.) When you first leap into a spawn, your FIRST move is to use Foot Stomp to hopefully "reduce" some of the initial alpha which will be fired upon you. Foot Stomp alone, when used correctly, can cut "at least" 50% of the initial alpha on you. This means that you won't be slammed with an "entire" spawns worth of damage all at once.
2.) Your second move is to almost immediately use Power Sink on the spawn. The mobs will be drained of around 80-85% of their endurance with one zap from PS (depending on mob level and type).
3.) If needed, at this point use Aid Self. The mobs which have fallen on their rears will "just" be getting to their feet at this time. This "break" in their attacks should give you just enough time to apply Aid Self without being interrupted, to heal back some of the alpha that got through.
4.) Once again, use Foot Stomp and then simply continue the pummeling. If you didn't quite have enough time to get off Aid Self prior to this step, simply use Foot Stomp as soon as it's available "and then" apply aid self.
If you follow these steps, you'll be able to take "most" alphas for most moderately sized teams. The key is Foot Stomp + Power Sink + LF. The first Foot Stomp greatly reduces the alpha and allows you to use Power Sink without much trouble. At this point you can also "aid self" if needed since most mobs are still climbing to their feet and cannot readily attack you and interrupt Aid Self. By the time most mobs get to their feet, Power Sink + LF has worked down enough of their endurance that "at most" they'll be able to fire off about "1" attack before draining completely dry. If their endurance is anwhere below 15% (which in many cases it is by the time they stand up) they also cannot (or rather will not) use their most damaging attacks as their "alphas" anymore, due to their low endurance levels. Because of this, even after they stand up their damage has been substantially lowered. You can apply Aid Self after Power Sink, or after your second Foot Stomp, whichever is needed. After all mobs have been depleted of all endurance, most will be reduced to attacking with their lowest damage attack (in some cases...brawl) and you can pretty much stand next to them without worry of dying for as long as you want since LF keeps them at below 10 endurance forever (unless they run).
If you have a Patron Power, such as Elec Fences, you can apply that and BL whenever you need extra "aoe end drain" for a spawn. PSink+LF+Elec Fences will effectively drain most spawns within that chain, so it's pretty fast.
Anyways, just remember that ELA should really focus on "end drain" for it's mitigation, until the dev's decide to "buff" the set some that is. Until then, honestly, after Power Sink, end drain is ELA's BEST tool for damage mitigation.
I know to use Power Sink and Lightning Field offensively. Foot Stomp followed by Power Sink often starts my attack chain. I'm aware of Foot Stomp helping to keep them down, but it just feels horrible with Alphas. I considered Electric Fences, but doesn't immobilize prevent Knockdown? With my Willpower Tank, I'm fully aware of the Fighting Pool's goodness, but went with the Medicine Pool over Fighting because Aid Self is effective against any form of damage and Tough's added S/L protection seems well, pathetic.
The slotting for Hasten and Rage is for Perma and Double Stacking, eventually. I will consider using one of my free respecs because with my 15 million or so inf, I'm not approaching the loot for those necessary IO sets yet. The second Heal IO in Health is just a place holder until I can toss the Miracle Unique into that sucker. I don't have any of the accolade powers yet so those End Redux in Lightning Field since Power Sink isn't Perma keeps my end up.
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender
End draining mobs that are +3 is not usually a viable strategy, especially on teams set for 8 with 2 bosses in each mob. I haven't found end-drain to be particularly effective at that level of play, and since I usually play at ruthless or relentless, damage becomes a greater interest. By the time you have them drained, most likely you can have them dead. It takes two applications of powersink to drain them. By this point, a good team has the mob dead. If I play an Elec/Elec and I find end-drain wanting, what are the chances you will be satisfied with a SS/Elec's end-drain?
I slot LF for Acc/Dam/End redux. It might not be draining mobs, but considering the dismal amount it does drain for, I would rather have the rage/fury boosted damage ticking away mobs. With Rage+Fury, I can be doing 31 damage every pulse.
Yes, Electric fences immobilizes. Since KB is a useful form of mitigation for you, I would recommend Ball Lightning.
For survivability, I slot for melee defense. You can achieve around 30% melee defense, and if you are not debuffed, that can increase your survivability. When things are going south for you (and you aren't debuffed) you can pop a luck or two and cap your melee defense and give yourself a chance to regen.
You can fit tough/weave/aidself in a SS/Elec.
I have a Stone Melee/Elec Armor brute. While they aren't the same, they are pretty close in terms of strategy here, IMO.
Foot Stomp needs to be used as a defensive power, not offensive. I would replace the damage slots with recharges. Use it more often, knock them on their feet more often, keep them from attacking more often.
I would replace Combat Jumping and Super Jump with Hasten and Super Speed. Also, lose Grounded (for now). Then use the extra power slots for Punch and Tough. The added protection to your Smashing/Lethal resists, pathetic as it may be, does make a difference. Mostly because it's the most common attack type. At the fact that you get to keep Aid Self and you should have a better time surviving.
Keep in mind, Elec will always have a hard time Alpha'ing. Make sure your team knows you will have trouble. Ask for any buffs you can get, make sure your inspiration tray is filled with heals/resists, and tell the team to focus on any enemies who are attacking you from a distance. With the distance damagers done, you shouldn't have a problem. All melee attackers should be falling on their bums and endless.... posing no threat to you as lightning field keeps their attention off your team.
Taking the suggestions into account, I went with this and to be honest, I even love the look of it. I'm currently Level 40.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Seth Anson-Current: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Punch Dmg-I:50(A), Acc-I:50(7), Dmg-I:50(7), Acc-I:50(17), EndRdx-I:50(23), Dmg-I:50(34)
Level 1: Charged Armor ResDam-I:50(A), ResDam-I:50(3), ResDam-I:50(3)
Level 2: Haymaker Dmg-I:50(A), Acc-I:50(9), Dmg-I:50(9), Acc-I:50(19), EndRdx-I:50(23), Dmg-I:50(34)
Level 4: Conductive Shield ResDam-I:50(A), ResDam-I:50(5), ResDam-I:50(5)
Level 6: Combat Jumping Jump-I:50(A)
Level 8: Knockout Blow Dmg-I:50(A), Acc-I:50(11), Dmg-I:50(11), Acc-I:50(15), EndRdx-I:50(15), Dmg-I:50(25)
Level 10: Static Shield ResDam-I:50(A), ResDam-I:50(13), ResDam-I:50(13)
Level 12: Hurdle Jump-I:50(A)
Level 14: Super Jump Jump-I:50(A), EndRdx-I:50(50), EndRdx-I:50(50)
Level 16: Health Heal-I:50(A), Heal-I:40(17)
Level 18: Rage RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(25)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Grounded ResDam-I:50(A)
Level 24: Stimulant RechRdx-I:50(A)
Level 26: Aid Self Heal-I:50(A), Heal-I:50(27), IntRdx-I:50(27), RechRdx-I:50(29), Heal-I:50(37), RechRdx-I:50(39)
Level 28: Lightning Field EndRdx-I:50(A), EndRdx-I:50(29), Acc-I:50(31), Acc-I:50(37), EndMod-I:50(37), EndMod-I:50(40)
Level 30: Hasten RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: Foot Stomp Dmg-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Acc-I:50(34), EndRdx-I:50(46)
Level 35: Power Sink RechRdx-I:50(A), RechRdx-I:50(36), EndMod-I:50(36), EndMod-I:50(36), EndMod-I:50(40), EndMod-I:50(40)
Level 38: Power Surge RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39), ResDam-I:50(43)
Level 41: Electrifying Fences EndMod-I:50(A), Acc-I:50(42), Dmg-I:50(42), Acc-I:50(42), Immob-I:50(43), EndMod-I:50(43)
Level 44: Ball Lightning EndMod-I:50(A), Acc-I:50(45), Dmg-I:50(45), Acc-I:50(45), Dmg-I:50(46), EndMod-I:50(46)
Level 47: Hurl Dmg-I:50(A), Acc-I:50(48), Dmg-I:50(48), Acc-I:50(48), Dmg-I:50(50)
Level 49: Lightning Reflexes Run-I:50(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint EndRdx-I:50(A)
Level 2: Rest Empty(A)
Level 1: Fury
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Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender
[ QUOTE ]
Taking the suggestions into account, I went with this and to be honest, I even love the look of it. I'm currently Level 40.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Seth Anson-Current: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Punch Dmg-I:50(A), Acc-I:50(7), Dmg-I:50(7), Acc-I:50(17), EndRdx-I:50(23), Dmg-I:50(34)
Level 1: Charged Armor ResDam-I:50(A), ResDam-I:50(3), ResDam-I:50(3)
Level 2: Haymaker Dmg-I:50(A), Acc-I:50(9), Dmg-I:50(9), Acc-I:50(19), EndRdx-I:50(23), Dmg-I:50(34)
Level 4: Conductive Shield ResDam-I:50(A), ResDam-I:50(5), ResDam-I:50(5)
Level 6: Combat Jumping Jump-I:50(A)
Level 8: Knockout Blow Dmg-I:50(A), Acc-I:50(11), Dmg-I:50(11), Acc-I:50(15), EndRdx-I:50(15), Dmg-I:50(25)
Level 10: Static Shield ResDam-I:50(A), ResDam-I:50(13), ResDam-I:50(13)
Level 12: Hurdle Jump-I:50(A)
Level 14: Super Jump Jump-I:50(A), EndRdx-I:50(50), EndRdx-I:50(50)
Level 16: Health Heal-I:50(A), Heal-I:40(17)
Level 18: Rage RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(25)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Grounded ResDam-I:50(A)
Level 24: Stimulant RechRdx-I:50(A)
Level 26: Aid Self Heal-I:50(A), Heal-I:50(27), IntRdx-I:50(27), RechRdx-I:50(29), Heal-I:50(37), RechRdx-I:50(39)
Level 28: Lightning Field EndRdx-I:50(A), EndRdx-I:50(29), Acc-I:50(31), Acc-I:50(37), EndMod-I:50(37), EndMod-I:50(40)
Level 30: Hasten RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: Foot Stomp Dmg-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Acc-I:50(34), EndRdx-I:50(46)
Level 35: Power Sink RechRdx-I:50(A), RechRdx-I:50(36), EndMod-I:50(36), EndMod-I:50(36), EndMod-I:50(40), EndMod-I:50(40)
Level 38: Power Surge RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39), ResDam-I:50(43)
Level 41: Electrifying Fences EndMod-I:50(A), Acc-I:50(42), Dmg-I:50(42), Acc-I:50(42), Immob-I:50(43), EndMod-I:50(43)
Level 44: Ball Lightning EndMod-I:50(A), Acc-I:50(45), Dmg-I:50(45), Acc-I:50(45), Dmg-I:50(46), EndMod-I:50(46)
Level 47: Hurl Dmg-I:50(A), Acc-I:50(48), Dmg-I:50(48), Acc-I:50(48), Dmg-I:50(50)
Level 49: Lightning Reflexes Run-I:50(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint EndRdx-I:50(A)
Level 2: Rest Empty(A)
Level 1: Fury
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[/ QUOTE ]
Power Sink is still over slotted on End Mod.
Agreed. Anything over 3 IOs is just wasted. Use that 4th End Mods slot for Recharge instead.
[ QUOTE ]
Agreed. Anything over 3 IOs is just wasted. Use that 4th End Mods slot for Recharge instead.
[/ QUOTE ]
Keep the 4th end mod slot is my suggestion. As far as "draining" endurance and "returning" endurance, I actually notice enough of a difference between 3 and 4 end mod slots to make it worth the 4th slot. Yet the 3rd slot in recharge is only about a 2 second savings in recharge. If "anything" other than the 4th endmod slot, I'd slot an endrdx, but not recharge.
I find that getting Power Sink back a second time a mere 2 seconds faster is usually not a factor in my survivability. Why? Because chances are if I haven't drained the mob to a substantially low level with the first Sink, I won't live long enough to use the 2nd one anyways, and a meager 2 second difference (only about 1.5 sec with Hasten running) isn't going to change that.
Hitting them with a [u]substantial amount of endurance drain right out the gate will help to assure that their damage stays relatively low[u]. Maybe this is the problem that some people are having with their ELA's? I'm currently slotted like this on my SS/ELA...and I have almost no problem draining dry most mobs/bosses/and even some EB's dry before they have time to deal substantial damage to me, and usually within the first 10 seconds of a fight easy. After they are drained, I can almost stand there without much worry, my passive regen rate is usually enough to take care of the "low tier" attacks they use on me at that point.
The key is: Draining a huge portion of the spawns endurance right off the bat, then allowing LF plus their own attacks to do the rest. The majority of mobs get off, at most, about 2 attacks before they are completely drained, some just one, and if I drain them large enough right off the bat, they can't even use their most damaging attacks as their alphas, instead resorting to their low and medium tier damage attacks.
I do, however, think that if you're running an ELA Brute, have have basically two options for your Patron Pools for optimal survivability: 1.) Is Mu Mastery. More end drain is always lovely. With Mu Lightning, you can very easily drain a single target, such as a Boss, without much trouble, and you can do it very fast. Add in the other AoE -end drain attacks for spawns, and depleting that blue bar is a snap. (2.) Is Soul Mastery, for Darkest Night. DN uses alot of endurance to run, but thankfully ELA has some seriously awesome endurance management tools to deal with it. Taking DN on your ELA Brute can and will definately up your survivability substantially in any situation.
So basically, that's that. Those are the two Patrons I'd suggest for someone looking for survivability on their ELA. You can either stick with the end draining tactics and go with Mu Mastery (which works "most" the time but definately falls in value verus EB's and is almost useless against AV's.) or maybe you hate the end draining route and want just all around better survivability, then go with Soul Mastery for DN.
[ QUOTE ]
Power Sink is still over slotted on End Mod.
[/ QUOTE ]1. Read the thread BEFORE commenting, it was suggested to me.
2. Still? LOL. There were no End Mod slots in it to begin with.
3. It's not overdone. There's a serious difference in the end drain.
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender
Hhmm... perhaps in my second build I'll go with 1 recharge and 4 end mod and try to gauge the difference. I had never tried that combo before.
Endurance Drain will not protect you in situations where the resists in Electric Armor fail miserably - when mobs are +2 or +3 to you (ruthless/relentless) and against hard hitting bosses. I would strongly suggest that you do not 6-slot powersink. You can use those slots more efficiently.
I have an Elec/Elec and SS/Elec brute, both of which are almost completed with their IO builds excluding a few purples. I have tried 4 different builds on my Elec/Elec, and the lessons I learned from that one have led me to believe that defensive sets are the best means of increasing survivability to an electric brute (once you have aid self and tough).
I am not advocating an expensive IO build, but when you start to consider IOs, slotting does change.
For example, I can 5-slot powersink to do nearly what the 6 slot suggestion does.
Performance Shifter:
-End Mod
-End Mod/Rech
-End Mod/Rech/Acc
-Acc/Rech (for the recharge)
Efficacy Adaptor
-End Mod/Rech
I get:
97.49% End Mod
95.11% Rech
(47.70% Acc)
plus 1.88% hp, 2.5% recovery and 5% speed (which is nice)
While the suggested 6 slot does:
105% end mod
83% rech
The difference is:
-79% end
-82.2% end
I don't feel that sixth slot is worth it.
Care to share your builds?
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender
[ QUOTE ]
Endurance Drain will not protect you in situations where the resists in Electric Armor fail miserably - when mobs are +2 or +3 to you (ruthless/relentless) and against hard hitting bosses. I would strongly suggest that you do not 6-slot powersink. You can use those slots more efficiently.
I have an Elec/Elec and SS/Elec brute, both of which are almost completed with their IO builds excluding a few purples. I have tried 4 different builds on my Elec/Elec, and the lessons I learned from that one have led me to believe that defensive sets are the best means of increasing survivability to an electric brute (once you have aid self and tough).
I am not advocating an expensive IO build, but when you start to consider IOs, slotting does change.
For example, I can 5-slot powersink to do nearly what the 6 slot suggestion does.
Performance Shifter:
-End Mod
-End Mod/Rech
-End Mod/Rech/Acc
-Acc/Rech (for the recharge)
Efficacy Adaptor
-End Mod/Rech
I get:
97.49% End Mod
95.11% Rech
(47.70% Acc)
plus 1.88% hp, 2.5% recovery and 5% speed (which is nice)
While the suggested 6 slot does:
105% end mod
83% rech
The difference is:
-79% end
-82.2% end
I don't feel that sixth slot is worth it.
[/ QUOTE ]
Uhm....what you are suggesting is a build using IO's....in which case it's a "well NO-DUH" situation when it comes to slotting. OF COURSE you'll slot for set bonuses with IO's....nothing new there. The info given was for a player who was not currently using IO's or could not afford that many just yet.
[ QUOTE ]
Uhm....what you are suggesting is a build using IO's....in which case it's a "well NO-DUH" situation when it comes to slotting.
[/ QUOTE ]
Thank you for clarifying. I was a bit dense there. I should have suggested that cheaper set IOs could be considered for a build. For example, picking up Focused Smite Acc/Dam, Acc/Dam/Rech (lvl 40) will yield better numbers than a lvl 50 Acc and Dam IO, and most likely cost about the same when considering crafting costs. Plus, you don't need any rare salvage to craft focused smite, though I know uncommon salvage isn't always cheap now.
A comparison:
Crafted Lvl 50 Accuracy 42.4%
Crafted Lvl 50 Damage 42.4%
Single Origin Accuracy or Damage 33.3%
Focused Smite at Level 40
Acc/Dam/Rech: 19.3%
Acc/Dam: 24.13
Yields 43.43 Acc/Dam + 19.3% recharge
It might not be dream numbers, but even a very small investment with cheaper IOs can significantly improve your performance. And, that particular set should be able to carry you to 50, so you don't have to by lvl 40, 45, and 50 SOs.
Oh, I also found that mocking beratement (a taunt set) has an Acc/Rech IO in it that is dirt cheap. Since a lot of brute attacks can slot for taunt, it works great.
[ QUOTE ]
Care to share your builds?
[/ QUOTE ]
Here is my SS/Elec. I have everything slotted but the numina unique, lotg 7.5, the hamis, and the purples. When I was leveling it up, once I hit 37, I purchased cheap IOs to frankenslot in my powers, and kept them until I hit 47, at which point I was slowly collecting and bidding on what I wanted at 50. You can frankenslot very cheaply.
For this build touch of death and titaniums are key. Rage helps deal with Touch of Death's less than desirable accurace. When you add in weave's 5.94% defense, you get 27.7% melee defense. I do monitor both my resistance and defense in combat and know when to run if I get too debuffed. Debuffs are a problem with this solution.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(13), T'Death-Dmg/EndRdx(17), T'Death-Acc/Dmg(27)
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(9), TtmC'tng-EndRdx(31), TtmC'tng-ResDam/Rchg(37), TtmC'tng-EndRdx/Rchg(39), TtmC'tng-ResDam/EndRdx/Rchg(40)
Level 2: Haymaker -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(13), T'Death-Dmg/EndRdx(17), T'Death-Acc/Dmg(27)
Level 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(9), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/Rchg(37), TtmC'tng-EndRdx/Rchg(40), TtmC'tng-ResDam/EndRdx/Rchg(40)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hurdle -- Jump-I(A)
Level 10: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(31)
Level 12: Aid Other -- Heal-I(A)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 18: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(19), RechRdx-I(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23)
Level 22: Grounded -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23)
Level 24: Static Shield -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(25), TtmC'tng-ResDam/EndRdx/Rchg(25), TtmC'tng-EndRdx/Rchg(34), TtmC'tng-ResDam/Rchg(43), TtmC'tng-ResDam/EndRdx(43)
Level 26: Lightning Reflexes -- Run-I(A)
Level 28: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29)
Level 30: Boxing -- Empty(A)
Level 32: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FrcFbk-Rechg%(34)
Level 35: Power Sink -- P'Shift-EndMod/Acc(A), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37)
Level 38: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(39), Sciroc-Dmg/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(46), Efficacy-EndMod/EndRdx(46)
Level 41: Mu Lightning -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Entrpc-Acc/Dmg(42), Entrpc-Dmg/EndRdx/Rchg(43)
Level 44: Ball Lightning -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/Rchg(46)
Level 47: Tough -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(48)
Level 49: Weave -- LkGmblr-Rchg+(A), HO:Cyto(50), HO:Cyto(50), HO:Cyto(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]9.5% DamageBuff(Smashing)[*]9.5% DamageBuff(Lethal)[*]9.5% DamageBuff(Fire)[*]9.5% DamageBuff(Cold)[*]9.5% DamageBuff(Energy)[*]9.5% DamageBuff(Negative)[*]9.5% DamageBuff(Toxic)[*]9.5% DamageBuff(Psionic)[*]12.4% Defense(Smashing)[*]12.4% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]21.8% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]27.5% Enhancement(RechargeTime)[*]30% Enhancement(Accuracy)[*]10% FlySpeed[*]230.5 HP (15.4%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 13.8%[*]MezResist(Immobilize) 8.25%[*]MezResist(Sleep) 6.6%[*]MezResist(Stun) 6.6%[*]14.5% (0.24 End/sec) Recovery[*]44% (2.75 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]3.13% Resistance(Negative)[*]10% RunSpeed[/list]
No Power Surge?
I always felt powersurge wasn't that great of a power. It's cool, but with the severe crash and the fact that I can do the same thing with 3 large orange inspirations for the same duration without the crash, the power loses its luster. Plus, when you are sitting on 27% melee defense, in an AV fight, a good luck will softcap your melee defense.
I might be more tempted if the crash was similar to Overload and offered a significant HP bonus. But, in its current state it offers more end recovery (which I don't need with powersink), some moderate resistance (which I can get with orange inspirations or a teammate), and a horrible crash that if I'm not paying attention will leave me dead.
It is cool looking like 'mini deathsurge', especially when the raptor pack doesn't show up when I'm using it, but it doesn't turn me into a mini deathsurge.
edited for semantics (without vs. with)
Power Surges crash is pretty harsh.... but I can't imagine not taking it. It certainly saved my but when we did an LRSF last night.
Hey Tonal,
If you get a chance care to PM me (or post here) that elec/elec build?
I've been through 6 variations of my /elec brute, and all I've been able to come up with is that he's a big load of crap. Even with more +def he drops quickly.
I'm dying to make him viable because I love the character, but I just can't justify wasting more infamy on him if it's not going to work.
50 levels and countless hours of toying with him and I've put him on the do not play list at this point. I'd love to take him off..
50s:
White Valkyrie - BS/Regen Scrap
Fear of Silence - Ninja/Dark MM
Corporate Zombie - Necro/Poison MM
Ardent Cataclysm - Stone/Fire Tank
Angelic Heart - Peacebringer
Maelstrom - Elec/Elec Brute
Novastar - Energy/Fire Blaster
[ QUOTE ]
Oh, I also found that mocking beratement (a taunt set) has an Acc/Rech IO in it that is dirt cheap. Since a lot of brute attacks can slot for taunt, it works great.
[/ QUOTE ]
Mocking Beratement also has a straight Rech IO, and the 2-piece set bonus is +1.8% endurance. For combos that need alot of recharge and endurance, like my Stone/DA, I put those 2 IOs in most of my attacks.
Since Electric Armor provides it's own +rech and +end, I wouldn't bother doing it with an SS/Elec, or any /Elec for that matter. But it's good to know all your options.
[ QUOTE ]
Power Surges crash is pretty harsh.... but I can't imagine not taking it. It certainly saved my but when we did an LRSF last night.
[/ QUOTE ]
It just didn't fit in my build. With the demonic accolade and inspirations, I've filled that hole should I ever need them. And on the bright side, I won't crash in the middle of an AV fight. The only thing I miss from power surge is graphics and the toxic resistance. I suppose I could drop Ball Lightning. Actually in that case, I'd probably pick up Jacobs ladder instead and slot that with Obliteration for another 3.75% defense.
[ QUOTE ]
If you get a chance care to PM me (or post here) that elec/elec build?
[/ QUOTE ]
This is my Elec/Elec. I went for several accolades to help with the build:
Invader (5% HP)
High Pain Tolerance (10% HP)
Marshall (5% End)
Born in Battle (5% HP/5% End)
Demonic Aura (30% Resistance/50% Defense)
Elusive Mind (7.5% res to psi/25% def to psi)
I also find that LR+Power Sink will give me a small window of time to hit Aid Self since Power Sink is a forced animation.
I will admit I don't like taking this on the ITF because they debuff defense. I grab my Rad/Kin corr for that.
I have gotten very good at clearing TV's DE/Freak map set for 6 without the need of any inspirations. The only mobs I have difficulty with are Cimerorans if I'm oversaturated and Elder Snakes if I even look at one (Toxic DoT)
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx(40)
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(5), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-EndRdx(37), TtmC'tng-ResDam/Rchg(37), TtmC'tng-EndRdx/Rchg(40)
Level 2: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(37)
Level 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/Rchg(39), TtmC'tng-EndRdx/Rchg(39), TtmC'tng-EndRdx(46)
Level 6: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dmg/EndRdx(7), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/Rchg(15), T'Death-Dam%(40)
Level 8: Thunder Strike -- Oblit-Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg(9), Oblit-%Dam(13), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Rchg(25)
Level 10: Hurdle -- Jump-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(43)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(17), Mrcl-Heal(27), Numna-Heal/EndRdx(27)
Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(19), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(23), HO:Nucle(25)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(43)
Level 22: Static Shield -- HO:Ribo(A)
Level 24: Grounded -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(29)
Level 26: Lightning Reflexes -- Run-I(A)
Level 28: Tough -- HO:Ribo(A), HO:Ribo(29), HO:Ribo(48)
Level 30: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(31), RechRdx-I(31)
Level 32: Lightning Rod -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg(34), Oblit-%Dam(46)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod(36)
Level 38: Aid Other -- Heal-I(A)
Level 41: Mu Lightning -- Dev'n-Hold%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg(42), Dev'n-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43)
Level 44: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Aid Self -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50), LkGmblr-Def/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(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)[*]16.8% Defense(Smashing)[*]16.8% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]24.9% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]23.8% Enhancement(RechargeTime)[*]45% Enhancement(Accuracy)[*]10% FlySpeed[*]275.5 HP (18.4%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 11%[*]MezResist(Immobilize) 8.25%[*]MezResist(Sleep) 4.4%[*]MezResist(Stun) 8.8%[*]11.5% (0.19 End/sec) Recovery[*]56% (3.5 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]3.13% Resistance(Negative)[*]10% RunSpeed[/list]
[ QUOTE ]
It just didn't fit in my build. With the demonic accolade and inspirations, I've filled that hole should I ever need them. And on the bright side, I won't crash in the middle of an AV fight. The only thing I miss from power surge is graphics and the toxic resistance. I suppose I could drop Ball Lightning. Actually in that case, I'd probably pick up Jacobs ladder instead and slot that with Obliteration for another 3.75% defense.
[/ QUOTE ]
I see. I usually use Demonic Aura for when I crash... as a way to help my survivability.... And if the crap gets too tough, I use both at the same time. Not sure if the over-kill registers or if I'm just hitting the cap ceiling even more... but it's nice knowing I'm doing all I can in that panic-inducing situation.
Of my Electric Armor Brutes only one of the 5 took Power Surge. I do have two SS/Elec only my first one took it and uses it to hold my Aegis and Steadfast specials. Since I rarely use Power Surge and most of my Electric builds are pretty tight I skip it.
I see lots of people having problems with Electric Armor. This week I was talking with a L20 SM/ELec who was suffering. I said I know how you feel it gets better Electric greatly improves with SO's and Tough. I logged my SM/Elec and we ran some missions so he could see the future in action. We also talked about fighting style and how I run mine and why.
I think most peoples prolblems with Electric is it does not play slow well. Holding aggro for a team or being the only melee person on a team can be rough. Since your nearly always waiting for the team to catch up.
Electric plays very well in the SPEED Brute role gaining Fury and focusing on getting to the next spawn. I focus on Recharge post power sink. It can be a lot of fun.
Not needing to stock blues is nice and opens options.
Pinnacle
Arch light L50 INV/SS
Psiberia L50 Kin/Psi
Screaming Mentallica L50 Sonic/MM
Infinity
Arc Voltinator L50 SS/Elec
Mind Fire Kinesis L50 Fire/Kin
Flaming Screamer L50 Fire/Sonic
Gotcha. I keep wanting to drop it because the crash annoys me but so far it's pretty useful. Especially on hardcore teams.
Right now, I can't take point on an 8 man team to save my life.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Seth Anson: Level 37 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Speed
Villain Profile:
------------
Level 1: Punch Dmg-I:50(A), Acc-I:50(7), Dmg-I:50(7), Acc-I:50(17), EndRdx-I:50(23), Dmg-I:50(36)
Level 1: Charged Armor ResDam-I:50(A), ResDam-I:50(3), ResDam-I:50(3)
Level 2: Haymaker Dmg-I:50(A), Acc-I:50(9), Dmg-I:50(9), Acc-I:50(19), EndRdx-I:50(23), Dmg-I:50(36)
Level 4: Conductive Shield ResDam-I:50(A), ResDam-I:50(5), ResDam-I:50(5)
Level 6: Combat Jumping Empty(A)
Level 8: Knockout Blow Dmg-I:50(A), Acc-I:50(11), Dmg-I:50(11), Acc-I:50(15), EndRdx-I:50(15), Dmg-I:50(25)
Level 10: Static Shield ResDam-I:50(A), ResDam-I:50(13), ResDam-I:50(13)
Level 12: Hurdle Jump-I:50(A)
Level 14: Super Jump Jump-I:50(A)
Level 16: Health Heal-I:50(A), Heal-I:50(17)
Level 18: Rage RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(25), RechRdx-I:50(34)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Grounded ResDam-I:50(A)
Level 24: Stimulant Empty(A)
Level 26: Aid Self Heal-I:50(A), Heal-I:50(27), IntRdx-I:50(27), RechRdx-I:50(29), Heal-I:50(37)
Level 28: Lightning Field EndRdx-I:50(A), EndRdx-I:50(29), EndRdx-I:50(31), Acc-I:50(37)
Level 30: Hasten RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31), RechRdx-I:50(34)
Level 32: Foot Stomp Dmg-I:50(A), Acc-I:50(33), Dmg-I:50(33), Acc-I:50(33), Dmg-I:50(34)
Level 35: Power Sink RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(37)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint EndRdx-I:50(A)
Level 2: Rest Empty(A)
Level 1: Fury
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender