Energy/Invul or Energy/SA?
I find Inv to be much more enjoyable then Stone. While stone is certainly a good deal tougher then Inv, it also has alot of drawbacks, and is painfully slow if you don't have a pocket Kin.
And, if you don't mind investing in alot of IO's, Inv can actually reach Stones level of toughness.(But for general PvE, you don't really *need* that level of protection)
I find Inv to be much more enjoyable then Stone. While stone is certainly a good deal tougher then Inv, it also has alot of drawbacks, and is painfully slow if you don't have a pocket Kin.
And, if you don't mind investing in alot of IO's, Inv can actually reach Stones level of toughness.(But for general PvE, you don't really *need* that level of protection) |
Load up on IOs that give you Smash/Lethal Defense and you'll be golden.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Agent Stryker: Level 50 Science Brute
Primary Power Set: Energy Melee
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Villain Profile:
Level 1: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Knock%(5), Mako-Dam%(5), T'Death-Dam%(7)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-EndRdx/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11), RctvArm-EndRdx(48)
Level 2: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Knock%(15), Mako-Dam%(15), T'Death-Dam%(31)
Level 4: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(11), Aegis-EndRdx/Rchg(17), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(19), Aegis-Psi/Status(31)
Level 6: Dull Pain -- Mrcl-Rcvry+(A), Numna-Heal(19), H'zdH-Heal(21), Dct'dW-Heal(31)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(39)
Level 10: Swift -- Empty(A)
Level 12: Hasten -- Empty(A)
Level 14: Super Speed -- Empty(A)
Level 16: Health -- Empty(A)
Level 18: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-EndRdx/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(45)
Level 20: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(23), Zinger-Taunt/Rchg/Rng(42), Zinger-Acc/Rchg(42), Zinger-Taunt/Rng(42), Zinger-Dam%(43)
Level 22: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Knock%(27), Mako-Dam%(29), Hectmb-Dam%(29)
Level 24: Stamina -- Empty(A)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Invincibility -- Empty(A)
Level 30: Stun -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Knock%(36), Mako-Dam%(36), T'Death-Dam%(37)
Level 32: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Knock%(33), Mako-Dam%(34), T'Death-Dam%(34)
Level 35: Tough Hide -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(46), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(48), RedFtn-EndRdx(48)
Level 38: Unstoppable -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
Slotting is kinda a mess on that build. You got underslotted powers(Invincibility, Dull Pain, Stamina, Health), and then waaay overslotted powers, as well as powers you don't even need(Taunt, Stun)
Here is a much more streamlined build. I used Soul Mastery, cause I like it, but you can use really any you want. This build has you with Softcapped S/L defense with 6 enemies in Invincibility. If you want to reduce that number, you can replace Soul Tentacles with Gloom, and 6 slot it with Siphon Insight, which will softcap you with 2 enemies in Invincibility. Personally, I don't really find a NEED to be softcapped with just 2 enemies, but thats just me.
This build also has a nice bit of +Recharge, +End, +Recovery, and some +HP and Regen.
In addition, this build has high amounts of Fire/Cold Defense as well, cold typically has a Smashing component, but many fire attacks do not, so the defense is quite nice.
*edit* You will notice Unstoppable is missing. Thats because with this build, anything that will kill you, chances are will kill you with Unstoppable running anyways(Aka, Psi). A Purple or two is all you need for these extremely rare occasions.
*edit #2* Also, remember the Fitness pool is becoming an inherent in i19. When that happens, you can fit in some of the less important power choices that I skipped, like Resist Elements, Taunt and Unstoppable. None of these powers really need any slots though, so it's an easy change.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: Energy Melee
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(40), Mako-Dam%(50)
Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(5), Aegis-ResDam/Rchg(7)
Level 2: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(9), ImpArm-ResDam(9)
Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(43), Mako-Dam%(43)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 8: Whirling Hands -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(36)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(23), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam(25)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(27), Mrcl-Heal(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(29), EndMod-I(31)
Level 22: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Dam%(36)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(33), Rec'dRet-Pcptn(36), Rec'dRet-ToHit/Rchg(46)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx(34)
Level 30: Boxing -- Acc-I(A)
Level 32: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(39), Mako-Dam%(46)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(40), Aegis-ResDam/Rchg(40)
Level 41: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(48)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48)
Level 49: Resist Energies -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-EndRdx/Rchg(50), Aegis-ResDam/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
------------
Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 18.8% Defense(Smashing)
- 18.8% Defense(Lethal)
- 9.38% Defense(Fire)
- 9.38% Defense(Cold)
- 3.75% Defense(Psionic)
- 12.2% Defense(Melee)
- 4.69% Defense(AoE)
- 4.5% Max End
- 52.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 27% Enhancement(Accuracy)
- 5% FlySpeed
- 168.7 HP (11.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 24.2%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 12.5% (0.21 End/sec) Recovery
- 30% (1.88 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 4.41% Resistance(Fire)
- 4.41% Resistance(Cold)
- 1.26% Resistance(Toxic)
- 1.26% Resistance(Psionic)
- 20% RunSpeed
Personally, I'd ditch whirling hands and move things around to work in taunt. If you want an uber brute, which invul is easilly with IO sets, then you want to tank. Tanking is pointless without taunt.
Take taunt. It's essential.
Personally, I'd ditch whirling hands and move things around to work in taunt. If you want an uber brute, which invul is easilly with IO sets, then you want to tank. Tanking is pointless without taunt.
Take taunt. It's essential. |
Taunt is totally unnecessary. Invincibility and Whirling Hands will catch 90% of a mobs aggro, and the other 10% you can catch with your Epic attacks like Dark Obliteration, or Ball Lightning, or whatever the heck you took. Brutes automatically taunt anything they hit with an attack.
If you are facing an AV, you should have ZERO problem keeping its aggro by punching it in the freaking face.
I kept most the slotting the same, ditched whirling hands, picked up taunt, dropped tentacles, and picked up resist energies. Good place to slot another 1.25% defense.
Also dropped the slotting from the resists (which was giving fire/cold defense) to add more S/L defense. Any Fire/Cold attacks are going to be covered by S/L cap anyway. All the F/C defense was doing was wasting set bonuses.
I took the AoE's out mainly for set bonuses, and mainly cause as Energy Melee, you dont go EM for the AoE of it, you go with it cause it's SUPPOSED to be the ST king, which it isnt anyway. If ya want something with AoE go with SS or FM. Anything is better than EM for AoE attacks.
Here's what I'd do below. Soft capped at 45% with one in invince (which would likely be a boss or AV anyway, and you'll want the extra defense), as well as having the resists taken too. I'm in the anti unstoppable camp too. You don't need it when soft capped, and only thing that kills my FM/Invul is the damn PPD with their -10% def PER HIT.
I'd ditch EM if I were you for FM or SS. But if you have it rolled already, then go with it. It's managable.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: Energy Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(40)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-EndRdx/Rchg(7), RctvArm-ResDam(23)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(43), Mako-Dam%(43)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(19), Zinger-Taunt/Rchg/Rng(19), Zinger-Acc/Rchg(21), Zinger-Taunt/Rng(21), Zinger-Dam%(36)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31)
Level 22: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Dam%(36)
Level 24: Build Up -- RechRdx-I(A), Rec'dRet-ToHit(27), Rec'dRet-Pcptn(36)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx(34)
Level 30: Boxing -- Acc-I(A)
Level 32: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(46)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(46)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(46)
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)
Level 44: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48)
Level 49: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
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This is just silly.
Taunt is totally unnecessary. Invincibility and Whirling Hands will catch 90% of a mobs aggro, and the other 10% you can catch with your Epic attacks like Dark Obliteration, or Ball Lightning, or whatever the heck you took. Brutes automatically taunt anything they hit with an attack. If you are facing an AV, you should have ZERO problem keeping its aggro by punching it in the freaking face. |
I kept most the slotting the same, ditched whirling hands, picked up taunt, dropped tentacles, and picked up resist energies. Good place to slot another 1.25% defense.
Also dropped the slotting from the resists (which was giving fire/cold defense) to add more S/L defense. Any Fire/Cold attacks are going to be covered by S/L cap anyway. All the F/C defense was doing was wasting set bonuses. I took the AoE's out mainly for set bonuses, and mainly cause as Energy Melee, you dont go EM for the AoE of it, you go with it cause it's SUPPOSED to be the ST king, which it isnt anyway. If ya want something with AoE go with SS or FM. Anything is better than EM for AoE attacks. |
That's straight up idiotic. Whirling Hands and Dark Obliteration is decent AoE. Add Soul Tentacles, and it's actually not half bad. Ditching them just because you THINK you should be focusing on Single target because you are energy melee is just about the dumbest thing you could possibly do.
I'd ditch EM if I were you for FM or SS. But if you have it rolled already, then go with it. It's managable. |
I would hapilly run numbers about how FM or Claws or whatnot is higher DPS than EM but I'm sure you can mids it, however if you consider a base of 41 on whirling hands "Decent", when Fire sword circle is 76, and footstomp is 59 (Not to mention the stun is unreliable at best) then I'd hate to see what crappy AoE is.
For reference, Bust from Kinetic Melee (The set everyone seems to think is so under powered) is 52, before even factoring in Power Siphon 5 stacked.
EM, if not played for concept, is bested by almost every other set out there for brute.
Edit: Not to mention a radius of 8, vs 10 and 15.
edit 2: Claws actually has a base of 78 for spin, and a radius of 8 as well, but considering the recharge of 14s it too has better AoE
I would hapilly run numbers about how FM or Claws or whatnot is higher DPS than EM but I'm sure you can mids it, however if you consider a base of 41 on whirling hands "Decent", when Fire sword circle is 76, and footstomp is 59 (Not to mention the stun is unreliable at best) then I'd hate to see what crappy AoE is.
For reference, Bust from Kinetic Melee (The set everyone seems to think is so under powered) is 52, before even factoring in Power Siphon 5 stacked. EM, if not played for concept, is bested by almost every other set out there for brute. Edit: Not to mention a radius of 8, vs 10 and 15. edit 2: Claws actually has a base of 78 for spin, and a radius of 8 as well, but considering the recharge of 14s it too has better AoE |
No, I'm aware EM is not the best set in the game.
But thats not why I facepalmed. I facepalmed because IT DOESN'T MATTER.
Energy melee is not a bad set. It's not an amazing set, but it is not bad. It has good single target, and below average AoE, but has some great single target control.
I don't go around telling everyone who rolls Mace, Dark, Axe or Dual Blades to reroll(Sets with similar level of performance), and neither should you. I assume the OP WANTS to play Energy melee, and I'm going to attempt to help him with that. Not tell him to reroll. That's just being... A feminine hygiene product.
Did the build I posted not have EM as the primary? I just said if it's not for concept then I'd go with FM or SS. Thats personal preference.
DB has actually good DPS, and Mace is awesome with it's KD's (reliable) and WIDE cones, DM is better ST than EM.
EM doesnt suck, just "IN MY OPINION" better options. Which I stated, while posting a build for him that doesnt have F/C defense at less than S/L defense and not helping at all.
Anything else I missed?
Just wanted to say that I picked EM for the automatic chance to stun. All those other sets are good but I know an EM toon who has master badges.
Which is better? I know that they both have a self heal and several good toggles but which one should I go with for general pve and maybe a little pvp?