Trying to get the same numbers, Tank to Brute


BeornAgain

 

Posted

I have a FA/Elec Tank that I have done just about everything to it I CAN do. It gets well over 90% fire resist (I wasn't doing overkill on purpose, and I don't have cardiac alpha either) without taking Temperature Protection.

I have tried to duplicate that feat with both my Dark/Fiery Brute and my SS/Fiery Brute to little success. It seems in order to max fire resist as a Brute I must take Temperature Protection. Or do I?

Here is the tank's build, and when I try to do the same thing in Mids I never quite get to 90%:

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Electric Briquette: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:


Level 1: Fire Shield

  • (A) Aegis - Resistance: Level 50
  • (3) Aegis - Resistance/Recharge: Level 50
  • (3) Aegis - Resistance/Endurance: Level 50
  • (37) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (40) Steadfast Protection - Knockback Protection: Level 30
Level 1: Charged Brawl
  • (A) Mocking Beratement - Taunt: Level 50
  • (15) Mocking Beratement - Taunt/Recharge: Level 50
  • (17) Mocking Beratement - Taunt/Recharge/Range: Level 50
  • (17) Mocking Beratement - Accuracy/Recharge: Level 50
  • (21) Mocking Beratement - Taunt/Range: Level 50
  • (36) Mocking Beratement - Recharge: Level 50
Level 2: Blazing Aura
  • (A) Scirocco's Dervish - Accuracy/Damage: Level 50
  • (15) Scirocco's Dervish - Damage/Endurance: Level 50
  • (46) Scirocco's Dervish - Damage/Recharge: Level 50
  • (46) Scirocco's Dervish - Accuracy/Recharge: Level 50
  • (46) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
Level 4: Healing Flames
  • (A) Doctored Wounds - Heal: Level 50
  • (7) Doctored Wounds - Heal/Endurance: Level 50
  • (9) Doctored Wounds - Heal/Recharge: Level 50
  • (9) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (13) Doctored Wounds - Endurance/Recharge: Level 50
  • (13) Doctored Wounds - Recharge: Level 50
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 8: Boxing
  • (A) Empty
Level 10: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (11) Recharge Reduction IO: Level 50
  • (11) Recharge Reduction IO: Level 50
Level 12: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
  • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 16: Havoc Punch
  • (A) Hecatomb - Damage: Level 50
  • (21) Hecatomb - Damage/Recharge: Level 50
  • (27) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (31) Hecatomb - Accuracy/Recharge: Level 50
  • (31) Hecatomb - Damage/Endurance: Level 50
Level 18: Tough
  • (A) Gladiator's Armor - Resistance: Level 50
  • (19) Gladiator's Armor - Recharge/Resist: Level 50
  • (19) Gladiator's Armor - TP Protection +3% Def (All): Level 50
Level 20: Weave
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (36) Shield Wall - +Res (Teleportation), +3% Res (All): Level 50
Level 22: Taunt
  • (A) Mocking Beratement - Taunt: Level 50
  • (23) Mocking Beratement - Taunt/Recharge: Level 50
  • (23) Mocking Beratement - Taunt/Recharge/Range: Level 50
  • (25) Mocking Beratement - Accuracy/Recharge: Level 50
  • (25) Mocking Beratement - Taunt/Range: Level 50
  • (27) Mocking Beratement - Recharge: Level 50
Level 24: Thunder Strike
  • (A) Fury of the Gladiator - Accuracy/Damage: Level 50
  • (31) Fury of the Gladiator - Damage/Recharge: Level 50
  • (33) Fury of the Gladiator - Damage/Endurance/Recharge: Level 50
  • (33) Fury of the Gladiator - Accuracy/Damage/End/Rech: Level 50
  • (33) Fury of the Gladiator - Chance for Res Debuff: Level 50
Level 26: Consume
  • (A) Obliteration - Damage: Level 50
  • (34) Obliteration - Accuracy/Recharge: Level 50
  • (34) Obliteration - Damage/Recharge: Level 50
  • (34) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (36) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
Level 28: Plasma Shield
  • (A) Aegis - Resistance: Level 50
  • (29) Aegis - Resistance/Endurance: Level 50
  • (29) Aegis - Resistance/Recharge: Level 50
Level 30: Burn
  • (A) Obliteration - Damage: Level 50
  • (40) Obliteration - Accuracy/Recharge: Level 50
  • (43) Obliteration - Damage/Recharge: Level 50
  • (43) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (43) Obliteration - Chance for Smashing Damage: Level 50
Level 32: Assault
  • (A) Recharge Reduction IO: Level 50
Level 35: Vengeance
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 38: Lightning Rod
  • (A) Armageddon - Damage: Level 50
  • (39) Armageddon - Damage/Recharge: Level 50
  • (39) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (39) Armageddon - Accuracy/Recharge: Level 50
  • (40) Armageddon - Damage/Endurance: Level 50
Level 41: Char
  • (A) Unbreakable Constraint - Endurance/Hold: Level 50
  • (42) Unbreakable Constraint - Hold/Recharge: Level 50
  • (42) Unbreakable Constraint - Chance for Smashing Damage: Level 50
  • (42) Unbreakable Constraint - Hold: Level 50
  • (50) Unbreakable Constraint - Accuracy/Recharge: Level 50
Level 44: Melt Armor
  • (A) Shield Breaker - Defense Debuff: Level 30
  • (45) Shield Breaker - Accuracy/Defense Debuff: Level 30
  • (45) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 30
  • (45) Shield Breaker - Chance for Lethal Damage: Level 30
Level 47: Fire Ball
  • (A) Ragnarok - Damage: Level 50
  • (48) Ragnarok - Damage/Recharge: Level 50
  • (48) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (48) Ragnarok - Damage/Endurance: Level 50
  • (50) Ragnarok - Chance for Knockdown: Level 50
Level 49: Build Up
  • (A) Recharge Reduction IO: Level 50
Level 50: Musculature Core Paragon
Level 50: Ageless Core Epiphany
Level 50: Pyronic Radial Final Judgement
Level 50: Reactive Core Flawless Interface
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
------------


Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet


Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run


Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (7) Miracle - +Recovery: Level 40
  • (37) Regenerative Tissue - +Regeneration: Level 30
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 50
  • (5) Performance Shifter - EndMod: Level 50
  • (5) Performance Shifter - EndMod/Accuracy: Level 50
So, IS there a way to give a Brute 90% Fire resist WITHOUT Temperature Protection? I am not the best at Mids, but I can fiddle around a bit. I could redo them with Temp Prot., but I would rather have the room for things like Vengeance or Fiery Embrace, which might be kicked to make room.

Thanks in advance! And, Influence (or infamy) is not really a problem, but less expensive is better.


 

Posted

I want to clarify that this is not merely a farming tank. I tried to fashion a fiery aura tank that could farm, and do so effectively, while still being able to competently participate in TFs, trials and the like.

It is, as tanks go, fast. But, compared to a similarly IOed Brute, I am positively glacial! I want to make a brute that can survive the way this tank can, but whip through both AE and content with rapidity.

Again, thank you all for your time!


 

Posted

Post the data chunk.

This is the primary item of any value to anyone who could give a build a serious critque.


 

Posted

Well, there is a lot I would probably change first with the Tanker build before we can really address the Brute version.

A few things that jumped out at me.

  • You seemed to not have chosen any particular direction with defenses, I would recommend refocusing for more SM/L defense where possible.
  • 3 slotted BoTZ is not doing much for you, all you really need is the -KB IO.
  • Healing Flames is overslotted, drop to 5 slots and you're good to go.
  • Weave & Manuvers are underslotted for Defense & End Rdx, you should be getting more DEF from both.
  • If Manuvers is just a slot mule, then drop the entire leadership pool and grab stealth for that instead (only need 2 powers instead of 3 for 2 LOTG 7.5s).
  • Assault should not be slotted with a Rech IO. I'm not even sure why you would do that - aside from that, you don't need Assault, it's not doing very much for you. In fact it does much, much less for you than Fiery Embrace.
  • PLEASE get Fiery Embrace into the build. It is, hands down, one of the best things about FA. You want this power, I promise you. Yes it is worth losing Veng and the 7.5 mule you have there.
  • Chain Induction is better than Havoc Punch.

I just want to reiterate, Burn & Fiery Embrace are the main reasons to go FA. Together they push FA's offense through the roof, and balance FA vs. Ela where FA wins on offense, and Ela wins on being more survivable.


 

Posted

Thank you! I agree on Fiery Embrace, but was curious since tanks have a hard time reaching the 300% damage cap anyway.
Assault was wrong. It actually has an end reduction in it, I made a change and it didn't go through.
Chain Induction is better than Charged Brawl, but Havoc Punch as well? Nice.
Blessings was 3 slotted for the minor defense and the leaping distance. In Mo task force runs, no temp powers so I need Super Leap.
Regarding defense, 1 purple insp and I am a little above the softcap for fire defense.


 

Posted

Quote:
Originally Posted by BeornAgain View Post
Thank you! I agree on Fiery Embrace, but was curious since tanks have a hard time reaching the 300% damage cap anyway.
Well FE boosts your damage by, I think 40-45% of whatever the power's damage is that its accompanying.

So if you do a 100 point attack, it becomes 140.

Even if you do hit the damage cap, this lets you do more damage than more straight +damage bonuses, which become useless.


Quote:
Originally Posted by BeornAgain View Post
Chain Induction is better than Charged Brawl, but Havoc Punch as well? Nice.
Yes, and actually Charged Brawl is better than Havoc Punch IIRC.


Quote:
Originally Posted by BeornAgain View Post
Blessings was 3 slotted for the minor defense and the leaping distance. In Mo task force runs, no temp powers so I need Super Leap.
I still think we can get you using those slots for defense in a better way. You want to focus on SM/L or Melee DEF (I'd go SM/L) and BoTZ grants neither of those.


Quote:
Originally Posted by BeornAgain View Post
Regarding defense, 1 purple insp and I am a little above the softcap for fire defense.
This is what I think you should re-evaluate.

For one thing, Fire is one of the least common damage types you will encounter in game.

Smashing & Lethal are the most common, followed by Energy.

These are your utmost priorites.


On top of this, you already have 90% Fire Resistance and Healing Flames on fast recharge.

You should give up all of your Fire defense in favor of SM/L/Ene where possible.


 

Posted

By removing the Leadership pool, adding the 2 from concealment, taking the slots from Super Leap and placing them in combat jumping and weave and also (since we are trying something new) removing melt armor (which never has the effectiveness I wanted) and adding fire blast + 1 slot from healing flames, I get this:

http://www.cohplanner.com/mids/downl...B6FF01D1B7F633

Faster, does more damage, but still seems more like an overpriced yet slow farming build.

Still, a brute like the above, only better, is what I am after...

I see Oblits all over the place, yet, they seem a bit over-rated (though the 5% recharge is nice).

And, I agree, S/L and Energy are far more useful, and prevalent in the game. Especially the end game. I am pleased with the 70+% S/L resist, and the 45-50% Energy resist is decent enough...

But, the defenses are lower than I would like. And, for a brute, being alive is essential to keeping fury going (that much I DO know).


 

Posted

You will never get a brute as tough as a tank without buffs. It's just not happening.

If you are going to rely on buffs, well, rely on buffs. Chugging candy is what the game is all about for those guys.

If you are not going to rely on buffs, then your goal is to get the brute tough ENOUGH.

And that's quite doable. Against 90 percent or more of the game, a tooled-up elec/fire brute will DESTROY. You have gotten decent advice in this thread, just set it, get as tuff as you can, and go.



Now that said, that last build you put up....FIVE sets of purples? And two obi's only 5-slotted?

Dude, you're turning yourself inside-out chasing recharge. You cannot do both: It's defenses or recharge once you get to this level. (Obi's sixed are the impressive exception, but they kill you on end.) Purple sets give no defense bonuses worth bothering with.

Granted, you are IMPESSIVELY fast on that toon, but what sort of defenses do you think you can shoehorn into that thing when you're burning all your slots chasing nothing but recharge?

Fast or tough, pick one.

At a minimum, I'd find two slots in that build and six out the obi's, get that 7.5 percent melee defense you're leaving out back.


 

Posted

This brings up an interesting point: S/L damage is done a great deal in the game through melee. BUT, E/NE damage is done a lot by ranged (and some AoE).

So much of the trials are about E/NE resists, and NOT defense (purples don't seem to help a whole heck of a lot with the BAF towers, but oranges do), other than a freakishly expensive <insert primary here>/stone brute would survive and be viable elsewhere?

I have gotten some great ideas and some excellent advice!

COME ON FREEDOM! I want another server to try this all out!


 

Posted

If you're actually after all that recharge, you've missed a huge trick. Proc Force Feedback, chance for Recharge in Thunderstrike.

Just about everything appears to beat Havoc Punch in EM - even Jacob's Ladder is almost entirely competative as a single target attack in all ways and allows you to 6-slot obliteration. If you can get more than one target that's simply a bonus to offset the lower end drain. Also there's no good reason to buy the Damage IO for a Purple if you're five slotting as you have repeatedly. You're already over the ED limits - buy the proc instead.


 

Posted

Quote:
I have tried to duplicate that feat with both my Dark/Fiery Brute and my SS/Fiery Brute to little success. It seems in order to max fire resist as a Brute I must take Temperature Protection. Or do I?
Brutes have the same caps as tanks, but their base values are 25% lower. That means you have to work harder to hit some of the caps. And some you won't be able to hit at all. I've heard an Electric Armor tank can cap S/L resistance as well as Energy via Cardiac, but I don't believe a brute can do the same at all.


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

I have hard the same... My Mids Fu is weak, but I've been trying to think about what toon to make on the VIP server, and Brute keeps coming up. I KNOW I want a Street Justsice Primary, but on the secondary, now after seeing how poorly FA handles Energy and how expensive it is to get S/L resists above 70%, for sheer survivability and fun, Invul or Electric are my 2 choices.


 

Posted

Wow I figured that VIP server was going to be a ghost town lol.
My vote goes for /Elec btw and if not that, /Dark.


 

Posted

the only thing for me beorn is just pick up a purp or 2 then your good to go also get more shields than your tank farmer. But for tank doing as much damage as brutes its not very possible. Just get enough +dam as you can.


 

Posted

and beorn whatever you do choose elec its much better then granite armor too. these are the numbers just from res not even from surge of power.


smashing:79.2%

lethal:79.2%

fire: 55.5%

cold: 55.5%

energy: 90%

negative energy: 41.7%

psionic: 55.5%

toxic:0%

now beorn these are with 3 invention origin enchancements on shields these numbers aren't even IOs