My Ultima Brute: SS/EA


Amir

 

Posted

Hello forum heads,

So I been thinking long and hard about the kind of brute that will be my #1. I've tried so many things and after the pointless level grinds I decided to play in mids.

I played in mids for months on end and I finally got it: SS/EA.

It has the dmg, the acc, the stealth cap, and everything!! Its a build for both pvp/pve and although it looks good I had a few questions:

1) Should I worry about getting my Neg. Nrg & Psi defence up?

I know as villain I will see lots of psi dmg for both pvp/pve, but wasnt sure if it was worth it to raise the defense to sacrifice somewhere else. I don't see a lot of Neg. Nrg for pvp, but there is the CoT.

2) Energy drain or converse power?

I'm kind of torn because I don't want to rely on other having to hit foes for energy drain, but it doesn't require acc and it gives end and health. I want to know which to pick to be useful for pvp & pve.

Any other suggestions I would love. The date chunk is below:



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Posted

And I forgot to ask, Rage crashes seem to hurt the defense a lot!

Is it true that with them stacked you don't receive that penalty?

Some other way around it?


 

Posted

awesome choice since its not one of the more popular brute combos, you'll be hard-pressed to find any guides or information regarding it. Welcome to ss/ea or more affectionately as, the Strong and the Pretty.

as much as id like to help, i am currently in the same boat as you...looking for advice on how to pimp mine out properly. with that said, im bumping your thread in hopes of a higher power will take pity on you.

also im very curious as to the pvp aspect of this combo, @50 i only do alot /+8 farming, and alot of solo play--which ive found enjoyable enough to carry on despite the lack of advice available.

/bump

edit: as to the rage, as far as i know the crash cannot be avoided. someone told me something about hitting it when it blinking...anyways, ive gotten used to it. ive heard the Vet power "sands of mu" is a good filler, as its damage is not suppressed during rage crashes.


 

Posted

Energy Drain over Conserve Power by a mile. You have a number of heavy duty end sucks that occur (rage crash, footstomp, ko blow, presumably hasten crash), so your blue will disappear in great chunks. Energy Drain is the solution.

During Rage crash, as stated above, you can string together vet attacks and fire off Energy Drain so that your killin' time is less diminished. Hasten is a must to keep the Rage crash from dismantling your defenses.

The partial negative and big psi defense holes are very substantial when you're running x8 missions in the 30s and 40s. I found +1/x8/bosses vs. longbow do-able, but risky, with certain boss duos who almost certainly spelled defeat.

Edit: I couldn't open your build...


 

Posted

@HardKisses, Yeah I found that a lot of ppl couldnt help me on this build. I even asked in game. I know someone made a few of these hopefully they will jump in here. Also great idea for the rage crashes. Never would have thought of that.

@Reptlbrian, I figured as much about energy drain. I switched it out in the build I re-did. I got a little advice from a global friend who said my end didnt look so good. I can fill the Neg, but the Psi whole is hard to fill. I dunno. The build is posted below again. If you can't open it, I can email it to you:

Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

E.: Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Energy Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Punch

  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Endurance
  • (13) Kinetic Combat - Damage/Recharge
  • (27) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Kinetic Shield
  • (A) Gift of the Ancients - Defense/Endurance
  • (3) Gift of the Ancients - Defense/Recharge
  • (9) Gift of the Ancients - Endurance/Recharge
  • (15) Gift of the Ancients - Defense/Endurance/Recharge
  • (31) Gift of the Ancients - Defense
  • (40) Gift of the Ancients - Run Speed +7.5%
Level 2: Haymaker
  • (A) Mako's Bite - Accuracy/Damage
  • (3) Mako's Bite - Damage/Endurance
  • (11) Mako's Bite - Damage/Recharge
  • (17) Bruising Blow - Damage/Recharge
  • (19) Bruising Blow - Accuracy/Damage
Level 4: Power Shield
  • (A) Gift of the Ancients - Defense/Endurance
  • (5) Gift of the Ancients - Defense/Recharge
  • (9) Gift of the Ancients - Endurance/Recharge
  • (15) Gift of the Ancients - Defense/Endurance/Recharge
  • (31) Gift of the Ancients - Defense
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (7) Recharge Reduction IO
  • (7) Recharge Reduction IO
Level 8: Swift
  • (A) Run Speed IO
Level 10: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (11) Kinetic Combat - Damage/Endurance
  • (37) Kinetic Combat - Damage/Recharge
  • (37) Kinetic Combat - Damage/Endurance/Recharge
Level 12: Knockout Blow
  • (A) Hecatomb - Damage
  • (13) Hecatomb - Damage/Recharge
  • (17) Hecatomb - Accuracy/Damage/Recharge
  • (19) Hecatomb - Accuracy/Recharge
  • (34) Hecatomb - Damage/Endurance
  • (40) Ghost Widow's Embrace - Chance of Damage(Psionic)
Level 14: Super Speed
  • (A) Endurance Reduction IO
  • (46) Celerity - +Stealth
Level 16: Entropy Shield
  • (A) Endurance Reduction IO
Level 18: Health
  • (A) Miracle - Heal/Endurance
  • (40) Miracle - Heal
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Accuracy
  • (21) Performance Shifter - EndMod/Recharge
  • (46) Performance Shifter - EndMod/Accuracy/Recharge
Level 22: Rage
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (27) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 24: Dampening Field
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 26: Combat Jumping
  • (A) Jumping IO
  • (37) Endurance Reduction IO
Level 28: Energy Drain
  • (A) Harmonized Healing - Heal/Recharge
  • (29) Harmonized Healing - Endurance/Recharge
  • (29) Harmonized Healing - Heal/Endurance/Recharge
  • (43) Harmonized Healing - Heal/Endurance
  • (43) Harmonized Healing - Heal
Level 30: Energy Cloak
  • (A) Gift of the Ancients - Defense/Endurance
  • (31) Gift of the Ancients - Defense/Recharge
  • (34) Gift of the Ancients - Defense/Endurance/Recharge
  • (39) Gift of the Ancients - Defense
Level 32: Foot Stomp
  • (A) Eradication - Damage
  • (33) Eradication - Accuracy/Recharge
  • (33) Scirocco's Dervish - Accuracy/Damage
  • (33) Scirocco's Dervish - Damage/Endurance
  • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 35: Hurl
  • (A) Decimation - Accuracy/Damage
  • (36) Decimation - Damage/Endurance
  • (36) Decimation - Accuracy/Damage/Recharge
  • (36) Decimation - Damage/Recharge
Level 38: Tough
  • (A) Reactive Armor - Resistance/Recharge
  • (39) Reactive Armor - Resistance
  • (39) Reactive Armor - Resistance/Endurance
  • (43) Reactive Armor - Resistance/Endurance/Recharge
  • (50) Reactive Armor - Endurance
Level 41: Weave
  • (A) Gift of the Ancients - Defense/Endurance
  • (42) Gift of the Ancients - Defense/Recharge
  • (42) Gift of the Ancients - Endurance/Recharge
  • (42) Gift of the Ancients - Defense/Endurance/Recharge
Level 44: Gloom
  • (A) Maelstrom's Fury - Accuracy/Damage
  • (45) Maelstrom's Fury - Damage/Endurance
  • (45) Maelstrom's Fury - Damage/Recharge
  • (45) Thunderstrike - Accuracy/Damage
  • (46) Thunderstrike - Damage/Endurance
Level 47: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (48) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (48) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (48) Dampened Spirits - To Hit Debuff
  • (50) Dampened Spirits - To Hit Debuff/Endurance
  • (50) Dampened Spirits - To Hit Debuff/Recharge/Endurance
Level 49: Energy Protection
  • (A) Resist Damage IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Fury
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 4.5% DamageBuff(Smashing)
  • 4.5% DamageBuff(Lethal)
  • 4.5% DamageBuff(Fire)
  • 4.5% DamageBuff(Cold)
  • 4.5% DamageBuff(Energy)
  • 4.5% DamageBuff(Negative)
  • 4.5% DamageBuff(Toxic)
  • 4.5% DamageBuff(Psionic)
  • 13% Defense(Smashing)
  • 13% Defense(Lethal)
  • 7.69% Defense(Fire)
  • 7.69% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 9.88% Defense(Melee)
  • 6.13% Defense(Ranged)
  • 9.56% Defense(AoE)
  • 11.3% Max End
  • 10% Enhancement(RechargeTime)
  • 15% Enhancement(Accuracy)
  • 3% Enhancement(Heal)
  • 10% FlySpeed
  • 163 HP (10.9%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Confused) 1.65%
  • MezResist(Held) 4.4%
  • MezResist(Immobilize) 12.7%
  • 26.5% (0.44 End/sec) Recovery
  • 10% (0.63 HP/sec) Regeneration
  • 12.5% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 2.5% Resistance(Psionic)
  • 20.5% RunSpeed



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Posted

Quote:
Originally Posted by Amir View Post
1) Should I worry about getting my Neg. Nrg & Psi defence up?

I know as villain I will see lots of psi dmg for both pvp/pve, but wasnt sure if it was worth it to raise the defense to sacrifice somewhere else. I don't see a lot of Neg. Nrg for pvp, but there is the CoT.
For negative energy, it's not too big a deal. Since you have darkest night to stack on top of your negative energy defense, it is fine. You probably want some kind of perception bonus, for example darkest night will keep on dropping when you fight Arachnos. For psionic defense, darkest night will help a bit. I think it's better just to leave it as a weakness. With darkest night, I can live fighting x8 Arachnos/Longbow missions. Carnies are still tough.

Quote:
Originally Posted by Amir View Post
2) Energy drain or converse power?

I'm kind of torn because I don't want to rely on other having to hit foes for energy drain, but it doesn't require acc and it gives end and health. I want to know which to pick to be useful for pvp & pve.
For pve, energy drain is pretty convenient. Two to three mobs can nearly fill the whole endurance bar if you slot it well. Conserve power takes too long to recharge if you use darkest night.

Quote:
Originally Posted by Amir View Post
I got a little advice from a global friend who said my end didnt look so good.
At one time, I think I have like 10 toggles. Energy drain will take care of it. You may want to shift some slots to energy drain.


 

Posted

The biggest problem I see with the current build is that all your defense powers are way overslotted; none of them need more than 4 slots. I never bother with the GotA +Runspeed, but if you want to keep it, drop the Def/Rchg and End/Rchg. That will fully enhance those powers and free up 6 slots for something else.

EDIT: Similarly, Tough is overslotted. Drop the 5th slot in Tough with its piddly .63% F/C defense bonus and use the slots you've freed up from your other powers to 3 slot DF or EP with Aegis, which will give you a 3.13% F/C defense bonus.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
The biggest problem I see with the current build is that all your defense powers are way overslotted; none of them need more than 4 slots. I never bother with the GotA +Runspeed, but if you want to keep it, drop the Def/Rchg and End/Rchg. That will fully enhance those powers and free up 6 slots for something else.

EDIT: Similarly, Tough is overslotted. Drop the 5th slot in Tough with its piddly .63% F/C defense bonus and use the slots you've freed up from your other powers to 3 slot DF or EP with Aegis, which will give you a 3.13% F/C defense bonus.
This helped tons! Thanks!


 

Posted

I hit control-f on this thread and didn't see the words "budget", "cheap", "expensive", "cost" nor "afford". Here's my exists in Mid's only unlimited budget SS/EA build and some notes on it. I have a very large amount of experience tweaking my SS/ELA Brute and this build uses many of the same concepts. I think the SS/ELA is pretty effective (understatement).

In terms of survivability my build isn't as high defense as some: merely 44.9% defense S/L and 47% F/C. That should be plenty. Overload is up 180 seconds and down 94. I slotted Overload for Hit Points. When Overload up and with the Villain accolades you have over 3,000 Hit Points. That's nice. The hit points work well with regeneration. Energy Drain is up every 17 seconds and is slotted for Heal and not endurance. Just to finish off your defenses, which are already pretty nice... slap up these macros...

/macro O1 inspcombine insight sturdy$$inspcombine enrage sturdy$$inspcombine catch_a_breath sturdy$$inspcombine respite sturdy$$inspcombine break_free sturdy$$inspcombine awaken sturdy
/macro 02 inspcombine keen_insight rugged$$inspcombine focused_rage rugged$$inspcombine take_a_breather rugged$$inspcombine dramatic_improvement rugged$$inspcombine emerge rugged$$inspcombine bounce_back rugged

You can change up that macro to only transform the inspirations you want. These macros will let you pile on the oranges. Big ball of hit points + high defense + 17 second small heal + stacks of orange inspirations = Good survivability.

Attacks are well slotted. Haymaker will be your most often used attack so it gets the Hecatomb proc. Footstomp with the FF: Proc is golden and two patron AoEs finish your smashy goodness. Hasten recharges inside the Rage crash which means Hasten is "nigh permanent". Rage recharges in 70 seconds if you feel inclined to use it that often. I usually do not.

Energy Drain up every 17 seconds means endurance issues do not exist post level 28 and when Malefactoring to 23. If you frequently malefactor lower you may wish to change some things. Energy Drain takes 25% per enemy. You should be around more than 4 enemies virtually all the time. I saw no reason to increase Energy Drain's endurance. If you plan on soloing AVs frequently you may want to alter that.

I threw in Taunt and Energy Protection mostly just because I could. I like the double slotted Hurdle for non-travel power movement. It's nice non-suppressive speed. If you wish to go less damage and more survivability you can drop the Epics and go Darkest Night. That would be extremely effective for survivability and you'd still be able to get Dark Obliteration as an AoE and Gloom as a single target blast.

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Posted

Twilight Snow's totally right about the +Perception IO. Very helpful (though it limits your ability to get the +1.25 def across the board) in the 40s.

Other criticisms of the IOing.

All the piddly +recov bonuses--if you're not just picking them up incidentally--don't matter. That should not be your bonus target. The +end bonuses are much more useful with Energy Drain.

Punch: underslotted for acc, particularly as you're leveling and actually need to use it.

KB Blow: the power charges relatively slowly for a proc.

Superspeed: The stealth here is worthless, since you have Energy Cloak.

Health: Straight up plain Heal IOs.

CJ: Does NOT need End redux. A 50 def IO gets you +.5% def to all.

Footstomp: should have absolute max recharge, even with Hasten in the build. The Scirocco's bonuses that you've gotten aren't worth much.

Gloom: If you're frankenslotting to save spaces, don't frankenslot in a way that "wastes" damage enhancement (by going way over ED limits).

Epics: Get a second AoE. You would rather hit 10 targets, wouldn't you? Dark Obliteration is a sphere like Footstomp, and it adds a tohit debuff as well.


 

Posted

@ReptlBrain

You're right! I did see some pots that the lil end recovery really didnt matter. I saw that in haymaker so I made that change. For the most part, I want to keep most of my end recovery bonuses in fear that I'll be zone pvping, arena, and running out of end and not have the chance to hit energy drain if they run too much.

For punch, it will have the 1 ACC for awhile, then I put the slots in it when I have them to spare. Eventually, it will have the 4 for the bonus only really.

For Kb Blow, I never had a Psi proc. I thought it would be cool...but having it up more often is more helpful.

I thought I mentioned this in the beginning of the thread if I didnt here it is, "I want total invis." Its a theme I wanted to try and I think it would be really cool. Pointless? Maybe, but thats what i want.

For CJ I wanted to put two of some IO set in it. Maybe Kisment. I dunno if a regen or recov bonus is what i want.

Took your advice on footstomp and gave a 6 slot which I took from Gloom.

Not really interesting in AoE's and if I put Dark Oblt in, Id have to take something out and have 3 Patron powers: Not mygoal.

Thank you!


 

Posted

I forgot about the PvP stipulations, frankly.

The extra stealth will probably help in PvP--I don't really know--and I bet the perception is IO is worthwhile, too. You're totally invisible to critters who can't circumvent stealth with Superspeed and Energy Cloak in PvE, though. For the PvP build the +end enhancement of Energy Drain is probably also very helpful. In zone PvP at least, you can just hop into a spawn of critters to refill yourself, since your defense usually protects you enough. The Dark Obliteration is probably worth less in PvP, but again, I haven't done much in the new system.


 

Posted

Well in PvP you will want to live in your godmode as much as possible and no need to cap your defs... I did a 'cheap' no-purple no-pvpio build planned, but for PvE - 2k HP w/ accos, all defenses capped (including negative) plus D. Night if you're hit by defdebuffs and Gloom, a great attack for your ST chain.

Power order might be a lil whack, but I just threw this together in 10 minutes:

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
I forgot about the PvP stipulations, frankly.

The extra stealth will probably help in PvP--I don't really know--and I bet the perception is IO is worthwhile, too. You're totally invisible to critters who can't circumvent stealth with Superspeed and Energy Cloak in PvE, though. For the PvP build the +end enhancement of Energy Drain is probably also very helpful. In zone PvP at least, you can just hop into a spawn of critters to refill yourself, since your defense usually protects you enough. The Dark Obliteration is probably worth less in PvP, but again, I haven't done much in the new system.
The stealth will help little, anyone with perception will see anybody besides a Stalker with stealth+stealth IO+Hide (VEATs can see those Stalkers tho from 100ft iirc, others at the perception cap can see the Stalkers from 10 ft).

Dark Oblit is not worth it in PvP, and I think Footstomp isn't either. I'm no PvP expert, but in the forums they say the obligatory picks are SS+SJ+Fitness and a fourth pool (can be leadership or phase for example).


 

Posted

I actually realized that about the stealth after I really looked at it.

Honestly, I been struggling! I can't seem to make up my mind with brutes. I've tried:

DM/FA, SM/FA, Elm/Stone, just all kinda stuff. I do appreciate all the feedback. I'm just so lost! I started to also realize the suckage of if Rage drops and I don't hit it again in time how much my defense goes down = not a risk I want to take.

I been looking overshield lately, just pondering.


 

Posted

Well leveling is so easy these days, I took a scrapper to 22 (SO level) in 10 hours total since I've returned (haven't been playing a lot). With 3 rech SOs (level 23) rage will have only a 2 second cooldown. My highest level SS is only 28, SS/Fire, and I hate the rage crash, not for defense because I have none, but for the time you hit like a kitten after the crash.