Claws/SR Brute


Barbie_Ink

 

Posted

To start, I'm new to this game (not to mmo's) and I'm still searching for a play style I love. I'm a melee DPS guy historically, and I love soloing since I have a full-time family. Still searching for a play style that I love. I loveume Rogue's in WoW, so I assd I'd love stalker's in CoH, but I was wrong. What I loved about rogues was control, and 0 damage coming in with very high damage going out. Scrapper's are nice, but my first brute attempt (DM/WP) was so much fun. I will probably keep playing him, but I wanted to try a couple other things first before I push to 50 on my DM/WP. And thus a concept character is born (and as far as I can tell a non-standard combination).

I love claws, conceptually. My favorite line I ever heard about fighting is "speed wins". I like the idea of not getting hit. Thus, claws/sr... Female... Think Lady Deathshrike (faster/female wolverine).

I'm level 8 now, and I have my attack chain (first 3 + build-up) and combat jumping (quicker travel low endurance boost to defense for early level), and here's my current thought process.

Now, so far I'm a little squishy. I'm looking at the powers and I think I want everything. But since sr blooms late I'm putting off some of SR for right now, to build the attack chain first. I'm eyeballing Air Superiority, Combat Jumping, Aid Self, and Boxing->Tough->Weave to help mitigate the squish factor in SR while I'm building. I'd prefer to have it strong all the way through for Exemplaring after I'm all the way up. Rather not have to respec. I'm willing to use the 2 build system for an uber-50 build, and a second that's a exemplaring/time-travel build.

Here are my intentions :

Priorities
1. Attack chain
2. Endurance
3. Mez Prot
4. Damage mitigation via defense
5. Healing for defense failure/squishiness at early levels (Aid Self...)
6. Travel powers

Attack Chain

  • Gotta hit to do damage, so accuracy is a must, but fury is your damage boost until you don't have other priorities for your slots.
  • Build Up is a force multiplier, make sure it hits 2-3 acc, and 1 recharge to ensure it's on all the time.
  • With DOs replace an acc with endrdx in basic attacks
  • Add slots for damage later when they aren't necessary elsewhere
Endurance
  • Basically, I need enough recharge to run the SR toggles full time + mez prot + run my attack chain without running my endurance to 0 therefore :
  • Stamina -> 3 EndMod
  • toggles/attack chain endrdx
Mez Prot
  • Get it immediately at 10!
Defense
  • If endurance is tight get autopower
  • Otherwise get a toggle delay these till DOs/SOs
  • Pick up combat jumping early for a nice boost to go with the Melee toggle, spec out later if necessary
  • Early endrdx > defbuff on toggles
  • As endurance gets looser defbuff > endrdx
  • No more then 3 slots on auto
  • No more than 4 slots on toggles

Where I'm unsure is in the following?

  • Air Superiority > Combat Jumping for damage mitigation? I like this idea because it gives soft control and can replace an attack power early
  • Boxing -> Tough -> Weave for defense purposes in the middle between SOs and IOs/Sets (16->30 range)?
  • Aid Self early to mitigate squish factor in DO levels (14-25).

Finally for concept I like Combat Jumping + Super-Speed or no travel power at all with 2 slots to swift/run and 2 slots in hurdle and 2 in Combat Jumping. Not uber travel but fits the concept of middle of the road strength/speed increases that the character would naturally have.


 

Posted

First of all, welcome to the game!
One of the "big guys on campus" here on the forums is all about Claws/SR, named Bill Z Bubba, so he would be a good person to know.

Quote:
Originally Posted by Warknite View Post
I loveume Rogue's in WoW, so I assd I'd love stalker's in CoH, but I was wrong. What I loved about rogues was control, and 0 damage coming in with very high damage going out. Scrapper's are nice, but my first brute attempt (DM/WP) was so much fun.
A quick side note: you might be interested in Widows. They use a kind of Claws, with defense based shields, have the stealth/sneak attack motif, and the Fortunata path gets some hard controls. You have to get a villain AT to 20 to make one, if you haven't yet.

Quote:
Originally Posted by Warknite View Post
Now, so far I'm a little squishy. I'm looking at the powers and I think I want everything. But since sr blooms late I'm putting off some of SR for right now, to build the attack chain first.
I don't think SR blooms too late, though you will take 6 powers, up to level 35, building your defense.
Quote:
Originally Posted by Warknite View Post
I'm eyeballing Air Superiority, Combat Jumping, Aid Self, and Boxing->Tough->Weave to help mitigate the squish factor in SR while I'm building.
Air Superiority will make you redraw your claws every time you use it. It's a good power, to be sure, but I don't know if it's good enough to justify that. Of course, if you take it as a prerequisite for Fly then use it to knock down tough bosses from time to time, there's nothing wrong with that.

Quote:
Originally Posted by Warknite View Post
  • Build Up is a force multiplier, make sure it hits 2-3 acc, and 1 recharge to ensure it's on all the time.
  • Add slots for damage later when they aren't necessary elsewhere
It's really good that you picked up how awesome Build Up is so quick. This isn't quite how it works, however. It boost damage the same way that Fury and Enhancements do. It's not quite a force multiplier the way -resist, Scourge, or criticals are. The damage formula is something like (BaseDamage*(1+Damage Buffs))*Force Multiplier. Build Up is a Damage buff, so yours will look like (BaseDamage*(1+Fury+Damage Enhancements+Build Up)). Also the ToHit bonus on it isn't very high. I recommend just slotting it with two Recharges, and a third one if you have the slots.

Once you get some influence, if you have the ability to 6 slot build up it can take a set called Gaussian's Syncronized Fire Control which is great for SR characters.

Early on your Brute is going to be rocking out damage something fierce. That's because you have Fury, but you (like all other ATs with lower damage modifiers) start with higher base damage in your attacks. What this means is by the early 20's, you will notice you're doing less damage relative to your opponents hitpoints. From my perspective, it's a LOT less. You won't want to skimp on damage enhancements.

Quote:
Originally Posted by Warknite View Post
Endurance
Your thoughts in this area look good. Once you have some influence, or if you work on alignment merits post level 20, you can buy a Performance Shift: Chance for +Endurance proc and put it in Stamina. I prefer to give it its own 4th slot. You can also look at Miracle: +Recovery and Numina's Convolesence: +Regen/+Recovery to put in Health.
Quote:
Originally Posted by Warknite View Post
Mez Prot
  • Get it immediately at 10!
Eh, people have different takes on this. I'd personally put it around level 22. I don't like click mez protection powers before Single Origin enhancements. Practiced Brawler is a click that lasts for 2 minutes. Until you get 2 Single Origin Recharge enhancements in it, you can't have it up all the time anyway.

Quote:
Originally Posted by Warknite View Post
  • If endurance is tight get autopower
  • Otherwise get a toggle delay these till DOs/SOs
  • Pick up combat jumping early for a nice boost to go with the Melee toggle, spec out later if necessary
  • Early endrdx > defbuff on toggles
  • As endurance gets looser defbuff > endrdx
  • No more then 3 slots on auto
  • No more than 4 slots on toggles
This makes sense. I wouldn't put to much thought into when to take the powers in SR, to be honest. I'd take all of them but Elude when they become available, or shortly after. Then pick up Combat Jumping and/or the three powers in the Fighting pools as you find space in your build.

Quote:
Originally Posted by Warknite View Post
  • Air Superiority > Combat Jumping for damage mitigation? I like this idea because it gives soft control and can replace an attack power early
  • Boxing -> Tough -> Weave for defense purposes in the middle between SOs and IOs/Sets (16->30 range)?
  • Aid Self early to mitigate squish factor in DO levels (14-25).
Air Superiority is going to have a much more noticeable impact for damage mitigation. If you haven't already, I suggest you pick up Mids Hero Planner. The reason Combat Jumping is so nice is you should shoot for 45% Melee/Ranged/AoE defense. CJ helps get you there. In fact, with one relatively inexpensive IO (Steadfast Protection: Res/Def) in Tough, you'll be almost there for a very inexpensive build. Once you get those levels of defense, Air Superiority's value as a soft control attack will drop significantly. While leveling, it might be nice to have though.

Like I said above, figure out when you want your attacks, take everything in SR as soon as you can. Delay for any travel powers, of course. Then when you have all that laid out, I would put Boxing/Tough/Weave whereever the open spots are.

Aid Self is a good idea, IME and IMO. The build might be kind of tight though.

Quote:
Originally Posted by Warknite View Post
Finally for concept I like Combat Jumping + Super-Speed or no travel power at all with 2 slots to swift/run and 2 slots in hurdle and 2 in Combat Jumping. Not uber travel but fits the concept of middle of the road strength/speed increases that the character would naturally have.
It's probably early yet to do this, but if you pick up the Martial Arts Super Booster from the PlayNC store, you can get a permanent temp power called "Ninja Run" which is great for a "natural" travel power. If you go that route, you could get away with just one or two jump enhancements in Hurdle.

Also remember Quickness helps your run speed. Doing 2 slots in Sprint/Swift/Quickness would get your running speed up there for pretty cheap, and it wouldn't suppress and slot you down while fighting. It all depends on if you have extra slots or extra power picks in your build. If you're stretching slots thin, taking a travel power might be better, but if you've got a lot of lightly enhanced powers, then the "natural runner" thing might work better.

Good luck!


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

Quote:
And thus a concept character is born (and as far as I can tell a non-standard combination).
Claws/SR is a well known powerhouse combo of death and survivability. ;D With Aid-Self and capped defenses/ddr you're about as close to immortal as you're likely to get as long as you're paying attention, barring ridiculous multi-crit RNG hate.

Quote:
Air Superiority > Combat Jumping for damage mitigation? I like this idea because it gives soft control and can replace an attack power early
Do that early if you like, but later on when you've got some recharge going, Combat Jumping can help cap you out. I've got a build with the pools Speed (Hasten, SS), Leaping (CJ, SJ), Concealment (Stealth, Invis), and Medicine (Aid Other, Aid Self) that's sitting at 45% Melee, 46% Ranged, 43% AoE and is a total monster. My attacks recharge so fast I dunno when I'd fit in Air Superiority.

Quote:
Boxing -> Tough -> Weave for defense purposes in the middle between SOs and IOs/Sets (16->30 range)?
Again, yes, sure. It'd probably help, but spec out of it later. Totally unnecessary for SR once you have IO sets.

Quote:
Aid Self early to mitigate squish factor in DO levels (14-25).
Aid Self kicks *** for any /SR build.


 

Posted

I have a DB/SR brute at 39 and climbing...

I found life around this level getting tougher, so I dropped 300 mil on him in sets and capped melée and ranged defense. And now he's a beast! Even respecced out of aid self ...tho may get it later still. My advice then is to get sets before 50, unless you feel you can wait. I think my 39 to 50 run will be much quicker and less painful with my defense capped now tho!

300 mil is pretty cheap compared to most builds if you ask me! Why SR is nice!


 

Posted

Quote:
Originally Posted by Gilia View Post
First of all, welcome to the game!
One of the "big guys on campus" here on the forums is all about Claws/SR, named Bill Z Bubba, so he would be a good person to know.
Thanks, I'll search on the boards.

Quote:
Originally Posted by Gillia View Post
A quick side note: you might be interested in Widows. They use a kind of Claws, with defense based shields, have the stealth/sneak attack motif, and the Fortunata path gets some hard controls. You have to get a villain AT to 20 to make one, if you haven't yet.
I have one who's at 16 now, I'll have to do that. I didn't realize it. She's a little squishy right now.

Quote:
It's really good that you picked up how awesome Build Up is so quick. This isn't quite how it works, however. It boost damage the same way that Fury and Enhancements do. It's not quite a force multiplier the way -resist, Scourge, or criticals are. The damage formula is something like (BaseDamage*(1+Damage Buffs))*Force Multiplier. Build Up is a Damage buff, so yours will look like (BaseDamage*(1+Fury+Damage Enhancements+Build Up)). Also the ToHit bonus on it isn't very high. I recommend just slotting it with two Recharges, and a third one if you have the slots.
I misspoke and I didn't see how small the hit buff was (10%). I was thinking that it could act as a replacement for acc slotting in other attacks, but I'll have to do some math there would have to be a lot of other attacks in my for it to have that affect. Damage bonus is nice though. But early on it's very nice.

Quote:
Eh, people have different takes on this. I'd personally put it around level 22. I don't like click mez protection powers before Single Origin enhancements. Practiced Brawler is a click that lasts for 2 minutes. Until you get 2 Single Origin Recharge enhancements in it, you can't have it up all the time anyway.
I'm going to differ with you here, It helps a lot in certain circumstances, however at low levels you have to 3 slot DO's to get the recharge down in the 2 minute range, where later you only need 2 slots...

Quote:
Like I said above, figure out when you want your attacks, take everything in SR as soon as you can. Delay for any travel powers, of course. Then when you have all that laid out, I would put Boxing/Tough/Weave whereever the open spots are.
I also figured out why I was wrong about when to take the defense powers.
What I didn't realize is how often you get your defense debuffed in PvE and how important the resistance is, AND that it builds slowly as you pick up the 6 positional defense powers. Once I had 3 of the defense powers, it seemed that I got hit a lot less. So at 10, I immediately started picking up my missing defense powers and everything started getting better.

I passed on Air Superiority to get Combat Jumping, it doesn't seem like much but the difference between 23 and 25/26% defense is a bigger deal than it seems at first and the boost to jump is very, very useful when you are passing on travel powers.

Quote:
It's probably early yet to do this, but if you pick up the Martial Arts Super Booster from the PlayNC store, you can get a permanent temp power called "Ninja Run" which is great for a "natural" travel power. If you go that route, you could get away with just one or two jump enhancements in Hurdle.

Also remember Quickness helps your run speed. Doing 2 slots in Sprint/Swift/Quickness would get your running speed up there for pretty cheap, and it wouldn't suppress and slot you down while fighting. It all depends on if you have extra slots or extra power picks in your build. If you're stretching slots thin, taking a travel power might be better, but if you've got a lot of lightly enhanced powers, then the "natural runner" thing might work better.

Good luck!
I like these ideas Quickness and the Ninja Run power. I'll look into it.

This ends up being a rather simple build to manage also, 3 toggles so far (level 16) and one cycle power for mez protection. everything else is quite simply attack chain. I'll be getting another power and aid self.

2 interesting notes. someone else mentioned that you can get a PBAOE build AND a high damage single target build.

Another had super jump + super speed, aid self and stealth added to it. If I could do both WOW! it would be a dream to me. 4 toggles, 1 heal, 1 cycle mez prot, stealth, can't be hit, high ST damage, + AOE.

Also, I run on a Mac which doesn't have a build planner...


 

Posted

Quote:
Originally Posted by Warknite View Post
Pick up combat jumping early for a nice boost to go with the Melee toggle, spec out later if necessary
.
Air Superiority > Combat Jumping for damage mitigation? I like this idea because it gives soft control and can replace an attack power early
Two things here.

1. Combat Jumping adds defense to all positional types, not just melee. Other than Weave, it's the best Pool power you'll have for adding DEF and it will let you eventually have more options when adding IOs.

2. Speaking about IOs. You talked about how you have accuracy and tohit as a concern for your attacks, right? CJ takes the Kismet +6% tohit IO. It's not that hard to get really and it's pretty cheap with merits.

Quote:
Endurance
Basically, I need enough recharge to run the SR toggles full time + mez prot + run my attack chain without running my endurance to 0 therefore :
.
Stamina -> 3 EndMod
toggles/attack chain endrdx
You listed it second but adding end rdx to your attacks will save you much, much more end per minute. You can still add an end rdx to toggles, but you might want to try attacks first. In fact, depending on the number of attacks you're using and how much time you spend attacking, slotting attacks could be worth more than slotting Stamina.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

Loving the responses, thanks for the feedback.

I'm already putting in basic IOs, IO 15s equals DOs at level +3
level 17 and counting, and I'm at 30% on Melee and 28% on Ranged...

Loving this, only concern is boring... it's a bit boring, but it looks like it could farm with the PBAOE. Haven't picked up the PBAOE powers yet. Trying to figure out what I'm doing next on it, at 18 and 20, tempted to pick up travel at 20 just because running around like this in Rogue Isles will be a bit frustrating, I usually pick up temp powers on my Villians.


 

Posted

I'd lean very strongly towards Focus at 18th. Focus is almost guaranteed to be a bread and butter portion of your attack chain from the moment you get it till you are an Incarnate.


 

Posted

Quote:
Originally Posted by Doomguide View Post
I'd lean very strongly towards Focus at 18th. Focus is almost guaranteed to be a bread and butter portion of your attack chain from the moment you get it till you are an Incarnate.
I should level more slowly .

I already picked up Super Jump... Couldn't help myself. Crawling around on the ground was getting frustrating.


 

Posted

Using cohplanner, just to check the build tightness, I can pick up the following no problem

primary powers (3 AOE/cone & 5 ST, but no Taunt)
secondary powers (all)
Leaping (combat jumping/super jump)
Speed (Hasten/Super Speed)
Medicine (Aid Other/Aid Self)
and Stealth

Now how to slot them


 

Posted

Quote:
Originally Posted by Warknite View Post
Using cohplanner, just to check the build tightness, I can pick up the following no problem

primary powers (3 AOE/cone & 5 ST, but no Taunt)
secondary powers (all)
Leaping (combat jumping/super jump)
Speed (Hasten/Super Speed)
Medicine (Aid Other/Aid Self)
and Stealth

Now how to slot them
You don't need the Stealth pool. Super Speed already gives you some stealth, and you can dump a Celerity +stealth into it later on to have functional invisibility. You've also got more than enough +def powers to carry 5 LotG 7.5% recharge IOs, if that was your concern.

I gave a more detailed response in the duplicate thread, so I won't go into much here other than to discourage you from 6-slotting Gaussian's Synchronized Fire Control in Follow Up. It doesn't give enough recharge to have Follow Up available as often as you'd like, and it gives no accuracy at all. If you feel strongly about getting a Gaussian's set into your build, pick a Patron or an epic that gives you Focused Accuracy and slot it there.


My postings to this forum are not to be used as data in any research study without my express written consent.

 

Posted

I'll second the advice about Follow Up. It needs to hit to grant its buff ... and the harder in general the foes are to hit, the more you'll want the buff it grants, in turn meaning you need accuracy to hit in the first place. Slot it and use it as an attack and note it stacks ... the idea being you'll keep it permanently double stacked with some triple stacking potentially.


 

Posted

In one of your above posts, OP, you mention taking all secondary powers. I am here to dissuade you from taking your final power in your secondary. Elude is virtually worthless on a fully capped /SR toon. Sure, the +end component is a little nice, but the crash that comes with it is not so hot. If your defenses are already capped, this power really doesn't do much for you.


Words to the wise aren't necessary- it's the stupid ones that need them.

"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality

 

Posted

Quote:
Originally Posted by magikwand View Post
In one of your above posts, OP, you mention taking all secondary powers. I am here to dissuade you from taking your final power in your secondary. Elude is virtually worthless on a fully capped /SR toon. Sure, the +end component is a little nice, but the crash that comes with it is not so hot. If your defenses are already capped, this power really doesn't do much for you.
I second this advice! My DB/SR brute is capped to all 3 types and I took elude.....and aside from the end boost, which is erased when you crash...and maybe fall if you are in a fight, I find no difference defensively! I will be respeccing out of it pronto!


 

Posted

Quote:
Originally Posted by Lascher View Post
I second this advice! My DB/SR brute is capped to all 3 types and I took elude.....and aside from the end boost, which is erased when you crash...and maybe fall if you are in a fight, I find no difference defensively! I will be respeccing out of it pronto!
Thanks for the advice I'm not there yet, but soon.

I'm at level 22, and things are getting very easy.

I haven't picked up the AOE powers yet, but I'm looking forward to it.

Last "big oomph" I see now is picking up aid self, which I'll be getting next.

Then slowly adding all of the slots to boost my damage (and the heal/regen on aid self)


I will be passing on Elude and Taunt, which leaves some empty places to pick up different skills. So we'll see. If I don't pick up stealth, then I've got even more places to pick up stuff (maybe some presence or leadership?)

I was recently taking down minions/lieutenants at +3 (groups) without much stress, and due to my defense (33%) I can pop a purple and be unhittable.

1 SO blue in each attack seems to have taken away all of my endurance problems (+ 3 SO End Mod in stamina). 3 slots in health takes care of most health problems unless I get in a fight with a large group, or a couple of really heavy hitters.

My DM/WP Brute (26) seems to be just a little tougher due to rttc, and hits a little harder Siphon Life is really nice with it's dual purpose damage/heal, but this one is really nice. I'm still missing spin, evis, focus, and shockwave from my attacks, so there's room to grow. seems that 3 PBAOE attacks will make for nice farming possibilities later.

I'm also looking at a spines/wp scrapper for farming since he has 4 aoe attacks and the wp secondary seems to be the most endurance friendly secondary us melee guys get. But that character seems a little weak right now (level 10). (Don't tell me about blasters and controllers, I'm a melee guy )

And if I'm correct, you need to do a bit of farming in order to make the cash to make the funds to buy/make the top end sets.


 

Posted

Quote:
Originally Posted by Warknite View Post
Thanks for the advice I'm not there yet, but soon.

I'm at level 22, and things are getting very easy.

I haven't picked up the AOE powers yet, but I'm looking forward to it.

Last "big oomph" I see now is picking up aid self, which I'll be getting next.
I continue to think Spin will be more of a help with survivability than Aid Self, since dead mobs do no damage, but that's just me. Ultimately, you'll benefit from both.

I also agree with the advice about Elude. I have it, but only use it to hold a LotG 7.5, since there's no point slotting it for anything else if I never click it.

Quote:
I will be passing on Elude and Taunt, which leaves some empty places to pick up different skills. So we'll see. If I don't pick up stealth, then I've got even more places to pick up stuff (maybe some presence or leadership?)
I don't think presence will be helpful since you've already decided you don't want taunt. Leadership - it depends. There are some good powers there, but the question of how much you need them given all the utility /SR provides is worth asking. I don't know that there are actively "bad" choices, since you have 3 more powers to play with (due to inherent fitness) than you would have had a month ago, and there are a lot of filler-type powers available to help provide a little more uniqueness to your build decisions.

Quote:
I'm also looking at a spines/wp scrapper for farming since he has 4 aoe attacks and the wp secondary seems to be the most endurance friendly secondary us melee guys get. But that character seems a little weak right now (level 10). (Don't tell me about blasters and controllers, I'm a melee guy )
Popular melee farming characters are SS/Fire brutes (often with Mu patron) and some electric melee/?? combinations. I also adore my fire/fire tanker. Spines/Fire, once it's fully IO'd, would also be solid as a scrapper farmer. Anything/WP would be survivable, but for farming you're better off if both your primary and your secondary contribute AoE damage. That's where /WP falls short.

Quote:
And if I'm correct, you need to do a bit of farming in order to make the cash to make the funds to buy/make the top end sets.
Not really. Head over to the Market forums and read some of the guides there. Lots of ways to make inf on the market while you're off playing the game normally. Or sleeping.


My postings to this forum are not to be used as data in any research study without my express written consent.

 

Posted

Quote:
Originally Posted by EarthWyrm View Post
Head over to the Market forums and read some of the guides there. Lots of ways to make inf on the market while you're off playing the game normally. Or sleeping.
Ummm... Duh! I should've thought of that... (I'm not being sarcastic, I'm being ironic...) I've played enough MMO's to know that money making is vital and to learn how to do it by reading other people's suggestions. I did that for build's, but haven't done it for money yet, so thank you.


 

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Quote:
Originally Posted by Warknite View Post
Ummm... Duh! I should've thought of that... (I'm not being sarcastic, I'm being ironic...) I've played enough MMO's to know that money making is vital and to learn how to do it by reading other people's suggestions. I did that for build's, but haven't done it for money yet, so thank you.
If you do 5 tip missions a day (Villian tips....or Hero if you've switched over) you can make an A-merit every 2 days, and when you have 2 A-merits (in 4 days if you do 5 tips a day) you can get a LotG 7.5 global recharge, or something worth as much, and make 100 to 160 million inf every 4 days (if you craft the IO before you sell it). If you put all the difficulty settings on the lowest, you can do 5 tip missions in prolly about an hour or so. Less if you get Invis and go straight to the objectives, ignoring the rest of the baddies. Of course, set difficulty higher and kill, I mean "arrest", everything in sight and you can lvl quicker as well, but it will take much longer.

One way to make inf anyways!


 

Posted

Quote:
Originally Posted by Warknite View Post
Ummm... Duh! I should've thought of that... (I'm not being sarcastic, I'm being ironic...) I've played enough MMO's to know that money making is vital and to learn how to do it by reading other people's suggestions. I did that for build's, but haven't done it for money yet, so thank you.
My pleasure. There are a lot of different ways to play the game and make inf; farming is one, marketeering is another, alignment merits are another - the key is just finding what's fun for you. I find that a little of everything keeps me happy.

Thanks for this thread, btw. It's got me ready to dust off my claws/sr to make her an incarnate.


My postings to this forum are not to be used as data in any research study without my express written consent.

 

Posted

Just an update, got ninja run, and dropped super jump and aid other for spin and focus(nice to have some AOE, and it's stronger than I thought.) They both are strong and useful, the knockback range attack from focus is really nice.

2 slots in each attack (acc/endrdx), 3 slot to follow up, 2 accuracy and 1 rech, gotta hit and hit often. 3 slot defense buff in my 5 defense powers, 2 slots in brawler (rech), 3 health, 3 sta.

And I'm on a mac or I'd use a wonderful tool to show my build .

I'm at 23 and my current build is nice. First, I've got everything so far except taunt. And I've added combat jumping, and with SOs (25) I've got 32.88, 32.88, and 24.06 on my defense. Couple of interesting vignettes.

I entered a mission and walked out of the room for 5 mins, came back and a same level minion had been beating on me for most of that time. I watched him for another 60 seconds or so, he had me at 90% health, and it was holding there... poor guy...

Next I come out of a mission, and I'm staring at purple... They were a lvl 28 minion and lieutenant. +5 Fine let's see if I can take em... Well, I took down the minion no problem, and I couldn't quite get the lieutenant need more accuracy and another few percent on the defense probably, but soon... soon...

Not sure what I'm gonna do, haven't really needed any healing yet, 3 SOs in health is doing it, same with 3 SOs in end. But if I go the boxing,tough,weave route, I'm guessing thing's might get tighter later, we'll see, I've gotta make some choices in my power pools soon.

Anyway loads of fun, thanks for all the advice, slotting attacks comes now and probably utility, maybe teleportation, aid other for grouping, and possibly leadership. we'll see.


 

Posted

Does anyone have an i19 IO'd build they'd recommend?
Something without Purples/PvP's?


 

Posted

This is what I have in mind for a Claws/SR brute, I just can't find the time to roll one up and I'm not sure I want to give up on my Claws/SR scrapper and a brute would make me do that I think.

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Poisonous Ice 50 Ice/Rad
Icy Jax 50 Ice/SS
Jaxon Penn 50 Shield/Mace
Cpt Clax 50 Thugs/Dark
Lady BlackIce 50 Dark/Cold
Lady Black Ice 50 Dark/Ice
Bella Jax 50 Storm/Sonic
Operative Jax 50 SoA
Level 50 Trick Arrow Alts
TA/A-Plant/TA-Bots/TA
Level 50 Claws Scrappers
SR-Regen-DA-Invul-WP-FA

 

Posted

This is the I19 built I am thinking of respeccing into.

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Sharpened - I19: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dam%(11), T'Death-Dmg/EndRdx/Rchg(11)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17), Achilles-ResDeb%(19)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(27), Oblit-Acc/Dmg/Rchg(29)
Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(31), Hectmb-Dam%(31), Hectmb-Dmg/EndRdx(31), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Agile -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(33)
Level 14: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 16: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(36)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(37), Apoc-Acc/Rchg(37), Apoc-Dmg/EndRdx(37), Apoc-Dam%(39)
Level 20: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def/Rchg(45), RedFtn-Def(46)
Level 22: Aid Other -- RgnTis-Regen+(A)
Level 24: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(39), Numna-Heal(39)
Level 26: Boxing -- Empty(A)
Level 28: Lucky -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(40), LkGmblr-Rchg+(40)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(40), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(46)
Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(43), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45)
Level 35: Quickness -- Run-I(A)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), DefBuff-I(42), DefBuff-I(43)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(46), P'Shift-End%(48), P'Shift-EndMod(50)
Level 47: Eviscerate -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Acc/Rchg(48), Armgdn-Dmg/EndRdx(50), Armgdn-Dam%(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Regen/Rcvry+(5), Mrcl-Rcvry+(7)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(3), P'Shift-End%(3)