'Tanky' Brute - WP or Invul?
Made a few small changes, take a look and tell me if you like it.
Took out Physical Perfection for Hasten and moves a slot from Tough Hide and Stamina. The drop in Recovery can be made up by getting the Atlas Medallion and Portal Jockey Accolades.
Also I'd look into the Cardiac Alpha to boost your Damage Resiatance and drop your Endurance Costs.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Scotaloo: Level 50 Magic Brute
Primary Power Set: Titan Weapons
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(36)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(27)
Level 2: Titan Sweep -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), C'ngBlow-Dmg/EndRdx(31), FrcFbk-Rechg%(33)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Follow Through -- Hectmb-Dmg/Rchg(A), Hectmb-Dam%(15), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(37)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 12: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rng(36), Zinger-Dam%(39), Zinger-Taunt/Rchg(46), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(50)
Level 14: Boxing -- Empty(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(45)
Level 18: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), Achilles-ResDeb%(23)
Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25)
Level 22: Build Momentum -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(40), RechRdx-I(46)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(40)
Level 26: Whirling Smash -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), C'ngBlow-Dmg/EndRdx(42), FrcFbk-Rechg%(43)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(29)
Level 30: Resist Energies -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45), ResDam-I(45)
Level 32: Arc of Destruction -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Acc/Dmg(34)
Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(36)
Level 38: Unstoppable -- ResDam-I(A)
Level 41: Superior Conditioning -- EndMod-I(A)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Super Jump -- Winter-ResSlow(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-End%(9)
Level 1: Momentum
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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I run ss/invul brutes at 50. My current main is a ss/invul Brute. You do not need dull pain as perma. In fact i go long lone very long periods never hitting it. But your build needs to be solid, with softcap to S/L/mayme En//etc with 1 mob in range. Also, your S/L res should be respectable 45-55 range. GL
Willpower is fantastic and all, but in my experience of the two Invul is much sturdier vs everything exception psi. Dark Armor on a tank is also very sturdy overall.
Willpower is fantastic and all, but in my experience of the two Invul is much sturdier vs everything exception psi. Dark Armor on a tank is also very sturdy overall.
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WP is still awesome though.
I run ss/invul brutes at 50. My current main is a ss/invul Brute. You do not need dull pain as perma. In fact i go long lone very long periods never hitting it. But your build needs to be solid, with softcap to S/L/mayme En//etc with 1 mob in range. Also, your S/L res should be respectable 45-55 range. GL
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Willpower is fantastic and all, but in my experience of the two Invul is much sturdier vs everything exception psi. Dark Armor on a tank is also very sturdy overall.
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Well just like Call_Me_Awesome's guide to invul Tankers softcaps to s/l/e/n with 1 mob using smashing haymakers and other cheap stuff.
Thanks for the build Doc, it looks great, I really wanted to fit Hasten. Seems Cardiac is the way to go since resistance buffs are uncommon even in iTrials, Agility looks nice too and would softcap me to 1 mob and help with recovery and rech, but at least in iTrials most of my toons have their defense and recharge buffed to hell almost every time.
I Second going Cardiac on an Invuln. No Reason to use a Defense boosting Alpha, because where Invuln really suffers is on its poor resists to everything but S/L. Invuln is this great set where you're so awesome when you are in a pack, being a boss, and then you go and try to pull an Energy Blast AV or a bunch of enemies with ranged off-type attacks, and suddenly your mighty capped S/L resist means nothing compared to your piddly 30%ish resists to the current attacks, hitting you easily since you aren't in Invinc range. This situation happens more often than you would think, and it mandates two things. First, Cardiac lets you slot your build for much more def bonuses by fixing your end problems on its own, with the added benifit of some extra Resists to cushion those blows. Second, either Barrier or Rebirth Destiny powers will give you some survival when you need it in those situations where you are outside Invinc range, like when pulling AVs. Invuln does have some probs, but you can mitigate them.
"Look, personally I just want a new issue to feature changes that don't cause a mass exodus of players..."
Issue 17: We Didn't Break Anything!
How to suck at CoX
Literally the Best Build Ever: Years in the Making
Here is what I am currently rolling with as my main. I went Musculature Radial Paragon, Reactive Radial Flawless, Pyro Judgement.
He is very very Tanky. I use the Heal to paste the Psi hole, and pretty much nothing else scratches the paint except incarnate trials.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
SS-Invul Brute: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
Level 1: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/Rchg:40(9)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal:50(15), Dct'dW-Rchg:50(15)
Level 6: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(17)
Level 8: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(17), Hectmb-Acc/Dmg/Rchg:50(19), Hectmb-Dmg/EndRdx:50(19), Hectmb-Dam%:50(21)
Level 10: Resist Elements -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(21)
Level 12: Fly -- Winter-ResSlow:50(A)
Level 14: Kick -- T'Death-Dam%:40(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam:40(29)
Level 18: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(25), GSFC-ToHit/EndRdx:50(25), GSFC-Build%:50(29)
Level 20: Resist Energies -- Aegis-Psi/Status:50(A), Aegis-ResDam/EndRdx:50(31), Aegis-ResDam:50(31)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(34)
Level 26: Hurl -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(34), Apoc-Acc/Dmg/Rchg:50(36), Apoc-Dmg/EndRdx:50(36), Apoc-Dam%:50(36)
Level 28: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(37), LkGmblr-Rchg+:50(37)
Level 30: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(39), RedFtn-EndRdx/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-Def:50(40), RedFtn-EndRdx:50(40)
Level 32: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(40), Armgdn-Acc/Dmg/Rchg:50(42), Armgdn-Dmg/EndRdx:50(42), Armgdn-Dam%:50(42)
Level 35: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43)
Level 38: Superior Conditioning -- P'Shift-End%:50(A)
Level 41: Physical Perfection -- P'Shift-End%:50(A)
Level 44: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(45), Mocking-Taunt/Rchg/Rng:50(45), Mocking-Acc/Rchg:50(45), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(46)
Level 47: Laser Beam Eyes -- Dev'n-Hold%:50(A), Dev'n-Dmg/EndRdx:50(50), Dev'n-Dmg/Rchg:50(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
------------
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(43), Numna-Regen/Rcvry+:50(43), Numna-Heal:50(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), P'Shift-EndMod/Rchg:50(48), P'Shift-EndMod/Acc:50(48)
Level 1: Brawl -- T'Death-Dam%:40(A)
Level 1: Fury
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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Set Bonuses:
Kinetic Combat
(Punch)
MezResist(Immobilize) 2.75%
22.49 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor
(Resist Physical Damage)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Reactive Armor
(Temp Invulnerability)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Doctored Wounds
(Dull Pain)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Kinetic Combat
(Haymaker)
MezResist(Immobilize) 2.75%
22.49 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Hecatomb
(Knockout Blow)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Steadfast Protection
(Resist Elements)
3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Gladiator's Armor
(Resist Elements)
3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Winter's Gift
(Fly)
20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Reactive Armor
(Unyielding)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Gaussian's Synchronized Fire-Control
(Rage)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
28.11 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Aegis
(Resist Energies)
5% RunSpeed
3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
3% Resistance(Psionic)
Reactive Armor
(Tough)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler
(Weave)
10% (0.62 HP/sec) Regeneration
16.87 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
Apocalypse
(Hurl)
16% (1 HP/sec) Regeneration
44.98 HP (3%) HitPoints
4% DamageBuff(All)
10% Enhancement(RechargeTime)
Luck of the Gambler
(Invincibility)
10% (0.62 HP/sec) Regeneration
16.87 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
Red Fortune
(Maneuvers)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Armageddon
(Foot Stomp)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Luck of the Gambler
(Tough Hide)
10% (0.62 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Mocking Beratement
(Taunt)
1.8% Max End
MezResist(Held) 2.75%
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
7.5% Enhancement(RechargeTime)
Devastation
(Laser Beam Eyes)
12% (0.75 HP/sec) Regeneration
33.73 HP (2.25%) HitPoints
Luck of the Gambler
(Combat Jumping)
10% (0.62 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Miracle
(Health)
2.5% (0.04 End/sec) Recovery
Numina's Convalescence
(Health)
12% (0.75 HP/sec) Regeneration
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
28.11 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
Code:
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My SS/Inv Brute has S/L Resist at like 70% and feels very Tanky. I love WP but against high-burst damage foes like Cimmerorans I struggle. My Invul, on the other hand, eats those guys two at a time. I don't have an expensive build (one purple IO, the Melee damage proc) either. I'm sure a few Kinetic Melee sets to raise your Def would help a lot.
"Comics, you're not a Mastermind...you're an Overlord!"
Thanks for the suggestions, that makes me wanna level him (I kinda go through a week of heavy playing and the next one I can't bear to log in lol).
I always liked the idea of Invul and never liked WP, never played any past 20 tho (well my tw/invul is 22, I'm going the TF way of leveling with him). Plus with color customization invul is so much prettier
His end consumption after SOs is not so bad, my Mace/EA brute struggled much more until energy drain. I have a 50 TW/Regen with SOs on beta and he does fine on end for me but he has QR (and body mastery because I didn't wanna bother with end issues when testing the set).
I've been wanting to try out Invulnerability with my main...but I still have a hard time figuring just how Invuln outshines WP.
I keep coming back to Dull Pain as being the only Pro for Invuln over WP...but then it's long recharge really hurts that advantage.
Is a 50% defense debuff really that much better than 25% if you're softcapped?
The very marginal extra resistance does not seem to mean much either...as WP's perceived weakness (alpha strike) is really a non-issue once you have Footstomp.
Add in:
Invuln's Psi hole.
WP's Quick Recovery
WP's better mez protection
WP's no "crash" Tier 9
I honestly fail to see how Invuln can match WP.
The resistance levels that WP can have during SOW are permanently available on invuln and it is also capable of capping all non-psi resistance with better uptime than SOW, amusingly. Invuln has much better defense numbers than WP and softcapping the main four types with one target in range is a relative cakewalk. Dull pain's hit point boost is very significant but having a gigantor heal on demand is something WP just can't compete with. Invince is an awesome taunt aura and RTTC pretty much just gets the job done.
WP does catch up specifically in places such as trials in that fear and confuse protection can be worth their weight in gold. That doesn't change the fact that for each breakfree that the invuln would have to eat to equalize its performance, the WP is going to have to eat a luck and an orange at the minimum. Invuln is simply tougher than WP against everything but psi.
The resistance levels that WP can have during SOW are permanently available on invuln and it is also capable of capping all non-psi resistance with better uptime than SOW, amusingly. Invuln has much better defense numbers than WP and softcapping the main four types with one target in range is a relative cakewalk. Dull pain's hit point boost is very significant but having a gigantor heal on demand is something WP just can't compete with. Invince is an awesome taunt aura and RTTC pretty much just gets the job done.
WP does catch up specifically in places such as trials in that fear and confuse protection can be worth their weight in gold. That doesn't change the fact that for each breakfree that the invuln would have to eat to equalize its performance, the WP is going to have to eat a luck and an orange at the minimum. Invuln is simply tougher than WP against everything but psi. |
Admittedly...I've only played WP up to level 50...so I'm really only going by the paper statistics of Invuln to compare the two.
This isn't a scientific analysis or anything but in my own experience WP's regen is necessary in almost every actual fight just to get by. Invuln is capable of filtering out so much more damage that by the time it actually starts to feel any pressure, dull pain is there to make it all go away. Dull pain's HP boost is kind of an ad hoc regen power, too.
Primary makes a really big difference for WP, though. My first one was a DM/WP scrapper and at that time I didn't have the sense to build for defense bonuses, with lame old pre-buff DM being an aggravating factor for survival. Now I'm running a relatively well defended TW/WP and all the knockdown gives me breathing room after the alpha inevitably strips away half of my HP. The character is only level 32 and doesn't even have weave yet so I fully expect it to get far stronger than it is now, but at this level my DB/Inv scrapper was softcapped to s/l with four or five targets in range and essentially never in danger.
Perhaps I'll change my tune when I've finished softcapping e/n and can plough through carnies on the settings I used for freaks and malta on my invuln, but it still seems that the overall prize goes to invuln.
I've been wanting to try out Invulnerability with my main...but I still have a hard time figuring just how Invuln outshines WP.
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I keep coming back to Dull Pain as being the only Pro for Invuln over WP...but then it's long recharge really hurts that advantage. |
To gain anything close to the resistance levels Invuln enjoys normally, you essentially need to perma SoW.
Invuln also doesn't place it's "faith" in a heavily resisted debuff and ridiculous levels of suppressible regen.
Is a 50% defense debuff really that much better than 25% if you're softcapped? |
The very marginal extra resistance does not seem to mean much either...as WP's perceived weakness (alpha strike) is really a non-issue once you have Footstomp. |
Add in: Invuln's Psi hole. |
Admittedly, you do have an edge in psi resistance. But you're talking one of the more exotic damage types in the game until you hit Incarnates.
WP's Quick Recovery |
WP's better mez protection |
WP's no "crash" Tier 9 |
I honestly fail to see how Invuln can match WP. |
I love both wp and inv. I have many toons of both. (I like them best because I can turn off the special effects. If I work up a good costume, I wanna SEE it.)
Of the two, direct experience is that invuln is tougher now. Before the defense debuff was removed from Unyielding, Willpower was better.
The reason is this: Invul is a DEFENSE based set. NOT resist. Not any more.
Invuln is actually one of the best defense based sets. With effort it can reach defense levels on a par with shield defense and super reflexes.
It does this while STILL having solid resist numbers, especially against S/L, the most common damage type in the game.
It can get all this defense and resist while also having significant debuff and status resistance.
It's true that other sets have better status defense, better resists, better defense, etc. Invuln is the BEST set at nothing. It is, however, good to very good at almost everything.
The broadness of it's performance envelope is the reason it is widely and correctly seen as the second best mitigation set.
Now, invuln has it's issues.
It's combat aura, Invincibility, comes late, VERY late. Until that arrives, it can be a rough ride.
It's passives are not incredibly strong, but you REALLY want to take them anyway, which leaves you a bit short on power picks.
It has no utility AT ALL. This is a power set which only does one thing: Keep you alive, period. You get no debuff's, no drains/stuns/slows/mezzes, no end power, no recharge boosts, no damage boosts, no movement boosts, one tiny to-hit buff, and that's it.
However, when it comes to what it does, Invuln is very, very good indeed.
Willpower is a much easier ride, quick recovery makes a BIG difference, but for durability? Invuln beats everything but stone.
Darn it, second best again....
The choice between Inv and WP is largely subjective. Quick Recovery, coupled with inherent Stamina allows WP to cover some of its holes with pool powers without running out of endurance, something that Invulnerability cannot do...at least not without investing large sums of influence to acquire procs or IO sets. This makes WP a better choice, in my experience, for solo play. Adding defense to a WP build allows its regeneration to work the way it is intended, with a modicum of mitigation.
Inv tends to be better for team play and task forces because of its superior taunt aura. It can tank if the situation calls for it...something WP cannot do because it has the weakest taunt aura of any brute secondary in the game. It's only significant hole is psi damage which isn't encountered nearly as often as s/l or other more common damage types. The only real problem with Inv, that makes it a bit of a pain to play in my opinion, is that it can be a bit asthmatic in regards to endurance.
The choice between Inv and WP is largely subjective. Quick Recovery, coupled with inherent Stamina allows WP to cover some of its holes with pool powers without running out of endurance, something that Invulnerability cannot do...at least not without investing large sums of influence to acquire procs or IO sets. This makes WP a better choice, in my experience, for solo play. Adding defense to a WP build allows its regeneration to work the way it is intended, with a modicum of mitigation.
Inv tends to be better for team play and task forces because of its superior taunt aura. It can tank if the situation calls for it...something WP cannot do because it has the weakest taunt aura of any brute secondary in the game. It's only significant hole is psi damage which isn't encountered nearly as often as s/l or other more common damage types. The only real problem with Inv, that makes it a bit of a pain to play in my opinion, is that it can be a bit asthmatic in regards to endurance. |
This isn't to say Inv is superior to Willpower. Both have good points and sore points, and are, IMO, more or less equal. WP is more squishy, but it recovers from damage better.
Id disagree with the cavalcade of calls for a Cardiac Alpha. If your end management slotting is decent, a t3 Musculature should be more than enough for an Invul, and lets face it, more damage is a good thing...
*Caveat
I'll admit, I know nothing about Titan Weapons as a set, so if it's stupid brutal on the end usage, my whole post may be wrong. I'm just assuming it's no worse than any other offense set.
Id disagree with the cavalcade of calls for a Cardiac Alpha. If your end management slotting is decent, a t3 Musculature should be more than enough for an Invul, and lets face it, more damage is a good thing...
*Caveat I'll admit, I know nothing about Titan Weapons as a set, so if it's stupid brutal on the end usage, my whole post may be wrong. I'm just assuming it's no worse than any other offense set. |
I'm actually having an easier time leveling my tw/invul than my stone melee/elec brute (before power sink of course) and the TW already has tough, the elec I delayed because it was too much before PS (I like taunt and tanking so I used Fault a lot).
End has been fine, he's 25 on SOs but well unlike my scrappers I can afford to slot more endredux in the attacks and not worry about damage slotting till a bit later. I don't solo avs (I usually don't solo at all, get bored in 10 minutes) or strive for optimal ST attack chains so this is not an objetive analysis, it just doesn't feel as bad as DA, EA and Elec (both before their +end powers).
And well.. I might do WP on a scrapper someday. I was teaming with 2 WP tankers on my ta/a def in a 8-man team, tons of mobs and me, the ice blaster and even the elec troller were stealing aggro from them all the time - they both had taunt but the missions were set to +4, full of ambushes plenty of times there were 20+ mobs. I also remember that when WP was new, I was on some lowbie TF where the Tanker didn't have taunt (he was exemped, he had it later) and I was able to pull aggro from him with snap shot, the tier 1 from archery that does piddly damage so I'm not excited about WP's aggro holding capabilities, which is one of the reasons I prefer Brutes and wanna make a tough one.
(My TW/Invul got pasted in First Ward trying to solo at x3 but well, lots of exotic damage and no invincibilty, leveling was fine in TFs and other story arcs so far).
And cardiac seems the better choice since Brutes don't gain much from damage bonuses. A +recharge/+resist alpha would be sweet lol.
TW can be "stupid brutal" at first, but I do think Cardiac would be the better choice for an inv, imo. Brutes are never really lacking for damage once they get going, and Cardiac will boost Inv's resists even a little more. Again, this is just subjective and my opinion.
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As a side note the new Resilent Alpha Core wouldn't give you any End Reduction, but even more Reistance with that 70% going up to 80-81%.
TW can be "stupid brutal" at first, but I do think Cardiac would be the better choice for an inv, imo. Brutes are never really lacking for damage once they get going, and Cardiac will boost Inv's resists even a little more. Again, this is just subjective and my opinion.
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It's not exactly beacuse they 'don't need damage' that Musculature isn't ideal. Musc is great for Blasters, Scrappers and Stalkers (who also don't exactly need more damage). But since they have high base AT modifiers, they benefit more from Musculature than Brutes with their low base mod (same way they get more out of build up and etc).
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Culex's resistance guide
Hi all,
I want a 'Tanky' Brute for endgame stuffs since Tanker damage makes me cry, and I played my 50 elm/stone I hadn't logged for 2 years, got some incarnate stuff on him and realized I hate Granite
So I rolled a TW/Invul, level 22 now - I never played Invul so I'm not sure I'd be better off with a WP for the later TFs and all the iTrials. And since I bought TW I have to get a TW to 50 (and I enjoy the set unlike Beam Rifle which I bought but... argh). I have seen Invul and WP Tankers and usually found the Invul ones sturdier, but I haven't played any of them past 20.
That's the build I came up with - the problem is that I can't fit Hasten in so Dull Pain isn't perma, any suggestions? I just don't want PvP sets.
Thanks!
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Scotaloo: Level 50 Magic Brute
Primary Power Set: Titan Weapons
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(36)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(27)
Level 2: Titan Sweep -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), C'ngBlow-Dmg/EndRdx(31), FrcFbk-Rechg%(33)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Follow Through -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(37), Hectmb-Dam%(39)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 12: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(46), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(50), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
Level 14: Boxing -- Empty(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(45)
Level 18: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), Achilles-ResDeb%(23)
Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25)
Level 22: Build Momentum -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(40), RechRdx-I(46)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(40)
Level 26: Whirling Smash -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), C'ngBlow-Dmg/EndRdx(42), FrcFbk-Rechg%(43)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(29)
Level 30: Resist Energies -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45), ResDam-I(45)
Level 32: Arc of Destruction -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Acc/Dmg(34)
Level 35: Tough Hide -- GftotA-Def(A), GftotA-Run+(36), LkGmblr-Rchg+(36)
Level 38: Unstoppable -- ResDam-I(A)
Level 41: Superior Conditioning -- EndMod-I(A)
Level 44: Physical Perfection -- EndMod-I(A)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Super Jump -- Empty(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7), P'Shift-End%(9)
Level 1: Momentum
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals: