Dm/ea


Doctor_Kumquat

 

Posted

Hi all

I'm planning to roll up a dm/ea brute - and I have a question:
When I'm reading blaster forums for example alot of people slot up S/L defence on their blaster, since it apparantly also tends to make energy/cold miss as they're tied to S/L (smashing/energy attacks & lethal/cold if I'm not mistaken)
Now I'm wondering if you have an EA brute with 45% def in both would that mean you're kind of hardcapped in a way too?

Also if anyone has some sample dm/ea builds please post them as it's my first time building one of these(non purple builds).

ps: I can't open mid's since I'm on a mac so I need the full expanded build

Thanks


 

Posted

anyone?


 

Posted

is there noone with even a middle of the road dm/ea build?


 

Posted

no

I'm sure someone does, but they must not read the forums. I've got both DMs and an EA at 50, I'll attempt to throw a softcapped build together. Will post it soon™


 

Posted

ty
Been a hell for me to build on a mac atm >.<


 

Posted

Here you go, got him softcapped to eveything but psi

And before you ask, no its not cheap, but i did avoid the pvp IO lol
I hope superspeed is your preferred method of travel.

Enjoy

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Energy Aura
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping

Villain Profile:
Level 1: Smite

  • (A) Kinetic Combat - Damage/Endurance
  • (11) Accuracy IO
  • (15) Kinetic Combat - Accuracy/Damage
  • (15) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Kinetic Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (46) Luck of the Gambler - Defense
  • (46) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense/Endurance/Recharge
Level 2: Shadow Maul
  • (A) Cleaving Blow - Accuracy/Damage
  • (3) Cleaving Blow - Damage/Endurance
  • (3) Cleaving Blow - Damage/Recharge
  • (7) Eradication - Accuracy/Recharge
  • (43) Eradication - Accuracy/Damage/Recharge
  • (45) Eradication - Accuracy/Damage/Endurance/Recharge
Level 4: Power Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (5) Luck of the Gambler - Defense
  • (5) Luck of the Gambler - Defense/Endurance
  • (7) Luck of the Gambler - Defense/Endurance/Recharge
Level 6: Swift
  • (A) Run Speed IO
Level 8: Siphon Life
  • (A) Pounding Slugfest - Accuracy/Damage
  • (9) Pounding Slugfest - Damage/Endurance
  • (9) Pounding Slugfest - Damage/Recharge
  • (13) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
  • (13) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
  • (48) Pulverizing Fisticuffs - Accuracy/Damage
Level 10: Entropy Shield
  • (A) Endurance Reduction IO
  • (11) Endurance Reduction IO
Level 12: Kick
  • (A) Accuracy IO
Level 14: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 16: Hasten
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
  • (17) Recharge Reduction IO
Level 18: Dark Consumption
  • (A) Performance Shifter - Accuracy/Recharge
  • (19) Performance Shifter - EndMod/Accuracy/Recharge
  • (19) Performance Shifter - EndMod/Recharge
  • (43) Performance Shifter - EndMod
  • (43) Performance Shifter - EndMod/Accuracy
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (21) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
  • (42) Performance Shifter - EndMod/Accuracy
Level 22: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (23) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 24: Energy Cloak
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense/Endurance/Recharge
Level 26: Soul Drain
  • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 28: Tough
  • (A) Aegis - Resistance
  • (29) Aegis - Resistance/Endurance
  • (29) Aegis - Resistance/Recharge
  • (34) Aegis - Endurance/Recharge
  • (34) Aegis - Resistance/Endurance/Recharge
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Endurance/Recharge
Level 32: Midnight Grasp
  • (A) Kinetic Combat - Accuracy/Damage
  • (33) Kinetic Combat - Damage/Endurance
  • (33) Kinetic Combat - Damage/Recharge
  • (33) Kinetic Combat - Damage/Endurance/Recharge
  • (34) Accuracy IO
Level 35: Energy Drain
  • (A) Performance Shifter - Accuracy/Recharge
  • (36) Performance Shifter - EndMod/Accuracy/Recharge
  • (36) Performance Shifter - EndMod/Recharge
  • (36) Performance Shifter - EndMod
  • (37) Performance Shifter - EndMod/Accuracy
  • (37) Healing IO
Level 38: Touch of Fear
  • (A) Nightmare - Accuracy/Fear/Recharge
  • (39) Nightmare - Accuracy/Recharge
  • (39) Nightmare - Accuracy/Endurance
  • (39) Nightmare - Fear/Range
  • (40) Recharge Reduction IO
Level 41: Energy Protection
  • (A) Resist Damage IO
  • (42) Resist Damage IO
Level 44: Dampening Field
  • (A) Resist Damage IO
  • (45) Resist Damage IO
  • (45) Steadfast Protection - Resistance/+Def 3%
Level 47: Conserve Power
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 49: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Fury
------------
Set Bonus Totals:
  • 7.5% DamageBuff(Smashing)
  • 7.5% DamageBuff(Lethal)
  • 7.5% DamageBuff(Fire)
  • 7.5% DamageBuff(Cold)
  • 7.5% DamageBuff(Energy)
  • 7.5% DamageBuff(Negative)
  • 7.5% DamageBuff(Toxic)
  • 7.5% DamageBuff(Psionic)
  • 11.8% Defense(Smashing)
  • 11.8% Defense(Lethal)
  • 12.1% Defense(Fire)
  • 12.1% Defense(Cold)
  • 16.1% Defense(Energy)
  • 16.1% Defense(Negative)
  • 3% Defense(Psionic)
  • 9.25% Defense(Melee)
  • 16.1% Defense(Ranged)
  • 16.4% Defense(AoE)
  • 1.8% Max End
  • 41% Enhancement(Accuracy)
  • 1.65% Enhancement(Terrorized)
  • 30% Enhancement(RechargeTime)
  • 20% FlySpeed
  • 224.9 HP (15%) HitPoints
  • 20% JumpHeight
  • 20% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 2.2%
  • 11% (0.18 End/sec) Recovery
  • 48% (3 HP/sec) Regeneration
  • 25% RunSpeed
  • 2.5% XPDebtProtection
------------
Set Bonuses:
Kinetic Combat
(Smite)
  • MezResist(Immobilize) 2.75%
  • 22.5 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Luck of the Gambler
(Kinetic Shield)
  • 10% (0.63 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Cleaving Blow
(Shadow Maul)
  • 1% (0.02 End/sec) Recovery
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Eradication
(Shadow Maul)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
Luck of the Gambler
(Power Shield)
  • 10% (0.63 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Pounding Slugfest
(Siphon Life)
  • 8% (0.5 HP/sec) Regeneration
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Pulverizing Fisticuffs
(Siphon Life)
  • MezResist(Sleep) 2.2%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Performance Shifter
(Dark Consumption)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 28.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 28.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Blessing of the Zephyr
(Super Speed)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)
Luck of the Gambler
(Energy Cloak)
  • 10% (0.63 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Soul Drain)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 28.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Aegis
(Tough)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Luck of the Gambler
(Weave)
  • 10% (0.63 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Kinetic Combat
(Midnight Grasp)
  • MezResist(Immobilize) 2.75%
  • 22.5 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Performance Shifter
(Energy Drain)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 28.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Nightmare
(Touch of Fear)
  • 1.65% Enhancement(Terrorized)
  • 1.88% Defense(Energy,Negative), 0.94% Defense(Ranged)
  • 5% Enhancement(Accuracy)
Steadfast Protection
(Dampening Field)
  • 3% Defense(All)
Blessing of the Zephyr
(Combat Jumping)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)


 

Posted

thanks
Well apart from pvp-io's I wont have trouble acquiring any of those listed (especially since winter event is bringing in ALOT of cash )


 

Posted

Why the third BotZ slot in SS and CJ? The -KB IOs are *very* expensive, and they're not needed to soft-cap F/C def or as KB protection. Those two extra slots could be used to more fully slot Health.

Also, I'd recommend an Acc/Dam or Acc/Dam/End from another set as the fifth slot for the Kinetic Combat sets. As slotted, the damage enhancement is a bit low.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

I try to overkill on EA because its -Def resistance isn't as high as SR. Also if look closely Melee/Ranged/AoE Def is higher then psi so provides an extra layer. Yes I know some psi attacks don't have a positional, but most do so this helps overall.


 

Posted

This is kind of a general question, but how important is it to get the Neg def to the softcap?

I was playing around with a build for my old DM/EA yesterday, and (from memory) my neg defense was still sub-40 with everything else softcapped (except Psi), presumably because my raw Energy def is much higher and didn't require much in the way of set boosts. I can't check it in Mid's right now, but I'm guessing that the above build must be over the Energy softcap by quite a bit if Neg is at the cap.


 

Posted

Yea Energy goes quite a bit over to cap Neg, but to answer your question.

ITF has a lot of Neg, the BSF has Reich.

I prefer to cap neg mainly because of those random TFs where its required. I like the idea of being softcapped to pretty much everything and not have to stop and think. MOAR SMASH!!!

Edit: I guess its not as much as an issue as your DM/EA has a potent heal, but I'm running an SM/EA. So no heal, all I got for mitigation is a lot of knockdown.


 

Posted

Quote:
Originally Posted by Gypsy_of_Paradox View Post
Here you go, got him softcapped to eveything but psi
Having Dark Consumption, Energy Drain and Conserve Power seems like overkill. I'd definitely dump Conserve Power for something else, and probably Dark Consumption.

I've got an Energy/EA brute with just Energy Drain, and it recharges fast enough to be useful as a heal in addition to replenishing Endurance (I'm only 44 and don't have Tough and Weave fully slotted yet). And I don't even have Hasten.

If you're aiming at being a sapper Dark Consumption/Energy Drain would be nice, but I'm not sure that's really what the OP wants, especially at the prices some of those sets are at.


 

Posted

I can confirm that Energy Drain is enough to keep you going on a DM/EA, I'd probably think about dropping Conserve Power for Overload and slotting it with Recharge/Health IOs for when you want to really maximise your survivability.


 

Posted

Quote:
Originally Posted by Rodion View Post
Having Dark Consumption, Energy Drain and Conserve Power seems like overkill. I'd definitely dump Conserve Power for something else, and probably Dark Consumption.

I've got an Energy/EA brute with just Energy Drain, and it recharges fast enough to be useful as a heal in addition to replenishing Endurance (I'm only 44 and don't have Tough and Weave fully slotted yet). And I don't even have Hasten.

If you're aiming at being a sapper Dark Consumption/Energy Drain would be nice, but I'm not sure that's really what the OP wants, especially at the prices some of those sets are at.
Performance Shifters are cheap compared to the rest of the build. It's not a matter of overkill on end recovery, its matter of being able to keep going. Something steps out of range and one drain misses, second one is there. As far as the heal goes, yea its decent when you're surrounded.

Quote:
Originally Posted by Redoubtable View Post
I can confirm that Energy Drain is enough to keep you going on a DM/EA, I'd probably think about dropping Conserve Power for Overload and slotting it with Recharge/Health IOs for when you want to really maximise your survivability.
Overload would be a waste IMO, it would be a power rarely used. Granted CP would used less frequently on paper.

I run a serious number of Speed TF/SFs with my Stone/Energy. So things may vary for those who play less aggressively. I posted the build based on what I would see my needs to being if I ran the toon. The OP is more then welcome to adjust things to his standards, its his toon.


 

Posted

Quote:
Originally Posted by dume View Post
When I'm reading blaster forums for example alot of people slot up S/L defence on their blaster, since it apparantly also tends to make energy/cold miss as they're tied to S/L (smashing/energy attacks & lethal/cold if I'm not mistaken)
Now I'm wondering if you have an EA brute with 45% def in both would that mean you're kind of hardcapped in a way too?
Don't have time to offer much build advice, but I can answer the base question. IO set defense bonuses originally were heavily biased towards characters with positional defenses, and getting significant typed defenses was a pain. They were semi-recently made to improve three linked defense types to be more fair to all armor sets; Smashing/Lethal goes with Melee, Energy/Negative goes with Ranged, and Fire/Cold goes with AoE, with half the original defense value given to the alternate defense form. In simpler English, a set bonus that gives 2.5 Melee defense would also give 1.25 S/L defense, and a set bonus that gives 2.5 S/L defense would also give 1.25 melee defense. Psychic is fancy and has no positional pairing, and Toxic damage has no defense at all.

A blaster that maxed their S/L defense would be protected from almost all melee attacks, along with physical ranged/AoE attacks (a large chunk of them). It is more common for a blaster to try and improve his ranged defense, but S/L def is certainly a viable option.

What you may have meant was that if an attack deals multiple damage types (say, a smashing and energy ranged blast) then you will just use your highest applicable defense value to try and avoid it. If you had 30% smashing, 20% ranged, and 10% energy defense, then you would use the 30% defense value against that energy blast.


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

Posted

Quote:
Originally Posted by Doctor_Kumquat View Post
Don't have time to offer much build advice, but I can answer the base question. IO set defense bonuses originally were heavily biased towards characters with positional defenses, and getting significant typed defenses was a pain. They were semi-recently made to improve three linked defense types to be more fair to all armor sets; Smashing/Lethal goes with Melee, Energy/Negative goes with Ranged, and Fire/Cold goes with AoE, with half the original defense value given to the alternate defense form. In simpler English, a set bonus that gives 2.5 Melee defense would also give 1.25 S/L defense, and a set bonus that gives 2.5 S/L defense would also give 1.25 melee defense. Psychic is fancy and has no positional pairing, and Toxic damage has no defense at all.

A blaster that maxed their S/L defense would be protected from almost all melee attacks, along with physical ranged/AoE attacks (a large chunk of them). It is more common for a blaster to try and improve his ranged defense, but S/L def is certainly a viable option.

What you may have meant was that if an attack deals multiple damage types (say, a smashing and energy ranged blast) then you will just use your highest applicable defense value to try and avoid it. If you had 30% smashing, 20% ranged, and 10% energy defense, then you would use the 30% defense value against that energy blast.
thanks, I've been pondering about that for a long while


 

Posted

Quote:
Originally Posted by Doctor_Kumquat View Post
Don't have time to offer much build advice, but I can answer the base question. IO set defense bonuses originally were heavily biased towards characters with positional defenses, and getting significant typed defenses was a pain. They were semi-recently made to improve three linked defense types to be more fair to all armor sets; Smashing/Lethal goes with Melee, Energy/Negative goes with Ranged, and Fire/Cold goes with AoE, with half the original defense value given to the alternate defense form. In simpler English, a set bonus that gives 2.5 Melee defense would also give 1.25 S/L defense, and a set bonus that gives 2.5 S/L defense would also give 1.25 melee defense. Psychic is fancy and has no positional pairing, and Toxic damage has no defense at all.
Though getting the additional 1/2 bonus is nice, IMO, the more significant change was the pairing of typed defense bonuses. Originally, most typed defense bonuses worked for only one damage type, for instance, Kinetic Combat's bonus was for 3.75% def to Smashing, and you'd have to find another bonus to give you Lethal defense. After the change, instead of having to find bonuses for 7 separate damage types, you just needed bonuses for 3 pairs--plus Psi, if you want to build for that. That puts a player's ability to get a meaningful amount of defense for typed damage much closer to on par with positional defense.

EDIT: 45% defense is said to be the 'soft cap' because the actual cap for defense is ridiculously high and generally unachievable. And although you can get significantly more defense than 45%, defense mechanics are such that more than 45% won't be used unless your defense is being debuffed.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Gypsy_of_Paradox View Post
I try to overkill on EA because its -Def resistance isn't as high as SR. Also if look closely Melee/Ranged/AoE Def is higher then psi so provides an extra layer. Yes I know some psi attacks don't have a positional, but most do so this helps overall.
This is a generally a great strategy, but I find on my DM/EA, that because of Dark Melee (and Soul Mastery's) -to-hit, that I don't need to be very much over the soft-cap for most things.

I'm softcapped to Sm, Le, Eng and have Fire and Cold in the 40% range and the character plays very well for me. Psi and Toxic sucks, but then that's the nature of the beast with EA. Can't wait to betray to Hero side!


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Quote:
Originally Posted by EvilGeko View Post
This is a generally a great strategy, but I find on my DM/EA, that because of Dark Melee (and Soul Mastery's) -to-hit, that I don't need to be very much over the soft-cap for most things.

I'm softcapped to Sm, Le, Eng and have Fire and Cold in the 40% range and the character plays very well for me. Psi and Toxic sucks, but then that's the nature of the beast with EA. Can't wait to betray to Hero side!
Indeed, darkest night is a potent tool for def based brutes. But, I play aggressively and on speed teams. DN quite frankly would slow down my EA and my SR brute. So being at cap w/o the use of DN fits my play style a lot more. Now If I played say an Ice Tank and they had access to DN I'd most likely take the power.

As it stands I don't try to tank with either of my def characters, if I want a tanking brute I have two willpowers and a stone at 50. My EM/SR is a pure brawler and my Stone/EA is adept for speed runs.