Elec/SD 2 build comparison
If I had to choose, I'd pick the 2nd one. I really don't like either build because I disagree with the concept a buffing brute. Grant cover is a nice buff *assuming* everyone stays in range of it. Brute manuevers isn't enough of a buff to matter. If everyone stays in range (within 15 feet), your teammates will have around 19% defense (GC + manuevers) which is noticeable.
However, that's assuming they stay near you. The moment you decide to move up front, like many brutes do, to take the alpha strike, they lose the defensive bonuses. The teams I play with don't really turtle enough for grant cover to matter. The only times grant cover seems to help is if there's another melee toon around who's attacking up front with my brute, but they have their own defenses already.
I'd rather build my brutes for individual toughness and to deliver as much damage as possible. I noticed that you skipped build up in both builds, which I think is mistake. I'd also take hasten if possible and try to bring up the two mini-nukes (LR, shield charge) up faster. Killing stuff provides far better mitigation that turtling in the back and providing defensive bonuses.
I'd rather build my brutes for individual toughness and to deliver as much damage as possible. I noticed that you skipped build up in both builds, which I think is mistake. I'd also take hasten if possible and try to bring up the two mini-nukes (LR, shield charge) up faster. Killing stuff provides far better mitigation that turtling in the back and providing defensive bonuses.
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I felt that while Maneuvers does cost more End than CJ I get basically the same bonus while being able to help the team as well. Until I had got Stamina, End had been tight but lately, with just 2 End Mods in Stam I haven't been having any issues running all my toggles (no tactics yet). I used similar logic picking Tactics vs Build Up as with AaO and near fully Fury, I didn't see the boost from BU as needed. Figured more consistent to-hit buff would be better. Granted, take away my AaO bonus and I'm sure my tune would change.
I do have a question re:MM pets though and the buffs (since my main friend I play with is a MM)... Does GC & Leadership buffs hit the pets? I'd assume Leadership does but not as sure on GC. The pets don't seem to help with Phalanx Fighting - is that true?
Aurelina Berry - MA/SR Scrapper
Mul Berry - Ice/Dark Defender
Straw Berry - Fire/Therm Controller
Blu Berry - Storm/Ice Defender
Naikelea - ElecM/SD Brute
Well I finally hit level 50 last night! Being in a level pact but the only one actively playing slowed me down. I had alternated between the two builds up to about lvl 40. At lower levels the 2nd build was really rough on the endurance but better survivability when fighting tougher mobs. I was testing on some AE missions set to +1/x4; I would run around a spawn herding the mobs together to start my AE. With build 1 I would need heals a few seconds into the pull but I could chain pull without needing any Blue Insp. With build 2 I could go an entire pull, defeating everything in the spawn without any heals but I would need a Blue Insp just about every group. If I increased difficulty to +2/4 the 1st build would get creamed without immidiate help (heals/buffs). The 2nd build was still holding it's own for the most part with only using some light (1-2 heals) help per pull. Seeing as my goal was to be able to take on large number of oppenents at once and be able to tank AVs, etc I've decided to stick with Build 2. I have modified it some as below to further tweak things.
Once I hit lvl 47 I'd started working on my lvl 50 IOs. I've gotten most of my enhancements complete except for the LotG and Oblits. It's been a lot of fun and I'm really happy to see how well it's working. The biggest issue I have right now is not enough Recharge. This really comes in to play with that I can't keep Active Defense up 100% of the time. Once I get some of my LotG Recharges in I'll be fine but until then have to use Break Frees a bit more than I'd like.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Naikelea: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl
- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (5) Touch of Death - Damage/Recharge
- (17) Touch of Death - Accuracy/Damage/Endurance
- (19) Touch of Death - Damage/Endurance/Recharge
- (21) Touch of Death - Chance of Damage(Negative)
- (A) Luck of the Gambler - Defense/Endurance
- (3) Luck of the Gambler - Defense/Endurance/Recharge
- (5) Luck of the Gambler - Recharge Speed
- (31) Titanium Coating - Resistance
- (46) Titanium Coating - Resistance/Endurance
- (48) Titanium Coating - Resistance/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (7) Luck of the Gambler - Defense/Endurance/Recharge
- (9) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Recharge Speed
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (7) Numina's Convalescence - Heal
- (9) Numina's Convalescence - Heal/Endurance
- (25) Steadfast Protection - Knockback Protection
- (25) Steadfast Protection - Resistance/+Def 3%
- (29) Steadfast Protection - Resistance/Endurance
- (A) Mako's Bite - Accuracy/Damage
- (11) Mako's Bite - Damage/Endurance
- (13) Mako's Bite - Damage/Recharge
- (23) Mako's Bite - Accuracy/Endurance/Recharge
- (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (27) Mako's Bite - Chance of Damage(Lethal)
- (A) Scirocco's Dervish - Accuracy/Damage
- (11) Scirocco's Dervish - Damage/Endurance
- (13) Scirocco's Dervish - Damage/Recharge
- (17) Scirocco's Dervish - Accuracy/Recharge
- (19) Scirocco's Dervish - Accuracy/Damage/Endurance
- (21) Force Feedback - Chance for +Recharge
- (A) Recharge Reduction IO
- (A) Jumping IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Endurance Reduction IO
- (A) Mako's Bite - Accuracy/Damage
- (33) Mako's Bite - Damage/Endurance
- (33) Mako's Bite - Damage/Recharge
- (33) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Mako's Bite - Chance of Damage(Lethal)
- (A) Kismet - Accuracy +6%
- (A) Miracle - +Recovery
- (31) Miracle - Heal/Endurance
- (34) Miracle - Heal
- (36) Regenerative Tissue - +Regeneration
- (A) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (37) Performance Shifter - EndMod/Accuracy/Recharge
- (37) Performance Shifter - Accuracy/Recharge
- (37) Performance Shifter - EndMod/Accuracy
- (39) Performance Shifter - Chance for +End
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Obliteration - Damage
- (42) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage/Recharge
- (42) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (40) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Aegis - Resistance/Endurance
- (39) Aegis - Resistance/Recharge
- (39) Aegis - Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense/Recharge
- (50) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Adjusted Targeting - To Hit Buff/Recharge
- (50) Adjusted Targeting - To Hit Buff
- (A) Range IO
Level 1: Brawl
- (A) Accuracy IO
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 6: Ninja Run
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Aurelina Berry - MA/SR Scrapper
Mul Berry - Ice/Dark Defender
Straw Berry - Fire/Therm Controller
Blu Berry - Storm/Ice Defender
Naikelea - ElecM/SD Brute
Not sure why you skipped Build Up. That skill alone boosts damage done by LR and SC pretty good. Also noticed you have an over the rule of 5 Regen bonus. You can probably reslot that to something else seeing its in Veng. I can see why your having recharge issues. You only get the 47% or so from IO bonuses and you don't have Hasten. If you have taken Hasten, it alone with 1 recharge redux can have your Active Defense running without downtime.
I understand what you're doing, Naikelea, but to be frank, I completely disagree with what you're trying to build.
For one, running all of those Leadership powers puts a heavy drain on your Endurance (to the tune of ~.50 End/Second.) Another thing, as Fury alluded to, Brute Leadership provides an incredibly small buff for the price you pay in power-picks, slots, and Endurance (Look at the bottom of: http://wiki.cohtitan.com/wiki/Leadership) And once again, echoing Fury, this is all assuming that your teammates stay in range for your buffs.
Also, your build has neither Build Up nor Hasten (obviously choosing the Leadership pool over it), two powers that simply can't be overlooked for added damage which, in my opinion, is a Brute's number one job. Active Defense is easy to keep Perma'd, and there's really no excuse not to build for that, instead hoping to buy even more expensive IOs to make this build semi-useful. A Brute can't effectively deal damage, tank, or in your case buff if they are Held in place.
Another thing. I was really surprised when you mentioned picking up powers to "pull" mobs. As a Brute, your job is to get up in that mobs face and go Smashy-Smashy. I know that everyone plays the game differently, but you should still try to play to your strengths. If you're planning on teaming, you can count on another AT to be able to pull and buff, and more effectively than you. Every AT has their place, and it seems that you are stepping into Corrupter/MM territory. You seem to be throwing inf. at this build, hoping that something useful will come out of it, but you are really gimping yourself with your power-picks (once again, IMO.) But, to each their own, I guess!
Just my 2 inf.!
~Alpha
"People are like stained-glass windows.
They sparkle and shine when the sun is out,
but when the darkness sets in their true beauty is revealed only if there is
light from within"
Okay, just going to add in some numbers here for point reference to reply.
...(1)For one, running all of those Leadership powers puts a heavy drain on your Endurance (to the tune of ~.50 End/Second.) Another thing, as Fury alluded to, Brute Leadership provides an incredibly small buff for the price you pay in power-picks, slots, and Endurance (Look at the bottom of: http://wiki.cohtitan.com/wiki/Leadership)
(2)Also, your build has neither Build Up nor Hasten (obviously choosing the Leadership pool over it), two powers that simply can't be overlooked for added damage which, in my opinion, is a Brute's number one job. Active Defense is easy to keep Perma'd, and there's really no excuse not to build for that, instead hoping to buy even more expensive IOs to make this build semi-useful. ... (3)Another thing. I was really surprised when you mentioned picking up powers to "pull" mobs.... Just my 2 inf.! ~Alpha |
(2) Part of what was throwing me off with Tactics was how the Chance for Build up in Gaussian's was showing up in Mid's when I'd activate the toggle. While I aggree Hasten is a great power, I personally don't like picking the power (I feel obligated to get it Perma which seems a major load of work to achieve). I do use the Build Up equiv (Focus Chi) on my Scrapper. Which leads to...
(3) Having no ranged ability kind of bugs me. It's mostly from previous games where no ranged meant many fights I just stood around trying to look pretty. I do still use ranged abilities while in Melee; reach out and hit a mob that hasn't aggroed yet to keep the fight going or grab some more mobs before someone squishy backs up into them and I'm already surrounded and unable to move (low ceilings, can't jump over mobs). Or... when surrounded by 15 MM pets and I can't get into melee to attack an AV...
After reviewing the feedback you all have provided me again and some other reading I did before, I think I came up with something a little more refined. I dropped out the Leadership Pool, Swapped to Build up, added in Combat Jumping and grabbed some from my Patron Pool. Part of what I'd read elsewhere is that Mu Lightning actually works well as a single target attack, enough so that it would replace Charged Brawl/Havoc Punch.
Here is the Data Chunk from Mid's:
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Aurelina Berry - MA/SR Scrapper
Mul Berry - Ice/Dark Defender
Straw Berry - Fire/Therm Controller
Blu Berry - Storm/Ice Defender
Naikelea - ElecM/SD Brute
Looks great, Nai. 1,000 Times better than before. It should work very well now that you're playing to your strengths.
IO'd out, AD will be perma, so you're good there. The end sustainability should be OK, but you can never be sure when running that many toggles, along with attacks with low End Redux slotting (Obliteration provides next to nothing in that department.)
Because you don't have Hasten (which I completely understand,) I would consider switching around some sets for more Recharge. Without totally re-working your build, as it's very good now, I would just swap out 5 Decimations for the T'Strike in Mu Lightning. Also, when I make a defense build, I use Red Fortunes, as they give not only Ranged defense, but also 5% Recharge, and they're a hell of a lot less expensive than slotting LotGs and the +Recharge. Just something to consider for future builds. Although I don't know what your budget is, it will significantly lower the cost, as well as providing some nice bonuses.
Good Luck!
~Alpha
"People are like stained-glass windows.
They sparkle and shine when the sun is out,
but when the darkness sets in their true beauty is revealed only if there is
light from within"
I've been leveling up an Elec Melee/Shield Defense Brute and having a great time with it. Even with just IOs I can handle good sized groups and with a little backup can tank pretty well. Have tanked some ITFs and surpised at how well they went (I'll thank the group buffs for most of it). While looking ahead at how I want my lvl 50 build to be I've come up with 2 options. The 1st build is the original one I came up with while trying to avoid having to take all the normal toggles (Tough/Weave/CJ) and still pick up some powers that provide the group some buffs/protection. The 2nd build I wanted to work in Tough & Weave so that I could increase my health and resistances while still maintaining some group buffs.
What I'm working on is a Brute that is capable of tanking, helping keep the group alive (through buffs & tanking) and is capable of dishing out damage (and yeah, large spawn smashing is fun!). And if anyone was curious, the idea came from my Thane back in DAoC - was able to tank a lot, do some damage and provided protection to the team.
Looking to see what you all think of the two builds, what you like/dislike about them or any other comments.
Build 1
Notes: Melee & Ranged Defense soft-capped, AoE just under soft-cap; if at least 1 team member within range for Phalanx Fighting AoE will soft-cap. Avoiding Tough/Weave/CJ - going for more Group buffs. Don't really need Taunt but have been using it for ranged pulls and LoS pulls. I like the idea of One with the Shield for terms of fighting character design & idea. Figured Electrifying Fences as a maybe tool, or swap to Mu Lighting for a longer range pull.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Naikelea: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(21)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(31)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(29), RedFtn-EndRdx(29)
Level 4: True Grit -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-Psi/Status(9), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(25)
Level 6: Air Superiority -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(27)
Level 8: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Rchg(11), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-%Dam(21)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15), Zephyr-Travel(15)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
Level 20: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 22: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(50), Numna-Regen/Rcvry+(50)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
Level 28: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(40), Mocking-Rchg(40)
Level 30: Grant Cover -- LkGmblr-Rchg+(A)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(46)
Level 38: One with the Shield -- S'fstPrt-ResDam/Def+(A)
Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 44: Vengeance -- LkGmblr-Rchg+(A)
Level 47: Hurdle -- Jump-I(A)
Level 49: Electrifying Fences -- Acc-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 6: Ninja Run
Build 2
Notes: Melee, Ranged and AoE all soft-capped. Greater Health & S/L Resist (slightly lower other resists). Tough & Weave in build while still keeping group buffs (Leadership Pool and Grant Cover). Build is more expensive. No ranged abilities to pull (Yeah, could just use temp powers). I just kinda threw in the Karma:KB Prot in Battle Agility as I wasn't sure where else I'd toss that point.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Naikelea: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Villain Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(21)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(5), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(46), S'fstPrt-ResDam/EndRdx(48)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(9), LkGmblr-Rchg+(27), Krma-ResKB(48)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(25), Numna-Heal(25), Numna-Regen/Rcvry+(29)
Level 6: Air Superiority -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(27)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(19), FrcFbk-Rechg%(21)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15), Zephyr-Travel(15)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
Level 20: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 22: Health -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx(31), Mrcl-Heal(34), RgnTis-Regen+(36)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(48)
Level 28: Boxing -- Acc-I(A)
Level 30: Grant Cover -- GftotA-Run+(A)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39)
Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
Level 47: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(50)
Level 49: Hurdle -- Jump-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 6: Ninja Run
Thanks!
~Naik
Aurelina Berry - MA/SR Scrapper
Mul Berry - Ice/Dark Defender
Straw Berry - Fire/Therm Controller
Blu Berry - Storm/Ice Defender
Naikelea - ElecM/SD Brute