DM/EA Suggestions


EJI

 

Posted

Right, I have a DM/EA Brute who's sitting at 50 and needs a rework for the i21 changes, so I'd appreciate a little feedback on the build I've put together bearing in mind the following caveats: No incarnate stuff yet and I'm not sure if there will be and no Purples, PvP sets or HOs.

Villain Plan by Mids' Villain Designer 1.95
http://www.cohplanner.com/

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Daps: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Speed

Villain Profile:
Level 1: Shadow Punch -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(3)
Level 1: Kinetic Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Rchg+(5), LkGmblr-Def(7)
Level 2: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Boxing -- Acc-I(A)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Aid Other -- IntRdx-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Dark Consumption -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(19), Efficacy-EndMod(19), Efficacy-EndMod/Acc(21), Efficacy-Acc/Rchg(50)
Level 20: Energy Cloak -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(23), Ksmt-ToHit+(23)
Level 22: Siphon Life -- Numna-Regen/Rcvry+(A), Numna-EndRdx/Rchg(25), Numna-Heal/Rchg(25), Numna-Heal(27), Numna-Heal/EndRdx(27), Numna-Heal/EndRdx/Rchg(29)
Level 24: Aid Self -- IntRdx-I(A), IntRdx-I(29), Numna-Heal(31), Numna-Heal/Rchg(31)
Level 26: Soul Drain -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/Rchg(31), GSFC-ToHit(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(34)
Level 28: Energy Drain -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(34), Efficacy-EndMod/EndRdx(34), Efficacy-EndMod(36), LkGmblr-Def(36), LkGmblr-Def/Rchg(36)
Level 30: Touch of Fear -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(37), SipInsght-ToHitDeb/EndRdx/Rchg(37), SipInsght-ToHitDeb(37), SipInsght-Acc/EndRdx/Rchg(39), SipInsght-%ToHit(39)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 35: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-EndRdx/Rchg(43)
Level 38: Overload -- Numna-Heal(A), Numna-EndRdx/Rchg(43), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(45)
Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam/Rchg(46)
Level 44: Energy Protection -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(46), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(48)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Dampening Field -- S'fstPrt-ResDam/Def+(A)
Level 50: Nerve Core Paragon
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Fury
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(13), P'Shift-End%(50)



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Posted

I won't be able to take a look until I get home late tonight (we work on Mac's at my job), but if you've hit soft cap for all but Psi, then you're already at a good place.

I'll post my build, too. With 10 in range, it has well over Perma-Hasten as well as soft-capped S/L/E/N/F/C (before End Drain). It's a monster.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

I don't play brutes much but... do you really think medicine will be necessary or useful with heal in both primary and secondary?


 

Posted

Quote:
Originally Posted by Rylas View Post
I won't be able to take a look until I get home late tonight (we work on Mac's at my job), but if you've hit soft cap for all but Psi, then you're already at a good place.

I'll post my build, too. With 10 in range, it has well over Perma-Hasten as well as soft-capped S/L/E/N/F/C (before End Drain). It's a monster.
Whilst that would be nice I imagine it's also well outside my budget


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Posted

Quote:
Originally Posted by Technoraid View Post
I don't play brutes much but... do you really think medicine will be necessary or useful with heal in both primary and secondary?
Possibly not, it's mostly a legacy from before there was any heal in EA so I had to rely on Aid Self and Siphon Life.


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Posted

Quote:
Originally Posted by The_Spad_EU View Post
Whilst that would be nice I imagine it's also well outside my budget
1. You're already rockin' LotGs and Numinas, so 1 or 2 sets of Kin Combats may not break your budget. If memory serves me correctly, that's what I have. And if you save up some A-merits across a few toons, then you don't have to spend much at all.

2. My perma-hasten comes from using the aggro aura. I'm only sitting at 47.5% global recharge on the build. That's usually not too hard to get. But, even if you don't get that much recharge on the build, the aura is going to do a lot for you anyway. You can always tweak as you see fit.

3. I'm also talking without having the chance to look at your build in Mids yet, so take what I say with a grain of salt.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Back in hospital, so I'll look when I get home.

My new ss/ea brute is 38 and softcapped to s/l/e and close to it on f/c without using a single kin combat.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Ok, I took some time to look over the build, and I have to say: NO.

You've underslotted a great deal of your attacks, and as a Brute, this is a huge NO-NO. Yes, you want to survive, but you want to be doing much more than that. You're defense numbers are admirable, but badly acheived. One of the main issues is that most of the Defense bonuses you went for were primarily Positional rather than Damage type. /EA is about damage defense, and you're route requires much more slotting to finally hit those numbers you want. Go for damage defense instead, and you can be a killer as well as a survivor.

Yes, that's right. You can have your cake AND eat it, too!

Also of note, you break the rule of 5 in many places. So you're losing even more slotting potential there.

Now, my build has HO's, but you can replace them out as you see fit. They have no bearing what-so-ever on the real goals of the build. Since you went for so many LotGs and Numinas, something tells me you can afford most of this. The rest, if you can't afford it all, A-Merits will help you out.

Click this DataLink to open the build!

For DM, single target attack chain is key. You've treated Siphon as a pure heal. Now that EA has a heal (and a good one), you don't have to waste its very high damage output. You're best attack powers are Shadow Punch, Smite, SL and Midnight Grasp. With just moderate recharge, you can make that a buzz-saw of death for bosses and Lts. And if you want, I'm sure even some AVs. Solo.

Now, if you just think this is way to far out on your price range, don't settle on your current build just yet. I'm sure we could find another option somewhere between the two that would still get you soft-capped to all but Psi while keeping your attacks where they should be.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

First off, complications of organ removal suck. Freakin hate the hospital.

Second, it occured to me that someone had asked about DM/EA in the scrapper forums a couple of days ago. This is what I posted over there. I think the only difference in scrapper and brute EA is the order you get energy drain and energize is reversed.

Quote:
Originally Posted by Gobbledygook View Post
Here is a basic layout for what I personally would do.
Haven't chosen Incarnate, epic/app powers, and theres still a few slots to put in powers, and slot SL as you please.
Is it cheap?
Not really, but not prohibitively expensive either, especially since it avoids the use of Kin Combats.

Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 49 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Energy Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Shadow Punch
  • (A) Touch of Death - Accuracy/Damage
  • (5) Touch of Death - Damage/Endurance
  • (7) Touch of Death - Damage/Recharge
  • (7) Touch of Death - Accuracy/Damage/Endurance
  • (9) Touch of Death - Damage/Endurance/Recharge
  • (9) Touch of Death - Chance of Damage(Negative)
Level 1: Kinetic Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Defense/Endurance
  • (37) Luck of the Gambler - Defense/Endurance/Recharge
Level 2: Smite
  • (A) Touch of Death - Chance of Damage(Negative)
  • (11) Touch of Death - Accuracy/Damage
  • (11) Touch of Death - Damage/Endurance
  • (13) Touch of Death - Damage/Recharge
  • (13) Touch of Death - Accuracy/Damage/Endurance
  • (15) Touch of Death - Damage/Endurance/Recharge
Level 4: Power Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Endurance/Recharge
  • (39) Luck of the Gambler - Defense/Endurance
Level 6: Dampening Field
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 8: Siphon Life
  • (A) Empty
  • (15) Empty
  • (17) Empty
  • (17) Empty
  • (19) Empty
  • (19) Empty
Level 10: Entropic Aura
  • (A) Endurance Reduction IO
Level 12: Hasten
  • (A) Empty
  • (21) Empty
  • (21) Empty
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 16: Energy Protection
  • (A) Empty
Level 18: Dark Consumption
  • (A) Empty
Level 20: Energy Cloak
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance/Recharge
  • (29) Luck of the Gambler - Defense/Endurance
Level 22: Boxing
  • (A) Empty
Level 24: Tough
  • (A) Reactive Armor - Endurance
  • (25) Reactive Armor - Resistance
  • (25) Reactive Armor - Resistance/Endurance/Recharge
  • (29) Reactive Armor - Resistance/Endurance
Level 26: Soul Drain
  • (A) Recharge Reduction IO
  • (27) Recharge Reduction IO
  • (27) Recharge Reduction IO
Level 28: Energize
  • (A) Doctored Wounds - Recharge
  • (40) Doctored Wounds - Heal/Endurance
  • (40) Doctored Wounds - Endurance/Recharge
  • (43) Doctored Wounds - Heal/Recharge
  • (43) Doctored Wounds - Heal/Endurance/Recharge
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Endurance/Recharge
Level 32: Midnight Grasp
  • (A) Touch of Death - Accuracy/Damage
  • (33) Touch of Death - Damage/Endurance
  • (33) Touch of Death - Damage/Recharge
  • (33) Touch of Death - Accuracy/Damage/Endurance
  • (34) Touch of Death - Damage/Endurance/Recharge
  • (34) Touch of Death - Chance of Damage(Negative)
Level 35: Energy Drain
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (39) Defense Buff IO
  • (39) Defense Buff IO
  • (40) Defense Buff IO
Level 38: Super Speed
  • (A) Empty
Level 41: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (42) Luck of the Gambler - Defense/Endurance
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl
  • (A) Empty
Level 1: Critical Hit
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
  • (3) Numina's Convalescence - Heal
  • (5) Miracle - +Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (3) Performance Shifter - EndMod


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Pine questioned my use of ToD for an /EA toon. You still hit soft cap without using the Kin Combats, so why use the money on them. Like I said, this is just what I personally would do. Maybe it'll give you some ideas.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Tinkered with the OP's build a bit, dropped medicine pool to pick up gloom and darkest night. The other powers are the same, but ordered a bit differently. Tried to avoid the really expensive bits, cost should be on par with the original. One could do a bit better using a kin combat set, still managed more HP(by more than 100), equal recharge, a bit more regen, better recovery and capped def to all but psi. I'm not familiar with EA, so I may have missed something. The health uniques are the priciest bits, if it's an obstacle the build should work fine without them. Also, I'm kinda iffy about the value of the miracle in health, that slot may serve better elsewhere.

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Posted

Quote:
Originally Posted by Gobbledygook View Post
Pine questioned my use of ToD for an /EA toon. You still hit soft cap without using the Kin Combats, so why use the money on them. Like I said, this is just what I personally would do. Maybe it'll give you some ideas.
I still would question the use of ToD. They're still expensive, and 4 slotting Smashing Haymakers gives you the same S/L defense while allowing you to round out you're enhancement numbers better with frankenslotting the rest. Chasing the wrong type of defense is always a bad route.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

I guess the part I disagree with is the fact that it isn't necessarily the wrong type of def. It still gives 1.88% of S/L, allowing you to cap S/L.
Personally, my /Ea brute is already softcapped to s/l and only has one set of ToD, the steadfast unique. Everything else is just generic IO's.

Ah well, as I said in another thread tomato, tomato.

I take that back, it uses Energy drain to hit soft cap for now, has one full set of ToD and 1 set of Oblits. Of course, he's also only lvl 38 atm

http://www.cohplanner.com/mids/downl...C9FE0653C8335D



Here's what his finished build will look like.

http://www.cohplanner.com/mids/downl...53E65F4C68DC15

50% s/l def, without even using energy drain. Of course, I'll prob use it in every group, just to keep the extra buffer there in case of def debuffs.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Quote:
Originally Posted by Gobbledygook View Post
I guess the part I disagree with is the fact that it isn't necessarily the wrong type of def. It still gives 1.88% of S/L, allowing you to cap S/L.
Personally, my /Ea brute is already softcapped to s/l and only has one set of ToD, the steadfast unique. Everything else is just generic IO's.
My point is that you wasted slots getting to that Defense you could have gotten in fewer slots. Those slots, even if you kept them in the same power, could help you better ENHANCE the power's numbers. Because what good is getting a bonus that cost more on the market to get, if it keeps your power from having better numbers?

So sure, you're right. You got your defense bonus. But you're wasteful about it, and way better options are available.

To the OP: I reworked my build to cut out the Kinetic Combats. Still soft-capped, same recharge numbers. And perhaps some better enhancement values. In fact, I'm considering changing my build to this and re-purposing my KC's for another toon.

Click this DataLink to open the build!


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

I got kinda curious about the 'tomato' question, decided to look closer...

6 slots ToD gives:

acc:43.43% dam: 96.65% end: 62.73 rech: 43.43%
relevant bonuses: 1.5% +hp, 2.5% +dam, 1.88% s/l / 3.75% melee

4 slots smashing haymaker + 1 mako's quad:

acc: 41.49% dam: 95.86% end: 59.84% rech: 59.84%
relevant bonuses: 1.13% +hp, 1.88% s/l def

(all enh max available level)

So, the second slotting gets mostly the same enhancement values with 20% more recharge, in 5 slots. You can use the 6th for a proc (without being limited to the ToD proc), move it elsewhere where it's more needed, or use it to further enhance the power itself (for example, more recharge in MG or KoB).

On the other hand, ToD has a bigger +hp bonus (which, significantly imo, is not shared by the popular LotG and crushing impact sets and thus is more easily stacked if building for +hp), and the dmg bonus. 2.5% isn't much dmg on a brute, but stacked a few times becomes more significant.

For big, long recharging powers, I like the haymakers a bit better. For lower tier attacks, they both look like tomatoes to me.


Gobbledygook: hope you're feeling better. your build exceeds the rule of 5 (mostly the lotg's) and is under the NE cap by about 5%. You could single slot CJ with a kismet, move the slots to your resist armors for 3 pieces each reactive armor, and re-tool KoB with 4 haymakers and 2 bas gaze (acc/rech, end/rech/hold) to solve this.


 

Posted

Quote:
Originally Posted by EJI View Post
I got kinda curious about the 'tomato' question, decided to look closer...

6 slots ToD gives:

acc:43.43% dam: 96.65% end: 62.73 rech: 43.43%
relevant bonuses: 1.5% +hp, 2.5% +dam, 1.88% s/l / 3.75% melee

4 slots smashing haymaker + 1 mako's quad:

acc: 41.49% dam: 95.86% end: 59.84% rech: 59.84%
relevant bonuses: 1.13% +hp, 1.88% s/l def

(all enh max available level)
Just a little nit-pick, so please forgive me. The 3.75% melee bonus is not relevant. When checking against a Defense, the game checks against the highest applicable defense number. Since you're characters numbers are so much higher on the Damage Defense, you're melee defense wouldn't be worth much, if anything. Maybe if you're going up against some Psionic Melee attacks... but I can't think of any in the game.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

I'm inclined to agree with you, Rylas. The melee bonus is not really worth much if you're building for s/l. As a corner case, fire melee, dark melee, darkness manipulation (others?) have melee attacks without a s/l component. Mind Probe (mental manip) is the only psionic melee attack that comes to mind.

In the case of EA, where you're likely to be capped to all dmg types, it becomes completely insignificant.


 

Posted

Thx Eji, I am feeling better. Unfortunately, there has been a death in the family, so I will beout of town for awhile and won't have much of anything to add to this discussion for awhile.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?