FM/DA Build Advice Needed


Lakanna

 

Posted

Hello all,

Getting ready to start up a villain static team in the near future and I am going to be playing the Brute. I chose to do Fire/Dark, Here is a quick preliminary build I threw together, with out any of the fancy IO's other then the KB prot ones I will need.

I will be in a 7-8 person team nearly the whole time.

Any advice would be appreciated.




Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Jerk Face: Level 50 Technology Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Fire Sword -- Acc-I(A), Dmg-I(3), Dmg-I(7), Dmg-I(15), RechRdx-I(37)
Level 1: Dark Embrace -- EndRdx-I(A), ResDam-I(13), ResDam-I(13), ResDam-I(15), S'fstPrt-ResKB(43)
Level 2: Cremate -- Acc-I(A), Dmg-I(3), Dmg-I(5), Dmg-I(11), RechRdx-I(37)
Level 4: Death Shroud -- EndRdx-I(A), Acc-I(5), Dmg-I(7), Dmg-I(23), Dmg-I(31), Taunt-I(40)
Level 6: Hover -- Flight-I(A), Flight-I(43)
Level 8: Incinerate -- Acc-I(A), Dmg-I(9), Dmg-I(9), Dmg-I(11), RechRdx-I(37)
Level 10: Swift -- Run-I(A)
Level 12: Obsidian Shield -- EndRdx-I(A), ResDam-I(43), ResDam-I(46), ResDam-I(48), S'fstPrt-ResKB(48)
Level 14: Health -- Heal-I(A), Heal-I(39), Heal-I(39)
Level 16: Dark Regeneration -- Acc-I(A), Acc-I(17), Heal-I(17), Heal-I(31), Heal-I(31)
Level 18: Murky Cloud -- EndRdx-I(A), ResDam-I(19), ResDam-I(19), ResDam-I(23), S'fstPrt-ResKB(48)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Build Up -- RechRdx-I(A)
Level 24: Breath of Fire -- Acc-I(A), Dmg-I(25), Dmg-I(25), Dmg-I(29), RechRdx-I(34), EndRdx-I(40)
Level 26: Fire Sword Circle -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(29), RechRdx-I(34), EndRdx-I(40)
Level 28: Taunt -- RechRdx-I(A)
Level 30: Kick -- Acc-I(A)
Level 32: Greater Fire Sword -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), EndRdx-I(39)
Level 35: Tough -- EndRdx-I(A), ResDam-I(36), ResDam-I(36), ResDam-I(36)
Level 38: Soul Transfer -- RechRdx-I(A)
Level 41: Electrifying Fences -- Acc-I(A), Dmg-I(42), Dmg-I(42), Dmg-I(42), RechRdx-I(46)
Level 44: Ball Lightning -- Acc-I(A), Dmg-I(45), Dmg-I(45), Dmg-I(45), RechRdx-I(46)
Level 47: Hurdle -- Jump-I(A)
Level 49: Cloak of Darkness -- EndRdx-I(A), DefBuff-I(50), DefBuff-I(50), DefBuff-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury



~MR


AE Arc: 305214 Blood Diamonds (Villainous)


Unleashed/Unchained/B.O.S.S.

 

Posted

As a /DA, unless you know the other players will be adding resistance and defense buffs to you, you might not want to get too much aggro, especially without using a heavily IO'd build. /DA just isn't that survivable without massive investment or outside buffs. I'd recommend taking the taunt out of Death Shroud.

Dark Regeneration: The heal is amazing, even without any heal slotting. I'd go with 1-2 ACC and 2-3 END reductions. You really don't need to enhance the heal at all. This is one place, though, where a specific IO is very useful: the Theft of Essence proc can actually help take the bite out of DR's big END cost, especially if you regularly hit 10 enemies with it.

Hover, but no fly. No travel power at all, actually. Not hard to do anymore with the Grandville jetpack QM. I'd drop hurdle, though, and pick up Opressive Gloom, slotted with a single end redux, or a cheap stun double/triple. You don't need to run it often, but it's more utility (and really helps survivability) if things go wrong and you start to get overwhelmed.


119088 - Outcasts Overcharged. Heroic.

 

Posted

Thanks for the reply,

I just realized that I should have posted what our team make up is. Since this is going to be a LV 2 to 50 static team this team will not change except when people can't make it to the Wed night game. This could have a huge bearing on the build because alot of buffs will be there.

1. Brute (FM/DA) Me
2. Dom (Mind/Psi)
3. VEAT (Widow)
4. Cor (Son/Kin)
5. Cor (Rad/Therm)
6. Cor (Son/PD)
7. Cor (Dark/Dark) or (Dark/Son)
8. Undecided might be a MM (?/PD) or (?/FF)

All the team buffs and useful debuffs will be taken, this is one of the things we agreed upon as a team.

Also that Hover should be changed to Fly, I have the Vet ability to get a lv 14 Travel power at 6. So very very nice.

I'm not familiar with DA (Never Used it), Hence why I asked for advice. Question about Dark Regeneration? So the heal depends on how many foes you hit? and the End Drain on that does as well? I can Frankenslot that with set IOs getting both heal and End red benefits as I level.

I do plan on getting set IOs into the character as I lv up, I just didn't have much time to crawl through the enhancements. I will do that later.


~MR


AE Arc: 305214 Blood Diamonds (Villainous)


Unleashed/Unchained/B.O.S.S.

 

Posted

With Dark Amour, i strongly suggest you get as close to the S/L soft cap as you can as well as slotting to have at least 1% health regen which is about 240% normal regen, which isn't too hard a target. With the res, defence and regen you will be able to tank mobs pretty well as far as i can guess, tho my tank isn't at IOing level yet so i not sure how well it will tank, i just know it will tank well. =)


 

Posted

Dark Regen's heal depends on the number of foes hit, yes. The heal itself is huge per mob: if you can hit 3 foes, unslotted for any healing, it will completely fill your green bar. The END is a static cost, with a base of right around 1/3rd of your base END, whether you hit one or 10 foes. The reason the Theft of Essence proc is nice ist hat when you fire DR, it checks against each foe in range to proc, so you could wind up getting back MORE end than you spent on it with a lucky roll.

The massive END cost, though, is one of the main reasons /DA has a reputation as an END hog. slot at least 2 END reductions in it before anything else. You can afford to miss a few in a big group, and the heal is good enough that you don't need to slot for healing, but that end drain is a killer.

Trying to get close to the DEF cap is a great idea as well. It will take a lot of planning and thought, but you can do very well with it. My brute sits around 28% melee defense, and the difference in survivability is huge. Just remember that /DA has no resistance to defense debuffs, so all that +DEF means nothing in some situations (vs. Romans, for example.)

I see a /sonic and a /therm, so you should be pretty safe in most situations, with your resistance being buffed. I'd still recommend a damage proc instead of the taunt in Death Shroud, or move the slot somewhere else. You should be doing plenty of damage to keep attention on you, and you DO still have taunt to pick up any enemies that try to get away from you.


119088 - Outcasts Overcharged. Heroic.