Help me make an EM/* Brute.
I've heard about this quite a bit. What exactly did they do to EM when they changed it? I remember hearing that they gave Energy Transfer a considerably longer animation.
Also, thanks for the input from everyone |
Additionally the sound was changed, it's out of keeping with the rest of the set.
Just as importantly, TF was reduced from a mag 4 stun to a mag 3 stun.
I'm not sure why TF was taken from a boss stun while Seismic Smash still holds bosses, but there was apparantly some reason.
Anyway, I haven't played EM much since then... ah well, lots of other things to do
The cake is a lie! The cake is a lie!
Hey folks.
I'm mostly a tanker, but I've decided to make an energy melee character and, having tried and deleted two such tankers, have determined that only a brute can make it bearable. So I'm sort of stumped on secondaries. EA is out because it has no taunt aura and sucks in every way that it's possible for a powerset to suck. WP is pretty much out because the AOE stun from Whirling Hands would kill my regen. In fact, I'm basically down to /SR or /INV. What do you folks think. Are there powersets that pair particularly well with EM? |
However, due to the lack of AoE I would probably pair it with SD or possibly Ela.
SD, even in it's "lesser' state for Brutes (as compared to Scrappers) will still increase your damage by a solid amount as well as add some much needed AoE.
Brute SC will never be what a Scrappers is, but it's still another weapon to add to your arsenal.
I would lean more towards SD over Ela, due to SDs ability to softcap.
At that point, I would probably pick up Mu for E-fences and Ball Lightning.
I think Invuln, SR & WP would all be solid choices.
However, due to the lack of AoE I would probably pair it with SD or possibly Ela. SD, even in it's "lesser' state for Brutes (as compared to Scrappers) will still increase your damage by a solid amount as well as add some much needed AoE. Brute SC will never be what a Scrappers is, but it's still another weapon to add to your arsenal. I would lean more towards SD over Ela, due to SDs ability to softcap. At that point, I would probably pick up Mu for E-fences and Ball Lightning. |
Shield Defense. Argh, you're right in every respect. The only problem? I'm a shield defense fanatic and have tons of shield characters. My main is a SD/SS tanker. I also have a SD/FM tanker, a SD/DM tanker and a MA/SD scrapper. >_<
Shield is a seductive set. Almost any problem set can be fixed by pairing it with shield, and any good set can be made better by pairing it with shield.
On a less practical note, Energy Melee is a gorgeous set and I do think it looks best when it's just two glowing fists flying around on their own.
When you compare Inv and WP for reasons of alpha soak, Inv will come out on top no argument. That's how it was designed, its even mentioned in WP description its not an alpha soaker. I however soak alpha with my WP brutes all the time, I frequently tank with my Elec/WP Brute. My willpower brute sits at just under 2.5k hp and in the thick of mobs can regen well over 100hp/sec. Elec has KD as mitigation which works well with WP giving me time to regen.
The stuns from EM can stack against one mobs effectively, not against a spawn, WH stun ability isn't all that reliable. Meaning through all your long animation ST attacks, everything else is hitting you. Which is why I favor SR for EM, when softcapped a majority of incoming hits are completely negated.
Willpower is a great secondary to build on. It is playdoh, you can do a lot with it. Unfortunately, it is playdoh, and a little squishy unless you work to correct that. On the bright side Willpower "fixes" a lot of problems with various primaries. Like endurance eating sets, like not enough mitigation sets, like what was I thinking sets.
Invulnerability is tanky, and since you are coming from that, it will be comfortable for you. However, my first 50 (and my 3rd) was SS/Invul. Both had Endurance issues. My current main is a Dark/Invul, and I paired it that way partly because dark melee has an Endurance Recovery power (works like a damn charm).
What I am saying is you might enjoy EM/Invul, but you could have "manic phase" problems. What I call it when a Brute is great for a couple minutes, then has to take a breather. Various solutions for this, working with a kin, carrying a lot of blues, etc., or giving up attacks in your 41-49 powers for the epic fitness. As a Tanker you know about teamwork, 'nuff said. If you plan to do a lot of soloing, or small team stuff, you might look again at Willpower. It is a solid platform to generate the sheer energy that is needed to keep a Brute grinding at full Fury. Fury is the name of the game in Brutetown, do whatever you have to to get it, it is the abused substance of choice amongst the followers of the Fist emblem. Good Luck.
I was going to post some helpful information, but I don't want to be berated like the gentlemen above. Though I wish you luck with your toon, you can find your own way.
|
It's disheartening.
RISE FROM YOUR GRAVE, THREAD.
So, after much deliberation, I have settled upon EM/WP/Soul.
The idea behind the build I'm about to post is to have enough defense that Darkest Night will effectively softcap me against everything in its radius. I can use Soul Tentacles to keep a few guys consistently in range of RttC, and also, Dark Obliteration is epic.
I realize EM has no particular synergy with this setup, but the goal really was to make an EM build, so I figure, what the heck.
P.S. this will actually be a reroll of my forum namesake character (Doctor Xaxan) who has, in my attempt to capture his concept, been a tanker, blaster, controller, defender, dominator, and a corrupter.
Am I insane? Has anyone else had this kind of pain?
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Energy Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(43), Heal-I(46), S'fstPrt-ResDam/Def+(50)
Level 2: Bone Smasher -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 8: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(40)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11)
Level 12: Fast Healing -- Heal-I(A), Heal-I(13), Heal-I(13)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(37)
Level 18: Total Focus -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(27)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(27)
Level 26: Recall Friend -- Winter-ResSlow(A)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(34)
Level 30: Taunt -- Mocking-Rchg(A), Mocking-Acc/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Taunt/Rchg(31)
Level 32: Energy Transfer -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 35: Build Up -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Strength of Will -- ResDam-I(A)
Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Immob(42), Dmg-I(43), Dmg-I(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45)
Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Teleport -- Range-I(A)
------------
Level 1: Brawl -- C'ngImp-Acc/Dmg(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(3), Empty(3), Empty(5)
Level 1: Fury
Level 4: Ninja Run
Just popping in to suggest my personal fave: Em/Dark/Soul
This was my first and is my 'main' brute. I went the control direction, running both cloak of fear and oppressive gloom. The toggle stun of oppressive gloom ups the mag for stun layering in the primary, so every single stun will stun a boss. It's an odd combo, having two powers that self-damage, but with the game's best self heal, it's not as much an issue. Endurance is, but with issue 19 that becomes easier to mitigate.
People might worry about all the mez lowering fury, this is not a problem in practice. Brawl on auto, varying between the quick attacks on chumps, then doing some big hits when the bar gets high. Ranged enemies shoot at you while anything close shudders and staggers. Once you get soul mastery, you can open with tentacles then jump into the middle of a bunch of fearful,strapped down drunkards. 'Tis fun to be a SMASHtroller.