Claws/Fire


mauk2

 

Posted

My main is a Mace/SD tanker and I wanted to try a brute who focuses on damage. Claws/FA sounded like a fun combo with a lot of damage potential. Will likely doing mostly teams/TFs. I'm not that great at coming up with my own builds. I compiled this based on a number of guides' suggestions, but I'm finding myself a bit frustrated. Where to slot, which powers should I choose after level 38, how many attack abilities are too many? The powers from 41 up I threw in there because they sounded interesting, but they aren't important. I feel like I need to put some slots in consume. Stealth is there as an afterthought to add some utility. I don't plan on doing pvp. Super speed cus I didn't know what else to do so I threw it in there. Money is not a problem.

Suggestions on how to make it better/ fill in the gaps?

-Thanks


Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

National Justice 2: Level 50 Technology Brute
Primary Power Set: Claws
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Strike -- C'ngImp-Acc/Dmg/Rchg(A), KntkC'bat-Acc/Dmg(15), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/EndRdx/Rchg(31), KntkC'bat-Dmg/Rchg(40)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(27), Achilles-ResDeb%(39)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7)
Level 6: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(46), Ksmt-ToHit+(50)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), F'dSmite-Acc/Dmg/Rchg(13)
Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A), ResDam-I(45)
Level 12: Super Jump -- Zephyr-ResKB(A)
Level 14: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 16: Plasma Shield -- RctvArm-EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Focus -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(23), Dev'n-Acc/Dmg(23), Thundr-Dmg/Rchg(45)
Level 20: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(37)
Level 22: Stealth -- Empty(A)
Level 24: Kick -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Acc/Dmg(46), KntkC'bat-Knock%(48)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(29), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx/Rchg(31)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(40)
Level 32: Weave -- HO:Enzym(A), LkGmblr-Rchg+(37), HO:Enzym(39)
Level 35: Consume -- Empty(A)
Level 38: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(43)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43), TotHntr-Dam%(48)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Ragnrk-Knock%(50)
Level 47: Invisibility -- Empty(A)
Level 49: Super Speed -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 4: Ninja Run


 

Posted

Claw/fire on a brute does INSANE damage. The attacks you must have are focus, followup, and spin, with a lowby filler attack. The one that debuffs is what most pick, I leave it up to you.

Fire loves recharge, so building an attack chain out of those four attacks is simple. The important thing is to keep followup at least up, and preferably double stacked, at all times. If you do, it's like a free 30 fury, forever. Not to mention the huge juicy to-hit buff.

Fire armor is pretty delicate on a brute, and keeping one alive can be a chore. At least it's easier than a /fire scrapper, thanks to the extra hitpoints.

That said, while I like Mu, I think that Soul is a better choice: Dark Obliteration debuffs the to-hits of an entire spawn at a time. Gloom is gloom, it's hard to take the nasty off it. Plus, Gloom fits with the rest of your attacks acceptably well. (Redraw may drive you nuts, in which case drop gloom out of your attack chain.)

Go for as much +def and +recharge as you can cram on, and then as many hitpoints as you can shove in. Make sure your heal and your end buff recharge fast, you will want them up a lot.

Go forth and enjoy the damage!