SS/Invul build questions.
The cheapest way to make an invulnerabilty more effective is to soft cap Smash/Lethal defense (45%).
The easiest IO sets for you to fit in your build will likely be the following:
Melee Damage sets: Kinetic Combat (+3.75% S/L DEF for four slots) Smashing Haymaker (cheaper than KC, +1.88% S/L DEF for four slots) Pounding Slugfest (+1.25% E/N DEF for three slots) Pulverizing Fisticuffs (+1.25% E/N DEF for three slots) Damage Resistance sets: Personally, I am building mine for recharge, but he is dark/invul, not str/invul, and benefits greatly from rech. One note about Rage, you can get around one of the two nerfs at the drop if you double stack it, the -defense one, if Rage is double stacked will not kick in. Your -dam will for 10 sec tho, so lean on Veteran attack powers then if you have them. So some recharge is wise on the build if you are leaning that way. I always had end problems with my SS/Invuls, so I assume you will be using the Energy Mastery from Blueside as your Epic? Reactive Armor (+1.25% S/L/E/N DEF for four slots) Aegis (combined +4.69% F/C DEF for five slots) Steadfast Protection (+3% DEF to all on the unique) Some of those are expensive, but using them can get you to the soft-cap at least to S/L fairly quickly. Personally I'd neglect Fire/Cold DEF, because strong fire/cold attacks tend to be typed as S/L too for the purposes of opposing DEF. Energy/Negative is your second priority in my view. Though it's true that your RES covers you against S/L damage already, it's also true that many DEF debuffs are typed as lethal attacks (swords, knives, machine guns). And because S/L damage is so prevalent the more you can ignore it, the better off you are (indirectly) against everything else that might go along with it. Considering those things, and considering that S/L is by far the easiest category for an Invuln build to stack, it isn't overkill to soft-cap to S/L attacks. Capping both S/L and E/N is doable on a Brute, but you may find that you have to sacrifice undue amounts of +recharge to do that. As usual, it's a matter of taste. |
I just saw this thread, am new to Bruting, and I have a question about softcapping and Fury. Does softcapping effect the amount and speed at which you can build Fury? So, does fewer attacks landing = less Fury generated, less quickly, or is it irrelevant?

Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
1st Tuesday on Champion, 2nd Tuesday on Justice
3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
Brutal Thrashing Thursdays: Justice (ask Papa Slade when),meet in RWZ 6pm PT9pm ET.
softcapping defense means attacks are usually not gonna hit you. But you are still attacked, and that is all you need to build fury. A hundred guys can miss you every strike and your rage will go right to max....which is about 75% of Fury bar now.
Thanks BC, so in summery (just to make sure I'm understanding the mechanics), it's the attacks that build your Fury, not the actual attacks landing.

Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
1st Tuesday on Champion, 2nd Tuesday on Justice
3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
Brutal Thrashing Thursdays: Justice (ask Papa Slade when),meet in RWZ 6pm PT9pm ET.
Thanks BC, so in summery (just to make sure I'm understanding the mechanics), it's the attacks that build your Fury, not the actual attacks landing.
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exactly right. The attacks count, thankfully they do not have to land. Also, your attacks pump it a little, and AVs do something weird to allow your rage to get better against them, although during a recent LRSF my Fury never seemed to get over 80%, so that just seems stupid. But yeah, Attacks against you are all you need, even if they all miss. GL.
here's a middle-of-the-road no purples build that I'm using on my brute (well aiming towards - she's only lvl 36 atm):
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(7)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(11)
Level 6: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13), RctvArm-EndRdx(15)
Level 8: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(15)
Level 10: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21)
Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(21), Mrcl-Heal(23), Mrcl-Rcvry+(23)
Level 18: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(27), AdjTgt-Rchg(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 22: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(33), RctvArm-EndRdx(33)
Level 24: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
Level 26: Resist Energies -- ResDam-I(A)
Level 28: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 30: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(37)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 35: Tough Hide -- LkGmblr-Def/Rchg(A), LkGmblr-Def(40), LkGmblr-Rchg+(40)
Level 38: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(42), Mocking-Rchg(43)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(45)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48), RctvArm-EndRdx(50)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
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http://www.scene-and-heard.com/cov/covsig.jpg
I'm sure there's a thread around here discussing what I want to discuss, I can't seem to find it though, so here I am.
I'm leveling an SS/Invul brute that I want to use for farming/solo'ing, but also for a bit of teaming here and there whenever the mood strikes. I'm pretty sure I know all the powers I want to choose, my issue comes in with IO's. I'm still new-ish to the game, and creating good proper builds is super hard for me at the moment. I try, then someone else comes along with something ten times better! Rage. So... was hoping for some insight as to how to IO my brute when he hits 47. I never build a Mids build with purples in mind, but I don't necessarily need a "welfare" build either. Most effective without being stupid expensive is probably what I need. :P Thanks in advance for your help.