Endurance-sustainable soft-capped SS/SD, possible?
Kitty,
Here's what I came up with, it might seem pricey. If you compare the end numbers to your build to my build, theres some difference. (not alot) Tho I tried, the percentages in attacks are better, and end reduction thru out the toggles, should really help. Again Im no expert! But just tryin to help a freind out. Wolf-ire
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"Show Them No Mercy!!"
Founder/Creator of Dragonians Dynasty
Retired First Seargeant (Vet)
Thanks, but that looks identical to my build. ?_?
And someone neg-repped me with the comment 'lousy build'. I didn't claim this was an awesome build; it's ridiculously expensive for what it does. I posted this to seek input on improvements. Perhaps the person who left the non-constructive criticism might care to share some insight?
I18 Hamidon raiding guide
Sacrificed a lot of the regen (bring greens!) but reduced end consumption and increased endurance recovery.
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One thing you need to first understand, is that SS/SD is extremely powerful but it is also a monster to run.
No matter what you do, you will absolutely need some kind of assistance when it comes to endurance.
Whether that comes from inspirations or teammates makes no difference.
The reason I say this, is because in my personal experience with several SS characters, only the sets that have some form of END recovery boost/tool can play SS "sustainably".
For example, my SS/WP is near 5 e/s, and has no end issues with Rage and Hasten crashes, or Footstomping at will. (on 5s rech + cast time)
That being said, I was able to make some improvements.
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(40)
Level 1: Deflection -- LkGmblr-Rchg+(A), HO:Cyto(29), HO:Cyto(31)
Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(29)
Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(5), Numna-EndRdx/Rchg(43), Numna-Heal/EndRdx/Rchg(46), Numna-Regen/Rcvry+(46)
Level 6: Battle Agility -- LkGmblr-Rchg+(A), HO:Cyto(7), HO:Cyto(7)
Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(13)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(15), RgnTis-Regen+(15)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(19), GSFC-ToHit/Rchg(19), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(23), P'Shift-EndMod/Acc/Rchg(48), P'Shift-Acc/Rchg(48)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Super Speed -- Empty(A)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
Level 30: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(40)
Level 32: Foot Stomp -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(34), EndRdx-I(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Taunt -- RechRdx-I(A)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), DarkWD-Rchg/EndRdx(43)
Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46), S'fstPrt-ResDam/Def+(48)
Level 47: [Empty]
Level 49: Weave -- LkGmblr-Rchg+(A), HO:Cyto(50), HO:Cyto(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
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- Maintained Softcap to all positions
- +0.17 more endurance recovery
- -0.10 less endurance consumption
- +7.5% more recharge
- -9% less regen
You also have 1 slot you can do what you like with as well as one power choice (where Super Jump used to be, you could just re-pick it), and neither Superspeed nor Super Jump are required in terms of maintaining softcap.
You think SS/WP is fun? Wait until GR and and brutes get Body Mastery. Physical Perfection + Quick Recovery + Stamina = I NEVER STOP FIGHTING.
Ware ni tatenu mono mashi!!
[There are none before me who have not been cleaved!!]
You think SS/WP is fun? Wait until GR and and brutes get Body Mastery. Physical Perfection + Quick Recovery + Stamina = I NEVER STOP FIGHTING.
|
I would never take Phys Perf on a WP brute, and would take a PPP with a TAoE every single time.
The only thing Phys Perf is really good for, especially on a WP build is as a proc mule that the set doesn't really need.
And trust me, at nearly 5 e/s per second my SS/WP/Soul never stops fighting.
heres what i got planned for mine, went for high rech to make hasten almost perma esp with the +rech proc going off, which hits a lot in Footstomp. So FS every 4-6 sec. and SC every 23-26 sec.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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You will either spend a pile of money, or just make your peace with the fact that you'll have to eat blues sometimes. SS is awesome, but that's the tradeoff it makes.
My SS/shield is up to 2.7 net recovery or something like that with shield toggles/weave running, while he trucks along just fine for the most part, sometimes right after a rage crash he needs a little boost.
@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)
Thanks, but that looks identical to my build. ?_?
And someone neg-repped me with the comment 'lousy build'. I didn't claim this was an awesome build; it's ridiculously expensive for what it does. I posted this to seek input on improvements. Perhaps the person who left the non-constructive criticism might care to share some insight? |
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
robokitty by wolf-ire: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- Empty(A)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), GftotA-Def(5), GftotA-Def/EndRdx(15), ImpArm-ResDam/EndRdx(43), ImpArm-EndRdx/Rchg(48)
Level 2: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(3), LkGmblr-Def/EndRdx(5), LkGmblr-Def(19), S'dpty-Def(40), S'dpty-EndRdx(48)
Level 4: Haymaker -- Mocking-Acc/Rchg(A), Mocking-Rchg(7), GS-Dam/End/Rech(11), GS-Acc/Dmg/End/Rech(25), Mako-Dmg/EndRdx(40), Mako-Acc/Dmg(40)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(11)
Level 8: Knockout Blow -- UbrkCons-Acc/Rchg(A), UbrkCons-Acc/Hold/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(31), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(13), LkGmblr-Def(13), LkGmblr-Def/EndRdx(15), RedFtn-Def/EndRdx(48)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(50)
Level 16: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/Rchg(17), Mrcl-Rcvry+(21), Mrcl-Heal/EndRdx(46), Mrcl-Heal(50)
Level 18: Taunt -- Mocking-Acc/Rchg(A), Mocking-Taunt/Rchg(19)
Level 20: Active Defense -- RechRdx-I(A), RechRdx-I(21)
Level 22: Health -- Numna-Heal(A), Numna-Heal/EndRdx(23), Mrcl-Heal(23), Mrcl-Heal/EndRdx(25), Numna-Heal/Rchg(50)
Level 24: Super Jump -- EndRdx-I(A)
Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Acc(27), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31)
Level 28: Against All Odds -- EndRdx-I(A), EndRdx-I(29), EndRdx-I(29)
Level 30: Kick -- Empty(A)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(33), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/Rchg(34)
Level 35: Shield Charge -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(36), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Mocking-Acc/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(39), S'fstPrt-ResDam/EndRdx(39), S'fstPrt-ResDam/Def+(39), TtmC'tng-ResDam/EndRdx(46)
Level 41: Gloom -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Acc/Dmg(43), Thundr-Dmg/Rchg(43)
Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), GftotA-Def(45), GftotA-Def/EndRdx(45), RedFtn-Def/EndRdx(46)
Level 47: Rage -- RechRdx-I(A)
Level 49: One with the Shield -- EndMod-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
"Show Them No Mercy!!"
Founder/Creator of Dragonians Dynasty
Retired First Seargeant (Vet)
Yeah, the rage crash is tougher than many people seem to think it is. Like deus, I have a wp that is end sustainable, but outside of that, I'm not sure it's possible if you're using your primaries best attacks. I'm working on a SS/SR atm, only running SR's 3 toggles (and combat jumping) at 90+% end reduction in each, with all attacks at 60+ end reduction (FS at 90+%), and I still have a negative end use/rec, even just using the single target attacks. The problem with that crash is there is no way to mitigate it directly or lower the hit, and 25% every 2 minutes is quite a hit, and it hits all at once.
I love SS for concept, and I love the way it plays, but the rage crash is almost annoying enough to make me not want to play it. Sometimes I think it waits until I jump into a huge spawn to go off...
I really hate how rage works. The endurance drain is relatively manageable on its own, but it dysergizes too well with hasten and periodic clickies like SR/shield mez protection. Unless you have overkill endurance, your end bar is going to bounce a lot, which has its own psychological effects.
I think I'm gonna try building an SS brute without stamina to test out some ideas.
I18 Hamidon raiding guide
This is my build for a post-GR ss/sd brute. The last two power slots are assuming we will get scrapper or tank ancillary, so one slot for PP and one for CP. Taunt will get a standard Taunt IO, PP will get miracle +rec and either a perf-shifter proc or a miracle heal. The other slot will be a recharge in CP. Extremely expensive, but should be endurance sustainable.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
post-GR: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Villain Profile:
Level 1: Punch -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Acc/Dmg(17), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(29)
Level 2: Haymaker -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(37), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(43)
Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7), S'fstPrt-ResDam/Def+(15)
Level 8: Knockout Blow -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg(9), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(42), Numna-Heal/Rchg(43), RgnTis-Regen+(45)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Rage -- Empty(A), GSFC-ToHit/EndRdx(19), GSFC-ToHit(19), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc/Rchg(45)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25), Zephyr-Travel/EndRdx(25), Zephyr-Travel(50)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Grant Cover -- HO:Enzym(A)
Level 30: Boxing -- Stpfy-KB%(A), Stpfy-Acc/Stun/Rchg(46), Stpfy-Acc/Rchg(46), Stpfy-EndRdx/Stun(46), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48)
Level 32: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FrcFbk-Rechg%(40)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam/Rchg(43), Aegis-EndRdx/Rchg(48), GA-3defTpProc(50)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Taunt -- Empty(A), Empty(45), Empty(50)
Level 47: [Empty]
Level 49: [Empty]
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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
Edit: Whether I actually build this toon has a lot to do with whether Shield Charge gets the nerf bat hard, or if it remains still a good power for uping AOE damage.
Active 50's
Darklocked (dm/sd Brute)
Wardman (Fire/sd Scrapper)
Congealer (ice/cold Corruptor)
Peroxisome (mind/psi Dominator)
Evil Thing (Fire/Kin Corruptor)
Proud Member of Repeat-Offenders
This is my build for a post-GR ss/sd brute. The last two power slots are assuming we will get scrapper or tank ancillary, so one slot for PP and one for CP. Taunt will get a standard Taunt IO, PP will get miracle +rec and either a perf-shifter proc or a miracle heal. The other slot will be a recharge in CP. Extremely expensive, but should be endurance sustainable.
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Looking at your build, you might want to reconsider the FF Proc in Footstomp.
I usually use that proc for Footstomp, but not on my SS/SD Brute.
Footstomp is something you want to be able to use as often as possible, so anything you can do to reduce the end cost will help. Unless this is specifically a farm build, I'd probably toss a L50 End Rdx IO in there myself.
I18 Hamidon raiding guide
I'm of the opinion that PP will not really alleviate all that much. SS is just an Endurance bar eater.
Looking at your build, you might want to reconsider the FF Proc in Footstomp. I usually use that proc for Footstomp, but not on my SS/SD Brute. Footstomp is something you want to be able to use as often as possible, so anything you can do to reduce the end cost will help. Unless this is specifically a farm build, I'd probably toss a L50 End Rdx IO in there myself. |
I used to run a ss/sd/soul before the botz and miracle/numina/regen tissue proc fixes, endurance wasn't sustainable but it was manageable with similar slotting and the extra aoe attack.
Active 50's
Darklocked (dm/sd Brute)
Wardman (Fire/sd Scrapper)
Congealer (ice/cold Corruptor)
Peroxisome (mind/psi Dominator)
Evil Thing (Fire/Kin Corruptor)
Proud Member of Repeat-Offenders
It's probably getting the PSW treatment, with brute version penalized an extra notch. >_>
I'd also replace that Armageddon damage with the proc instead. |
That is the proc .
Active 50's
Darklocked (dm/sd Brute)
Wardman (Fire/sd Scrapper)
Congealer (ice/cold Corruptor)
Peroxisome (mind/psi Dominator)
Evil Thing (Fire/Kin Corruptor)
Proud Member of Repeat-Offenders
the FF proc make that big of a difference on endurance drain? I have it slotted in my build but can definitely see where the endurance reduction IO would also be a help
It will take about 3.3 endurance per use off my current build. So with an average of 6 footstomps (rough estimation) per minute it is equal to gaining ~.65 endu per second, with the extra endurance slotted.
A fairly large number, but that also fails to take in account how many more footstomps per minute I can get off with the extra +recharge from the proc. This also fails to account for the extra uptime there would be on conserve power.
In other words YMMV. Personally, if things go plan, I'll build it like this and tweak as necessary.
Active 50's
Darklocked (dm/sd Brute)
Wardman (Fire/sd Scrapper)
Congealer (ice/cold Corruptor)
Peroxisome (mind/psi Dominator)
Evil Thing (Fire/Kin Corruptor)
Proud Member of Repeat-Offenders
PP won't do much to alleviate ss/sd's end woes, you're right. It's more about offsetting until conserve power will be up again. I have found on my other ss brutes the proc in footstomp adds 20-30% recharge, that on top of 67.5% global and near permahasten makes it so conserve power can have a 50% uptime.
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I used to run a ss/sd/soul before the botz and miracle/numina/regen tissue proc fixes, endurance wasn't sustainable but it was manageable with similar slotting and the extra aoe attack.
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However generally I'm on a team, I always carry a Recovery Serum as well as a good amount of tier 3 blue inspirations.
It's manageable for the most part.
A fairly large number, but that also fails to take in account how many more footstomps per minute I can get off with the extra +recharge from the proc. This also fails to account for the extra uptime there would be on conserve power.
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I'm not really sure what I'll do if Brutes get conserve power.
Not having gloom would really change my playstyle on TFs and such, as having that is a game changer against hard targets.
I'm also not convinced that having more footstomps would actually make up for the loss of Dark Obliteration's damage - though the build would have much greater sustainability.
My understanding is that most of shield charge's problems are with scrappers because of their scalars, but I'm not really up on the math.
Here's how I built it. Not sure I'm entirely happy with it, but I like how it plays.
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@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)
Yeah if Brutes get conserve power in Going Rogue, then that would be a very solid option.
I'm running that now still. It can be brutal. However generally I'm on a team, I always carry a Recovery Serum as well as a good amount of tier 3 blue inspirations. It's manageable for the most part. For now, without conserve power, I'm pretty happy with the amount of footstomps per minute I can generate and generating more would probably cause me even more endurance problems (without CP). I'm not really sure what I'll do if Brutes get conserve power. Not having gloom would really change my playstyle on TFs and such, as having that is a game changer against hard targets. I'm also not convinced that having more footstomps would actually make up for the loss of Dark Obliteration's damage - though the build would have much greater sustainability. |
I agree with everything you posted. I know that more footstomps will not make up for DO. DO is a great AOE addition to just about any set, especially with the 16 target cap over footstomps 10. I don't know what I'll do come GR, if brutes do get access to conserve power.
I have a ss/elec that is very expensive and very good at dealing AOE dmg. I will have to decide if I want the extra surviability from shield or the extra AOE dmg from being able to pretty much ignore endurance on my /elec. Gloom is the 6th best dpa power available to brutes now and losing that will demolish my single target attack chain, its pretty hard to come up with a chain using only punch, haymaker, knockoutblow.
Active 50's
Darklocked (dm/sd Brute)
Wardman (Fire/sd Scrapper)
Congealer (ice/cold Corruptor)
Peroxisome (mind/psi Dominator)
Evil Thing (Fire/Kin Corruptor)
Proud Member of Repeat-Offenders
I18 Hamidon raiding guide
this is a build i made, i havent tried it out yet but looks promising. aoe is near the soft cap but not there but, melee and range are. the regen is decent, recovery / endur drain pretty good, awesome damage bonus too. i didnt go with patron powers cause well, i usually only go with it for concept :b
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RED CAP DAGGERS: if you want them red side on infinity, send a pm i have the mission to get them for dual blades.
I've had this Super Strength/Shield Defence brute for quite a while now, and while endurance was tough to manage, I got all positions soft-capped. Then BotZ got Castled, causing a cascade of fail, which I'm still trying to fix. I'd like some input to make the character playable without extirpating the inordinate expenditures I've made.
The character on live looks something like this:
Any ideas before I admit defeat?
I18 Hamidon raiding guide