Maximising my newly 50 SS/DA brute


DSorrow

 

Posted

Hi everyone,

I've managed to muddle my way through being a brute from 1 to 50 by myself. I've learnt a lot of hard lessons along the way and changed my approach several times.

Dark armour has been a difficult set to play and now that I've effectively reached the pinnacle of the experience with this character I'd like to see what I can do to make it feel like she's powerful... and for that, I really need help. I do 'alright', but I feel that it can be done better with some guidance. I don't PvP, so this is just trying to give me enough survival time to do some damage before I get downed (which happens often)... and keep on fighting, because end has always been the other end of the stick I've had to struggle with. Damage has never been a problem, but the survival / end issues have been a constant hangover.

I've been fiddling around since downloading MIDs this week, and have a build I'd like to try, though trying to display it here causes issues. Does anyone know how to clearly display a build here?

I've had some success adding defence to help build up a fairly poor survivability, but wonder if there's another approach or whether it's better to take the Cloak of Fear for it's debuff accuracy effect (despite horrific end costs).


 

Posted

Are you going to use SOs, IOs or IO sets? Could try to do a build if you tell me


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Just managed to figure out how to post this MIDs build!

Villain Plan by Mids' Villain Designer 1.40
http://www.cohplanner.com/

Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership

Villain Profile:
Level 1: Punch <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (3) Crushing Impact - Damage/Endurance/Recharge: Level 50[*] (3) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (5) Crushing Impact - Damage/Recharge: Level 50[*] (5) Crushing Impact - Damage/Endurance: Level 50[*] (7) Endurance Reduction IO: Level 50[/list]Level 1: Dark Embrace <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (7) Endurance Reduction IO: Level 50[*] (9) Resist Damage IO: Level 50[*] (45) Resist Damage IO: Level 50[/list]Level 2: Haymaker <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (13) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (13) Crushing Impact - Damage/Endurance/Recharge: Level 50[*] (15) Crushing Impact - Damage/Recharge: Level 50[*] (15) Crushing Impact - Damage/Endurance: Level 50[*] (17) Endurance Reduction IO: Level 50[/list]Level 4: Murky Cloud <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (9) Endurance Reduction IO: Level 50[*] (11) Resist Damage IO: Level 50[*] (45) Resist Damage IO: Level 50[/list]Level 6: Boxing <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (11) Crushing Impact - Damage/Endurance/Recharge: Level 50[*] (17) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (19) Crushing Impact - Damage/Recharge: Level 50[*] (19) Crushing Impact - Damage/Endurance: Level 50[*] (21) Endurance Reduction IO: Level 50[/list]Level 8: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Defense: Level 50[*] (21) Karma - Knockback Protection: Level 30[*] (50) Red Fortune - Defense: Level 50[/list]Level 10: Knockout Blow <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (23) Crushing Impact - Damage/Endurance/Recharge: Level 50[*] (23) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (25) Crushing Impact - Damage/Endurance: Level 50[*] (25) Crushing Impact - Damage/Recharge: Level 50[*] (27) Endurance Reduction IO: Level 50[/list]Level 12: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping IO: Level 50[*] (46) Jumping IO: Level 50[/list]Level 16: Dark Regeneration <ul type="square">[*] (A) Accuracy IO: Level 50[*] (27) Endurance Reduction IO: Level 50[*] (29) Recharge Reduction IO: Level 50[*] (29) Endurance Reduction IO: Level 50[*] (31) Recharge Reduction IO: Level 50[*] (31) Healing IO: Level 50[/list]Level 18: Health <ul type="square">[*] (A) Miracle - +Recovery: Level 40[*] (39) Numina's Convalescence - Heal: Level 50[*] (43) Numina's Convalescence - +Regeneration/+Recovery: Level 50[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (31) Endurance Modification IO: Level 50[*] (33) Endurance Modification IO: Level 50[/list]Level 22: Rage <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50[*] (33) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50[*] (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50[*] (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50[*] (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50[*] (34) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50[/list]Level 24: Obsidian Shield <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%: Level 30[*] (36) Titanium Coating - Resistance/Endurance: Level 50[*] (36) Steadfast Protection - Knockback Protection: Level 30[*] (39) Aegis - Resistance/Endurance: Level 50[/list]Level 26: Death Shroud <ul type="square">[*] (A) Accuracy IO: Level 50[*] (36) Endurance Reduction IO: Level 50[*] (37) Damage Increase IO: Level 50[*] (37) Damage Increase IO: Level 50[*] (37) Endurance Reduction IO: Level 50[/list]Level 28: Tough <ul type="square">[*] (A) Titanium Coating - Endurance: Level 50[*] (39) Titanium Coating - Resistance/Endurance: Level 50[*] (40) Aegis - Resistance/Endurance: Level 50[*] (45) Titanium Coating - Resistance: Level 50[/list]Level 30: Weave <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 50[*] (43) Luck of the Gambler - Defense/Endurance: Level 50[*] (43) Luck of the Gambler - Defense: Level 50[*] (46) Red Fortune - Endurance: Level 50[/list]Level 32: Foot Stomp <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[*] (40) Scirocco's Dervish - Accuracy/Recharge: Level 50[*] (40) Scirocco's Dervish - Damage/Endurance: Level 50[*] (42) Scirocco's Dervish - Damage/Recharge: Level 50[*] (42) Scirocco's Dervish - Accuracy/Damage: Level 50[*] (42) Endurance Reduction IO: Level 50[/list]Level 35: Cloak of Darkness <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 50[*] (46) Luck of the Gambler - Defense/Endurance: Level 50[*] (48) Luck of the Gambler - Defense: Level 50[*] (48) Red Fortune - Endurance: Level 50[/list]Level 38: Soul Transfer <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 41: Maneuvers <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 50[*] (48) Luck of the Gambler - Defense/Endurance: Level 50[*] (50) Red Fortune - Endurance: Level 50[*] (50) Luck of the Gambler - Defense: Level 50[/list]Level 44: Hurl <ul type="square">[*] (A) Accuracy[/list]Level 47: Assault <ul type="square">[*] (A) Empty[/list]Level 49: Taunt <ul type="square">[*] (A) Empty[/list]------------
Level 1: Fury <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+2.5% DamageBuff(Smashing) for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+2.5% DamageBuff(Lethal) for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+2.5% DamageBuff(Fire) for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+2.5% DamageBuff(Cold) for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+2.5% DamageBuff(Energy) for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+2.5% DamageBuff(Negative) for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+2.5% DamageBuff(Toxic) for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+2.5% DamageBuff(Psionic) for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+3% Defense(Smashing) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+3% Defense(Lethal) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+3% Defense(Fire) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+3% Defense(Cold) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+3% Defense(Energy) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+3% Defense(Negative) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+3% Defense(Psionic) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+5.5% Defense(Melee) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+5.5% Defense(Ranged) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+8.63% Defense(AoE) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+5% Enhancement(JumpSpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+20% Enhancement(RechargeTime) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+37% Enhancement(Accuracy) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+5% Enhancement(RunSpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+5% Enhancement(JumpHeight) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+5% Enhancement(FlySpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+118.1 HP (7.88%) HitPoints to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+10.1 second Knockback (Mag -8) to Self [Non-resistable] [Ignores Enhancements &amp; Buffs][*]+10.1 second Knockup (Mag -8) to Self [Non-resistable] [Ignores Enhancements &amp; Buffs][*]+MezResist(Immobilize) (Mag 11%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+MezResist(Sleep) (Mag 2.2%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+4% (0.07 End/sec) Recovery to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+52% (3.25 HP/sec) Regeneration to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[*]+3.13% Resistance(Negative) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
Effect does not stack from same caster[/list]


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With most of the defensive toggled, I intend to switch them on when fighting an elite boss or hero. Without them running, I tend to take damage faster but control my end better. I have parts of most of the above sets slotted already, but nowhere near as complete as this.


 

Posted

It's quite a novel build, I like it.

A big part of getting /DA to work efficiently is getting the best performance out of Dark Regen, and I think you could get some improvements by looking at set IOs such as the damage sets that offer things like acc/end, acc/rech and heal sets that offer heal/end, heal/rech or even end/rech. By mixing them up you could probably exceed the performance you are getting with one slot less, and improve even more with 6 slots.

The resist toggles I'd go 3 res/1 end reducer myself, they really are pretty cheap compared to everything else in the build.

You could probably easily get by with only one KB protection, maybe have a look at the +Psi resist instead?

If you really find yourself taking too much damage then consider either Cloak of Fear (needs lots of slots) or Oppresive Gloom which are really powerful tools and corner stones of /DAs mitigation.

Aside from that, quite a few sets offer small amounts of +recovery for 2 slotting, they all add up to help your end worries.


 

Posted

I've made to with Acrobatics, at 7 mag protection. With that, I've had occasions where I've been knocked back (Longbow Ballistas are most notable) and, when fighting Scirocco, basically had to stand back and throw stuff at him.

With Dark Armour I'm already at over 50% Psi resist, it's the one thing where I've felt utterly godly. Doing a high level Bank mission against the psychic police felt great!

The debuff accuracy in Cloak of Fear, is it more useful than defence buffs from such skills as maneuvers and / or jumping, despite it's horrific end costs?


 

Posted

it's 5% so it's a bit better than those in isolation. on one hand it needs to hit, on the other, it does a lot more than just debuff acc...

OG decreases incoming pain by quite a bit with just a default slot acc enhancer if you're worried about slots/bluebar


 

Posted

After looking at it for a while, Cloak of Fear simply needs to many slots from an already tight build. If I dropped Maneuvers, I could slot it up.

I have been using Oppressive Gloom in the build that got me to 50 and it's probably the most convenient way to handle most minions. The reason I had considered dropping it, though, was that it helps me deal with what I already handle well and lends very little to any difficult fight against a tough opponent (it being hard to stack more of the same to even disorient a lieutenant).