Trying this Build Thing Again...


all_hell

 

Posted

...assuming I19. Stamina and Health will be single slotted.

I five-slotted brawl to get the +5% recharge, dumb move, move them to health/stamina when available? Or something else?
Considering replacing Superior Conditioning with Focused Accuracy?

I used regular IO resists for the passive resists, since they use no End.
LotG, of course for the 7.5% recharge+defense

Once again, I left out build-up, taunt and stun. Stun is too low damage, and I have plenty of other stunning powers. Taunt, ran out of room, and doesn't fit the concept. Build-up, given how short it lasts, and the long animation times of my two best powers, makes it rather useless, IMO. Besides, I get plenty of damage bonuses by putting out LOTS of attacks.

Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/

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Level 50 Technology Brute
Primary Power Set: Energy Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Barrage

  • (A) Crushing Impact - Accuracy/Damage/Endurance: Level 53
  • (3) Crushing Impact - Damage/Endurance/Recharge: Level 53
  • (3) Crushing Impact - Accuracy/Damage/Recharge: Level 53
  • (5) Crushing Impact - Damage/Recharge: Level 53
  • (5) Crushing Impact - Damage/Endurance: Level 53
  • (7) Crushing Impact - Accuracy/Damage: Level 53
Level 1: Resist Physical Damage
  • (A) Aegis - Psionic/Status Resistance: Level 53
  • (37) Resist Damage IO: Level 53
  • (45) Resist Damage IO: Level 53
Level 2: Energy Punch
  • (A) Crushing Impact - Damage/Endurance/Recharge: Level 53
  • (7) Crushing Impact - Accuracy/Damage/Endurance: Level 53
  • (9) Crushing Impact - Accuracy/Damage/Recharge: Level 53
  • (9) Crushing Impact - Damage/Recharge: Level 53
  • (11) Crushing Impact - Damage/Endurance: Level 53
  • (11) Crushing Impact - Accuracy/Damage: Level 53
Level 4: Temp Invulnerability
  • (A) Resist Damage IO: Level 53
  • (37) Resist Damage IO: Level 53
Level 6: Bone Smasher
  • (A) Crushing Impact - Damage/Endurance/Recharge: Level 53
  • (13) Crushing Impact - Accuracy/Damage/Endurance: Level 53
  • (13) Crushing Impact - Accuracy/Damage/Recharge: Level 53
  • (15) Crushing Impact - Damage/Recharge: Level 53
  • (15) Crushing Impact - Damage/Endurance: Level 53
  • (17) Crushing Impact - Accuracy/Damage: Level 53
Level 8: Dull Pain
  • (A) Doctored Wounds - Recharge: Level 53
  • (17) Doctored Wounds - Heal: Level 53
  • (19) Doctored Wounds - Heal/Endurance/Recharge: Level 53
  • (19) Doctored Wounds - Heal/Recharge: Level 53
  • (21) Doctored Wounds - Endurance/Recharge: Level 53
  • (21) Doctored Wounds - Heal/Endurance: Level 53
Level 10: Resist Elements
  • (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
  • (39) Resist Damage IO: Level 53
  • (45) Resist Damage IO: Level 53
Level 12: Whirling Hands
  • (A) Armageddon - Chance for Fire Damage: Level 50
  • (23) Armageddon - Damage/Endurance: Level 50
  • (23) Armageddon - Accuracy/Recharge: Level 50
  • (25) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (25) Armageddon - Damage/Recharge: Level 50
  • (27) Armageddon - Damage: Level 50
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 53
  • (43) Luck of the Gambler - Defense: Level 53
Level 16: Unyielding
  • (A) Aegis - Resistance: Level 53
  • (40) Aegis - Resistance/Endurance: Level 53
Level 18: Total Focus
  • (A) Crushing Impact - Damage/Endurance/Recharge: Level 53
  • (27) Crushing Impact - Accuracy/Damage/Endurance: Level 53
  • (29) Crushing Impact - Accuracy/Damage/Recharge: Level 53
  • (29) Crushing Impact - Damage/Recharge: Level 53
  • (31) Crushing Impact - Damage/Endurance: Level 53
  • (31) Crushing Impact - Accuracy/Damage: Level 53
Level 20: Resist Energies
  • (A) Resist Damage IO: Level 53
  • (43) Resist Damage IO: Level 53
Level 22: Boxing
  • (A) Crushing Impact - Damage/Endurance: Level 53
  • (31) Crushing Impact - Accuracy/Damage: Level 53
  • (34) Crushing Impact - Accuracy/Damage/Endurance: Level 53
  • (36) Crushing Impact - Damage/Endurance/Recharge: Level 53
  • (36) Crushing Impact - Accuracy/Damage/Recharge: Level 53
Level 24: Super Jump
  • (A) Jumping IO: Level 53
Level 26: Tough
  • (A) Resist Damage IO: Level 53
  • (40) Resist Damage IO: Level 53
Level 28: Invincibility
  • (A) Shield Wall - +Res (Teleportation), +3% Res (All): Level 50
  • (36) Luck of the Gambler - Recharge Speed: Level 53
  • (37) Luck of the Gambler - Defense: Level 53
  • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 53
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 53
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed: Level 53
  • (40) Luck of the Gambler - Defense: Level 53
Level 32: Energy Transfer
  • (A) Hecatomb - Chance of Damage(Negative): Level 50
  • (33) Hecatomb - Damage/Endurance: Level 50
  • (33) Hecatomb - Accuracy/Recharge: Level 50
  • (33) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (34) Hecatomb - Damage/Recharge: Level 50
  • (34) Hecatomb - Damage: Level 50
Level 35: Tough Hide
  • (A) Luck of the Gambler - Recharge Speed: Level 53
  • (42) Luck of the Gambler - Defense: Level 53
Level 38: Unstoppable
  • (A) Recharge Reduction IO: Level 53
  • (39) Recharge Reduction IO: Level 53
  • (39) Recharge Reduction IO: Level 53
Level 41: Hasten
  • (A) Recharge Reduction IO: Level 53
  • (42) Recharge Reduction IO: Level 53
  • (42) Recharge Reduction IO: Level 53
Level 44: Superior Conditioning
  • (A) Endurance Modification IO: Level 53
Level 47: Laser Beam Eyes
  • (A) Apocalypse - Chance of Damage(Negative): Level 50
  • (48) Apocalypse - Damage/Endurance: Level 50
  • (48) Apocalypse - Accuracy/Recharge: Level 50
  • (48) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (50) Apocalypse - Damage/Recharge: Level 50
  • (50) Apocalypse - Damage: Level 50
Level 49: Physical Perfection
  • (A) Endurance Modification IO: Level 53
------------
Level 1: Brawl
  • (A) Crushing Impact - Accuracy/Damage: Level 53
  • (46) Crushing Impact - Damage/Endurance: Level 53
  • (46) Crushing Impact - Damage/Recharge: Level 53
  • (46) Crushing Impact - Accuracy/Damage/Recharge: Level 53
  • (50) Crushing Impact - Damage/Endurance/Recharge: Level 53
Level 1: Sprint
  • (A) Run Speed IO: Level 53
Level 2: Rest
  • (A) Recharge Reduction IO: Level 53
Level 1: Fury
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 8% Defense(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 65% Enhancement(Accuracy)
  • 85% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 129.31 HP (8.626%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 11%
  • MezResist(Terrorized) 2.2%
  • 8% (0.134 End/sec) Recovery
  • 56% (3.505 HP/sec) Regeneration
  • 3% Resistance(Smashing)
  • 3% Resistance(Lethal)
  • 9.3% Resistance(Fire)
  • 9.3% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 14.26% Resistance(Toxic)
  • 17.26% Resistance(Psionic)
  • 10% RunSpeed


 

Posted

Some advice for you:

-3-slot Stamina. I can't stress that enough. I assure you you'll notice a world of difference.
-You've gone over the 5-bonus limit for the Crushing Impacts. Strip the slots from Brawl and move them into your armor powers. Those desperately need endurance reduction.
-Are you able to afford the Gladiator +3% IO? It's absurdly expensive. In all honesty you're better off with a less expensive alternative, such as slotting sets into your armors.

Your build is hellishly expensive, but if you can afford it more power to you.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

You're really shy on on end-- a net of 1.5/s
Some end reduction in your toggles would'nt hurt.

The PvP you chose IOs are very expensive-- 35 AMerits or inf cap.

The slotting in brawl is wasted. You can slot it if you like, but all of the end redx is wasted and the set bonuses are over the limit so you don't get them any way.


 

Posted

Build up is worth it. Seriously, do some research. I hate how short it is too, but it way improves your damage per second.


 

Posted

While I personally am rather new at using Mids for builds myself; I did notice a few things when I stumbled in here (I'm looking at building an Invulnerability Brute myself).

The PvP IO has already been mentioned, but I'd also like to point out the three full purple sets you have in there as well. All of it is quite expensive; if you have the inf/merits to do it, more power to you.

I noticed something odd. In your Invincibility you slotted two Gaussian's; the To Hit Buff and the proc. While To Hit Buff is always nice to have, Invincibility is an important part of your Defense and should be slotted for that above To Hit.

Also, as previously mentioned, Endurance. Ideally all of your toggles should be slotted with at least an SO's worth of End Redux (well, except for Combat Jumping; it's extremely cheap endurance wise). I've found that, no matter what kind of recovery you have, you should try to get your Endurance Drain as close to 1/s or bellow as you can and (at the bare minimum) the difference between the Drain and the Recovery needs to be at least one (1) second for sets that have endurance tools built in...which Invulnerability does not have.

As for Superior Conditioning vs. Focused Accuracy...IMO Focused Accuracy is an extremely waist of a power no mater what the build; mainly because of the endurance cost. On the other hand, Superior Conditioning is an auto power that increases your base endurance by 5% (in other words, if your endurance is 100 pts, SC will give you an additional 5 pts.) a great and handy power over all that you could throw a Performance Shifter: Chance for + Endurance in.

Personally, I'm not a min/maxer looking for the best I can tweak from the builds I make; but I try to my best to make my toons as solid as I can. How I do this is I first make the build slotting with SO's with the goal of 3 Health and Stamina, 3 slotting any Auto armors for defense/resistance, and 4 slotting any Toggle armors for three defense/resistance and one endurance reduction. After that's done is when I start tweaking things looking at set bonuses. Just my little piece of advice; feel free to take it or leave it.


 

Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
Some advice for you:

-3-slot Stamina. I can't stress that enough. I assure you you'll notice a world of difference.
-You've gone over the 5-bonus limit for the Crushing Impacts. Strip the slots from Brawl and move them into your armor powers. Those desperately need endurance reduction.
-Are you able to afford the Gladiator +3% IO? It's absurdly expensive. In all honesty you're better off with a less expensive alternative, such as slotting sets into your armors.

Your build is hellishly expensive, but if you can afford it more power to you.
Gotcha, stripping the brawl slots out (didn't know there was a 5 set bonus limit), moving them to Stamina and other stuff on my toggles.

Also moved the extra resist mods from the passives to set pieces for my toggles.

Last, I removed the third IO recharge from hasten and unstoppable to give me more slots for the toggles, and moved all the unique IOs without a full set to auto-powers.

I know its expensive, that's why I'm saving my tix, awards, and villain merits and planning. This isn't what its going to look like when I hit 50, this is a LONG way down the road (of course, by that time, I may have found the Well of the Furies and all this planning will be useless).

And yeah, I know Gladiator especially is stupidly expensive. But it does give me 3% to anything, even Psi, which is my main weakness. It is farmable, given enough time and alignment missions (I'm a crafter/gatherer in another game...I'm familiar with grinding ^_^). I chose that one because I'd already slotted my offense heavily, and not so heavy on my defenses.

However, removing slots from my low-power passives and moving them to my toggles seems to have resulted in a noticeable, but not critical drop in resist/defense, and a considerable reduction in end/sec usage for non-click powers.

Though, so far, I've rarely noticed issues with endurance, but when I start running up the difficulty ladder, and adding global recharge bonuses, I expect I will.

Thanks for critiquing this one so quickly and thoroughly.


 

Posted

Quote:
Originally Posted by Warsuit X-5 View Post
And yeah, I know Gladiator especially is stupidly expensive. But it does give me 3% to anything, even Psi, which is my main weakness.
Well, another option that people tend to overlook is the Steadfast Protection: Resistance/+3% Def. It's a heck of a lot cheaper than a Gladiator plus it gives a little bit of Resistance as well.


 

Posted

Quote:
Originally Posted by SoftRogue View Post
I noticed something odd. In your Invincibility you slotted two Gaussian's; the To Hit Buff and the proc. While To Hit Buff is always nice to have, Invincibility is an important part of your Defense and should be slotted for that above To Hit.

As for Superior Conditioning vs. Focused Accuracy...IMO Focused Accuracy is an extremely waist of a power no mater what the build; mainly because of the endurance cost. On the other hand, Superior Conditioning is an auto power that increases your base endurance by 5% (in other words, if your endurance is 100 pts, SC will give you an additional 5 pts.) a great and handy power over all that you could throw a Performance Shifter: Chance for + Endurance in.
Thanks, I'd been a bit undecided about taking Build Up as a power, but I figured, having it as a random freebie wouldn't hurt. Though I replaced that with a End/Rech/ToHit. Now I'm gonna replace that with Red Fortune, except for the global recharge on LotG

The reason I'd slotted Gaussian and was considering FA, though is I've had trouble with certain mobs while soloing, and if I ramp up the difficulty, they'll be even harder to hit (I've run through my entire regular attack chain on a Rikti Drone same level and got nothing but DEFLECTED and MISS...which is fine unless there's seven others all hovering outside your Invincibility aura). But the main reason I was holding off on FA was the same reason you hate it.


 

Posted

trying to get Invulnerabilty to protect you from Psi is a tar baby. In My Opinion. If you plan on fighting Psi, there are numerous options for Invulnerability. 1) team with Defenders/Corruptors who buff/heal you. 2) eat purps and oranges. 3) get the ritki accolade power 4) load your butt with Purple enhancers and other rech enhancers to pump your Dull Pain so that it is up a lot. (My solution is 4, but I run Dark/Invul, so it makes even more sense for me here) 5) don't tank the Psi critters, scrapper lock onto a smaller mob and don't be the hero against people that aim for your achilles heal.

If you go through convolutions to try to get your Invul armor to protect you from Psi, you are passing by so many (easy) opportunities to make a good truck into a monster truck, in order to change a truck into a tractor. You bought a truck, drive the truck. You want something else, start with something else. Dark armor can (with the kind of money you seem to be throwing around in your build) be turned into a monster against Psi, and just about everything else. It has an entirely different feel than invulnerability, and without tons of cash is not much. However, properly I/O'd Dark armor is insanely good. Invulnerabilty is incredibly good at almost everything but PSi, with a little love it is insanely good at everything but Psi. And to get Psi protection on it you have to basically gimp every shortcut powergamers use to make Invul awesome. But, it's your buildout. Having fun is everything. I still shake my head at people that build Tanks to do damage, sacrificing everything for that. I just keep looking at Brutes, back at the Tank, then at the Brute, then at the Tank. So confused.


 

Posted

On a completely unrelated note, I do have a suggestion to make after realizing something with the KM/Inv I actually started today...

I need to point out that in Pretoria, 3 of the 8 groups (PPD, Clockwork, Resistance) do Energy damage and 2 of the 8 groups (Syndicate, Seers) do Psi damage; and Invulnerability has no Psi defense or resistance and the first level of Energy protection doesn't happen until Unyielding at level 16. In other words, the progress up to level 20 (when you leave Praetoria or when you can start moving your toon to blueside) is going to be a bit more painful compared to what you have to face on red side.

...just food for thought...


 

Posted

I have found on low level brutes (because seriously, the armors/defenses on brutes pre-20 bite) that I just take and slot attacks (and slot them mostly for end red), take healing powers, and grind thru to 20. The game pre 20 is a totally different game than post 20. After 20 certain armor types really start to shine against certain attackers. And post 40, it all changes again, because in any kind of major run you either need the perfect armors, or great buffs/heals to make it.


 

Posted

Quote:
Originally Posted by Warsuit X-5 View Post
Thanks, I'd been a bit undecided about taking Build Up as a power, but I figured, having it as a random freebie wouldn't hurt. Though I replaced that with a End/Rech/ToHit. Now I'm gonna replace that with Red Fortune, except for the global recharge on LotG
Just slot it with 4 LotGs.

If you're already over the 5 bonus limit for 5% recharge bonuses, and you aren't 6 slotting it for ranged defense (which you shouldn't be doing on an Invuln anyway), there is no reason at all to slot Red Fortune.

LotG Defense, Def/End, Def/End/Rech, and the 7.5% Recharge will ED cap your defense, while giving decent endurance reduction, and it will leave you with room to slot a couple more pieces (I would go with Rectified Reticle for the S/L defense bonus)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
I have found on low level brutes (because seriously, the armors/defenses on brutes pre-20 bite) that I just take and slot attacks (and slot them mostly for end red), take healing powers, and grind thru to 20. The game pre 20 is a totally different game than post 20. After 20 certain armor types really start to shine against certain attackers. And post 40, it all changes again, because in any kind of major run you either need the perfect armors, or great buffs/heals to make it.
Willpower is a fantastic example of this. It hurts when your defenses finally close at 28.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."