Have people given up on Invul?
A throw away tier 9 somebody said. Uh huh. You have to wait until level 38 for a power t open up and when it does it says FU like it means it. My first 2 50s were Str/Invul Brutes. (diff servers). I now have a main that is SS/Will Brute, and he is so much easier to run than the Invul that I purpled him out. He now fights lie a wet cat. Invul is very good, but seriously, a throwaway last power? The devs need to put down the crack pipe.
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I don't use the T9 for either of them, I don't even have them in my builds.
T9 "godmode" powers become marginalized the more you invest into a character's build.
I wholeheartedly disagree. The more I invested in my SS/Will Brute, the more his tier 9 became useful. With a 2 min godmode (for WP, more like godling) and a negligible crash, it is worth it. Having invested in 4 purple sets and LOTG my global rech is solid. That tier 9 pops up a minute or so after it drops, so approximately 2/3 of the time I can be in tier 9, with no real end concerns. That ain't throwaway unless you know something I do not. Since my brute is built to do damage and not as much for res/def (according to research on scrapper board one of the top 5 melee damage dealers when built for rech) I need the kind of protection that tier 9 gives. And i use it, i use it regular, and can wade into stupid situations because of it. At the end of the ITF I regularly split from the group and solo a giant mob on a building top using tier 9. Just jump in and solo a huge spawn of Cims. Without tier 9 I could not do that without worries. Unless I built for res/def, in which case I would not grind them nearly as fast.
So, all tier 9s are throwaways because the Devs cannot fix Invulnerability's? Not in my experience.
I'm curious how does an invuln fair as the main tank on a LRSF? I know with the psi hole it can't tank Sis Psi without some help, but is the psi-hole that bad or does Dull Pain give you a generous buffer against the psi onslaught?
A Penny For Your Thoughts #348691 <- Dev's Choice'd by Dr. Aeon!
Submit your MA arc for review & my arcs thread
A throw away tier 9 somebody said. Uh huh. You have to wait until level 38 for a power t open up and when it does it says FU like it means it. My first 2 50s were Str/Invul Brutes. (diff servers). I now have a main that is SS/Will Brute, and he is so much easier to run than the Invul that I purpled him out. He now fights lie a wet cat. Invul is very good, but seriously, a throwaway last power? The devs need to put down the crack pipe.
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Pretty much every single power can be skipped without causing too much problem to a set.
Also, WP's tier 9 is supposed to be unaffected by recharge. So all your LOTG and bonuses shouldn't change a thing for it's recharge. Quite a few people on the forums said they tested that, and Mids also seem to aggree.
"It's a scrapper. If he can't handle it, no one can." -BrandX
I'm curious how does an invuln fair as the main tank on a LRSF? I know with the psi hole it can't tank Sis Psi without some help, but is the psi-hole that bad or does Dull Pain give you a generous buffer against the psi onslaught?
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P.S. Except rooted. But a little regen sure isn't enough for two lvl 53 psi AVs.
"It's a scrapper. If he can't handle it, no one can." -BrandX
I'll check again (on holiday and away from my game) and time it. Seriously, I can hit that tier 9 like a minute after it drops (from memory, again) I have 4 purple set bonuses for global recharge and the LOTG global. I just assumed that was what is affecting the speed of the recharge, maybe my account is just bugged. I guess I thought that because everything got soooooo much faster. I normally run double rage, and my attack chain is pretty much my 5 strongest attacks.
I wholeheartedly disagree. The more I invested in my SS/Will Brute, the more his tier 9 became useful. With a 2 min godmode (for WP, more like godling) and a negligible crash, it is worth it. Having invested in 4 purple sets and LOTG my global rech is solid. That tier 9 pops up a minute or so after it drops, so approximately 2/3 of the time I can be in tier 9, with no real end concerns. That ain't throwaway unless you know something I do not. Since my brute is built to do damage and not as much for res/def (according to research on scrapper board one of the top 5 melee damage dealers when built for rech) I need the kind of protection that tier 9 gives. And i use it, i use it regular, and can wade into stupid situations because of it. At the end of the ITF I regularly split from the group and solo a giant mob on a building top using tier 9. Just jump in and solo a huge spawn of Cims. Without tier 9 I could not do that without worries. Unless I built for res/def, in which case I would not grind them nearly as fast.
So, all tier 9s are throwaways because the Devs cannot fix Invulnerability's? Not in my experience. |
A few more questions on Invuln: what powers do people consider skippable? Resist Elements and Energies get a slow and end resistance respectively which looks nice, or are the mods too low to really matter in practice?
A Penny For Your Thoughts #348691 <- Dev's Choice'd by Dr. Aeon!
Submit your MA arc for review & my arcs thread
A few more questions on Invuln: what powers do people consider skippable? Resist Elements and Energies get a slow and end resistance respectively which looks nice, or are the mods too low to really matter in practice?
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The other thing i really like about them, you don't need much slots in them. That frees up for the toggles and attacks.
Invuln, nothing is really skippable. All the powers are good and it only depends on how tight your build is and your playstyle. Some people skip the autos. Some skip unstoppable cause of the crash, but it's really easy to learn to survive it.
Personnaly, i skip invincibility. =P Doesn't suit my playstyle and it saves me endurance.
"It's a scrapper. If he can't handle it, no one can." -BrandX
Surviving thr Unstoppable crash is only part of the battle. Say you are a 50, and have lots of inspiration room. Most Invulnerabilty builds are end heavy, especially brute ones, cause you are spamming the big attacks. Invul gives no end mitigation power, so you are always treading water. There are a couple primaries that work really sweet with Invul (like Dark Melee), but mostly you are dependent on Inspirations to reblue you at the end of the crash. You can continually buy/create the ethereal shift and carry tons of inspirations only used for crashes. In this case you are using most of your inspiration tray for crash mitigation.
1) One, getting away. If you (your team) did not kil the entire spawn/the AV/end the mish you gotta shake a ton of agro and find a hole to get well. There is the ethereal shift method, or you can start looking around 20 secs before the crash, stop spamming AoE, try to finish whatver boss might follow you. Basically, start fighting defensively, stop bruting. This does not help the team, it is all about you. I ran a SS/Invul as my main for the first year I layed, I used unstoppable, this is a very tough period in the game. Team wipe can be right around the corner, especially if you are the lead brute. Also, if your safe spot has squishies in it, then FU to them.
2) Say you survived part one. Time to get well. If you did the ethereal shift you can only use inspirations, no resting in the ethereal. If you did not go ethereal, and if you were not trailed by too many uglies, you can rest. This takes about a minute, but is a lot friendlier on the inspiration storage. Bad news: Team could be dieing.
2A) If you needed Unstoppable the fight was probably going pretty damn rough. If it is any type of long term problem (you did not hit it just to absorb the alpha on one mob) then your team is probably in deep crap. Even if you hit it for the Alpha on a particularly nasty spawn, if not enough of them were killed/controlled/whatver, your team could now die.
3) Back to the fight. So, for whatever reason you survived. So, Whatever it took you are now at good health/end. You are almost always out of position now, you are cold (rage gone), and now you gotta draw agro back onto yourself. If it is one AV, not too hard. Most brutes do nt use taunt, so if it is scattered mobs its time for the track and field smack fest around the map. (this does not build rage either, usually)
So, compare that with the tier 9 off of Willpower. A simple 2 minute everything in my life gets better. At the end of which a significant end hit. Wait, end hit?, a WP brute laughs off an end hit. So it is a freebie, neve even leave combat. Just make a mental nte when the tier 9 drops that maybe i shouldnt solo that fresh mob of +4 cims without some backup.
1) One, getting away. If you (your team) did not kil the entire spawn/the AV/end the mish you gotta shake a ton of agro and find a hole to get well. There is the ethereal shift method, or you can start looking around 20 secs before the crash, stop spamming AoE, try to finish whatver boss might follow you. Basically, start fighting defensively, stop bruting. This does not help the team, it is all about you. I ran a SS/Invul as my main for the first year I layed, I used unstoppable, this is a very tough period in the game. Team wipe can be right around the corner, especially if you are the lead brute. Also, if your safe spot has squishies in it, then FU to them.
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Oh, and i don't stop attacking when i'm about to crash. I just wait for the very last second.... then use HandClap! Boom, enemies everywhere, not attacking me and stunned. I can procceed to part 2. If it's just one AV, i'll get by with kitting or insps.
2) Say you survived part one. Time to get well. If you did the ethereal shift you can only use inspirations, no resting in the ethereal. If you did not go ethereal, and if you were not trailed by too many uglies, you can rest. This takes about a minute, but is a lot friendlier on the inspiration storage. Bad news: Team could be dieing. |
2A) If you needed Unstoppable the fight was probably going pretty damn rough. If it is any type of long term problem (you did not hit it just to absorb the alpha on one mob) then your team is probably in deep crap. Even if you hit it for the Alpha on a particularly nasty spawn, if not enough of them were killed/controlled/whatver, your team could now die. |
3) Back to the fight. So, for whatever reason you survived. So, Whatever it took you are now at good health/end. You are almost always out of position now, you are cold (rage gone), and now you gotta draw agro back onto yourself. If it is one AV, not too hard. Most brutes do nt use taunt, so if it is scattered mobs its time for the track and field smack fest around the map. (this does not build rage either, usually) |
So, compare that with the tier 9 off of Willpower. A simple 2 minute everything in my life gets better. At the end of which a significant end hit. Wait, end hit?, a WP brute laughs off an end hit. So it is a freebie, neve even leave combat. Just make a mental nte when the tier 9 drops that maybe i shouldnt solo that fresh mob of +4 cims without some backup. |
"It's a scrapper. If he can't handle it, no one can." -BrandX
I'm a big fan of the passives since they were buffed. The only power I consider skipping in INV is Unstoppable. Not because of the crash either, that's easy to deal with but more or less because I just don't use it once IOed. It's the same reason I dropped Elude from my IOed SR Brute.
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My scrappers rarely use it cause, solo, he's a scrapper, and the whole game is pretty much easy mode, and in teams normally the tank is taking the lions share of the argo. My tank never uses it cause he's Softcapped to S/L/E/N with a single mob in melee range, and just doesn't ever die.
@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...
I agree with most of what's been said. Invulnerability's draw backs are the psi-hole and endurance cost. It can be made very good with some IO investment. Because of that, I'd put it up with WP and Shield (for their regen and damage, respectively) for the best post-IO'd sets.
I don't think the psihole matters as much redside, though. I've seen well built Tankers become laughable in a lot of late game content. That doesn't seem to be the case for Brutes. At any rate, I'm not a fan of the set because once DP is on auto it's soooo boring.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
I wholeheartedly disagree. The more I invested in my SS/Will Brute, the more his tier 9 became useful. With a 2 min godmode (for WP, more like godling) and a negligible crash, it is worth it. Having invested in 4 purple sets and LOTG my global rech is solid. That tier 9 pops up a minute or so after it drops, so approximately 2/3 of the time I can be in tier 9, with no real end concerns. That ain't throwaway unless you know something I do not.
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I know that the T9 Strength of Will is unaffected by recharge.
I'm pretty sure I've corrected this before in this forum, possibly one of your other posts.
You can feel free to check it in game.
Neither SoW or OWTS are affected by slotting for recharge, or global recharge.
So, you get SoW up 2 min out of every 5 and that's it. You're most certainly not clicking it 1 minute after it drops.
It's a power you can easily skip, and fill the gap with T3 Oranges.
And if you've invested into a Willpower Brute, building it's defenses, you have less need of the T9 since you don't need to fire it often anyway.
Alternatively, you can also build for Darkest Night. It has no crash, but a heavy endurance cost and you can use it every single fight if needed (not usually needed)
I built the willpower brute for global rech. As a SS/Will brute he is in the top 5 damage dealers when built this way. The tier 9 is therefore very important. I will be at my game in about 4 hours and will post the actual down time using a good old fashioned stopwatch.
"Note that Strength of Will is unaffected by Attack Rate changes."
[Ignores Enhancements & Buffs]
Be well, people of CoH.
The +end recovery or the ability to play without other toggles on after end drain are the nice things when it comes to Unstoppable or Elude but if you can get softcapped to energy then it's probably worth taking something else and simply take your chances.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I built the willpower brute for global rech. As a SS/Will brute he is in the top 5 damage dealers when built this way. The tier 9 is therefore very important. I will be at my game in about 4 hours and will post the actual down time using a good old fashioned stopwatch.
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While you're at it, I'm curious how much global recharge you have if you'd be willing to post it.
"Once upon a time when I knew nothing the whole game was filled with magic. It wasn't until I understood the magic tricks that the magic was gone." |
Be well, people of CoH.
I built the willpower brute for global rech. As a SS/Will brute he is in the top 5 damage dealers when built this way. The tier 9 is therefore very important. I will be at my game in about 4 hours and will post the actual down time using a good old fashioned stopwatch.
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So whatcha think?
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: Fiery Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Villain Profile:
Level 1: Fire Sword
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (37) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (40) Kinetic Combat - Damage/Endurance: Level 35
- (45) Kinetic Combat - Damage/Recharge: Level 35
- (A) Reactive Armor - Resistance: Level 40
- (23) Reactive Armor - Resistance/Endurance: Level 40
- (37) Reactive Armor - Resistance/Recharge: Level 40
- (45) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Reactive Armor - Resistance/Endurance: Level 40
- (3) Reactive Armor - Resistance/Recharge: Level 40
- (3) Reactive Armor - Resistance: Level 40
- (34) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Panacea - Heal/Endurance: Level 50
- (5) Panacea - Heal: Level 50
- (5) Panacea - Endurance/Recharge: Level 50
- (37) Panacea - Heal/Endurance/Recharge: Level 50
- (45) Panacea - Hea/Recharge: Level 50
- (A) Rectified Reticle - To Hit Buff: Level 20
- (7) Rectified Reticle - To Hit Buff/Recharge: Level 20
- (7) Recharge Reduction IO: Level 50
- (A) Absolute Amazement - Stun: Level 50
- (9) Absolute Amazement - Stun/Recharge: Level 50
- (9) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
- (15) Absolute Amazement - Accuracy/Recharge: Level 50
- (31) Absolute Amazement - Endurance/Stun: Level 50
- (A) Reactive Armor - Resistance: Level 40
- (11) Reactive Armor - Resistance/Endurance: Level 40
- (11) Reactive Armor - Resistance/Recharge: Level 40
- (15) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (17) Reactive Armor - Resistance/Endurance: Level 40
- (17) Reactive Armor - Resistance: Level 40
- (19) Reactive Armor - Resistance/Recharge: Level 40
- (19) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (21) Miracle - +Recovery: Level 40
- (21) Regenerative Tissue - +Regeneration: Level 30
- (23) Numina's Convalescence - Heal: Level 50
- (25) Numina's Convalescence - Heal/Endurance: Level 50
- (A) Performance Shifter - EndMod: Level 50
- (29) Performance Shifter - EndMod/Recharge: Level 50
- (31) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (31) Performance Shifter - EndMod/Accuracy: Level 50
- (33) Performance Shifter - Chance for +End: Level 50
- (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
- (25) Reactive Armor - Resistance/Endurance: Level 40
- (27) Reactive Armor - Resistance: Level 40
- (27) Reactive Armor - Resistance/Recharge: Level 40
- (29) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Armageddon - Damage/Recharge: Level 50
- (34) Armageddon - Damage/Endurance: Level 50
- (36) Armageddon - Accuracy/Damage/Recharge: Level 50
- (36) Armageddon - Accuracy/Recharge: Level 50
- (36) Armageddon - Chance for Fire Damage: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (33) Luck of the Gambler - Defense: Level 50
- (33) Luck of the Gambler - Defense/Endurance: Level 50
- (34) Luck of the Gambler - Defense/Recharge: Level 50
- (A) Titanium Coating - Resistance: Level 40
- (43) Titanium Coating - Resistance/Endurance: Level 40
- (43) Titanium Coating - Resistance/Recharge: Level 40
- (A) Kinetic Combat - Damage/Endurance: Level 35
- (40) Kinetic Combat - Damage/Recharge: Level 35
- (40) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (43) Kinetic Combat - Accuracy/Damage: Level 35
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (39) Luck of the Gambler - Defense/Recharge: Level 50
- (39) Luck of the Gambler - Defense: Level 50
- (39) Luck of the Gambler - Recharge Speed: Level 50
- (A) Mocking Beratement - Taunt: Level 50
- (42) Mocking Beratement - Taunt/Recharge: Level 50
- (42) Mocking Beratement - Taunt/Recharge/Range: Level 50
- (42) Mocking Beratement - Accuracy/Recharge: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (46) Kinetic Combat - Damage/Endurance: Level 35
- (46) Kinetic Combat - Damage/Recharge: Level 35
- (46) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (A) Ragnarok - Damage: Level 50
- (48) Ragnarok - Damage/Endurance: Level 50
- (48) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (48) Ragnarok - Chance for Knockdown: Level 50
- (50) Ragnarok - Accuracy/Recharge: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (50) Luck of the Gambler - Defense: Level 50
- (50) Luck of the Gambler - Recharge Speed: Level 50
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 1: Single Shot
------------
Set Bonus Totals:
- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 27.9% Defense(Smashing)
- 27.9% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 12.3% Defense(Energy)
- 12.3% Defense(Negative)
- 6% Defense(Psionic)
- 16.9% Defense(Melee)
- 9.13% Defense(Ranged)
- 6% Defense(AoE)
- 1.8% Max End
- 63% Enhancement(Accuracy)
- 7.5% Enhancement(Range) (in PvP)
- 67.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 219.3 HP (14.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 5% (in PvP)
- MezResist(Held) 7.75% (in PvP)
- MezResist(Immobilize) 18.8%
- MezResist(Repel) 1000% (10% chance, in PvP)
- MezResist(Sleep) 7.2% (in PvP)
- MezResist(Stun) 5% (in PvP)
- MezResist(Terrorized) 5% (in PvP)
- 17% (0.28 End/sec) Recovery
- 52% (3.25 HP/sec) Regeneration
- 1.58% Resistance(Smashing) (in PvP)
- 1.58% Resistance(Lethal) (in PvP)
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Kinetic Combat
(Fire Sword)
- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Resist Physical Damage)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Temp Invulnerability)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Dull Pain)
- 2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
- 10% (0.63 HP/sec) Regeneration, MezResist(Repel) 1000% (10% chance, in PvP)
- 22.5 HP (1.5%) HitPointsStatus Resistance 5% (in PvP)
- 7.5% Enhancement(RechargeTime), 7.5% Enhancement(Range) (in PvP)
(Build Up)
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Boxing)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Resist Elements)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Unyielding)
- 3% Defense(All)
(Unyielding)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Health)
- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(Stamina)
- 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)
(Resist Energies)
- 3% Defense(All)
(Resist Energies)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Fire Sword Circle)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Invincibility)
- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Tough)
- MezResist(Sleep) 2.2%
- 22.5 HP (1.5%) HitPoints
(Greater Fire Sword)
- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Weave)
- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Taunt)
- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(Cremate)
- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Breath of Fire)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Tough Hide)
- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
A throw away tier 9 somebody said. Uh huh. You have to wait until level 38 for a power t open up and when it does it says FU like it means it. My first 2 50s were Str/Invul Brutes. (diff servers). I now have a main that is SS/Will Brute, and he is so much easier to run than the Invul that I purpled him out. He now fights lie a wet cat. Invul is very good, but seriously, a throwaway last power? The devs need to put down the crack pipe.