Energy/Elec Brute. Level 1-50 Build/Respec Guide


ExplorerBob

 

Posted

This is a guide, for all of you who want an Energy Melee/Electric Armor Brute, and for you who already have one…

The guide will show you how to make an Energy Melee/Electric Armor Brute, with one build that does extremely well, both in PvE and PvP, no matter if you’re teaming or soloing…
It’s what I call a single-target Brute, and the build has no AoE attacks at all.

I soloed my brute all the way to level 50 in two weeks (103 hours if I remember correct), and rarely teamed up…

Before I get to the guide itself, I’ll just spend a few lines, to tell you what this build can do…

Today I spent 3x1 hour doing paper missions, to gather statistics for this guide. I wrote down the most essential stuff, added it together, and divided it by 3. So the numbers you’re going to see, is the average, and may vary depending on play style and luck.

1 Hour of level 50 Paper Mish’ing on Relentless Reputation:
Missions Completed: 9 (That’s around 6½ minute pr. mission, including the time to get there)
Power Surge Used: 1 time (I only use it against Master Illusionist)
Rest Used: 1 time (I only use it after Power Surge)
Green Inspirations Used: 13 (It’s not often I use them, but I use a few against Master Illusionists)
Blue Inspirations Used: 0 (Power Sink takes care of any Endurance problem I may encounter)
Deaths: 0 (This brute-build, almost never die)

Infamy Gathered: 1.392.000 Infamy
Enhancement Gained: 3 (46.000 Infamy)
Salvage Found: 23 (13.000 Infamy)
Recipes Earned: 7 (562.000 Infamy)

Total Infamy: 2.013.000 Infamy

As you can see, it goes pretty fast getting a couple of million Infamy.
For those who want to powerlevel friends, I have good news… This build can solo level 50 Relentless missions, while up to 2 friends, stay still and do nothing.

Well enough about that… Let’s get to the guide itself…

The first 21 levels of almost any Brute (and most other Archtypes), is the most boring/irritating/hard… You will run into Endurance problems, and that’s no fun at all… Well I always have around ½ of my Inspiration slots, filled with blue Inspirations and the rest with greens, until I have Stamina 3-slotted.

The first build goes all the way to level 36. When you hit level 37, you Respecialize your build.

You start out with using Training Origins of course, but when you hit level 12, you can start using Dual Origins. If you don’t have a higher level character, a friend or some other means to get yourself a lot of extra Infamy, I would suggest you don’t use Dual Origins, as they aren’t that much better than Training Origins.
I didn’t have any extra Infamy, so I didn’t use Dual Origins, and it didn’t slow me down at all…
The way I made Infamy, was by selling all Enhancements I got, and bought fresh ones every 5 levels (7, 12, 17, and so on), and I soloed a lot, which in the end gives more Infamy, than if you are teaming.
When you get to level 22, you begin to replace your Training Origins with Single Origins, and suddenly you are very dangerous, as you’ve gotten 3-slotted Stamina, in the past level.

The green numbers in the build, is the level of the slot, and should be followed as it says, to get the best results.
This is how the build looks like, when you get to level 36:
Picture
Keep in mind that the Training Origins, should be replaced with Single Origins at level 22.

When you hit level 37, you should Respecialize your build, so it looks like this:
Picture
(Sorry for the missing Enhancements in Brawl, Sprint and Rest, but they should be the same as above).

The only real change to the build is that Conserve Power has been removed, but it’s very important, as Power Sink covers all Endurance problems you may encounter. It recharges so fast, that you at most get down to half Endurance.

This is actually the only time you have to Respecialize your Brute, as from now on, you just add the correct power, and the Enhancement slots the right places.

Your final Energy Melee/Electric Armor Brute, will look like this:
Picture
The blue 50, means it’s a level 50 Invention Origin Enhancement. I’m currently replacing all my level 50++ Single Origin Enhancements with these, and only need 38 more to replace.

You just have to look at the green numbers, to see at what level the slot should placed, in the specific power.

Some people want Hasten and Conserve power, but those are a waste of 2 power slots (and a Pool Power).
Lightning Reflexes gives around 20% improved recharge, and unless you're Slowed, all your punches will recharge fast enough to use them all the time. So the only thing Hasten actually is useful for is recharging your Power Surge.
Conserve Power is just pointless after you get slotted your Power Sink. As I said earlier, it recharges so fast, that you at most is down on half Endurance, before it's useable again. It drains around 2/3rd of a normal enemy's Endurance, and a single enemy is enough to fill more than half your Endurance bar.

For all of you who are interested, in using the same character planner as I did, you can download it here:
Mids' Hero/Villain Designer

And here is the code for the final build:

| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|

|MHDz;2821;586;784;|
>-K=ELV*VS`0Q^^!O$,>H`O22/YB3[LD95N:2RB]&T=Q#(F\R#8T1>C9*\FRLY#1LJ%[*G8,^6FLF?G
/2/*+4.VZ[,M?0G5-*Q_I%[9<;*10=?-'J!4CA.B?HCK*]M36%_VLAEX$@\MJ*TY"Z,U)5+UJJM63.K
=*?Y-'H83L]=>FEZ+K]`]1OC:RUENQ;ZI&"CM0'WM/AM6V['JA+LL%T=.5:/-4508,I(8;8GAAH=G(_
6[_VU+&amp@K:K,^U,RQFQ&\9(PA+;YWPQ/JA/@3W9*A/.]=.=.OR;"GG\ZLH35&:AS2I_R')TG]*%K%C
Q3O),ON$2++L4Y*EOJ;,)VUV@W0&R620!#4R^P-,C0R-C"(UA1Q)G=TIAY.?1>0HT!0IWA(48CB4GUH
A:<23'31K<7@>#@?'R<SY?1QF;\QZ`]=$WX?SJXOH^BY#H+U1&-HVT=3/AV:8X#B-X3!G9K7P$;Z(\N
2RN"Z(#(,Y#L-LA:\B>'6W[=Y9P6Q5H!A(#(\7N(E3K$<ALF3ADYL40G;`_,Z!+"=@4[")7]N^1-5QC
(Q?(TLB/(WR,&T65BR:;S99N76-U](.W4*W0V-PO!C5*7XL,%QW=`^$#^J>([H74R1NQ3H%4)$8C_`D
SI%^B^$TAD-LF8TMCQ7<CN(\C_)Q6NX>.28^QYN`TUM1/\S@G:;GS+9![*3BD:.*WXF#J]2ZBIT"=A#
=:WEV-P\2Y[Z["9)[/G\I@'\B'T97`\`VA,E@/.0)7FWZ9A;;Q0_3_X<W]_]+EHN_EL3$0```

|-----------------------------------------------------------------------------|


Any comments on the build/guide is much appreciated…


 

Posted

I like the initial approach, giving people a feel for how the build performs, I do have a few thoughts on the builds though.

1. 3 extra slots in CJ, 2 in Grounded and Health, before your attacks are 6 slotted? Surely you'd get better performance sticking recharge and damage in the attacks first?

2. Personally speaking, I don't find KB too tedious til mid 20s, so I'd be tempted to fit TF in at 18 and leave Grounded til 22/24 ish.

3. Postponing ET til 41???

ttfn

Bob

p.s. oh, yes, the numbers on CJ according to my planner, 2.25% with default slot as defence, 2.93% defence 3 slotted for defence. Must be a better place to stick those slots...

p.p.s prime candidate for extra slots being interrupt red/ recharge in Aid Self?


 

Posted

[ QUOTE ]

1. 3 extra slots in CJ, 2 in Grounded and Health, before your attacks are 6 slotted? Surely you'd get better performance sticking recharge and damage in the attacks first?

2. Personally speaking, I don't find KB too tedious til mid 20s, so I'd be tempted to fit TF in at 18 and leave Grounded til 22/24 ish.

3. Postponing ET til 41???

p.s. oh, yes, the numbers on CJ according to my planner, 2.25% with default slot as defence, 2.93% defence 3 slotted for defence. Must be a better place to stick those slots...

p.p.s prime candidate for extra slots being interrupt red/ recharge in Aid Self?

[/ QUOTE ]

Thanks for your thoughts Bob...

1: All three powers you mention, can really make a difference. Especially in the lower levels. Grounded gives good resistance to both energy and negative energy, and besides that, immobilize is a pain for brutes, as it slows down our momentum, in other words our Fury.
If the Fury is high, the slots for faster/harder attacks isn't so important, as keeping yourself alive and going.
Health regeneration, obviously keeps the need to use green inspirations down, and thereby you have them for boss-fights and for those situations where you really need them.
Combat Jumping gives around 3% defense yes, but every little thing helps...

2: Again... Grounded is more for the Immobilize and Energy/Negative Energy resistance.

3: This is a mistake from my side... Boxing and Energy Transfer should swap places...

P.S.: When Combat Jumping gets stacked with Weave, it gives a total of 8,9% Defense, when you have level 50 IO's in them... That, stacking with all your resistances, lets you live longer, and you don't have to heal as often.

P.P.S.: I only use Aid Self between fights, or if the opponent(s) are stunned by my attacks. If I get in a situation were it's necessary to heal in a fight, I usually use 2 green inspirations... As a level 50 I always carry 12 greens, 4 blues, and a res combo (1 green, 1 blue, 1 breakfree and an awaken)...

Hope the answer is good enough... If not, ask some more...


 

Posted


ok, lets see

1. All fair points, simply a build-style difference favouring passive defence (regen, resists) over active defence (leaving the baddies face down)

2. Very good point, so used to taking CJ/SJ on my brutes I overlooked the immob protection offered by grounded, oops.

3. Fair enough

4. Getting on for 9% defence is indeed starting to layer your protection nicely, having played around with the CoH/CoV AT Comparer it claims about 20% better survivability with the defence than without.

All in all, a nice build, different from how I'm building my em/elec brute, but thats half the fun of the game right?

ttfn

Bob


 

Posted

I've made a new and improved guide. You can see it here:
Link Clicky