Bolt from the Blue: Elec/Eng Brute Guide for I17


Flafty

 

Posted

This is a follow-up to a previous I9 guide that I posted many months earlier. Since then, I've sunk about 100,000,000 inf into playing around with the Invention system, and this is the current set-up I'm currently enjoying. This guide includes two active builds on this toon: a Generic IO-based build and an IO-Set based build. The Guide is broken into individual posts based on their content:

PART 1: The Build Philosophy

PART 2: Electric Melee

PART 3: Energy Aura

PART 4: Power Pools and Patron Powers

PART 5: The Generic IO Build

PART 6: The IO Set Build

PART 7: The IO Set Bonus Tally

PART 8: The Failbook

PART 9: Summation and References


**GUARDIAN**
Assault Ohm - Elec/Sonic Corruptor
Deadly Ohm - Elec/Will Brute
Invisible Ohm - Elec/Eng Stalker
Master Ohm - Elec/Elc Dominator

 

Posted

First, I'll say that I'm a big fan of Generic IOs. The IOs that have been used with this toon developed in three stages. The beginning stages (level 1 to 11) involved using no enhancements of any sort. Common Invention salvage drops were hoarded as they came, uncommon and rare drops were sold. Common recipe drops that were under level 15 were sold, as were any IO Set recipes that dropped regardless of their level (except for some rare instances).

At level 12, the Invention System mission was run (taking the lvl 15 Accuracy IO during the tutorial). From that point, common IOs of level 15 were created and slotted as salvage and inf allowed. Level 15 IOs are a good value for their cost, as their enhancement rating is just slightly better than that of a +3 Dual Origin enhancement. This value will carry you well into the next stage of development.

At level 27, begin making the transition to lvl 30 Generic IOs as drops and inf allow. Level 30 IOs are slightly better than a +0 Single Origin enhancement, and are another good value for their relative cost. This will take time, but the drops you receive should allow you to do this incrementally. This is also a good time to sell off the salvage drops you received for the last stage of IO crafting. If you have lots of respecs lying around, you can opt to use one to shuffle out 10 of the lvl 15 IOs, replace them with the lvl 30s, and sell of the level 15s. But if respecs are tight for you, don't do this. You are completely free to buy/craft IOs higher than level 30s, but I've found that 30s give you the best bang for your buck.

The last stage doesn't really start until level 50. Level 30 Generic IOs will do perfectly well for casual gaming. If you want to move into the IO Sets, I find its best to wait until level 50 (or technically level 47 as you can then slot 50s). The reason for this is because lower level IO Set drops are gained piecemeal as everyone progresses through the game. It’s not until the post-50 game where IO Set drops start to accumulate that aren't necessarily needed, and end up on the Black Market. Despite the higher costs involved in buying/making them, they do tend to be more plentiful and can be easier to get (YMMV). By this time, you should have a decent amount of inf to use, even with the buying and crafting of Generic IOs for your powers. Even so, this will not be an overnight process, and filling out IO Sets will require patience. Craft the pieces as you get them and slot them as you wish.

This represents a general purpose Brute build. It can be used quite successfully in most PvE and in moderate PvP. However this build will be at a disadvantage in hard-core PvP combat as it is not built for it, and there are too many ways in PvP to beat toons with defense-based armor sets. Most of the IO Set recipes used are uncommon drops, but there are a few rarer pieces that will require effort to obtain. Under most circumstances, I run missions with this toon at a difficulty level 1 higher than normal, usually without any trouble. All IO sets posted attempt to match the given SO potency given for each power. I could run at a full +1 difficulty, but I prefer the additional drops I get from the lower difficulty. As always, YMMV.


**GUARDIAN**
Assault Ohm - Elec/Sonic Corruptor
Deadly Ohm - Elec/Will Brute
Invisible Ohm - Elec/Eng Stalker
Master Ohm - Elec/Elc Dominator

 

Posted

This part of the Guide will examine the Electric Melee powers as they become available.

Overall, Electric Melee is a good, solid combat set for a Brute. It is not one for those looking for rapid recharge and a constant barrage of flying fists. What it does have are two solid bread-and-butter attacks, three AoEs, and some soft control. The Endurance-drain-and-recovery aspect of the Set is only noticeable against Bosses and some Elite Bosses, and don't expect the Endurance you get back from your attacks to be all that impressive (even if slotted for). The sleep effects of your attacks are nice when they occur, but are so infrequent that they're also not worth enhancing.

1. Charged Brawl
Available at Level: 1
Type: Click
Target: Single
Accuracy: 1.0
Damage Type: Smash/Energy
Range: 7 Feet
Cast Time: 0.83 seconds
Recharge Time: 3 seconds
Endurance Cost: 4.368
PvE Damage Scale: 0.84
10% Chance of Mag 2 Sleep for max 4.8s
10% Chance of +2.184 Endurance
10% Chance of -1 Recovery for 2s
Mag 4 Taunt (PvE Only)

Get used to seeing this guy, as its going to be the mainstay of your career. That's OK because it’s a solid performer, giving your good damage for the endurance and recharge time. For a typical combat build, 1 Accuracy, 1 Endurance Reduction, 1 Recharge and 3 Damage are all you'll need for hours of happy SMASHing.

2. Havoc Punch
Available at Level: 1
Type: Click
Target: Single
Accuracy: 1.0
Damage Type: Smash/Energy
Range: 7 Feet
Cast Time: 1.5 seconds
Recharge Time: 6 seconds
Endurance Cost: 6.864
PvE Damage Scale: 1.32
30% Chance of Mag 2 Sleep for max 6.4s
10% chance of +3.432 Endurance
10% Chance of -1 Recovery for 4s
Mag 4 Taunt (PvE Only)

Your second bread-and-butter attack and you'll be seeing a lot of this one too. It’s another solid performer, but with these two powers with Brawl you will notice a pause in your attack chain at lower levels. This will improve noticeably as you slot enhancements. Once again, most builds will be happy with 1 Accuracy, 1 Endurance, 1 Recharge and 3 Damage.

3. Jacob's Ladder
Available at Level: 2
Type: Click
Target: Cone (7' radius, 50° arc)
Accuracy: 1.0
Damage Type: Energy
Range: 7 Feet
Cast Time: 1.67 seconds
Recharge Time: 8 seconds
Endurance Cost: 8.528
PvE Damage Scale: 1.5
10% Chance of Mag 2 Sleep for max 4.8s
10% chance of +3.432 Endurance
10% Chance of -1 Recovery for 2s
Mag 4 Taunt (PvE Only)

Your first group attack. The cone can be a little hard to line up at first, but with practice you can use it reliably. While it’s unslotted, use this somewhat sparingly. While the damage it does it nice, the chunks it takes out of your Endurance aren't. Once you get this guy slotted up, he'll become a mainstay of your attack chain.

4. Build Up
Available at Level: 6
Type: Click
Target: Self
Accuracy: 1.0
Cast Time: 1.17 seconds
Recharge Time: 90 seconds
Endurance Cost: 5.2
+20% ToHit for 10s
+80% Damage (all types) for 10s

Even Brutes can use an 'oomph' now and again. With the style of play I use this power may not be used as often as it should, but I found I didn't need it under normal circumstances. But against hard targets it’s a must. So take this and slot it generously. Three Recharges will do nicely.

5. Thunderstrike
Available at Level: 8
Type: Click
Target: Single+PBAoE
Accuracy: 1.0
Damage Type: Smash/Energy
Range: 7 Feet
Cast Time: 3.3 seconds
Recharge Time: 18 seconds
Endurance Cost: 10.192
PvE Damage Scale: 1.96
50% Chance of Mag 3 Stun for 4s
40% Chance of -1 Recovery for 4s
80% Chance of +0.64 Knockback
Mag 4 Taunt (PvE Only)

'You've been...Thunderstruck!' *guitar riff*
Ahem. Now that I've dated myself let's move on. This is your second group attack, considerably larger than Jacob's Ladder and a lot easier to aim. The damage is excellent, and thus the recharge is noteworthy. But with this and Jacob's Ladder you will find its now faster to take out several foes at once. Combine those two with Build Up and you will wipe out entire groups of minions with relatively little fuss. The initial target will take more damage than the surrounding targets, and not all the surrounding targets will get hit. Once again, 1 Accuracy, 1 Endurance, 1 Recharge and 3 Damage will do the trick here.

6. Taunt
Available at Level: 12
Type: Click
Target: AoE
Accuracy: 1.0
Range: 70 Feet
Radius: 15 Feet
Max Targets: 5
Cast Time: 1.67 seconds
Recharge Time: 10 seconds
+20s Mag Taunt (PvE Only)
-75% Range for 12s

Some Brute builds allow you to ignore Taunt if you're on a team. Whether or not you intend to take this depends on your build and play style. If you can dish out a lot of damage in a wide area or have several ranged attacks, you might be able to pass on this one. But if your Secondary lacks both a Taunt Aura and a Damage Aura (I'm lookin' at you, Energy Aura) and you want to team a lot, do not skip this. A single Taunt enhancement will be all you need.

7. Chain Induction
Available at Level: 18
Type: Click
Target: Single+Special
Accuracy: 1.0
Damage Type: Smash/Energy
Range: 7 Feet
Cast Time: 1.0 seconds
Recharge Time: 14 seconds
Endurance Cost: 10.192
PvE Damage Scale: 1.32
30% Chance of -1 Recovery for 4s
Mag 4 Taunt (PvE Only)

This is a signature power of the set. It does as much damage as Havoc Punch, and the electrical charge can bounce from one foe to another, hitting several with one click. The endurance cost is higher and the recharge is longer, but it can fill holes in your attack chain. One thing to remember here is that any damage enhancements you place in it only affect the initial strike. If it bounces to other foes, its damage is unenhanced. 1 Accuracy, 1 Endurance, 1 Recharge and 3 Damage will be all you need.

With almost every single Secondary set, I highly recommend this power as it’s a ton of fun. But with Energy Aura, I'd take care in both taking and using it. The reason for this is that its tendency to jump from Mob to Mob doesn't mix well with an armor set that's designed to avoid agro. Energy Aura is great in that it allows you to pick off a single foe without agroing the rest of the group. This means you can take down some annoying Mob at your leisure, and by the time the others notice you that first Mob is out of the fight. But Chain Induction interferes with this battle plan. If you're fighting Mob A and use Chain Induction, it can jump off to Mob B and agro that one, and soon the rest of the alphabet dogpiles you before you're ready. For Energy Aura, this kind of setback is what enables you to know your local Hospital Staff on a first name basis.

8. Lightning Clap
Available at Level: 26
Type: Click
Target: PBAoE
Accuracy: 0.8
Radius: 15 Feet
Max Targets: 10
Cast Time: 1.23 seconds
Recharge Time: 30 seconds
Endurance Cost: 1.3
Mag 2 Stun for 6.4s
50% Chance for +1 Stun Mag
2.1 Knockback
Mag 4 Taunt (PvE only)

For when things get out of hand, this is a great trick to pull out. The Stun is strong enough to hit Minions, and there's a 50% chance it'll Stun Lieutenants as well. That being said, the combination of Stun and Knockback makes this one Group unfriendly, as it will scatter foes all over the place and set them wandering even further away. Its important to note the -20% Accuracy penalty on this power, so don't skip on the Accuracy enhancements. 2 Accuracy, 1 Endurance, 1 Recharge and 2 Stun will make this an excellent emergency power.

9. Lightning Rod
Available at Level: 32
Type: Click
Target: PBAoE
Accuracy: 1.0
Damage Type: Energy
Range: 60 Feet
Radius: 20 Feet
Cast Time: 2.57 seconds
Recharge Time: 90 seconds
Endurance Cost: 13.52
PvE Damage Scale: 2.4
80% Chance of +0.64 Knockback
Mag 4 Taunt (PvE Only)

KA-BOOM! This is an awesome Area of Effect power. When combined with Build Up and a full Rage Bar, this is a deadly opening volley. Follow this with Thunderstrike and Jacob's Ladder and entire groups will vanish from the battlefield. The teleportation range of this power isn't huge, but with Energy Aura's combat stealth it’s all too easy to line yourself up for maximum devastation. The teleportation also means that if you really need to get away from a carpet of caltrops (I'm lookin' at you Knives of Artemis), you can do so, but using it exclusively for this purpose is kind of a waste. But it does allow you a means to reposition yourself and attack at the same time, which can be useful. However, always bear in mind that this power CANNOT be used if Hover, Fly, Group Fly or any of the Jet Pack temporary powers are active (a limitation that no other travel power inflicts). For typical combat use, 1 Accuracy, 2 Recharge and 3 Damage will keep you happily SMASHing.


**GUARDIAN**
Assault Ohm - Elec/Sonic Corruptor
Deadly Ohm - Elec/Will Brute
Invisible Ohm - Elec/Eng Stalker
Master Ohm - Elec/Elc Dominator

 

Posted

This part of the Guide will examine the Energy Aura powers as they become available.

Energy Aura is the platypus of Brute Secondaries. Its functionality almost demands that you adjust your play style to be more like a Stalker than a Brute. Energy Aura is not the best set for teaming. First, its very nature is to AVOID agro rather than attract it. It is a unique Armor set in that it lacks both a Taunt Aura and a Damage Aura to grab and hold the attention of enemy mobs. Second, as a defense-based set its too easy for it to fail quickly if the random number generator gets it hate on. Its fine if you're group has a back-up agro magnet, but if not everyone's butt is hanging in the breeze while you try to cobble together a rez. Energy Aura Brutes make very bad Tanks because of how their armor set works. To attract agro at the start of a fight, you'd better not be running your stealth toggle or some of the mobs won't see you. But if you're not running your stealth toggle a sizable chunk of you defense isn't there, and you're more likely to get pulped.
If you insist on being a Tank make sure you keep your stealth up to keep the added defense and use Taunt liberally. I wish you luck, 'cause you're gonna need it.

As a set that relies almost entirely on damage-typed Defense, long fights are bad for you. Mobs with auto-hit powers are bad for you, as Defense is useless against those. It does provide some token Resistances and a weak Heal, but most of its potency is in Defense. Where it shines is against foes that drain Endurance (and you probably know who these are and curse them regularly). Most such attacks will bounce off you harmlessly, and even if they land you have an Endurance Drain of your own to fight back with, along with Conserve Power to stay in the fight. The Endurance Drain of Electric Melee and Energy Aura means that you can keep Bosses and Elite Bosses nicely neutered for most of the fight.

1. Kinetic Shield
Available at Level: 1
Type: Toggle
Target: Self
Cast Time: 0.5 seconds
Recharge Time: 4 seconds
Endurance Cost: 0.13
+12.75% Def vs. Smash/Lethal
+1.875% Def vs. Energy
+17.3% Res vs. Defense Debuff

Kinetic Shield is the cornerstone of your defenses, providing defense against Smashing and Lethal damage and a drop of defense to Energy damage. Early on in your career you're going to wonder if this power is actually doing anything other eating endurance. But if you charge into battle without it you will see that it is having an effect. Since most mobs have some kind of attack in their repertoire that involves Smashing or Lethal damage, this power should always be used. Once you get it slotted up, you see a big improvement in its protection. Drop in one Endurance Reduction and three Defense and you're golden.

2. Dampening Field
Available at Level: 2
Type: Passive
Target: Self
+7.5% Res vs. Smash/Lethal

The first of two passive powers, this one gives a little Resistance against Smashing and Lethal damage. It’s not a lot, but it beats nothing. That said, the amount it offers is so small that slotting to enhance it isn't all that worth it. A single slot of Resistance will do nicely.

3. Power Shield
Available at Level: 4
Type: Toggle
Target: Self
Cast Time: 1.67 seconds
Recharge Time: 4 seconds
Endurance Cost: 0.13
+15% Def vs. Fire/Cold/Energy
+10% Def vs. Negative
+17.3% Res vs. Defense Debuff

Like Kinetic Shield, this power grants Defense only by damage type. In this case, its Fire, Cold, Energy damage, and Negative damage to a lesser degree. This one should be used conditionally based on what you're facing, especially before you get Stamina. While almost every mob has access to Smashing and Lethal damage, the same can't be said for other damage types. But if you face off against foes that use non-kinetic damage types without this power, you will notice a difference in your survivability. It also adds an equal amount of Defense Debuff resistance as Kinetic Shield. Slot in 1 Endurance and 3 Defense and call it a day.

4. Entropy Shield
Available at Level: 10
Type: Toggle
Target: Self
Cast Time: 0.5 seconds
Recharge Time: 10 seconds
Endurance Cost: 0.13
-10 vs. Knockback/Up/Repel
+100% Res vs. Knockback/Up/Repel
-10.38 vs. Stun/Hold/Sleep/Imob
+17.3% Res vs. Defense Debuff

Entropy Shield adds nothing to your Defenses or Resistance against damage. All it does is protect you from Knockback, Knockdown, Knockup, Repel, Teleport, Stuns, Holds, Sleeps, Immobilization, and added Resistance to Defense debuffs. Even so, if you don't take this at level 10 then adjust your tactics accordingly or perhaps seek professional help. If there is any toggle you don't want to turn off, it’s this one. Throw in 1 Endurance Reduction and you're good to go.

5. Energy Resistance
Available at Level: 16
Type: Passive
Target: Self
+9.375% Res vs. Energy/Toxic
+7.5% Res vs. Negative

In its initial version, this passive power was pretty skippable. While the resistance it gives to Negative damage helps offset the weak Negative defense from Power Shield, the Energy Resistance this power gives is pretty useless. Energy Aura has a high defense against Energy damage, making resistance to the same kind of superfluous. The updated version of this power added in resistance to Toxic damage. This is significant in that as far as any protection from Toxic damage, this is all you get. Even so, a single Resistance is all you should go for.

6. Energy Cloak
Available at Level: 20
Type: Toggle
Target: Self
Cast Time: 0.73 seconds
Recharge Time: 20 seconds
Endurance Cost: 0.13
+389 Foot Stealth Radius
+3.75% Def vs. Melee, Range, AoE

Primarily, this is the power that starts turning your tactics towards that of a Stalker. The combat visibility it provides means you can be more careful in your positioning and angle of attack. It allows you to easily pick of wandering mobs without alerting its fellows. It does provide a small amount of Defense, only this time it’s positional as opposed to damage type. This is important because it means that against damage types like Toxic and Psionic, Energy Cloak gives you the only defense you're going to get. That makes this power worth slotting for Defense, even if its initial Defense amount is small. Throw in 1 Endurance and 3 Defense and resume SMASHing.

7. Energy Drain
Available at Level: 28
Type: Click
Target: PBAoE
Accuracy: 1.0
Radius: 12 Feet
Max Targets: 10
Cast Time: 2.37 seconds
Recharge Time: 60 seconds
Endurance Cost: 13
+5% Max HP Heal/foe
+25 Endurance Recovery/foe
30% Chance of -1 Recovery for 4s
-25 Endurance Drain/foe
Mag 4 Taunt (PvE only)

In the old days, this power was strictly for siphoning and absorbing endurance from nearby mobs. That alone made it useful, especially against hard-hitting Bosses and Elite Bosses. It also meant you could laugh at Malta Sappers and the Carnival of Shadows as they fruitlessly try to drain your Endurance (as you could just take it back). It also meant that you could suck a group dry, defeat them all, and then race off to the next batch for more SMASHing. The revision added in something Energy Aura desperately needed: a self-heal. While the amount it gives back per mob is small, once slotted for Healing it can easily save your neck when surrounded by large groups. If your Primary cannot drain Endurance, then by all means slot it for Endurance Modification if you wish to. But when combined with Electric Melee might be better to slot for Healing. It’s important to note that to use this power, you need enough to activate it, and so it’s useless if you're already on empty. 3 Recharge and 3 Heal make a good mix for an Elec/Eng Brute.

8. Conserve Power
Available at Level: 35
Type: Click
Target: Self
Accuracy: 1.0
Cast Time: 1.17 seconds
Recharge Time: 600 seconds
Endurance Cost: 7.8
+107.2% Endurance Discount for 90s

With all the other Endurance-management capabilities of Energy Aura, this one's pretty skippable. Its recharge time is pretty long, a lot longer than Energy Drain. But when other options to protect your endurance fail, this beats nothing. I like to keep it around for emergencies, but I rarely use it. If your build is running low on slots and you need a filler power, this one works. Drop in 1 Recharge and move on.

9. Overload
Available at Level: 38
Type: Click
Target: Self
Accuracy: 1.0
Max Targets: 10
Cast Time: 0.5 seconds
Recharge Time: 1000 seconds
Endurance Cost: 2.6
+45% Def vs. All -Psionic for 180s
+34.6% Res vs. Defense Debuff for 180s
+1 Recovery for 180s
+25% (approximate) Max HP for 180s
Endurance Crash after 180s for 10s

This is your Panic Button. You don't become unstoppable by any stretch of the imagination, but this power can even the odds against truly nasty enemies. This power gives a major boost to your defense against all Damage types except Psionic damage, and a massive boost to your maximum Hit Points. This makes it more likely that you'll survive hits even if they get past your defenses, and even if they do you will probably shrug them off. While you can slot either for Defense or Healing with this one, I lean more towards the Hit Points side. Truth be told, if you're up against a foe that can beat your normal defenses plus another 45% on top of that, you're in over your head something awful. Naturally with all this added survivability there's a price to pay. Once it expires all your Endurance vanishes and you can't get any back for a little while. Always keep this in mind and get ready when it’s about to quit on you. You'll either want to bug out or start choking down inspirations. Slot this up with 3 Recharge and 3 Heals.


**GUARDIAN**
Assault Ohm - Elec/Sonic Corruptor
Deadly Ohm - Elec/Will Brute
Invisible Ohm - Elec/Eng Stalker
Master Ohm - Elec/Elc Dominator

 

Posted

This part of the Guide will examine the usual Power Pools and Patron Powers for villains.

1. Fitness Pool
I suppose I really don't need to say anything here as this Power Pool has been done to death. All I'll say is that you should get it, and make sure you get and 3-slot Stamina as soon as you can. If you have the slots to spare, 3-slotting Health can help keep you in the fight when your defense fails you.

2. Travel Powers
Since Energy Aura gives you protection against the most common status types, the choice of Travel Power is yours to make as you see fit for your play style. But do remember that if you are under some kind of +Fly effect (Hover, Fly, Group Fly, Temp Powers, etc.) you cannot activate Lightning Rod.

3. Concealment
This one is a little redundant since Energy Aura has its own combat Stealth power.

4. Fighting
If you have the slots to spare, consider dipping into this Pool. Since you have added Endurance management powers, you can afford the drain of another toggle power. Tough gives a decent amount of resistance to Smashing and Lethal damage, if you can slot for it. Weave can help a little in the defense department since it’s positional and damage-typed, but its base amount is so small it’s almost not worth it. Still, if you have the slots and have room for this power, go for it.

5. Leadership
For Brutes, most Leadership powers don't give a lot of bang for the buck. If you team a lot, stacked Leadership boosts can certainly be deadly. But for soloists, there are better choices out there.

6. Medicine
Aid Self obviously comes to mind when this pool is mentioned, but its long interrupt window can be tough to handle. This is actually less of a problem for Energy Aura Brutes. Their defenses make them less likely to be hit, meaning less chance to be interrupted. And Aid Self makes a good back-up for when Energy Drain isn't ready. Naturally, if you want Aid Self you have to take Aid Other or Stimulant, but for Badge-Hounds Aid Other is another entry wedge to the Healing badges. For aid self, use 1 Interrupt, 2 Recharge and 3 Heal and you should be fine.

7. Presence
These powers are a little redundant for Brutes and in some ways counter-productive for Energy Brutes. Pass on them.

8. Patron Powers
The capabilities have been well-documented in other guides. As far as Elec/Eng Brutes go, you can't go wrong with any of these. I like Mu Mastery, simply because its a good thematic match for Electric Melee.


**GUARDIAN**
Assault Ohm - Elec/Sonic Corruptor
Deadly Ohm - Elec/Will Brute
Invisible Ohm - Elec/Eng Stalker
Master Ohm - Elec/Elc Dominator

 

Posted

This Build is purely based on Generic IOs: no fancy tricks, no bells and whistles. Slotting is set up in accordance with the limits of ED.

01. Charged Brawl (ACCx1, ENDx1, RCGx1, DMGx3)
01. Kinetic Shield (ENDx2, DEFx3)
02. Havoc Punch (ACCx1, ENDx1, RCGx1, DMGx3)
04. Jacob's Ladder (ACCx1, ENDx1, RCGx1, DMGx3)
06. Power Shield (ENDx2, DEFx3)
08. Thunderstrike (ACCx1, ENDx1, RCGx1, DMGx3)
10. Entropy Shield (ENDx1)
12. Hover (FLYx1)
14. Fly (FLYx1)
16. Swift (FLYx1)
18. Health (HEALx1)
20. Stamina (RCVRx3)
22. Energy Cloak (ENDx2, DEFx3)
24. Build Up (RCGx3)
26. Aid Other (HEALx1)
28. Energy Drain (RCGx3, HEALx3)
30. Aid Self (INTRx1, RCGx2, HEALx3)
32. Lightning Rod (ACCx1, RCGx2, DMGx3)
35. Dampening Field (RESx3)
38. Overload (RCGx3, HEALx3)
41. Electric Fences (ACCx1, ENDx1, RCGx1, IMBx3)
44. Energy Protection (RESx3)
47. Hasten (RCGx1)
49. Conserve Power (RCGx1)

This is a basic build with some redundancies for 'OS' moments, designed to reliably deal with +0 to +1 mob spawns for a team size of 1 or 2. It relies on the stealth capabilities of Energy Aura to first pick off a lone annoying/dangerous mob and then deal with the others as they are agroed. Once Fury gets built, the tactics can be changed as needed to take advantage of Electric Melee's AoE capabilities (Lightning Rod, Thunderstrike, Jacob's Ladder). Energy Drain and Aid Self are used when Hit Points get too low, and Energy Drain and Conserve Power are used when Endurance gets too low. Mu Mastery was chosen as the Patron power since it works thematically with Electric Melee. Electric Fences is used to pin down annoying mobs that like to run away, and ensure good grouping for AoEs. Hasten is kept on hand for emergencies or in situations when Slows become stacked. The slotting of heals in Health improve Hit Point regeneration, and works well in tandem with Overload when it is activated. Hover is used in situation where mobs like to keep out of arm's reach, and Fly is used as the main travel power (because I like to chat and Fly is a good set-it-and-forget-it travel power).


**GUARDIAN**
Assault Ohm - Elec/Sonic Corruptor
Deadly Ohm - Elec/Will Brute
Invisible Ohm - Elec/Eng Stalker
Master Ohm - Elec/Elc Dominator

 

Posted

This version is designed to try and maximize the potential bonuses from IO Sets that work well with Electric Melee and Energy Aura. The choices of Power Pools and Patron Powers are the same, as are the overall power choices. This section will go into more detail for powers with identical IO Set Pieces in their slotting. Unless stated otherwise, the enhancement values given are shown rated at level 30, adjusted for ED.

01. Charged Brawl - 6 slots
02. Havoc Punch - 6 slots
IO Set Pieces: Crushing Impact 1 & 3-6, Call of the Sandman 6
Level 30 Rated Enhancement Values: +56.6% Accuracy, -34.8% Endurance, -56.6% Recharge, +92.06% Damage
IO Set Bonuses: +4.4% Imob Res, +2.5% Max HP, +5% Accuracy, -10% Recharge, 10% chance for 5% Max HP Heal with each activation.

Some will immediately question the inclusion of the Self Heal Proc over completing the Crushing Impact set. Energy Aura grants almost no protection against Psionic damage, and Crushing Impact gives 2.5% Resistance to Psionic damage with each full set of 6. This is a valid argument for Melee sets with a lot of single-target attacks. But Electric Melee isn't one of these. It only has 3 single-target attacks, and this build uses only 2 of them. That means at most, Crushing Impact can only offer at most 5% resistance to Psionic damage to this build. Now I grant you that the odds of a 10% Proc going off are not good, and isn't something to rely on. But when used on powers with relatively low base recharge rates and good recharge reduction, the opportunity for those Procs to go off goes up significantly. In my gaming experience, those heal Procs have saved me from several face-plants when my defense fails. Feel free to swap them out to complete the Crushing Impact set if you like.

01. Kinetic Shield - 6 slots
06. Power Shield - 6 slots
22. Energy Cloak - 6 slots
IO Set Pieces: Red Fortune 1-6
Level 30 Rated Enhancement Values: +54.32% Defense, -92.06% Endurance, -61% Recharge
IO Set Bonuses: +6.6% Imob Res, +3.78% Fire/Cold Res, +6% Damage, +15% Recharge, +7.5% Range Def, +3.75% Energy/Negative Def

These three are pretty straightforward in their slotting. Red Fortune as an IO Set gives a lot of goodies that almost any build can appreciate. Combined with the Recharge bonuses from the previous two powers we've gotten to a -25% recharge rate reduction, which is fairly noticeable. The added damage is nice, if small. But the real boost here is in the Ranged defense boost. Some mobs love to stay at arm's length and shoot you, and this bonus helps you deal with it. This is especially useful in helping to offset Energy Aura's weakness to Psionic damage, as most of it comes as Ranged attacks.

04. Jacob's Ladder - 6 slots
IO Set Pieces: Multi-Strike 1-3 & 5-6, Call of the Sandman 6
Level 30 Rated Enhancement Values: +39.2% Accuracy, -56.6% Endurance, -39.2% Recharge, +95.03% Damage
IO Set Bonuses: +1.65% Sleep Res, +0.94% Fire/Cold Res, +1.65% Stun Res, +1.88% AoE Def, +0.94% Fire/Cold Def, 10% chance for 5% Max HP Heal with each activation.

I freely admit that Multi-Strike is not the ideal PBAoE IO Set, and its enhancement values aren't what most people would want. But as a matter of practicality, it’s a heck of a lot easier and cheaper to get and craft than Scirocco's Dervish is. And to simply try and match what a full set of 6 lvl 30 Generic IOs would give you, it does the job in 5 slots. This also allows me to slip in a third instance of the self-heal Proc. And having 3 instances of it instead of 2 is a noticeable difference.

08. Thunderstrike - 6 slots
32. Lightning Rod - 6 slots
IO Set Pieces: Multi-Strike 1-6
Level 30 Rated Enhancement Values: +61% Accuracy, -77.56% Endurance, -39.2% Recharge, +95.03% Damage
IO Set Bonuses: +3.3% Sleep Res, +1.88% Fire/Cold Res, +3.3% Stun Res, +3.76% AoE Def, +1.88% Fire/Cold Def, +3.76% Melee Def, +1.88% Smash/Lethal Def

Neither of these powers will take Sleep enhancements, so Call of the Sandman 6 is out. But that's OK, largely because the base recharge rates on these powers are long, so the opportunity for any Procs to go off is limited. Once again, Multi-Strike isn't the best IO Set here, but it does address 2 issues with both of these powers. First, the resulting enhancement for Accuracy is higher. This is a good thing because missing with high-powered, high-recharge attacks makes Brutes cry. Second, the Endurance reduction is quite high. This is also good as both these powers use a sizeable chunk of endurance each time they're activated. As far as the set bonuses, the AoE Defense given is added protection against attacks that come in AoE form (including Psionic), and since Brutes live in Melee combat the added Melee defense is gravy.

10. Entropy Shield - 1 slot
IO Set Pieces: None

This is one of those powers where no IO Set exists that will work in it. Best to keep this one slotted with a single Generic Endurance Reduction IO and move on.

12. Hover - 1 slot
14. Fly - 1 slot
16. Swift - 1 slot
IO Set Pieces: None
Level 30 Rated Enhancement Values: +34.8% Fly Speed

While Fly does take IO Sets, each of these powers has just 1 slot in them, so they're not worth investing in. Stick with a single Generic Fly Speed IO in them and you're fine.

18. Health - 2 slots
IO Set Pieces: Numina's Convalescence 6
Level 30 Rated Enhancement Values: +34.8% Regeneration
IO Set Bonuses: +20% Regeneration, +10% Recovery
Normally this power gets just one Generic IO Heal enhancement and no extra slots, and you're free to do just that. But in my case a moment of serendipity occurred during the Ice Mistral Strike Force before the whole Merit reward business happened. I was lucky enough to get this recipe drop at the end of the SF, and had the inf and salvage on hand to make it. So Health got a second slot placed in it with this lovely IO. Had that not happened, I would have stuck with the one slot with a Generic IO.

20. Stamina - 5 slots
IO Set Pieces: Efficacy Adaptor 1-3 & 5-6
Level 30 Rated Enhancement Values: +97.64% Endurance Modification
IO Set Bonuses: +1.125% Max HP, +1.5% Recovery, +10% Regeneration, +2.5% Damage

Obviously Efficacy Adaptor enhances more than just Endurance Modification, but when slotted into Stamina the other enhancements are irrelevant. What isn't irrelevant are the Set Bonuses given by it. Every one of them is a nice addition to any Brute.

24. Aid Other - 1 slot
IO Set Pieces: None
Level 30 Rated Enhancement Values: +34.8% Healing

The best use of a Brute is not as a Healer. However there are instances when being able to toss one out doesn't hurt, especially with some of those suicidal pets you're supposed to keep alive during some missions. And if you're a badge hound, this is the only way for Brutes to get those healing badges. A single Generic IO for Healing is all you need here.

26. Aid Self - 6 slots
IO Set Pieces: Harmonized Healing 1-5, Interrupt Reduction
Level 30 Rated Enhancement Values: +92.06% Healing, -61% Endurance, -61% Recharge, -41.8% Interrupt
IO Set Bonuses: +1.5% Recovery, +1.65% Confuse Res, +3% Improved Heal, +1.88% AoE Def, +0.94% Fire/Cold Def

Observant readers will quickly notice I'm not using the Doctored Wounds IO Set as I have previously. The IO Set bonuses of Harmonized Healing are not quite as enticing as what Harmonized Healing gives. The reason for the switch is based on how IO Set bonuses are tallied. Identical Set bonuses can only be stacked up to 5 times, and any such bonuses past 5 are ignored. The total bonuses of this build (which I will detail in the next section), would take several bonus categories over 5 instances if Doctored Wounds was used here. To avoid that, I've switched in Harmonized Healing (which in terms of IO Sets is pretty cheap to get and make).

28. Energy Drain - 6 slots
IO Set Pieces: Doctored Wounds 1-6
Level 30 Rated Enhancement Values: +92.06% Healing, -61% Endurance, -92.06% Recharge
IO Set Bonuses: +2.2% Fear Res, +1.26% Fire/Cold Res, +4% Improved Healing, -5% Recharge, +1.26% Toxic/Psionic Res

This is a power I want up and ready as often as possible, and as far as IO Healing Sets go, Doctored Wounds is the best option for it. Fortunately, this power doesn't require a ToHit roll to function, so we don't have to bother with the Accurate Healing sets (which tend to be pricey). Observant readers will also notice that this inclusion of Doctored Wounds actually represents the sixth instance of -5% Recharge reduction, meaning it’s going to be ignored. I'm actually OK with this, as the other Set Bonuses are still nice, and the overall Enhancement rating of Doctored Wounds is what I really want.

30. Build Up - 4 slots
IO Set Pieces: Adjusted Targeting 2-4 & 6
Level 30 Rated Enhancement Values: +23.6% ToHit, -39.2% Endurance, -92.06% Recharge
IO Set Bonuses: +2% Damage, +1.26% Energy/Negative Res, +3.13% Accuracy

Though I suppose one could slot Build Up for ToHit as opposed to Recharge, for a power that only lasts for 10 seconds at a time I don't buy the argument. That being said, with 4 slots you get close to the Recharge reduction of a 3-slot with level 30 Generic IOs, and some nice Set Bonuses to boot.

35. Dampening Field - 1 slot
IO Set Pieces: Steadfast Protection 2
Level 30 Rated Enhancement Values: +20.9% Resistance
IO Set Bonuses: +3% Defense vs. All

Normally, I recommend putting in 1 lvl 30 Generic Resistance IO here and be done with it. But this was the second time I got lucky with this toon, and got this recipe drop during the lvl 30 Costume slot mission. For a build that relies primarily on Defense, a permanent +3% Defense boost versus everything is significant. And truth be told, any toon I make I try to find a space to shoehorn Steadfast Protection 2 in somewhere. There are of course other IOs that give a +3% Defense boost, but those don't drop off mobs (so good luck finding them).

38. Overload - 5 slots
IO Set Pieces: Doctored Wounds 1 & 3-4 & 6, Harmonized Healing 3
Level 30 Rated Enhancement Values: +82.8% Hit Points, -39.2% Endurance, -92.06% Recharge
IO Set Bonuses: +2.2% Fear Res, +1.26% Fire/Cold Res, +4 Improved Heal

As I said in Part 3, I believe in slotting for Hit Points and Recharge over Defense with this power. Normally I'd just take the recharge-related healing recipes from Doctored Wounds and be done with it. However, as noted earlier, 5 slots of Doctored Wounds here would mean a 7th instance of -5% Recharge reduction, which would be ignored. So rather than spend my inf on a fifth piece of Doctored Wounds, I took a single piece from Harmonized Healing, which is usually cheaper. Having 1 piece of an IO Set grants you nothing in Set bonuses, but since the one I'm replacing is being ignored as is, there's no loss there.

41. Electrified Fences - 6 slots
IO Set Pieces: Enfeebled Operation 1-6
Level 30 Rated Enhancement Values: +82.8% Accuracy. -43.6% Endurance, -39.2% Recharge, +82.8% Immobilize Duration, +13.1% Range Boost
IO Set Bonuses: +1.5% Imob Duration, +1.88% Negative Res, +2.5 Smash/Lethal Def, +1.25% Melee Def, -3.75% Recharge, +3.13% Melee Def, +1.56% Smash/Lethal Def

Admittedly, the enhancement division for the IO Sets for Immobilize are clearly better suited to the single-target powers. Even with the high-end IO Sets, their recharge rate reduction numbers are low, and for the Patron Power AoE Immobilization powers, a base 20 seconds recharge time is a long time to wait. Better to aim for long durations with those powers, and for that, Enfeebled Operation does the job fairly cheaply. More than that, the set bonuses it grants are right up the Brute's alley. What Brute would say no to better Defense against Melee attacks and Smash and Lethal damage?

44. Energy Protection - 1 slot
IO Set Pieces: None
Level 30 Rated Enhancement Values: +20.9% Resistance
IO Set Bonuses: None

If I had gotten lucky with another Resistance set Global IO Drop, I'd have put it here. But since I didn't, I stuck with the single Generic Resistance IO.

47. Hasten
49. Conserve Power
IO Set Pieces: None
Level 30 Rated Enhancement Values: -34.8% Recharge Reduction
IO Set Bonuses: None

These powers were taken largely for emergencies, and don't see regular use. As such, they're only worth a single Generic IO in each.


**GUARDIAN**
Assault Ohm - Elec/Sonic Corruptor
Deadly Ohm - Elec/Will Brute
Invisible Ohm - Elec/Eng Stalker
Master Ohm - Elec/Elc Dominator

 

Posted

Despite their high price tags, IO set bonuses can offer a lot to any build, from boosting existing strengths to blunting glaring weaknesses. The last section listed set bonuses individually, but don't mean much that way. To give a better idea of what all the numbers really mean, I'm going to collect them here for you reference in alphabetical order (Globals will be listed separately):

SET BONUSES
+8.13% Accuracy
+7.52% AoE Defense
+3.76% Cold Defense
+9.15% Cold Resistance
+1.65% Confuse Resistance
+10.5% Damage
+3.75% Energy Defense
+1.26% Energy Resistance
+4.4% Fear Resistance
+3.76% Fire Defense
+9.15% Fire Resistance
+3.375 Maximum Hit Points
+1.5% Immobilize Duration
+11% Improved Healing
+5.94% Lethal Defense
+8.14% Melee Defense
+3.75% Negative Defense
+3.14% Negative Resistance
+1.26% Psionic Resistance
+7.5% Range Defense
-28.75% Recharge Reduction
+3% Recovery
+10% Regeneration
+4.95% Sleep Resistance
+5.94% Smashing Defense
+4.95% Stun Resistance
+1.26% Toxic Resistance

GLOBAL BONUSES
+3% Defense vs. All
+10% Recovery
+20% Regeneration


**GUARDIAN**
Assault Ohm - Elec/Sonic Corruptor
Deadly Ohm - Elec/Will Brute
Invisible Ohm - Elec/Eng Stalker
Master Ohm - Elec/Elc Dominator

 

Posted

As much as I like the combination of Electric Melee and Energy Aura, it’s far from invincible. In terms of writing a Guide for the combination, I'd be remiss if I failed to mention where it falls flat. This section is going to discuss those Groups and Enemies one finds that will make this combination suffer. As always, when you're facing a difficult bunch of baddies, purple and green pez are your best friends.

ARACHNOIDS: These guys will chew you up and spit you out, fast. As if their defense debuffs and slows weren't bad enough, their toxic damage will eat you alive in short order. Combined with a 20% resistance against every kind of damage type you use against them, you're looking at a lot of Fail.

ARCH-VILLAINS: In general, Arch-Villains are bad news for Elec/Eng Brutes. Their Accuracy and Damage are ridiculously high even with your defenses, and you have no hope of draining their Endurance. If you can't beat them within three minutes (the time limit on Overload), you're not ready for the fight. It really doesn't matter what faction they come from, they will hurt you and stamp FAIL on your dead body. Go in loaded for bear against these guys.

CARNIVAL OF SHADOWS: Under most circumstances, these clowns are a not an issue. But when the Bosses start showing up, beware. On top of their psychic damage they have that annoying Mask of Vitiation which pretty much gimps you on the spot if it hits. If you can pound down their endurance to nothing and keep it there you'll still win.

CIMERORAN TRAITORS: So much Fail. Most are no problem, but over the course of all the ITFs I've run, I learned very quickly to avoid Praefectus Castrorum and the Elite Bosses if at all possible. Their attacks are just too accurate and their damage output is too high against an Energy Aura Brute. You've never seen your health bar empty so fast as you will against those guys. You'll be OK if you can cut their Endurance to zero and keep it there.

DOPPELGANGERS: In small numbers these guys are a breeze, even the Bosses. You'd think that Electric Melee would do poorly against mobs using Energy Aura. But the AI for using those defensive power is still lacking, so they won't use its capabilities all that effectively. But if you're going for that "Army of Me" Badge, you might want to take extra time to plan out a strategy. These guys use Build Up, which punches huge holes in your defenses and they use Energy Drain which you can't block. If they all use it at once you can use yours to get it back (hopefully before your toggles drop). But if they decide to stagger it you're in trouble. Bring pez and lots of it, or get help if you want that Badge.

KNIVES OF ARTEMIS: While not overly deadly, it’s important to note that your combat stealth is NOT going to work on them. So be sure to adjust your tactics accordingly here. Also remember that if they decide to stack a bumper crop of caltrop patches on you, you can use Lightning Rod to move out of the patch and pick a better spot to fight.

LONGBOW: Under most circumstances, these guys are not a big deal. Yeah they use a lot of lethal damage with some defense debuffs but it’s normally not a problem. Where it does become a problem is in the form of Longbow Flamethrowers and their Burn patches. Nothing you have protects you from this, so you've got to remember to move away when those Burn patches start chewing on you.

MALTA OPERATIVES: While most fear the dreaded Sappers, you can laugh them off as nuisances. Ironically, their biggest threat to you comes from...everything else they've got. Malta uses a lot of defense debuffs and their attacks are accurate. Get mobbed by too many and you'll be in trouble.

MALAISE: I still have nightmares about this guy. Nothing that Energy Aura has is any good against what he hits you with. It took me five tries to finally whittle him down to zero, and I gulped down a lot of pez in the process. To be fair, that was before the Devs added the self-heal to Energy Drain, and that would have made a big difference. But the truth is that Energy Aura comes up short against Malaise once he gets going. So don't let him get going.

RED CAPS: While not really a source of big Fail, it's important to note that they hit hard, and since they use weapons in hand they hit you more often than you'd expect them too. Just don't tackle too many at once and you're OK. Snaptooth as an Elite Boss should be mentioned as he can and will 2-shot you if you allow it.

SOLDIERS OF RULARUU: Most of these guys are no great problem. Wisps are irritating in that they use Psionic damage. The real issue here is the Watchers. Assume that no matter what you do, they will see you before you can get into melee range, they will hit you with every attack they make, and it will hurt. You'll have to change your tactics to deal with the damage as it comes, rather than hope to avoid it.

VANGUARD SWORD: You know that defense you have? You can forget it with these guys. Vanguard Sword's attacks are brutally accurate, from the Elite Bosses all the way down to the Minions. Your defense does work against their very annoying Curse of Weariness, but only in terms of keeping it from landing. If it does you're in better shape than most because of your Endurance-management powers, but it’s still not a fun time.


**GUARDIAN**
Assault Ohm - Elec/Sonic Corruptor
Deadly Ohm - Elec/Will Brute
Invisible Ohm - Elec/Eng Stalker
Master Ohm - Elec/Elc Dominator

 

Posted

This is by no means the end-all-be-all Elec/Eng/Mu Brute build, but it has served me well from levels 1 to 50, and through experimentation has taught me a great deal about the Invention System and how to make it work for you. Swapping out the given IO Sets here with any of the possible alternatives will change your results. This is not a bad thing, as you can use that flexibility to match what your Brute ends up being good at with your own play style. Using the Invention System to its fullest takes time and some study, but for those willing to do it, their efforts will be rewarded.

For those who wish to know more, feel free to peruse the CoX boards, or visit ParagonWiki and City of Data at:

http://wiki.cohtitan.com/wiki/Invention_Sets

And

http://www.redtomax.com/data/powers/

Now get out there and SMASH!


**GUARDIAN**
Assault Ohm - Elec/Sonic Corruptor
Deadly Ohm - Elec/Will Brute
Invisible Ohm - Elec/Eng Stalker
Master Ohm - Elec/Elc Dominator

 

Posted

Quote:
Originally Posted by Flafty View Post
The last stage doesn't really start until level 50. Level 30 Generic IOs will do perfectly well for casual gaming. If you want to move into the IO Sets, I find its best to wait until level 50 (or technically level 47 as you can then slot 50s). The reason for this is because lower level IO Set drops are gained piecemeal as everyone progresses through the game. It’s not until the post-50 game where IO Set drops start to accumulate that aren't necessarily needed, and end up on the Black Market. Despite the higher costs involved in buying/making them, they do tend to be more plentiful and can be easier to get (YMMV). By this time, you should have a decent amount of inf to use, even with the buying and crafting of Generic IOs for your powers. Even so, this will not be an overnight process, and filling out IO Sets will require patience. Craft the pieces as you get them and slot them as you wish.
Two comments here, relevant bits bolded above.

#1: When you slot really depends on your purpose. If you will exemplar down regularly for Oro missions and strike forces, then waiting until level 50 to slot a level 35 IO is, quite frankly, stupid and silly and wasteful. Second, the difference between a level 45 and a level 50 is in many cases nothing at all or so small as to make no difference. Slotting two level 45 recharges into haste instead of two 50s, you lose what, 1 second? Slotting a level 43 of a particularly expensive set (Obliteration for example) can save you over 10 million inf but you might have a trade off of losing, 2 to 5 points of damage on lightning rod's multi-hundred damage.

Level 50 IOs are popular because people don't realize they are insignificantly "better".

#2: Patently false. IOs are cheaper than SOs and sets are very often cheaper than common IOs. The trick is you gotta buy the junky ones. Look for cleaving blow and multistrike, not Eradication, Scirrocco, or Obliteration. Look for Pulverizing fisticuffs or Smashing Haymaker not Touch of Death or Kinetic Combat.

You can buy many "bad" set IOs for 5000, and often they have no rare salvage required. Making the crafting costs all but non-existent. Take a look, some of the less popular sets have 40+ for sale and no bids. low-level characters often buy these recipes and sell them to vendors for a profit. You can craft and use them to get a better return than a common IO for less INF.

The real numbers to keep in mind with IOs:

Quote:
Better than a +3 SO:
Level 35/40 commons (35 are 1% lower, 40s are .4% higher)
Level 24+ Duals (.1% better)
Level 20+ Triples (.1% better)

Better than a +3 DO:
Level 15 Common (.2% better)
Level 13 Dual (1.7% better)
Level 11 Triple (.9% better)

Cost:
SO for 1 slot of accuracy from level 22 through level 50: 260k
Level 35 memorized accuracy: 33k + salvage
Level 35 not-memorized: 61k + salvage
Level 24 dual set IO: 36k + salvage
Level 20 triple set IO: 34k + salvage


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

It's nice to see a guide on Energy armor.

Key point: as far as I understand, Energy Cloak's defense bonus is to ALL defense types, not just positional as this guide states. This power would suck something awful if its defense didn't stack with your regular typed damage shields.