Elec/elec brute pros and cons?
AOE Damage. Good Resist to all Damage. No Defence. Damage well come all the time less spikes. A lot of engery resist cap on so i think but dont hold me to it.
Pros - Rare damage type, good AoE attacks, solid Resistance, decent Tier 9, Lightning Reflexes, good endurance recovery powers.
Bad - You have to be on the ground for some of your mez protection, so you'll likely have to pick SS as your travel power. There is no self-heal, and Electric Armor is a resistance set (ensuring that enemies WILL hit you), so most Elec/Elec Brutes have to get Aid Self. /Elec has no Toxic Resistance, which is a lot worse in CoV where more enemies make use of it.
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Pros - Rare damage type, good AoE attacks, solid Resistance, decent Tier 9, Lightning Reflexes, good endurance recovery powers.
Bad - You have to be on the ground for some of your mez protection, so you'll likely have to pick SS as your travel power. There is no self-heal, and Electric Armor is a resistance set (ensuring that enemies WILL hit you), so most Elec/Elec Brutes have to get Aid Self. /Elec has no Toxic Resistance, which is a lot worse in CoV where more enemies make use of it.
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All this is true, also to add to the bad you have low S/L resistance, even with tough on your looking at 53%ish without tough your looking at 41-44%ish ressitance. (out of Power Surge) also no self heal hurts.
The good: You can end drain most mobs with power sink , electric aura, and all your attacks. And Lighting Rod is sexy!
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Fight my brute
I run 58.7% S/L on my elec/elec with 26.7% melee defense.
Typical Electric/Electric Brute strategies:
-Build your brute with IO sets focusing on melee defense
-Build your brute with regen/+hp.
-Grab Tough and Aid Self. Fire Aid Self after knocking mobs down and firing Power-Sink which forces enemies to do an animation giving you a good chance of a successful fire of Aid Self.
Important things you need to know:
-Grounded is finicky. You'll be happier if you slot a KB IO in grounded. I've gotten knocked back in the middle of firing lightning rod.
-Don't put procs in Chain Induction, as it drastically reduces the chance for it to jump.
-FF Chance for +Rech in Lightning Rod will not give the pseudopet recharge, meaning it is useless.
-The higher in level your enemies are, the less effective end drain. Unfortunately, the same applies to your armor.
This thread pretty much has it right. As an Elec/Elec Brute, you won't want to be the main damage sponge for a team without some support (you will learn to love Force Fields and Cold Domination especially) unless it's against an enemy that deals primarily in Energy. You'll do OK vs. Smashing, Lethal and Psi as well. Seek out the Rikti, because you will be their silver bullet. Beware Arachnoids, Elder Snakes, Toxic Tarantulas and Bane Spiders, because they will be yours. The Circle of Thorns, and anyone else who deals heavily in Fire, Cold and Negative Energy can also be iffy, but you can probably handle it. On the other hand, you can laugh in the face of Carnies, Malta, and the Fortunatas and Mu Mystics who terrify (or at least frustrate the hell out of) just about everyone else in the game.
An Elec/Elec Brute is a Striker, first and foremost. While some Brutes play better like Tankers, you'll definitely feel more like a Scrapper. This can be frustrating on some teams, because absorbing alpha strikes is a main source of Fury generation. You'll have to be better at generating your own Fury with quick animating attacks as an Elec/Elec Brute, but it's quite feasable.
You are built to deal damage and more damage and to never stop. You get a buff to movement speed and recharge, and resistance to debuffs of the same. With minimal effort you will be able to make your Endurance bottomless, and impervious to debuffs.
My personal strategy with IO slotting has tended towards +HP/+Regen, with +Recharge wherever I can get it. I also run with Tough and Aid Self, but I'm seriously considering dropping Aid Self in favor of Hasten.
The only advice I'd really refute here is regarding travel powers. Even if you're Flying or Super Jumping and get hit with an immob while passing, Grounded will turn itself back on as soon as you hit the ground. You only really need a travel power that works near the ground if you're going to be running it in combat and inside missions. I picked up Air Superiority and Flight personally, and have never regretted it. I also put a Steadfast KB IO in Grounded though, so that I'd still have some KB protection even in the air. You'll be amazed at the timing some enemies show in using their KB attacks right when you fire off Lightning Rod or jump over a minor obstacle.
If you choose to Solo often, consider running on the 2nd or 4th difficulties. You've got too much AoE to waste on spawns of just 2-3 guys.
@Eisenzahn
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I figured out a neat rick for Elec Melee. Charged Brawl, Havoc Punch and Jacob's Ladder have a sleep component. They take Sleep set IO's. Doesn't sound like a big deal, but you can slot Call of the Sandman Heal Procs. My Elec/Elec Brute has it slotted in CB HP and JL. Doesn't seem like much, but it does help me heal up in combat.
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
QR
I'm also curious as to whether Tough or Aid Self is more needed for an Elec/Elec. I have one that I just started up as well, and I'm trying to get in the low 20s for all my positional defense, but I was hoping to pick up Summon Striker from my Patron set, and I don't think I can get Aid Self and Tough if I do that. Grrr. I'm a bit torn about what to do.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Pros:
Sapping. A well-built Elec/Elec can sap for lulz. Against small targets, it's not a big deal, as thier HP bar goes down as fast as thier blue. Against larger targets, like Deathsurge, it may take a couple applications of Power Sink.
Note that Freakshow rez at full HP, but only 1/2 End. And they are weak to energy damage, which you do. And thier ranged attacks are mostly energy and -end, which you are capped against.
Note that you can ignore -End effects, like Sappers. I ignored Sappers until last, just for "teh lulz". There was an AE arc called Nothing But Sappers. It was easy for Elec/Elec.
AoE Some may argue that other brutes have slightly better AoE when you get down to number-crunching, but Elec/Elec/Mu looks sexy doing it.
And while Lightning Rod may be imperfect to some, it can be used to get around a situation where the /stuck command will not. There is a very brief and very specific time in the animation where Grounded is not in effect. You can be KB'ed at that time, but getting hit by a KB attack in that window is not frequent.
Limitless Endurance. With 2-slotted Stamina and a fully slotted Power Sink, Conserve Power ( a very good power in it's own right) becomes redundant. I just recommend putting off your damage aura until after Stamina.
Cons:
No Heal. You may want Aid Self. That's okay, you can save slots for it by not slotting Aid Other (just toss it into a tray you don't use.)
Not the best Smashing /Lethal, limited Toxic/Psi Resists. Pick your foes accordingly, consider taking Tough. But you're a Damage-giver, not a Tank, so don't let them live long enough to kill you.
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QR
I'm also curious as to whether Tough or Aid Self is more needed for an Elec/Elec. I have one that I just started up as well, and I'm trying to get in the low 20s for all my positional defense, but I was hoping to pick up Summon Striker from my Patron set, and I don't think I can get Aid Self and Tough if I do that. Grrr. I'm a bit torn about what to do.
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Tough is needed other wise your S/L resistance will be under 50% with tough you can be around 53%+ depending on slotting. Aid self is nice to have since you have no actual heal. Try to fit both in, I made mine for defense but on redside late game there some foes that ignore defense, (like nemesis that love to spam vengence >.< or worse Longbow that nerf your resistance (note* these are just examples you won't encounter these all the time) Aid self helps there since you will get hit.
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Fight my brute
I was wondering , what are the pros and cons to this type of brute and what are they used for
Thanks
Flameanator (50+1 Fire/Fire Tanker - Justice)
Mr.Defendo (50 FF/Arch Defender - Justice)
Willing Havoc (45 Elec/WP Brute - Freedom)
Paragon Lad (32 Claws/SR Scrapper - Justice)
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