Energy aura.... positives/negatives
Negatives:
- psionic hole
- cannot cap DDR like /SR
- mez protection does not protect against absolutely everything relevant like /SD or /WP (like fear/confuse), but then again only these two sets do.
- the Taunt aura is tied to the mez, I don't care but some people do.
- the heal comes way too late
- like SR, basically non existent resists, all defense
Positives:
- extremely easy to soft cap, you can do it to s/l/e/f/c at 24 with a +3 steadfast and some cheap seats (I'll post a datachunk below)
- unlimited endurance after 28 with defense bonuses when you use Energy Drain
- good taunt aura with a recharge bonus per foe
- stealth that doesn't llower defense when in combat
- if you like godmodes Overload is great because it gives +maxhp - I prefer Elec Armor's godmode but I find them the best ones since I have no problems handling crashes (just wished it left you with like 5 end so you didn't detoggle).
- with the recharge bonus and lots of places for lotgs, you can build a lot of recharge along with capped defs, even cap negative later. And you'll end up with some ranged defense (20-25% maybe) to cover most psionics.
- the passives now have some resist to slow and end drain
(maybe I forgot something, so somebody add it if so)
Btw WM/EA is a great combo, as is Stone/EA, a primary with lots of mitigation really helps defensive sets. Both of those combos will be hard on the blue bar before Energize, but nothing compared to my Stone/Elec who leveled before Energize existed and Power Sink comes only at 35.
So here's a skeleton that caps s/l/e/f/c with three pieces of Aegis and 3 sets of Smashing Haymakers plus a Steadfast:
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 49 Magic Brute
Primary Power Set: War Mace
Secondary Power Set: Energy Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Villain Profile:
Level 1: Pulverize -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(9)
Level 1: Kinetic Shield -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3)
Level 2: Jawbreaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(11)
Level 4: Power Shield -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(5)
Level 6: Dampening Field -- S'fstPrt-ResDam/Def+(A)
Level 8: Clobber -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(15)
Level 10: Entropic Aura -- Empty(A)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam(19)
Level 16: Weave -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(17)
Level 18: Whirling Mace -- Empty(A)
Level 20: Energy Cloak -- DefBuff-I(A), DefBuff-I(21), DefBuff-I(21)
Level 22: Combat Jumping -- DefBuff-I(A)
Level 24: Maneuvers -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(25)
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
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 -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
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Negatives:
- psionic hole - cannot cap DDR like /SR - mez protection does not protect against absolutely everything relevant like /SD or /WP (like fear/confuse), but then again only these two sets do. - the Taunt aura is tied to the mez, I don't care but some people do. - the heal comes way too late - like SR, basically non existent resists, all defense Positives: - extremely easy to soft cap, you can do it to s/l/e/f/c at 24 with a +3 steadfast and some cheap seats (I'll post a datachunk below) - unlimited endurance after 28 with defense bonuses when you use Energy Drain - good taunt aura with a recharge bonus per foe - stealth that doesn't llower defense when in combat - if you like godmodes Overload is great because it gives +maxhp - I prefer Elec Armor's godmode but I find them the best ones since I have no problems handling crashes (just wished it left you with like 5 end so you didn't detoggle). - with the recharge bonus and lots of places for lotgs, you can build a lot of recharge along with capped defs, even cap negative later. And you'll end up with some ranged defense (20-25% maybe) to cover most psionics. - the passives now have some resist to slow and end drain (maybe I forgot something, so somebody add it if so) Btw WM/EA is a great combo, as is Stone/EA, a primary with lots of mitigation really helps defensive sets. Both of those combos will be hard on the blue bar before Energize, but nothing compared to my Stone/Elec who leveled before Energize existed and Power Sink comes only at 35. So here's a skeleton that caps s/l/e/f/c with three pieces of Aegis and 3 sets of Smashing Haymakers plus a Steadfast: Villain Plan by Mids' Villain Designer 1.952 http://www.cohplanner.com/ Click this DataLink to open the build! Level 49 Magic Brute Primary Power Set: War Mace Secondary Power Set: Energy Aura Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Villain Profile: Level 1: Pulverize -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(9) Level 1: Kinetic Shield -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3) Level 2: Jawbreaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(11) Level 4: Power Shield -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(5) Level 6: Dampening Field -- S'fstPrt-ResDam/Def+(A) Level 8: Clobber -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(15) Level 10: Entropic Aura -- Empty(A) Level 12: Boxing -- Empty(A) Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam(19) Level 16: Weave -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(17) Level 18: Whirling Mace -- Empty(A) Level 20: Energy Cloak -- DefBuff-I(A), DefBuff-I(21), DefBuff-I(21) Level 22: Combat Jumping -- DefBuff-I(A) Level 24: Maneuvers -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(25) Level 26: [Empty] Level 28: [Empty] Level 30: [Empty] Level 32: [Empty] Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] ------------ 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 -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Code:
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Positives? What Kioshi said. It is plenty capable and easy to soft cap early on.
Also, I feel EA has a better niche now among the armor sets in that it boosts your recharge significantly.
Downsides? It's a Defense based set, which while plenty viable, suffers from the fact that Defense buffs are so common and resistance buffs so rare.
The Def Debuff resistance only being 52% or more means you'll lose your soft cap defense from time to time from debuffs, having to pop lucks or suffer the quick demise of defense failure.
I have a Stone/EA Brute at 49 that is soft capped, and it's tons of fun, and works just fine, but it won't ever compare to any of my /Shields who can easily get 70% S/L resistance in bursts with One with the Shield and have 70%+ Def Debuff resistance. Mixing soft capped defense with resistance is way stronger than defense alone.
But, now there is incentive to take EA over concept. The +Recharge from Entropic Aura is significant, and you can soft cap it early like Kioshi showed for a really nice ride to 50. It may not be #1 in terms of all around mitigation, but it no longer is a slouch. It's quite strong and pretty.
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Well, that's an interesting build, and impressive that you can cap so early, but, according to Mids, the End Recovery is 2.08/sec and the drain from all the toggles is 2.06/sec, so you will basically use up all of your end on the first attack chain, and then won't be able to recover any!
![]() |
I mnay try something like this on my broot (he's 18, stuck in Praetoria, someday I'll get a toon out of there, I have 5 toons around 15-18 there and I love their concepts but hate the place lol), but I like taunt too much to try it so soon and also, WM is an end hog, so I'll need to really think how I'll slot stuff. Maybe level 30-33 IOs, I already like EA's numbers on SOs.
My 1st lvl 40 (then cap) and later first 50 was my first brute, Tourettes. He's Energy/Energy. He's awesome. I can stand in the middle of Every mob in the game whilst taunting Galactus (tm) but (And it's an HUGE Oprah Winfrey sized butt).. I cannot deal w/ Psi dmg. If I have to do Carnival missions I've either gotta get help, or stock up on Inspirations. The Master Illusionist will wreck.my.face! Everytime.
Beyond that, I've solo'd a few TF's w/ this toon. It's the only one I've done so with. Did the Recluse arc on +8/x2 without any real difficulties. (Recluse is a punk). Also, prior to them fixing the last mob in ITF to be more resiliant to End Drain I could pull all his blue and drop him in seconds.
It's a very effective secondary for a brute, but remember the main problem: WHEN you get hit (not if) you take full damage, so the more mobs you try to take on at once, the higher likelyhood of death.
IE- You can do 3 bosses at +4 at same time, but 20x minions at +0 seem to do more dmg because you get hit by the streak breaker 5% a LOT more.
Hope this helps.
Tourettes.
That's not debt, those are my "fury bonus points"--Stahlkopf
MOST amazing Brute engineer goes to: Ultrawatt. His SS/Fire farm build is SMASH!
Congrats to Black Assassin! Won 100,000,000 INF for building most survivable NRG/NRG Blaster
Negatives:
- psionic hole - cannot cap DDR like /SR - mez protection does not protect against absolutely everything relevant like /SD or /WP (like fear/confuse), but then again only these two sets do. - the Taunt aura is tied to the mez, I don't care but some people do. - the heal comes way too late - like SR, basically non existent resists, all defense |
- Only +HP Power in the game that cannot be made perma (though you can double it's duration with Burnout... yay?)
- Energy Drain's +Def is less than Energy Absorption (though not by much) and heavily saturated (3+ Applications) will destroy your DPS rating (and even then, only give you 12-15% Defense to the basic 6).
Basically Synapse gave us energize - thats the only real positive change I've noticed with the revamp (the other changes are either break-even or minor at best). If energy drain gave us DDR that would go a long way (12-15%, same as the defense values) towards fixing the set.
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Negatives not unique to the set:
- psionic hole - cannot cap DDR like /SR and /SD - mez protection does not protect against absolutely everything relevant like /SD or /WP (like fear/confuse), but then again only these two sets do. Negatives unique to the set: - the heal comes way too late - low resists that are better than /SR since they don't have to scale up Negatives unique to the set that don't make a difference towards survival: - the Taunt aura is tied to the mez, I don't care but some people do. Positives: - extremely easy to soft cap, you can do it to s/l/e/f/c at 24 with a +3 steadfast and some cheap seats - Negative def cap does not require much more investment. - unlimited endurance after 28 with defense bonuses when you use Energy Drain - good taunt aura with a recharge bonus per foe - stealth that doesn't lower defense when in combat - if you like godmodes Overload is great because it gives +maxhp - I prefer Elec Armor's godmode but I find them the best ones since I have no problems handling crashes (just wished it left you with like 5 end so you didn't detoggle). - with the recharge bonus and lots of places for lotgs, you can build a lot of recharge along with capped defs, even cap negative later. And you'll end up with some ranged defense (20-25% maybe) to cover most psionics. - the passives now have some resist to slow and end drain |

Seriously, it's super easy to Soft-Cap all but Psi on /EA with very minimal cost (Mids Link below). If you IO your toons, then there's no reason for you to have trouble with /EA. Sprinkle Energy Drain on top of that, and you'll be good for a lot of incarnate trials too.
Keep in mind, this build was for getting recharge bonuses as well, but if you cut out all but the defense bonus sets, you'll see how much liberty you have with the build.
Click this DataLink to open the build!
@Rylas
Kill 'em all. Let XP sort 'em out.
- Toxic Hole (The Thorn Tree AV can one shot you, hydra are touch of death, and lets not START with Acid Arrow/Poisonous Ray)
- Only +HP Power in the game that cannot be made perma (though you can double it's duration with Burnout... yay?) - Energy Drain's +Def is less than Energy Absorption (though not by much) and heavily saturated (3+ Applications) will destroy your DPS rating (and even then, only give you 12-15% Defense to the basic 6). Basically Synapse gave us energize - thats the only real positive change I've noticed with the revamp (the other changes are either break-even or minor at best). If energy drain gave us DDR that would go a long way (12-15%, same as the defense values) towards fixing the set. |
EDIT: Still dunno about defense to Toxic but Shields has resistance to it in True Grit too, as Granite. Oh and Dark Armor too (<3 DA)
I personally love the taunt aura, it's very good. I was on a ST-only (before Whirling Mace) /EA Brute duoing with a corr in Praetoria who used AoEs all the time and I was able to keep aggro without using Taunt (I had it, but didn't use it to test).
I also like that Entropy Shield now gives you a fixed 20% rech bonus on Stalkers like SR and ELA. Disrupt could be better since it has a 5 target cap instead of Oppressive Gloom's 16 but it's not available for Brutes who are more likely to be surrounded by many enemies than Stalkers.
They are right to mention the negatives, but after playing it to 44 the set feels very solid and fun.
A defensive set that can be capped at level 25 with endless endurance, and a decent heal? Most the other sets dream of that kind of utility and overlapping coverage, it feels like a stronger ninjitsu. The s/l resist can approach 50% with tough, if I am not mistaken too. With all the spots for LOTG recharges and the built in recharge buff and its a very impressive package.
Very fun, relatively cheap to io, lots of utility it is rapidly becoming one of my favorite armors. You lack the offense of a damage aura, added aoe, extra damage buff of some of the other armors but the tradeoffs are pretty sweet and just speed up and fuel your primary attacks.
My only problem has been with carnival the gaping hole for psy hurts, but I actually neglected to slot my heal until into the 40s, I just was not getting hit enough to justify it. The faster heal really helps, and I think some creative IOing for range defense will fill in the hole perfectly. IO's definitely make this armor shine much faster and cheaper than resistance sets and most others in my humble opinion.
I highly recommend giving it a try.
Oh I know, it was just to show how easy it is to softcap even without Kinetic Combats, I know this is unplayable - but it'd be a very fine exemplaring build after you get decent numbers of slots (since in this skeleton you have about 3 or 4 free slots only until 27) to get good numbers out of your attack chain. Plus no need to worry so much on endred after 27 (ED+slots). But I'd say that with the slots you get up to 30 you might make this workable with frankenslotting on other stuff, and would exemp very well to 25.
I mnay try something like this on my broot (he's 18, stuck in Praetoria, someday I'll get a toon out of there, I have 5 toons around 15-18 there and I love their concepts but hate the place lol), but I like taunt too much to try it so soon and also, WM is an end hog, so I'll need to really think how I'll slot stuff. Maybe level 30-33 IOs, I already like EA's numbers on SOs. |
- Toxic Hole (The Thorn Tree AV can one shot you, hydra are touch of death, and lets not START with Acid Arrow/Poisonous Ray)
- Only +HP Power in the game that cannot be made perma (though you can double it's duration with Burnout... yay?) - Energy Drain's +Def is less than Energy Absorption (though not by much) and heavily saturated (3+ Applications) will destroy your DPS rating (and even then, only give you 12-15% Defense to the basic 6). Basically Synapse gave us energize - thats the only real positive change I've noticed with the revamp (the other changes are either break-even or minor at best). If energy drain gave us DDR that would go a long way (12-15%, same as the defense values) towards fixing the set. |
I dunno, permahasten without a crash and without IOs is pretty slick.
I dunno, permahasten without a crash and without IOs is pretty slick.
|
So essentially, this isn't a build or build advice so much as proof of number crunching? Damn *goes too burn a respec
|
It's a build skeleton to show how easy and early you can softcap an /EA.
That means you can get the toon to 35 or whenever you have slots to do things properly and be softcapped that early and go do early SFs or whatever. Never said it was build advice, don't be stupid, and the OP didn't ask for advice, just the opinions on the positives and negatives, (I thought it might be worth repeating the thread title for you).
You wouldn't want to softcap before having the unlimited end power anyway (which comes 4 levels later so at 29 you might be able to actually play the build just like that adding a kismet to help acc).
I'm probably misremembering, since the character flew to level 46 - I probably did have some basic IOage (probably CIs I had lying around). Either way, the recharge bonus is very nice indeed, considering you don't have to pay a second toggle's worth of Endurance for it.
Why is the heal listed as a negative?
What other defense set can a Brute have that offers a self heal?
The fact that the heal exists is the biggest positive the set has, lumping it as a negative is wrong on many, many levels.
DDR aside, sets like SR can't compare to the survivability of Energy. Having that heal gives it a layer of defense the other defense sets have no access to (other than through Aid Self which really, isn't a very good power) which right off the bat makes it significantly more durable V anything that doesn't debuff def. Let's face it, people always seem to imply DDR makes or breaks a defensive set but consider how many mobs out there use defense debuffs, it is pretty much insignificant unless you are doing ITF.
**Acceptable "support" responses**
Its your fault
Its your computers fault
Its your ISPs fault
What other defense set can a Brute have that offers a self heal?
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Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Not getting alotta feedback on a thread I have in the scrapper forums so figured I'd look for a lil more here w/br00ts that have maybe more overall experience w/Energy and its highs/lows.
Basic Readers Digest of my thread is, started a WM/energy scrap for the simple reason of I havent tried energy before and I have a decent theme, but am curious what some of the positives/negatives of energy are and what is its major draw and its weaknesses I should pay attention to as I progress.
I've got a kat/wp and had a tanker WM/SD from way back in the day that didnt quite live upto my expectations is why I wasnt all that set on SD (that and Im working up a FM/SD toon which means Im not overly interested in creating a 3rd SD toon).
So just kind of getting some basic thoughts on energy as a whole is why Im posting this.