Can I make a better brute?


Fury Flechette

 

Posted

With the x2 XP weekend looming, and my girl safely convinced to run a pocket Rad/Kin, I thought now would be the time to put together the best character I could come up with in-game... and that character is a SS/Stone Brute.

This is the end-game build and I would like to know if any other vets have any input when it comes to improving it... the idea was to take advantage of Granite while selecting powers that would counter all of granite's disadvantages once properly IO'd out - specifically with Rage and a lot of Force Feedback procs.

I wanted to be able to solo almost anything and take on the biggest challenges this game had to offer, whether on teams or alone.

End result (running only Granite and Weave with Earth's Embrace and Rage):

47% Def vs. Smash/Lethal,
38% Def vs. everything else except Psionic

69% Res vs. Smash/Lethal, 73% Res vs. Toxic,
58% Res vs. everything else except for Psionic

288% Regen + Aid Self
188% Recovery + Performance Shifter proc
+30.5% Hit Points (not counting Earth's Embrace)

Obviously if facing a particularly dangerous Psi threat, I'll have other options at my disposal, and my offense would ramp up significantly with Granite turned off.

(Note, in the build below, 'Recall Friend' is actually Teleport due to the 60 month vet reward).

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: Stone Armor
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (11) Kinetic Combat - Damage/Recharge[*] (34) Kinetic Combat - Damage/Endurance/Recharge[*] (43) Crushing Impact - Damage/Endurance/Recharge[*] (45) Force Feedback - Chance for +Recharge[/list]Level 1: Rock Armor <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (13) Luck of the Gambler - Defense[*] (13) Luck of the Gambler - Recharge Speed[/list]Level 2: Haymaker <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (11) Kinetic Combat - Damage/Recharge[*] (29) Kinetic Combat - Damage/Endurance/Recharge[*] (43) Crushing Impact - Damage/Endurance/Recharge[*] (45) Force Feedback - Chance for +Recharge[/list]Level 4: Earth's Embrace <ul type="square">[*] (A) Miracle - Heal[*] (5) Miracle - Heal/Recharge[*] (5) Miracle - +Recovery[*] (7) Regenerative Tissue - Heal/Recharge[*] (15) Regenerative Tissue - Heal/Endurance[*] (50) Regenerative Tissue - +Regeneration[/list]Level 6: Kick <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (7) Kinetic Combat - Damage/Endurance[*] (15) Kinetic Combat - Damage/Recharge[*] (36) Kinetic Combat - Damage/Endurance/Recharge[*] (46) Crushing Impact - Damage/Endurance/Recharge[*] (46) Force Feedback - Chance for +Recharge[/list]Level 8: Knockout Blow <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (9) Kinetic Combat - Damage/Endurance[*] (9) Kinetic Combat - Damage/Recharge[*] (29) Kinetic Combat - Damage/Endurance/Recharge[*] (43) Crushing Impact - Damage/Endurance/Recharge[*] (45) Force Feedback - Chance for +Recharge[/list]Level 10: Recall Friend <ul type="square">[*] (A) Jaunt - Endurance/Range[/list]Level 12: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 14: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 16: Rooted <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (17) Numina's Convalescence - Heal[*] (17) Numina's Convalescence - Heal/Recharge[/list]Level 18: Rage <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod[*] (21) Performance Shifter - EndMod/Recharge[*] (21) Performance Shifter - EndMod/Accuracy[*] (46) Performance Shifter - Chance for +End[/list]Level 22: Mud Pots <ul type="square">[*] (A) Eradication - Damage[*] (23) Eradication - Accuracy/Damage/Recharge[*] (23) Eradication - Accuracy/Damage/Endurance/Recharge[*] (37) Eradication - Chance for Energy Damage[*] (37) Armageddon - Damage/Endurance[*] (37) Armageddon - Chance for Fire Damage[/list]Level 24: Stone Skin <ul type="square">[*] (A) Aegis - Resistance[*] (50) Aegis - Resistance/Endurance[*] (50) Aegis - Resistance/Recharge[/list]Level 26: Hurl <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (27) Devastation - Damage/Endurance[*] (27) Devastation - Damage/Recharge[*] (40) Devastation - Accuracy/Damage/Endurance/Recharge[/list]Level 28: Tough <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[/list]Level 30: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (31) Luck of the Gambler - Defense[*] (31) Luck of the Gambler - Defense/Recharge[*] (31) Luck of the Gambler - Recharge Speed[/list]Level 32: Foot Stomp <ul type="square">[*] (A) Eradication - Damage[*] (33) Eradication - Accuracy/Recharge[*] (33) Eradication - Damage/Recharge[*] (33) Eradication - Chance for Energy Damage[*] (34) Scirocco's Dervish - Damage/Endurance[*] (34) Force Feedback - Chance for +Recharge[/list]Level 35: Minerals <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (36) Luck of the Gambler - Defense[*] (36) Luck of the Gambler - Recharge Speed[/list]Level 38: Granite Armor <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (39) Luck of the Gambler - Defense[*] (39) Luck of the Gambler - Recharge Speed[*] (39) Aegis - Resistance/Endurance[*] (40) Aegis - Resistance[*] (40) Aegis - Resistance/Recharge[/list]Level 41: Mu Lightning <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (42) Devastation - Damage/Endurance[*] (42) Devastation - Damage/Recharge[*] (42) Devastation - Accuracy/Damage/Endurance/Recharge[/list]Level 44: Stimulant <ul type="square">[*] (A) Interrupt Reduction IO[/list]Level 47: Aid Self <ul type="square">[*] (A) Miracle - Heal[*] (48) Miracle - Heal/Endurance[*] (48) Miracle - Heal/Recharge[*] (48) Miracle - Heal/Endurance/Recharge[/list]Level 49: Taunt <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO[/list]Level 1: Sprint <ul type="square">[*] (A) Run Speed IO[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]8.5% DamageBuff(Smashing)[*]8.5% DamageBuff(Lethal)[*]8.5% DamageBuff(Fire)[*]8.5% DamageBuff(Cold)[*]8.5% DamageBuff(Energy)[*]8.5% DamageBuff(Negative)[*]8.5% DamageBuff(Toxic)[*]8.5% DamageBuff(Psionic)[*]18% Defense(Smashing)[*]18% Defense(Lethal)[*]9.25% Defense(Fire)[*]9.25% Defense(Cold)[*]9.25% Defense(Energy)[*]9.25% Defense(Negative)[*]3% Defense(Psionic)[*]10.5% Defense(Melee)[*]6.13% Defense(Ranged)[*]6.13% Defense(AoE)[*]3.6% Max End[*]9% Enhancement(Accuracy)[*]5% Enhancement(Heal)[*]30% Enhancement(RechargeTime)[*]10% FlySpeed[*]455.4 HP (30.4%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Immobilize) 11%[*]14% (0.23 End/sec) Recovery[*]76% (4.76 HP/sec) Regeneration[*]24% RunSpeed[/list]


 

Posted

[ QUOTE ]

I wanted to be able to solo almost anything and take on the biggest challenges this game had to offer, whether on teams or alone.


[/ QUOTE ]

If this is the criteria you're looking at, I don't think ss/stone would be an optimal choice. Sure, it's good on teams, but solo...meh. Lack of damage and endurance recovery are the biggest problems. I just don't see how this build solos AVs.

Personally, I'd gone with either WP or Shields as a secondary.


 

Posted

[ QUOTE ]
[ QUOTE ]

I wanted to be able to solo almost anything and take on the biggest challenges this game had to offer, whether on teams or alone.


[/ QUOTE ]

If this is the criteria you're looking at, I don't think ss/stone would be an optimal choice. Sure, it's good on teams, but solo...meh. Lack of damage and endurance recovery are the biggest problems. I just don't see how this build solos AVs.

Personally, I'd gone with either WP or Shields as a secondary.

[/ QUOTE ]

You don't think a combination of Rage, the little 8.5% IO set damage bonus and a total of five FF procs keeping Fury up and attacks cycling quickly wouldn't be able to generate enough damage? Recovery isn't bad actually, and every attack is heavily slotted for endurance redux...


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]

I wanted to be able to solo almost anything and take on the biggest challenges this game had to offer, whether on teams or alone.


[/ QUOTE ]

If this is the criteria you're looking at, I don't think ss/stone would be an optimal choice. Sure, it's good on teams, but solo...meh. Lack of damage and endurance recovery are the biggest problems. I just don't see how this build solos AVs.

Personally, I'd gone with either WP or Shields as a secondary.

[/ QUOTE ]

You don't think a combination of Rage, the little 8.5% IO set damage bonus and a total of five FF procs keeping Fury up and attacks cycling quickly wouldn't be able to generate enough damage? Recovery isn't bad actually, and every attack is heavily slotted for endurance redux...

[/ QUOTE ]

Give it a shot, but I doubt it. Remember that some of your armor toggles will decrease your offense. And also, SS is all smashing damage, which is heavily resisted by AVs / Heroes. Good luck getting past something like BaBs / Maurauder.


 

Posted

My comments on this would be that you might be better with the adjusted targeting set bonuses than gaussians in rage, and you might actually want to slot and run tough for AVs etc.

If you're ever going to play without your pocket kin, 3 slot swift.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

What exactly is the damage debuff from Granite Armor, if anyone knows?


 

Posted

[ QUOTE ]
What exactly is the damage debuff from Granite Armor, if anyone knows?

[/ QUOTE ]

30%


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

[ QUOTE ]
[ QUOTE ]
What exactly is the damage debuff from Granite Armor, if anyone knows?

[/ QUOTE ]

30%

[/ QUOTE ]

So - and correct me if I'm wrong: According to MIDS, Rage provides an 80% damage buff, + my 8.5% from IO sets, minus the debuff from Granite Armor makes my basic damage bonus 58.5%... and if I'm reading it right, a maxed out Against All Odds offers either a 55% or 65% damage bonus.

So apart from the charge, */Shield doesn't seem to provide a significant advantage damage-wise.


 

Posted

Against All Odds will increase your damage output. When saturated, you're looking at around +65% damage.


 

Posted

[ QUOTE ]
Against All Odds will increase your damage output. When saturated, you're looking at around +65% damage.

[/ QUOTE ]That's what I thought... so unless AAO is saturated or nearly so, I'm still benefitting more from Rage, even with the Granite debuff.

I realy don't think I'll have that much trouble dealing adequate damage solo against AV's and such - unless they are especially resistant to Smashing damage. even so, all that Fury and all that Recharge should add up.


 

Posted

[ QUOTE ]
My comments on this would be that you might be better with the adjusted targeting set bonuses than gaussians in rage, and you might actually want to slot and run tough for AVs etc.

If you're ever going to play without your pocket kin, 3 slot swift.

[/ QUOTE ]

As far as Tough, I figure hitting the defense soft-cap against Smashing/Lethal and about 70% resistance on top of it should be enough, I think... especially with all the extra hit points and the self-heal... running Tough seems like it would add to potential endurance drain issues.

Comparing Guissan and Adjusting Targeting, I think G's the better choice since I don't need the accuracy bonus. Thanks for the input, though


 

Posted

[ QUOTE ]
[ QUOTE ]
Against All Odds will increase your damage output. When saturated, you're looking at around +65% damage.

[/ QUOTE ]That's what I thought... so unless AAO is saturated or nearly so, I'm still benefitting more from Rage, even with the Granite debuff.

I realy don't think I'll have that much trouble dealing adequate damage solo against AV's and such - unless they are especially resistant to Smashing damage. even so, all that Fury and all that Recharge should add up.

[/ QUOTE ]

Yes but that misses the point, the rest of the superstrength set is balanced around rage, and the attacks are sub par without it, a shield/something else tank will have a similar multiplier on better damage.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

I wouldn't rely so much on the FF procs, I'd get your global recharge to at least 60%.


 

Posted

[ QUOTE ]
[ QUOTE ]
My comments on this would be that you might be better with the adjusted targeting set bonuses than gaussians in rage, and you might actually want to slot and run tough for AVs etc.

If you're ever going to play without your pocket kin, 3 slot swift.

[/ QUOTE ]

As far as Tough, I figure hitting the defense soft-cap against Smashing/Lethal and about 70% resistance on top of it should be enough, I think... especially with all the extra hit points and the self-heal... running Tough seems like it would add to potential endurance drain issues.

Comparing Guissan and Adjusting Targeting, I think G's the better choice since I don't need the accuracy bonus. Thanks for the input, though

[/ QUOTE ]

If you want to do RSFs, the extra resists are very important, taking 30% or 12% of a 5000 point hit is a huge difference. Also grab any +recharge you can, that is why I suggested AT.

When in the anti psi set, there is often S/L damage associated with it, so being able to run slotted tough with rock armor, minerals, weave and rooted does help.

I found the self heal was not always the boon it might be, as villain side, there are quite a lot of auto hit or pure toxic DoTs to which defence is not useful that interrupt aid self.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

[ QUOTE ]
I wouldn't rely so much on the FF procs, I'd get your global recharge to at least 60%.

[/ QUOTE ]

I bumped Hasten from the original build to make room for the Medicine pool... is that something you think I should find a way to keep in?

I also forwent Hecatomb and Armageddon 5x in favor of tweaking my defense because I knew I didn't need the accuracy bonus, but that is another 20% recharge left on the table...


 

Posted

Yes, keep Hasten. It's essential for Granite if you wanna have an attack chain.

Btw I noticed you have two uniques in Earth's Embrace, the Miracle and Reg. Tissue. Slot them in Health or else they will only be up for 120 seconds after you activate Earth's Embrace.

To offset the penalties in Granite, you have to focus almost entirely on recharge. Mine focused on regen (510% with rooted on), movement bonuses and recharge. If I were rich redside I'd use purples for some of the attacks:

Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Glam Rocker 2: Level 50 Mutation Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Stone Armor
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), GftotA-Def/EndRdx(7), GftotA-Run+(9)
Level 2: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 4: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Rchg(15), Dct'dW-Heal(17)
Level 6: Recall Friend -- Range-I(A)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Rchg(21), KinCrsh-Rechg/EndRdx(46)
Level 10: Stone Skin -- S'fstPrt-ResDam/Def+(A), ResDam-I(27)
Level 12: Swift -- Run-I(A), Run-I(21), Run-I(23)
Level 14: Teleport -- Jnt-EndRdx/Rng(A)
Level 16: Rooted -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(23), Numna-Heal(25), Numna-Heal/EndRdx(25), Numna-EndRdx/Rchg(27)
Level 18: Health -- RgnTis-Heal/EndRdx(A), RgnTis-Regen+(29), Mrcl-Rcvry+(29), Numna-Regen/Rcvry+(31), Numna-Heal(45)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(40)
Level 22: Chain Induction -- Mako-Dmg/Rchg(A), Mako-Acc/Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(36)
Level 24: Mud Pots -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(36)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(37), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam(39)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), GftotA-Run+(34), LkGmblr-Rchg+(40), GftotA-Def/EndRdx(42)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
Level 38: Granite Armor -- DefBuff-I(A), LkGmblr-Rchg+(39), GftotA-Run+(40), Aegis-ResDam/EndRdx(42), Aegis-ResDam(46), HO:Ribo(46)
Level 41: Taunt -- Zinger-Taunt/Rchg(A)
Level 44: Minerals -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(45), GftotA-Run+(45)
Level 47: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
Level 49: Build Up -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/Rchg(50), GSFC-Rchg/EndRdx(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">[*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]2,25% Max End[*]32% Enhancement(Accuracy)[*]61,3% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]10% FlySpeed[*]174,3 HP (11,6%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Immobilize) 12,7%[*]MezResist(Sleep) 1,65%[*]MezResist(Stun) 4,4%[*]MezResist(Terrorized) 2,2%[*]11% (0,18 End/sec) Recovery[*]54% (3,38 HP/sec) Regeneration[*]1,26% Resistance(Fire)[*]1,26% Resistance(Cold)[*]58% RunSpeed[/list]


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Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Against All Odds will increase your damage output. When saturated, you're looking at around +65% damage.

[/ QUOTE ]That's what I thought... so unless AAO is saturated or nearly so, I'm still benefitting more from Rage, even with the Granite debuff.

I realy don't think I'll have that much trouble dealing adequate damage solo against AV's and such - unless they are especially resistant to Smashing damage. even so, all that Fury and all that Recharge should add up.

[/ QUOTE ]

Yes but that misses the point, the rest of the superstrength set is balanced around rage, and the attacks are sub par without it, a shield/something else tank will have a similar multiplier on better damage.

[/ QUOTE ]

IF you have the foes around to properly fuel it... foes who will no doubt be doing all they can the entire time to kill you as well. I was unaware that SS attacks had a reduced dps/dpe when compared to other sets to make up for Rage... I take it then that the appeal for most when it comes to SS is the ability to double-stack Rage?


 

Posted

Well Ya got alot of Forced Feedbacks in your attack chain. I love it in FS. In the single targe attacks I think you would benefits from a nice 26/26 recharge/end IO. You can find them in Taunt IO and in KB IO sets. I think it would just give you consistantly better Recharge across the board and better end management.