Will this build be fun? DM/ELE


Doctor_Kumquat

 

Posted

Hi forumites. I've been playing for a while but I have very little experience with brutes. I have been enjoying my ele/ele scrapper and my dm/sr stalker a lot, so I thought I'd try combining the two into a brute.

The build I've put together looks decent in mids, but that's does not always transfer over to fun and effective in game. I've used some frankenslotting in places in an effort to maximize damage/recharge/endurance on attaks and provide as much endurance reduction as possible on toggles. I know the powersets have built in endurance recovery tools but I wasn't sure how effective they would be on a brute seeing as the goal is to keep fighting as fast as possible to keep fury up.

Let me know what you think please.

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Posted

I was just looking at your build and decided to make a toon that achieves 125 max endurance and 2000+ max hp (with accolades).

If you take anything from this build, I would recommend these changes:

  • Power Sink should be slotted only for End Mod and Recharge. I personally like this slotting if given 4 slots.
  • Lightning Field should have End Mod, Accuracy, Endurance Reduction and Damage. This is my personal favorite setup for the skill.
  • Darkest Night is much better for a Brute than Stealth. It grants -15% ToHit in this build, more than doubling your combat defense values. A nice perk is that -damage is a form of resistance that stacks with your armors as well.
  • If you don't like this version of Siphon Life, I would recommend 3 parts of Mako's Bite and 3 parts of Numina's. You can get great Acc/dam/rech/end/heal with those sets and solid +hp. My toon's setup is 3 acc/dam HOs and 3 parts of Numinas, which works great as well.

ELA really needs to employ endurance drain to be effective, so be sure that Lightning Field and Power Sink are ready to do their part. Debuffing opponent's endurance is the key to playing ELA.

I generally don't reorder player's skills or change their power selection drastically. Dark Consumption isn't absolutely necessary, but it will provide a nice AoE contribution. Having 125 max endurance, Power Sink, 50%+ recovery, and Dark Consumption will make you a never-tiring freak of nature. Just run every darn toggle and throw Darkest Night out whenever possible-- you will never have to worry about endurance.

EDIT: And yes, DM/ELA is an extremely fun build to play.


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Posted

Thanks for the response Julius. I had constructed a similar build with Darkest Night in it that considered also. My other electric armor character hasn't achieved Power Sink level yet, so I'm not sure how the power works. I assumd slotting for endurance mod in lightning field and power sink increases the amount drained from the foes? Or does it just increase the amount returned to you. If the former I definitely see where your slotting would be more beneficial.

And your suggestions for Siphon Life are interesting as well. I've never experimented with hamidon enhancements as I've never had the opportunity to attend a raid, so I never bothered to learn about them. I see other people include them in their builds frequently, so perhaps I should try to learn about them myself.

As for Dark Consumption, I do have that on a dark melee scrapper. The endurance recovery is nice, but I use it for more damage right before Soul Drain runs out. You can never have enough aoe damage support with dark melee. I figure with a decent fury build up the damage should be pretty nice.


 

Posted

Quote:
Originally Posted by shawnculli View Post
I assumd slotting for endurance mod in lightning field and power sink increases the amount drained from the foes? Or does it just increase the amount returned to you. If the former I definitely see where your slotting would be more beneficial.
Endurance modification in Lightning Field increases the amount of endurance drained from foes, while in Power Sink it increases both the amount drained and the amount returned to you. Having high values of endurance modification in each skill will let you drain your foes of endurance and limit them to using their lowest-tier attacks. Lightning Field will even keep some opponents at minion level from attacking for extended periods once they are drained. My Brute's Lightning Field current drains 5.75% of an enemy's endurance per tick of damage; this really adds up over the course of a protracted battle.

On particularly hard spawns, it's a good policy to lead with Power Sink whether or not the endurance is needed. A good habit to get into, when the difficulty level requires it, is to lead with Power Sink on every spawn rather than using it towards the end of a fight to refill endurance. Open combat with it, burn your endurance as you attack your foes, then refill on the next spawn while simultaneously getting the most benefit from the debuff.

Hamidon Origins are nice to pepper throughout a build. For instance, my DM/ELA is only able to add one slot to Darkest Night, so I employ Synthetic Enzyme Exposures. These offer the equivalent of 2 endurance reduction SOs and 2 ToHit debuff SOs for just two total slots. At two slots, it's not really worth it to employ set IOs, while at three and four slots they become more beneficial.


 

Posted

If this is a finished build, I don't have any qualms about the power order. If it isn't, stamina at 49 is pretty late. Even on my 3 elec brutes, I still rely on stamina.

I usually go with 4-slotting lightning field for slot efficiency (scirrocco's Acc/Dam/End, Dam/End and the same from multistrike). But, that's so that I can put more slots in other powers where I'm more eager to get set bonuses. End Mod in lightning field is nice, but if you slot powersink well enough, you'll be fairly pleased with its performance.

Powersink is a very useful tool. It serves as a PBAoE taunt, extra mitigation preventing enemies from using their higher-endurance attacks, and refills your own endurance. On top of that, you can get it firing pretty frequently. Once you have enemies sapped, they do little more than brawl. Mind you, this mitigation becomes less effective if you're running +3 or +4 difficulty or fighting AV's. If you can slot it for end mod, you can get ~80% drain on enemies on the first shot. Given adequate recharge, 20 seconds later you can fire it again and finish off draining the surviving bosses, leaving them only with brawl.

The extra resistance IO in grounded isn't too important. The bonus you get to negative resistance is fairly negligable.

If you can spare a 6th slot, adding a Golgi Exposure (heal/end) to Siphon Life certainly can be worth it. I definitely agree with Julius on this one.

If you're willing to rely more on powersink and energize (for the end redux) you can go staminaless, especially since you have dark consumption as well as power sink. Personally, I still like stamina, but it's doable - especially on a DM/elec.


 

Posted

Thanks for the clarification and suggestions guys. I'll have to see what I can do about obtaining some Hamidon enhancements for all my characters if they're as good as that.

As for whether the build is finalised, and the order of powers...I plan on getting stamina to level up. Pretty much no way around that if I want to keep swinging until Power Sink is fully slotted. Dark Consumption will come earlier, but the recharge on it is too long to depend on it alone the way I tend to play. The order or powers on the sample build is by no means final.

I appreciate all the help folks. Even after almost two years of play I still feel like a newb sometimes.


 

Posted

The real perk of Hamidon enhancements are that they let you conserve slots to use elsewhere in your build; if you either have a power that doesn't offer interesting set bonuses and you don't want to sink many slots into, or a power that you want to load up with a dozen slots but can't (like Siphon Life), they offer the best enhancement value per slot in the game. My Sonic/Sonic/Psi defender, for example, has three Membranes (tohit/defense/recharge) in Liquefy to max out both the recharge and debuffing, and Dominate has 2 generic recharge IOs along with 2 Dam/Hold, an Acc/Dam, and an Acc/Hold HO to let it serve both as a powerful psionic attack and a really long-lasting hold. They're hardly necessary to make a good build, but they can let you cut corners easier by offering the enhancement values of Purple IOs at a fraction of the price. If you don't want to figure out how an actual Hamidon Raid works, or your server doesn't raid much, you can get Synthetic HOs (identical except in name) from running a RSF / STF, or buying them off the market for a few million.

On the main topic, yes, DM/Elec brutes are crazy awesome, and arguably the most effective build in the game at crushing Rikti.


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.