SS/FA non-farm
Your end will be awful, you are using the oblit set more than you should. It's really a freakishly overated set.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
Dont use oblits in anything but burn. An yes, i generally recomend franking FS. I only put a couple slots in blazing aura though, generally dam/end
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
Also you have a full set of epics and a PvP... :/
If hypothetically I can ever afford the non-epics and PvPs in mine... this is what it will look like:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Punch
- (A) Kinetic Combat - Accuracy/Damage
- (46) Kinetic Combat - Damage/Endurance
- (46) Kinetic Combat - Damage/Recharge
- (48) Kinetic Combat - Damage/Endurance/Recharge
- (48) Force Feedback - Chance for +Recharge
- (A) Reactive Armor - Resistance/Endurance
- (42) Reactive Armor - Resistance/Recharge
- (43) Reactive Armor - Resistance
- (43) Reactive Armor - Resistance/Endurance/Recharge
- (43) Steadfast Protection - Resistance/+Def 3%
- (48) Steadfast Protection - Knockback Protection
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Scirocco's Dervish - Accuracy/Damage/Endurance
- (40) Multi Strike - Accuracy/Damage/Endurance
- (42) Eradication - Chance for Energy Damage
- (42) Eradication - Accuracy/Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (5) Doctored Wounds - Endurance/Recharge
- (39) Doctored Wounds - Heal/Recharge
- (39) Doctored Wounds - Heal/Endurance/Recharge
- (40) Doctored Wounds - Heal
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (37) Kinetic Combat - Damage/Endurance/Recharge
- (39) Force Feedback - Chance for +Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (25) Force Feedback - Chance for +Recharge
- (A) Reactive Armor - Resistance/Endurance
- (11) Reactive Armor - Resistance/Recharge
- (11) Reactive Armor - Resistance
- (15) Reactive Armor - Resistance/Endurance/Recharge
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Kismet - Accuracy +6%
- (50) Luck of the Gambler - Recharge Speed
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (17) Reactive Armor - Resistance
- (19) Reactive Armor - Resistance/Endurance/Recharge
- (25) Aegis - Resistance/Endurance
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Efficacy Adaptor - EndMod
- (21) Efficacy Adaptor - EndMod/Recharge
- (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (23) Efficacy Adaptor - Accuracy/Recharge
- (23) Efficacy Adaptor - EndMod/Accuracy
- (50) Efficacy Adaptor - EndMod/Endurance
- (A) Jumping IO
- (A) Empty
- (A) Reactive Armor - Resistance/Endurance
- (27) Reactive Armor - Resistance/Recharge
- (27) Reactive Armor - Resistance
- (29) Reactive Armor - Resistance/Endurance/Recharge
- (29) Aegis - Resistance/Endurance
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense/Recharge
- (31) Luck of the Gambler - Defense
- (34) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Eradication - Chance for Energy Damage
- (33) Eradication - Accuracy/Damage/Recharge
- (33) Eradication - Accuracy/Damage/Endurance/Recharge
- (33) Cleaving Blow - Accuracy/Recharge
- (34) Cleaving Blow - Accuracy/Damage
- (34) Force Feedback - Chance for +Recharge
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Endurance Modification IO
- (A) Devastation - Accuracy/Damage
- (45) Devastation - Damage/Endurance
- (45) Devastation - Chance of Hold
- (45) Devastation - Accuracy/Damage/Recharge
- (46) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Endurance Modification IO
- (A) Trimuphant Insult - Taunt/Recharge
- (50) Trimuphant Insult - Taunt
Level 1: Brawl
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
Level 2: Swift
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (3) Performance Shifter - EndMod
- (3) Performance Shifter - EndMod/Recharge
- (5) Performance Shifter - EndMod/Accuracy
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Your stats are better than my own it's true but mine will run for ever...

I am pretty new to Brutes, having only played a SS/WP to 15, but I loved the power of SS. I've been trying to decide whether to make a SS/DA (safer) or a SS/FA (more lovely damage). I didn't use expensive purple sets or PVP, though I have enough merits for the Kinetic Combats etc.
44.1 % S/L Def, 38.5 % E/N Def, ok-ish recharge, ok-ish endur (with cardiac), good damage on the damage powers
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Meteorite: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(48)
Level 2: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(9), Erad-%Dam(9), C'ngBlow-Dmg/EndRdx(11), C'ngBlow-Acc/Dmg(11), C'ngBlow-Dmg/Rchg(13)
Level 4: Haymaker -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 6: Boxing -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 8: Healing Flames -- Numna-Heal(A), Numna-Heal/Rchg(19)
Level 10: Knockout Blow -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Acc/Dmg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(50)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(46)
Level 14: Stealth -- LkGmblr-Rchg+(A), HO:Enzym(27)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(46)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(29), Rec'dRet-ToHit/Rchg(29), Rec'dRet-ToHit(31)
Level 20: Tough -- HO:Ribo(A), S'fstPrt-ResDam/Def+(34)
Level 22: Weave -- LkGmblr-Rchg+(A), HO:Enzym(34), HO:Enzym(50)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(48)
Level 26: Consume -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(31), Erad-Dmg/Rchg(36), Insult-Dsrnt%(37), Insult-Taunt(40), Insult-Taunt/Rchg(42)
Level 28: Burn -- Erad-%Dam(A), Erad-Dmg(34), Erad-Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/Rchg(43), C'ngBlow-Acc/Rchg(43)
Level 30: Temperature Protection -- S'fstPrt-ResKB(A)
Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(37), Erad-Acc/Dmg/Rchg(39), Erad-%Dam(39), C'ngBlow-Dmg/Rchg(39), FrcFbk-Rechg%(40)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 38: Rise of the Phoenix -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Dmg(42)
Level 41: Web Envelope -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Hold%(42)
Level 44: Disruptor Blast -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(48)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Acc/Dmg(5)
Level 1: Fury
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1393;692;1384;HEX;| |78DA6594DD4E5A4110C7770FE76841A9222AF80D7E806045499BF4AEA6D69AD8484| |225F6AA0DA1BAC2492890C3B1A977BDE953B47D8AD66ABF5EA3BDEB3D69B57D033A| |67FE2B9240607F8799FFCE0CB3B3E45E6D0D0AF17A43C88107D552B359DC748E5D6| |5E54A65FBC09F53AEAA3BB6ABFA851093EC29E65455A94CE1B8A19C62C17554ADEC| |56A2706DA923556BAACCB6AD9C93E2FD63A714DAA9551469DCCCD543305FAF57495| |1AEB876AD1CE06F85865287217EDCA9BDB49BF673BB6ABB27436CD955A543E5342B| |7623F2B0611F647415A5036F69BA94294AC525E8332F857EB57D22EF19C4E063C6C| |D3DA0C038F52452EBBC4D4961CE31FA66196B71C6274F069D252F0C2166C48D1670| |C908BC205F5604AA8CC11A638176F874153EA41F4631C3A862045548EAA9A575167| |431E862D0C5A03BA3B51F55C8FE7DE9A51829309668F52382E54784516C1D47A071| |4448FFE06AB33F19F3947700F18C81152E390AAC0241120475C2E018679ABC4BDF4| |C9FF84C18D29D1B42E746D1B949746E159D4BD21A9206EB42883AADF18EAC6131FB| |96E1A354619D2A7C0F39E211E99569926B4C9739862AE2BA8AAC668824112D89403| |2AB5D6B9A5F081328C49A6821F51F6EC3C26FC662998D49C5481D31BE927E4A1FFC| |148E3ADEEADEB580134FE3C4D375C639AD33D82566A2FC2352B4CEE9139AC3042D2| |250025524103D8140C93786876F9D596ECB79B46D11F84EEB12E2194B2825894029| |847D4A93B70C815CDEE368A97DC633F2ACC063AE9C72B45B67C007E02386E09CF18| |BFE14323A500687B5F69E11A6AEAF6BCF3A3C591CEAB4D975FF308F06E6D1C0209A| |18CBF4B58EDEF412EB3D966C8FE5768FE54E8F65DBB3C84DCFD2DE353BB79CAE09F| |7206F6A0B99243AEA1FEEDCD6F645A073DF855C65F7DF6B93944F78C4A28F78C42F| |BBC5CB2CFED72D8EB1A90FD808D30A4FFB3FBEBCD5F9| |-------------------------------------------------------------------|
Ok. I have re-evaluate my build. The END usage was just NUTZ.
My Approach on this build was:
- NON-Farm build for Trials and general game play (Farm builds are all over the place if i need them)
- To maintain a balance between survivability and recharge.
- Boxing was used strictly as a set mule.
- No Performance Shift Proc in Stamina. Seemed a better return with straight END IOs
- Once I hit perma-hasten, i stopped focus on +rchg
- No Purples and No PvPs
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Jericho,
How do you find that build in terms of end usage? 1.94end/s just on toggles alone..was wondering if it's worth to get the softcap or get to 32.5% and 1 purple away
Best,
-MT
Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."
To all your builds:
Aiming for S/L cap is in my opinion a mistake for a jack-of-all-trade build. FA is weak vs Psy and ONLY vs Psy (Tox goes to the roof staking Healing Flames). Caping S/L basicly enhence the toughness versus something you are already strong against (is that even english?).
I build my SS/FA for maximum Psy res unique and I try to go for Ranged/Melee defense.
Some of you dont take Darkest Night and Dark Oblit (some dont take Gloom but it cannot help them anymore): its a MISTAKE.
Dark Oblit is -5% to hit AoE, even if you slot for damage, and its a good AoE. Darkest night is a whooping -15% to-hit and -20% damage. Seriouly would any of you pass over 15% def and 20% res?
As for end usage Ageless rk3 make Endurance a non-issue and gives recharge. Barrier looks pretty but even rk4 is only steady 5% defense.
To all your builds:
Aiming for S/L cap is in my opinion a mistake for a jack-of-all-trade build. FA is weak vs Psy and ONLY vs Psy (Tox goes to the roof staking Healing Flames). Caping S/L basicly enhence the toughness versus something you are already strong against (is that even english?). I build my SS/FA for maximum Psy res unique and I try to go for Ranged/Melee defense. Some of you dont take Darkest Night and Dark Oblit (some dont take Gloom but it cannot help them anymore): its a MISTAKE. Dark Oblit is -5% to hit AoE, even if you slot for damage, and its a good AoE. Darkest night is a whooping -15% to-hit and -20% damage. Seriouly would any of you pass over 15% def and 20% res? As for end usage Ageless rk3 make Endurance a non-issue and gives recharge. Barrier looks pretty but even rk4 is only steady 5% defense. |
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
Waste Breaker,
The build is not bad, but I'm not sure how survivable it would be. The end drain (1.91/s) is really, really high (assumes DN is being used). Without it is 1.55/s which isn't terrible. What worries me is the defense. I would shoot for at least 1 purple within the softcap. Of course, this gives up some recharge.
That seems to be what I'm finding in Mids, the more recharge, the less DEF, and vice versa.
Here's a build with S/L/F/C (and almost M/AoE) 1 purple insp away from softcap. With spiritual alpha it is only 4 seconds away from perma hasten.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
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: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-ResDam(7)
Level 2: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(17), M'Strk-Dmg/EndRdx/Rchg(25)
Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(11), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(43)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(36)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 10: Boxing -- Acc-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(31)
Level 18: Rage -- HO:Membr(A), HO:Membr(19)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(21), LkGmblr-Def/EndRdx(21), GftotA-Def/EndRdx/Rchg(50)
Level 22: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(40), Mocking-Rchg(42)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(25), Aegis-ResDam/EndRdx/Rchg(45)
Level 26: Weave -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(27), LkGmblr-Def/EndRdx(27), GftotA-Def/EndRdx/Rchg(34), LkGmblr-Def/EndRdx/Rchg(37)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(48)
Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(37), FrcFbk-Rechg%(40)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(43), Mocking-Rchg(46)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
Level 47: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(34)
Here is another build which has softcapped S/L (without insps), and melee is close (38.5%)
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
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: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-EndRdx(15)
Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-%Dam(11), Oblit-Acc/Dmg/EndRdx/Rchg(17)
Level 4: Healing Flames -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(11)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(43)
Level 18: Rage -- HO:Membr(A), HO:Membr(19)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(21), LkGmblr-Def/EndRdx(21)
Level 22: Consume -- Zinger-Taunt(A), Zinger-Taunt/Rchg(23), Zinger-Taunt/Rchg/Rng(23), Zinger-Dam%(25), Zinger-Acc/Rchg(36), Zinger-Taunt/Rng(40)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(25), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(45)
Level 26: Weave -- LkGmblr-Rchg+(A), HO:Enzym(27), LkGmblr-Def/EndRdx(27)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(48)
Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 32: Foot Stomp -- Sciroc-Dmg/EndRdx(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Sciroc-Acc/Dmg/EndRdx(37), FrcFbk-Rechg%(40)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(39), Zinger-Taunt/Rchg/Rng(39), Zinger-Acc/Rchg(39), Zinger-Taunt/Rng(43), Zinger-Dam%(46)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(50)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
Level 47: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(34)
Last is a modification of Jericho's build from above. Changes that were made:
-Took Mu pool for more AoE damage
-Took Vengeance for team buffs/farming (if desired)
-Endurance usage is very low with Cardiac alpha (1.26/s) and recharge isn't that bad at 110% with Hasten.
Best part is none of these builds use Purples (yes, this one uses Enzymes but you could probably rework a bit of it with LOTG Def/Ends)
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Meteorite: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(48)
Level 2: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(9), Erad-%Dam(9), C'ngBlow-Dmg/EndRdx(11), C'ngBlow-Acc/Dmg(11), C'ngBlow-Dmg/Rchg(13)
Level 4: Healing Flames -- Numna-Heal(A), Numna-Heal/Rchg(17)
Level 6: Boxing -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(23)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 12: Taunt -- Zinger-Taunt(A)
Level 14: Stealth -- LkGmblr-Rchg+(A), HO:Enzym(27)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/EndRdx(27)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(29), Rec'dRet-ToHit(29), Rec'dRet-ToHit/Rchg(31)
Level 20: Tough -- HO:Ribo(A), S'fstPrt-ResDam/Def+(34)
Level 22: Weave -- LkGmblr-Rchg+(A), HO:Enzym(34), HO:Enzym(50)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(48)
Level 26: Consume -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(31), Erad-Dmg/Rchg(36), Insult-Dsrnt%(37), Insult-Taunt(40), Insult-Taunt/Rchg(42)
Level 28: Burn -- Erad-%Dam(A), Erad-Dmg(34), Erad-Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/Rchg(43), C'ngBlow-Acc/Rchg(43)
Level 30: Temperature Protection -- S'fstPrt-ResKB(A)
Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(39), HO:Nucle(39), FrcFbk-Rechg%(40)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 38: Rise of the Phoenix -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Dmg(42)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(50)
Level 44: Ball Lightning -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Acc/Dmg(5)
Level 1: Fury
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7)
Choices choices!!
Best,
-MT
Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."
To all your builds:
Aiming for S/L cap is in my opinion a mistake for a jack-of-all-trade build. FA is weak vs Psy and ONLY vs Psy (Tox goes to the roof staking Healing Flames). Caping S/L basicly enhence the toughness versus something you are already strong against (is that even english?). I build my SS/FA for maximum Psy res unique and I try to go for Ranged/Melee defense. Some of you dont take Darkest Night and Dark Oblit (some dont take Gloom but it cannot help them anymore): its a MISTAKE. Dark Oblit is -5% to hit AoE, even if you slot for damage, and its a good AoE. Darkest night is a whooping -15% to-hit and -20% damage. Seriouly would any of you pass over 15% def and 20% res? As for end usage Ageless rk3 make Endurance a non-issue and gives recharge. Barrier looks pretty but even rk4 is only steady 5% defense. |
Firstly, the common wisdom is that defense is better than resistance, if you have to pick one (layered is best of course), and since so many attacks have a Smashing/Lethal component, S/L defense is a very good choice to build for. Lots of good enhancement set bonuses for it too. Psy defense/resistance is hard to build for, and you tend to give up a LOT of the other things you want (other defenses, global recharge) to get it, so generally trying to do so isn't favored.
Dark Obliteration seems like a decent attack, and Darkest Night is cool. Mu Mastery is generally preferred though for Electrifying Fences and Ball Lightning, both pretty decent AoE attacks. (Me, I find I only really need one extra AoE attack... I usually use Ball Lightning and just don't use Electrifying Fences.)
Which incarnate powers to pick depends a lot on the build you go for and personal preference, so I'll leave that one. Though Cardiac and Spiritual are the most popular Alpha slot picks.
Yeah, I wouldn't build for Psi defense/resistance, there's more important stuff to build for. You want recharge, S/L defense and +HP. The extra HP, Healing Flames and inspirations are for the stuff you're weaker against. That and you know, the ability to kill them really fast.
Generally, Soul Mastery is the go to epic for regular PvE content, Gloom is way too good to pass up. Cardiac is my alpha slot of choice, the extra end reduction is nice to keep you going, especially against single targets where you don't have the maximum effect of Consume. For Destiny, I'd go with Barrier, at least +5% defense to everything at all times is nothing to snuff at.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
Well, let me take a stab at it...
Firstly, the common wisdom is that defense is better than resistance, if you have to pick one (layered is best of course), and since so many attacks have a Smashing/Lethal component, S/L defense is a very good choice to build for. Lots of good enhancement set bonuses for it too. Psy defense/resistance is hard to build for, and you tend to give up a LOT of the other things you want (other defenses, global recharge) to get it, so generally trying to do so isn't favored. Dark Obliteration seems like a decent attack, and Darkest Night is cool. Mu Mastery is generally preferred though for Electrifying Fences and Ball Lightning, both pretty decent AoE attacks. (Me, I find I only really need one extra AoE attack... I usually use Ball Lightning and just don't use Electrifying Fences.) Which incarnate powers to pick depends a lot on the build you go for and personal preference, so I'll leave that one. Though Cardiac and Spiritual are the most popular Alpha slot picks. |
On teams you will have buffs. Many defense buffs around, not much for res (Sonic and Thermal mostly, quite rare to find, abit on Cold Dom). Even less for Psy res (only Dark Miasma has).
If you score around 20% melee/ranged def you will hit cap with any half descent FF/Cold/Empath/VEAT or even traps/time, multiple maneuvre and Shield.
On teams you will fight many villain groups. Now you can build for cap S/L and fight... Nemesis and Councils. FA has 0 res to Psy, not building for any ranged def or Psy res means many villain groups (Carnies, most arachnos, most preatorians, many longbows) and heavy psy AVs will blow you away like a level 12 controller. Healing Flame is a great power... if you have the resistance to make it usefull. It wont save you if you dont have the safe minimum.
As for PPP I dont really think its a choice. Most farmers go for Mu for Fences/Ball but normal content (or what I call normal) doesnt really need more AoE, /FA is already pretty good and Footstomp is godly. What /FA need is protection, Soul gives that. And of course Gloom is the best DPA attack a brute have acces to after Seismic Smash and pretty much enters any non-weapon single target cycle.
Haymaker is actually a better attack than gloom, gloom is still epic though and soul simply is the best there is for content builds.
But you are simply wrong; my SS/fire went for s/l def, rech, and then recov. I am able to act as the main tank for LRSFs without any form of buffs coming from someone else at all. I have acted as the main tank for every high end TF and trial, the STF is the only one were i still need outside buffs.
You aren’t weak to psi at all, you have the 2nd best selfheal in a brute secondary in the game (darks heal being the best) and it gives you something like 70 hp/sec. Add darkest night to the mix and barrier and you are fine. Not to mention gloom and dark oblits -tohit.
In truth /Fire’s weakness is actually nrg dmg that has -def in it. It is just so clear you have no idea what you are talking about.
Let’s not forget the s/l def covers almost ALL yes, almost ALL melee attacks in game. With most of the others you might run into being pure fire...and that’s not a problem at all. AND it covers a very large chunk of the ranged attacks as well.
Def is better than res. I have a WS that runs at 85% res all the time but has very little def and an SR broot that has no res but tons of def....guess who is tougher.
And don’t give my some of this "–def is gonna floor your def faster than you can say DDR" crap. That is bull. As an SS/fire the only thing you should have to worry about is the alpha strike (AVs are different but one at a time doesn’t have a chance at killing you) is something survives much longer than that you ****** up.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
Comparitively, few groups do psi damage. S/L defense will protect you from some psi damage because some of it is paired with smashing or lethal. Pure Psi damage does exist but its not really worth building towards. This is compounded by how few sets give those bonuses. Even building solely for Psi defense and Psi resistance, your not going to get it to a level where psi heavy AV's will not hit like a truck.
Your better off building your S/L defense because it covers most content and being mindful and taking out problem mobs first.
Haymaker is actually a better attack than gloom, gloom is still epic though and soul simply is the best there is for content builds.
But you are simply wrong; my SS/fire went for s/l def, rech, and then recov. I am able to act as the main tank for LRSFs without any form of buffs coming from someone else at all. I have acted as the main tank for every high end TF and trial, the STF is the only one were i still need outside buffs. |
MT
Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."
They resist it, but it doesn't hurt to run it if you have enough end. In addition to Soul being the best for single target damage.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
Haymaker is actually a better attack than gloom, gloom is still epic though and soul simply is the best there is for content builds.
|
... Lets not forget the s/l def covers almost ALL yes, almost ALL melee attacks in game. With most of the others you might run into being pure fire...and thats not a problem at all. AND it covers a very large chunk of the ranged attacks as well. |
Def is better than res. I have a WS that runs at 85% res all the time but has very little def and an SR broot that has no res but tons of def....guess who is tougher. |
And dont give my some of this "def is gonna floor your def faster than you can say DDR" crap. That is bull. As an SS/fire the only thing you should have to worry about is the alpha strike (AVs are different but one at a time doesnt have a chance at killing you) is something survives much longer than that you ****** up. |
If you think Alpha strike is the only problem. Than we'r not playing the same game. Or not at the same dificulty level.
*facepalm*
You are just...so wrong.
Looked again and gloom does have a higher DPA though.
The alpha strike IS the only problem. After that most of any mob is dead and between darkest night, other -tohit, barrier, your heal, and possibly demonic aura. You simply wont be dying thanks to the fact that all the def you have meant you didnt get hit enough to send your def anywhere near the red. If you even got hit at all.
I often run against carnies, archnos, and seers in iTrials and psi is NEVER the problem. If anything it's pure nrg dmg that might have -def.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
Yeah well you can wait for fresh Barrier and/or accolade and/or insp whenever face a tough pack. Its not my angle.
As for Alpha strike you can pretty much negate its effect with smart herding (for which Darkest Night is definately a golden tool).
Let me remind you our desagreement.
You think caping S/L is the way to go.
I think its better to go 30%ish Melee/Ranged and throw 15% psy resist.
Also I must add again I am not talking about solo/farm but about x4+8 teaming, trials (iTrials are actually trivialised with incarnate level shift) and MO TF.
My point:
1- Def buffs are extremely common in teams. Resist buffs are very rare, Psy resist extremely rare (Dark Miasma and Mind Link).
2- A lot of mobs can negate you defense. Not just with defense debuffs but also with autohit powers, tohit buffs (Quartz, Fort Leadership, Targeting Drones, Fortitude...).
3- Psy attacks are very generally pure Psy damage (actually only Subdue and TK Blast arent). They also have horribly bothering side effects. Terrorise and Slow (slow is bad for Healing Flames sir) are the one you may fear the most, but you also have Psy def debuff (Arachnos Boss Psy Tarentulas, these with human faces).
Yet Fiery Aura is weak versus Psy. 0 defense, 0 resist. IF you take the chance of diying it means you take the chance to eventually wipeout your team (if you are tank) or to fail MO.
I am very generally the advocate of the "damage will fix it" way. Tho, I must say damage doesnt always fix it.
Now that being said, caping S/L works better for SOLO mission life and easy settings.
Hey guys! I just came back to the game after a year break and a lot has changed. I decided to roll with a SS/FA Brute after 2 weeks of Alt-ing to figure out what I wanted to play. My goal is build the brute for overall game play and Incarnate Trials. I have thumbed thru a TON of these threads and only found a small handful of current Non-Farm Info on builds.
I tried to piece this together using non-epics/pvp ench sets. I went for Recharge and Survivability on this build. I also have none of the Incarnate slots.
Is this a viable build? Or can it be better?
Thank you in advance for your time.