Shockingly in need of build help.
My Brute (Elec/Elec/Mu) is geared for offense with very high recharge, regen and procs and specializing in enddrain and a great boost to psi res (65%). Making it very fun solo and small teams, or teams with "overkill" on support. With the new Conserve Power change it'll be even more awesome.
However, I had planned a high melee defense build for times when extra survivability is needed. Sacrifices offense for a LOT of melee defense (43.3%) so you can play makeshift Tanker.
Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/
Click this DataLink to open the build!
Note:
- Conserve Power would be slotted with Numina Heal + Heal/Rech + Heal/Rech/End and a single lvl 50 rchg IO.
- Expensive with 4 full sets of Obliteration (and utilizing Ribosomes) along with other IOs
- It was made to be a secondary build, with the idea of offense sacrifice for defense, so it might not be that fun to play
- No, really.
- Ranged attacks with defense debuffs will probably destroy your melee defense anyway.
- Not much +recovery (no stamina!) but with Energize and Power Sink, you'll have no end problems when facing 2 enemies or more. Against a single enemy, though, you might get into trouble. Fortunately, the build can be easily tweaked so you'll have less endurance problems if you don't mind sacrificing some regeneration. You can take out Taunt, add Stamina or Build-up, or whatever you want.
Have fun!
I went with a bit of a different idea in mind with this build.
One thing I learned about while working my DA tank, which is a set that also has zero defense built in, is that S/L is probably the easiest form of defense to softcap. Softcapping S/L is very beneficial in that most damage in game has a S/L component to it. When rolling against damage, you roll against whatever your highest defense is to each component of the incoming damage. For instance, you get hit with a fire attack, most fire attacks have a fire and a lethal damage component to them. If your S/L defense is higher than your fire def, that is the damage you roll against. Is Positional defense(Melee/AoE/Ranged), yes, much better, as it covers ALL types of defense, however it is difficult to get all 3 up. In most content, you will see little of the "exotic" types of damage, which positional defense will cover. Most of the damage you will encounter is S/L, and by softcapping that, you are covering all 3 positions. A bit more bang for your buck, and much easier slotting. By only raising your melee def, you are leaving yourself open to ranged and aoe attacks, by raising S/L you are effectively covering all 3, with the caveat that if the damage does NOT include S/L, you are boned as far as defense goes. Luckily, 9 times out of ten your are covered.
This is the build I plan on going with when the changes go through in I16, IF they go through as they are now. Energize will definitely make this a strong set. It's no slouch now, but the lack of a self heal is painful. with this build you will have 41.7% s/l def, and 58.5% s/l resistance. For tanking, this build should do ya proud. For comparison, my IO'd DA tank has 42.2% S/L def and 69.9% S/L resistance. I have a mish for testing out my tanks - 10 AVs. This tank was able to herd up all 10, but ran into trouble around the 9th one as far as being able to live through it. Will your brute be able to do this, probably not, but it should be good for anything in regular content. I won't be able to test it fully til after I16, as I am not putting a penny into the toon til the CP changes come out.
a couple notes,
1. yep, slotted power sink with taunt for the set bonuses. Will still recharge fast, so no worries on end. decent def buff, and big recharge boost.
2. some folks swear that you don't need stam on an ela brute. if they don't, bully for them. I do, and so will, most likely, most of the folks you meet. I did once skip the fitness pool and take CP, was just too much end micromanagement for me.
3 Energize. 4 Numina's. Heal, Heal/End, Heal/Rech, Heal/End/Recharge. Why? That 4th enhancement gives a 6% bonus to your heal, that's why. By slotting a Heal IO instead you will get just under a 5% increase in your heal. 6% is bigger than 5 percent. And it will cost less end to activate. Anything that reduces end consumption is a good thing.
As always, YMMV......
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Oh, and ignore the levels I took the powers/slots, this is an end build, not for exemplaring.
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
cool, tho there isn't a travel power in there, im guessing something along the lines of Day job travel powers or temp ones if needed???
anyways, i have a few Q's
1) any build kinda needs Cj/Hover and Weave right?
2) those 4 attacks in there, havoc punch, thunder strike, chain induction, lightning rod, are the only 4 i will need im guessing with something along the lines HP=>TS=>HP=>CI as a chain, with LR being the opening move, would the recharge allow for that??
3)does having numina +regen +recovery in an auto power really work that well, surely that would work more than nicely in the new energise power with the whole 120 sec base recharge and the 120 duration of the numina effect?
i think i might be getting the hand of this build thingy a bit more... =)
you read correctly, i did not put a travel power in, but, I have base teleport, mission teleport, and then there is always oro, for getting around fast, plus the temp travels.
for ElA, if you want def, you start with cj or hover, and weave. you want to get as close to the def cap as possible.
Recharge is pretty forgiving, lightning reflexes plus hasten makes for fast recycling on your attacks. Elec is very AoE heavy, you want them back up quick.
numina +regen/+recovery works best in an auto. how it works is, it goes of every time you activate the power How auto powers like health work, they are not actually on all the time like a toggle, they just have a duration long enough to allow for its reactivation time. Health activates every 10 seconds, this makes the buff from the IO permanent. Therefore, that +regen/+recovery goes off every 10 seconds, whereas placing it in Energize, to get the full use of the IO, you would have to use Energize every time it is up, or find a way to time the buff. Energize may be like dull pain or earths embrace, and may be able to be made perma. On the other hand, the devs may decide that they want to go the OWtS and SoW path, and make the recharge unenhanceable. Personally, I would just want a reasonably fast recharge on it, to make it more friendly as a heal. Either way, being forced to use it every time it is up to gain that IO buff is far from optimal.
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
cool, it would be very useful if i knew how to use mids propperly so i could edit the build slightly with travel powers and stuff =P
thanks for the advice deth =)
no problem at all, mid's is nice once you get the hang of it, but it does make it easy to get into that whole min/max thing on stats and make you forget about how it actually plays. I am sure there are some incredible combos/builds out there that would be scary on paper, but painful to play.
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
Hi, i've been playing an ELM/ELA brute for a while (currently lvl 32)
i've realised that all the attacks i have i don't use them all that often, and im not even 50 yet.
So i was wondering if anyone could help me with an ELM/ELA build that is;
1) high on res, as it should be =)
2) has as much defence as it can preferably
3) include the updated conserve power, im guessing itll be worth taking now
thanx for reading =)