Tweaking a non farming Claws/Electric build


EJI

 

Posted

Hi Brute gurus!

I have an old Claws/Elec brute coming up on 50 and am just about to respec him. I'm trying to balance a build that's capable of tanking for a team when needed, while maintaining a decent damage output.

My current build (details below) is S/L softcapped and fast enough to run an aoe chain of Follow Up/Spin and a single target chain of Follow Up/Focus/Slash, although both chains get very slightly gappy when hasten is down (about 16s downtime per cycle at the moment).

I'm wondering if there's anything I've missed, or could do a bit better. Especially as I do have the option of dropping a +3 def pvp IO into the build, which would allow me to slot lightning field a LOT better, and maybe pick up a little extra regen in places, while staying soft capped. Are there significant gains to be made there, to justify the 2.5 billion price tag on the IO?

Any thoughts or comments are most welcome.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Bitter Harvest: Level 50 Technology Brute
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment

Villain Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7), RctvArm-EndRdx(7)
Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(13)
Level 4: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), Achilles-ResDeb%(50)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), Mocking-Acc/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27)
Level 10: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(31)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(33), RctvArm-EndRdx(33)
Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Decim-Build%(36)
Level 20: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 26: Taunt -- Mocking-Acc/Rchg(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(37), Mocking-Taunt/Rng(37)
Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(39)
Level 30: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Knock%(40)
Level 32: Shockwave -- Posi-Dam%(A), Posi-Acc/Dmg(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 35: Power Sink -- Mocking-Rchg(A), Mocking-Acc/Rchg(43), Mocking-Taunt/Rchg/Rng(43), Mocking-Taunt/Rchg(45), Efficacy-EndMod/Acc(45), Efficacy-EndMod(50)
Level 38: Power Surge -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(48), RctvArm-EndRdx(48)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(50)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
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 -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(13)
------------
Set Bonus Totals:

  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 33% Defense(Smashing)
  • 33% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 23.6% Defense(Melee)
  • 6.13% Defense(Ranged)
  • 3% Defense(AoE)
  • 5.85% Max End
  • 57.5% Enhancement(RechargeTime)
  • 27% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 140.6 HP (9.38%) HitPoints
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 19.3%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.2%
  • 2.5% (0.04 End/sec) Recovery
  • 10% (0.62 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 1.58% Resistance(Toxic)
  • 1.58% Resistance(Psionic)



Edited to trim the MIDS export down as I'd exported full set breakdowns.


 

Posted

I'm only showing 43.1% s/l, are you looking at it with stealth suppressed? Anyway, should be plenty . I believe power sink is auto-hit, and doesn't need to be enhanced for accuracy.


 

Posted

Hmm, I hadn't even thought about changing the settings for stealth, thanks EJI.

To do that I need to turn on "hit by foe" on the settings and maths tab?

Hmm, that means I'm going to need to fork out for the PvP IO anyway to get to softcap.