SS/Elec Critique
One thing I would recommend about the Mu Mastery pool is taking Electric Fences and Ball Lightning instead of Mu Lightning and Static Discharge because you're not at a loss for ST damage and an AoE would be more useful than a cone attack. Another thing I noticed is that, while you have slotted for several defense bonuses, none of them are really stacked high enough to have a large impact on survivability. Also, it may just be a personal preference of mine, but the leaping pool usually seems more useful for melee toons.
Here's a build I worked out that offers more than twice the melee defense of that one, as well as more ranged and AoE. The end drain is lower, the recovery and regeneration are higher, the only thing that suffers a little is the recharge. Not sure what your budget is though, because some of these can be a little expensive, although I stayed away from purples and pvp sets. I'm sure there's a better build out there, but here's something to consider for now.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
ss_elec: Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch
- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (3) Touch of Death - Damage/Recharge
- (5) Touch of Death - Accuracy/Damage/Endurance
- (5) Touch of Death - Damage/Endurance/Recharge
- (7) Touch of Death - Chance of Damage(Negative)
- (A) Titanium Coating - Resistance/Endurance
- (7) Titanium Coating - Resistance/Recharge
- (9) Titanium Coating - Endurance/Recharge
- (9) Titanium Coating - Resistance/Endurance/Recharge
- (11) Titanium Coating - Resistance
- (11) Titanium Coating - Endurance
- (A) Touch of Death - Accuracy/Damage
- (13) Touch of Death - Damage/Endurance
- (13) Touch of Death - Damage/Recharge
- (15) Touch of Death - Accuracy/Damage/Endurance
- (15) Touch of Death - Damage/Endurance/Recharge
- (17) Touch of Death - Chance of Damage(Negative)
- (A) Aegis - Resistance/Endurance
- (17) Aegis - Resistance
- (19) Aegis - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Mako's Bite - Accuracy/Damage
- (19) Mako's Bite - Damage/Endurance
- (21) Mako's Bite - Damage/Recharge
- (21) Mako's Bite - Accuracy/Endurance/Recharge
- (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (23) Mako's Bite - Chance of Damage(Lethal)
- (A) Endurance Reduction IO
- (A) Jumping IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (25) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Steadfast Protection - Resistance/+Def 3%
- (27) Steadfast Protection - Knockback Protection
- (A) Numina's Convalescence - Heal
- (27) Numina's Convalescence - +Regeneration/+Recovery
- (29) Miracle - Heal
- (29) Miracle - +Recovery
- (A) Performance Shifter - EndMod
- (31) Performance Shifter - EndMod/Recharge
- (31) Performance Shifter - EndMod/Accuracy
- (31) Performance Shifter - EndMod/Accuracy/Recharge
- (33) Performance Shifter - Accuracy/Recharge
- (37) Performance Shifter - Chance for +End
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Run Speed IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (33) Scirocco's Dervish - Damage/Endurance
- (33) Scirocco's Dervish - Accuracy/Damage/Endurance
- (36) Scirocco's Dervish - Damage/Recharge
- (37) Scirocco's Dervish - Accuracy/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (39) Doctored Wounds - Heal
- (39) Doctored Wounds - Endurance/Recharge
- (40) Doctored Wounds - Heal/Recharge
- (40) Doctored Wounds - Heal/Endurance/Recharge
- (A) Accuracy IO
- (A) Obliteration - Damage
- (40) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage/Recharge
- (42) Obliteration - Accuracy/Damage/Recharge
- (42) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Efficacy Adaptor - EndMod/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Aegis - Resistance/Endurance
- (39) Aegis - Resistance
- (45) Aegis - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Recharge Speed
- (A) Enfeebled Operation - Accuracy/Recharge
- (45) Enfeebled Operation - Endurance/Immobilize
- (46) Enfeebled Operation - Accuracy/Endurance
- (46) Enfeebled Operation - Immobilize/Range
- (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (50) Enfeebled Operation - Accuracy/Immobilize
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (50) Positron's Blast - Chance of Damage(Energy)
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
------------
Set Bonus Totals:
- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 15.2% Defense(Smashing)
- 15.2% Defense(Lethal)
- 14.6% Defense(Fire)
- 14.6% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 23.6% Defense(Melee)
- 10.5% Defense(Ranged)
- 16.8% Defense(AoE)
- 36% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 35% Enhancement(RechargeTime)
- 3% Enhancement(Immobilize)
- 10% FlySpeed
- 179.9 HP (12%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 11.6%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 11.5% (0.19 End/sec) Recovery
- 32% (2 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 5% Resistance(Negative)
- 20% RunSpeed
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Ok wow, thank you very much. I suppose I can take some solace in my first build in over a year was atleast trying to go in the right direction heh. Going to try and follow the one you suggested and even though I do love flight I'll go ahead and make the change next respec to SJ. Thank you very much again for the help.
On my own SS/ElA brute, I'm avoiding Electric Fences because they neuter the knockdown from Foot Stomp. That's a large factor in my survivability since it makes most of the mobs fall on their ***** each 6 seconds. It's even more pronounced the higher the mobs con.
I also found ST damage a bit lacking so I opted for Gloom and Dark Obliteration instead of the Mu pool.
On my own SS/ElA brute, I'm avoiding Electric Fences because they neuter the knockdown from Foot Stomp. That's a large factor in my survivability since it makes most of the mobs fall on their ***** each 6 seconds. It's even more pronounced the higher the mobs con.
I also found ST damage a bit lacking so I opted for Gloom and Dark Obliteration instead of the Mu pool. |
The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?
Been away from CoH awhile and just recently resubbed. Unfortunately though I had lost all my old Mids builds etc and have a mid-level Brute I was hoping to pick back up again. Since I didn't see a thread with some sample builds on the first few pages of the board I decided to try and make my own. Not expecting it to be anything amazing but any help on massaging this into a solid build would be awesome. Thanks.
Villain Plan by Mids' Villain Designer 1.707 http://www.cohplanner.com/ Click this DataLink to open the build! Catriona: Level 50 Science Brute Primary Power Set: Super Strength Secondary Power Set: Electric Armor Power Pool: Flight Power Pool: Fitness Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mu Mastery Villain Profile: Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(50) Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(13) Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(50) Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx/Rchg(13) Level 6: Hover -- LkGmblr-Rchg+(A) Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(50) Level 10: Static Shield -- EndRdx-I(A) Level 12: Hurdle -- Jump-I(A) Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(17) Level 16: Grounded -- ImpArm-ResPsi(A), S'fstPrt-ResKB(43) Level 18: Health -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(19), Mrcl-Heal/EndRdx(25), Mrcl-Heal(40) Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-Acc/Rchg(46) Level 22: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(31), GSFC-Build%(43) Level 24: Lightning Reflexes -- Flight-I(A) Level 26: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40) Level 28: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(43) Level 30: Boxing -- Acc-I(A) Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Acc/Rchg(33), Sciroc-Dmg/Rchg(33), Sciroc-Dmg/EndRdx(37), FrcFbk-Rechg%(37) Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Acc/Rchg(36), P'Shift-EndMod/Acc(36), P'Shift-Acc/Rchg(46) Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/Rchg(39) Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42) Level 44: Mu Lightning -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(46) Level 47: Static Discharge -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48) Level 49: Combat Jumping -- LkGmblr-Rchg+(A) ------------ Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Fury Level 6: Ninja Run Code:
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But at a glance, here are some comments:
- Crushing Impact is not worth 6 slotting for Super Strength builds (or most builds). Drop the Acc/Dam for something else - Alternatively build for Typed Defense with Kinetic Combats if you can afford it, Smashing Haymakers if you can't.
- Get rid of Hover - you can't use footstomp with it, and grounded doesn't work in the air. You already have combat jumping, and this is just eating up a valuable power pick (and pool), even as a set mule.
- SERIOUSLY reconsider fly as travel power, both SS and SJ are better for this, and pretty much any melee build. Definitely don't need to 3 slot it *or any* travel power with BoTZ - remember you want typed defenses.
- ImpArm-ResPsi in grounded is not doing much - I'd use the slot elsewhere.
- While you have an end recovery tool in Power Sink, you're better off slotting Numi Heal, Numi Heal/Rech, Numi Proc & Miracle Proc in Health.
- Remove the Perf Shfit Acc/Rech as it's useless in STA, slot the perf shifter proc instead.
- Rage doesn't need that much slotting, you can use the slots elsewhere to add more typed defenses. Go for 2 rectified reticicles and 1 or 2 rech rdx IOs. I like GSFC in positional builds, but not so much in Typed Def builds.
- Remove 1 slot from Oblit for an End Rdx IO in Lightning Field
- Footstomp - Sciroc adds positional defense, so either go with oblit for more recharge or frankenslot for performance.
Keep the FF Proc, you'll get good mileage out of it - Can 3 slot weave if you feel tight on slots, the 4th Def/End Rdx/Rech doesn't do very much
- I would recommend E-Fences and Ball Lightning or Mu Lightning and Ball Lightning - or alternatively Soul Mastery for Gloom and Dark Oblit. I like to 6 slot ranged attacks with 3 piece thunderstrike and 3 piece devastations for typed defense builds. Regardless, get rid of static discharge.
- 5 slot, and even better 6 slot in whatever TAoE you switch to (Ball lightning, Dark Oblit). You absolutely want the 5th Posi piece slotted for the recharge bonus, and the 6th slot for more End Rdx or Rech Rdx.
- You definitely want CJ you really don't need Hover - Highly recommend swapping Hover & Fly for Hasten and Super Speed.
with /elec your def gonna want Dark patron powers IMHO. Darkest night is awesome for foes +3 or +4. with /elec you really need s/l def above 30. I hit 35 on this build and 1 small purple ins softcaps s/l and melee is over 40. Dark also offers another aoe and gloom is awesome ST attack.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Each post makes a good point and I definitely have alot to think on now but Fly is definitely out now. Was useful being my first villain to just fly up and see the area around me but I can get by just fine w/o it now I'm sure. Thank you each for sharing your thoughts on this.
There was a discussion about this the other day on this board and someone (name escapes me) was saying that they prefer to play SS\ELA offensively and that the two AoE's in Mu Mastery output more AoE damage then just dark obliteration. I suppose if your SS\ELA was more IO'ed out footstomps KD would be less necessary than a straight SO build. I have my SS\ELA with soul mastery currently, but I'm going to give Mu Master a try...see if the AoE is that much different (I bet it is).
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Yeah after reading the other comments I can see how Electric Fences can be a little useless as part of your attack chain. I mostly just included it in that build as a mule for set bonuses but like others have said, when you use it you lose a lot of the mitigation that Foot Stomp has to offer. I haven't actually tried the Soul Mastery powers on a brute yet but I can definitely see how it increases survivability.
Been away from CoH awhile and just recently resubbed. Unfortunately though I had lost all my old Mids builds etc and have a mid-level Brute I was hoping to pick back up again. Since I didn't see a thread with some sample builds on the first few pages of the board I decided to try and make my own. Not expecting it to be anything amazing but any help on massaging this into a solid build would be awesome. Thanks.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Catriona: Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(13)
Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(50)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 10: Static Shield -- EndRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(17)
Level 16: Grounded -- ImpArm-ResPsi(A), S'fstPrt-ResKB(43)
Level 18: Health -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(19), Mrcl-Heal/EndRdx(25), Mrcl-Heal(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-Acc/Rchg(46)
Level 22: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(31), GSFC-Build%(43)
Level 24: Lightning Reflexes -- Flight-I(A)
Level 26: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 28: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(43)
Level 30: Boxing -- Acc-I(A)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Acc/Rchg(33), Sciroc-Dmg/Rchg(33), Sciroc-Dmg/EndRdx(37), FrcFbk-Rechg%(37)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Acc/Rchg(36), P'Shift-EndMod/Acc(36), P'Shift-Acc/Rchg(46)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/Rchg(39)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42)
Level 44: Mu Lightning -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Static Discharge -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run