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Posts
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Quote:Another easy response, assuming you're soft-capped to start with and haven't allowed yourself to take multiple defense debuffs already, is to just pop a Luck to put yourself back over the cap...It can be dangerous for some characters. If you are able to solo them primarily due to +defense, but have no DDR, one proper response to having a cascade defense breakdown begin is to back away, so the debuffs get a chance to expire. Standing in 15 Caltrops patches makes that impractical.
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Quote:I'm sorry, but I have to disagree vehemently with you about this. You're campaigning for a(nother) overtly technological set and at the same time shooting down the idea for an overtly magical set... just because, apparently?I don.t really think that there should be a "magic" set for any at. Magic is an origin, not a power set. I don't think there would be a problem for sets to have a more "cast" like alternate animations, but most magic blasts in fiction or comics are either elemental blasts like fire, ice, or electric, pure energy like energy blast, mental assaults like psi, or netherworld blasts like dark.
It's not like we don't have precedent for an overtly magical set in Demon Summoning. If anything we need several more to even out the numbers since we have half a dozen sets at least already that are overtly technological and exactly one that is overtly magical.
EDIT:
You also seem to forget that we JUST got Beam Rifles, yet another overtly technological, gun based set, and, to top it off, have you seen the DUST Cannon? That thing is HUGE. -
Danger? I never found this dangerous... I have a few characters that can solo KOA on +4x8 without even breaking a sweat... and simply choose not to because it's so annoying.
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Quote:I'm going to have to go the opposite direction and say the holiday themed costume unlocks.Believe it's been mentioned, but I'd say any non-holiday costume unlocks.
Thank you for the time...
It's a huge pain in the *** to have an idea for a character that would benefit from one of these and then think, "Oh, well, maybe in eight months." -
Going with Titan Weapons/Fiery Aura/Energy Mastery (for endurance tools... also, because TW needs no patron attacks) Brute myself.
He will be the Praetorian counterpart to my Willpower/Super Strength/Pyre Mastery Tanker. -
...Best I got is to slot it with 4x kinetic combat for 3.75% S/L defense on a character without acccess to m/any melee attacks.
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Gotta side with Masterminds on this one, especially Force Fields. You basically don't use your endurance on that secondary for anything but toggles, pool powers, and the every-four-minutes rebuff. Thermal, to a degree, is also like this, but needs to use it's heals much more frequently in my experience.
Only the really active secondaries ever blink at end usage on a MM, though. Storm is the worst, I think (my ice/storm controller needs both cardiac and ageless to stay afloat). -
Personally, I would go with something that will make the two of you safer, either with defensive buffs or tanking.
For super fun combos:
Anything/Shield Defense Scrapper will have a TON of fun with a Kineticist, and you'll be able to tank for her on AVs assuming you build for the soft cap.
Anything/Fiery Aura Brute, same as above, but a bit less durable (ironically. FA is just difficult to make super tough, meanwhile being vector capped makes you pretty hard to kill with a healer packing that much -damage around). Fiery Aura is amazing damage capped though.
Illusion/(Radiation, Cold Domination, or Time) Controller. Perma PA can tank for you and do passable damage, and you add to her menagerie of debuffs a bunch of your own that she can't provide.
Traps/Sonic Defender, Fire/Traps Corruptor or Bots/Traps Mastermind. A Trapper is a fantastic thing to have around for trials and hard targets, will make both of you more durable with FFG, has tons of -res, -regen, some damage, all around just a great set. Sonic adds even more -res, Fire adds straight up damage (which will be appaling teamed with a Kin), and Bots add damage, -regen, and, built right, defense capped distractions.
Edit: Forgot to mention a response to something in your OP: Bots/Time is also quite a good combination, although the +recharge from the set is wasted on pets. -
If your concern is actually dealing damage while Granite Armor is active, you don't want to worry about stacking +damage to negate that penalty. The recharge one hurts WAY more due to the way negative recharge functions in the game, because of how recharge modifiers are calculated.
Say you have a tier 1 attack that has a base 4 second recharge.
Totally unmodified, that looks like:
4.0 / (1.0 + 0) = 4.0
With Hasten (+70% global recharge), as a positive example, that's
4.0 / (1.0 + 0.7) = 2.35
With Granite Armor (-65% global recharge, IIRC):
4.0 / (1.0 - 0.65) = 11.42, almost three times as long as the base recharge. -
Thermal is great for healing with consistent damage mitigation buffs, plus it has some very strong debuffs.
Empathy has the most absolute healing potential, but it's buffs are a bit more limited use due to (excessively) long recharges, though they are very powerful while active.
I would personally avoid Pain Domination, it is mostly just a less useful Empathy, and Empathy isn't considered a great support set anymore.
Other sets that can heal, but provide much more support to their team in other ways are:
Dark Miasma (Great debuffs and control)
Kinetics (Several amazing buffs, decent debuffs)
Radiation (Amazing buff and debuffs, some control)
Time (All around good set, has amazing buffs, debuffs, and control)
Technically speaking, Storm can also heal in an extremely limited fashion, but O2 Boost is highly skippable. -
Quote:That was about my initial thought process as well, but I've never played Kin on a Defender, so I have no idea if the damage cap would actually be an issue without other buffers.Tricky.
Normally I'd say the go-to answer for Kinetics is a Corruptor, due to their higher damage cap.
I'd also say a Defender for Sonic Blast.
For this combo, I'd give the nod to the Defender. You may not be doing massive damage yourself, but Kinetics combined with the Sonic -res means the team will. -
I see a lot of threads like this, understandably, because some sets favor one AT that gets them over another, and this is a great place to learn about that conventional wisdom.
So, Powers Forum, what would you do if you wanted to make a set pairing where one set favored one AT and the other, the opposite one?
The specific instance I've been thinking about making is Sonic/Kinetics Corruptor versus Kinetics/Sonic Defender. My initial gut response was to go for Kin/Sonic, but the more I think about it the more I wonder if I'll regret the lower damage cap on a Defender, even though I don't think a single /Kin Corruptor is that likely to damage cap themselves.
I'm sure there's other combinations like this, but I can't actually think of any off the top of my head. -
I have never personally tested it, but I have heard that the Panacea proc will fire on enemies instead of you if you slot it into RttC.
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Quote:The minimum effect you can possibly receive from Spiritual Core Paragon is about ~31%, because the first 30% of the +recharge totally and completely ignores Enhancement Diversification and is totally and completely ignored by it, meaning, if you have a power at ~80% +recharge before the Alpha, it will be at just shy of ~125% after. If you have a power at the ED soft cap of ~95% +recharge, it will be at ~129% +recharge after. If you have a power at ~99% +recharge, it will be at about 130% after.The problem here is that the 45% recharge frequently isn't, because you're at ED levels of Recharge for important powers anyway. So it ends up being something like 15%-20% or something instead.
Whereas with the End Reduction I find I rarely slot for more than 40% End Reduction anyway, so most of my powers get the full 45% End Reduction applied to them from Alpha.
Also, in most offensive powers I typically find it difficult to reach the ED cap of Recharge due to the need to slot moderately-to-heavily for Accuracy, marginally-to-moderately for Endurance, and in almost all cases, to the ED soft-cap for effect (be that +damage or +control duration or whatever). Spiritual Core Paragon's 15% Enhanced Value that is first applied to ED is almost only ever 'wasted' when you have a power that's triple-SO/IO slotted for +recharge... and if you KNOW you're going to use that Alpha... slot two +Recharge IOs and get your third slot back, and you'll get almost exactly the same end result (within <5% net recharge enhancement). -
My Bot/Force Mastermind uses Musculature Core, because the damage enhancement was just about the only thing that was useful at all to him. The only other Alpha that had anything at all worth having was the 20% +defense on Nerve, but I don't feel it's worth the sacrifice of 45% damage on my pets (effectively about 33% on the tier 1 and 3, my protbots get all 45% though due to light slotting to make room for the aura IOs), especially considering that he's at 45% ranged and AOE and his pets are at ~55% to everything already.
My only other characters that use a non-Spiritual Alpha are my DP/Rad Corruptor (who runs perma-AM and perma-Hasten by the grace of their own +recharge and set bonuses, and so uses Musculature Radial Paragon instead), and my Ice/Storm Controller, who is... also running perma-hasten from set bonuses alone and goes through endurance at such absurd rates that she needs both Cardiac Core Paragon and Ageless Core to stay afloat when going full tilt without external buffs.
There are sets that don't gain as much from +recharge as most, but... realistically that number is small, and it's even closer to impossible to make a pairing of two that won't benefit from a lot of global recharge. Masterminds are your best bet for this in my opinion, just stay away from Traps.
Edit: I feel the need to disagree with the people suggesting a Controller. While it's true that Nerve looks nice on paper for a Controller, unless you don't use IO sets the accuracy is nearly guaranteed to be wasted and the increased durations on Hold and Confuse are almost totally superfluous because of how absurdly long an enhanced level 50 controller's CC effects last already (most approach a minute in duration on even targets, and the +1 from Alpha Slotting diminishes the falloff on level 54 mobs by a noticeable amount).
Meanwhile, every Control primary enjoys massive benefits from +recharge and most of their secondaries do, too. -
Super Strength (or maybe Street Justice) could be good ones for werewolf/bear/etc type themes. It takes a lot of handwaving to make Claws work, in my opinion, as they're all pretty visually obviously weapons.
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Fire/Dark is a stellar combo on both archetypes.
I'm personally not much of a proponent of Blasters, it's my opinion that they give up far too much survivability and utility for a far too marginal increase in damage (in fact many non-Blasters can put out competitive-or-better while being safer or bringing more to the team). -
Fairly recently, one of the Powers devs, I think it was Synapse, said that the current design decision is that every set would eventually be proliferated to all ATs that can use it's set type. Some would just take longer than others.
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I don't know where you can find a picture of them, but they look basically like the Targetting Drone power and the Veteran Buff Pets, Shield Drone and Power Drone.
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I've also been really enjoying Elec/Time.
If you're more interested in Storm may I suggest Earth, Plant, or Ice? All pair well with it, especially plant. -
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I hadn't realized only the first hit of Jolting Chain had the end drain effect on it. It seems the consensus is that the Tempest proc is still useless in this context, so perhaps I'll take that slot and add a damage proc to my Cages since I think the Grav Anchor Chance to Hold is enough CC proccing for that power.
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I've attempted to make some changes in the vein of the suggestions here, but I don't feel like I've made a lot of progress yet.
Looking over my build I'm struggling to see where I can pick up E/N defense without dropping below 32.5% S/L or losing buckets of recharge, for example.
I'm not really satisfied with what I've currently got yet, but I'll post it anyway, hopefully I can get some more tips to improving this thing.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Street Justice
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Heavy Blow- (A) Crushing Impact - Accuracy/Damage
- (3) Crushing Impact - Damage/Endurance
- (3) Crushing Impact - Damage/Endurance/Recharge
- (5) Crushing Impact - Accuracy/Damage/Recharge
- (40) Crushing Impact - Accuracy/Damage/Endurance
- (A) Reactive Armor - Resistance/Endurance/Recharge
- (5) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance/Recharge
- (7) Reactive Armor - Resistance
- (40) Steadfast Protection - Knockback Protection
- (A) Obliteration - Damage
- (9) Obliteration - Accuracy/Recharge
- (9) Obliteration - Damage/Recharge
- (11) Obliteration - Accuracy/Damage/Recharge
- (11) Obliteration - Accuracy/Damage/Endurance/Recharge
- (13) Obliteration - Chance for Smashing Damage
- (A) Numina's Convalescence - Heal
- (15) Numina's Convalescence - Heal/Recharge
- (17) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (17) Karma - Knockback Protection
- (A) Kinetic Combat - Damage/Endurance/Recharge
- (19) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance
- (21) Kinetic Combat - Damage/Recharge
- (46) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (21) Steadfast Protection - Knockback Protection
- (A) Multi Strike - Accuracy/Damage
- (23) Multi Strike - Damage/Endurance
- (23) Multi Strike - Damage/Endurance/Recharge
- (25) Multi Strike - Accuracy/Endurance
- (25) Multi Strike - Accuracy/Damage/Endurance
- (27) Multi Strike - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Endurance
- (A) Reactive Armor - Resistance/Recharge
- (29) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (31) Positron's Blast - Damage/Endurance
- (33) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Accuracy/Damage/Endurance
- (33) Positron's Blast - Chance of Damage(Energy)
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (34) Efficacy Adaptor - EndMod/Accuracy
- (34) Efficacy Adaptor - EndMod/Recharge
- (50) Efficacy Adaptor - Accuracy/Recharge
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (37) Achilles' Heel - Chance for Res Debuff
- (45) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Obliteration - Damage
- (37) Obliteration - Accuracy/Recharge
- (37) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Chance for Smashing Damage
- (A) Empty
- (A) Kinetic Combat - Accuracy/Damage
- (42) Kinetic Combat - Damage/Endurance
- (42) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
- (43) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Endurance Reduction IO
- (43) Endurance Reduction IO
- (45) Rectified Reticle - To Hit Buff
- (45) Rectified Reticle - Increased Perception
- (A) Performance Shifter - Chance for +End
- (46) Performance Shifter - EndMod
- (A) Performance Shifter - Chance for +End
- (A) Reactive Armor - Resistance
- (48) Reactive Armor - Resistance/Endurance
- (48) Reactive Armor - Resistance/Recharge
- (48) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Endurance
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 0: Invader
Level 0: Marshal
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Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (13) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (15) Performance Shifter - Chance for +End
- (46) Endurance Modification IO
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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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)
- 24.56% Defense(Smashing)
- 24.56% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 20.81% Defense(Melee)
- 4.88% Defense(Ranged)
- 4.88% Defense(AoE)
- 43.75% Enhancement(RechargeTime)
- 34% Enhancement(Accuracy)
- 10% FlySpeed
- 163 HP (10.88%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 13.75%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 6.05%
- 20% Perception
- 5.5% (0.09 End/sec) Recovery
- 42% (2.62 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 10% RunSpeed
Set Bonuses:
Crushing Impact
(Heavy Blow)- MezResist(Immobilize) 2.2%
- 16.87 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Fire Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Fire Shield)- Knockback (Mag -4), Knockup (Mag -4)
(Sweeping Cross)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Healing Flames)- 12% (0.75 HP/sec) Regeneration
- 28.11 HP (1.88%) HitPoints
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- Knockback (Mag -4), Knockup (Mag -4)
(Rib Cracker)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Temperature Protection)- 1.5% (0.03 End/sec) Recovery
- 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)
- Knockback (Mag -4), Knockup (Mag -4)
(Blazing Aura)- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
(Maneuvers)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Plasma Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Spinning Strike)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Consume)- 16.87 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.62 HP/sec) Regeneration
(Shin Breaker)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Burn)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Crushing Uppercut)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Focused Accuracy)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 20% Perception
(Superior Conditioning)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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Quote:Elec and Shield are both better on a Scrapper, yes.This is perfect! I think I will try elec/SD scrapper (i hear shield isnt as good on a brute because it caps the shield charge attack and for some reason the defense isnt as good?) to go with her storm theme
The way Lightning Rod and Shield Charge work is by creating an invisible 'pseudopet' that does the damage for you. The pseudopet is it's own entity with the normal 400% damage cap, significantly less than the Brute's 775% damage cap, wasting a ton of their +damage on those powers.
Additionally, /Shield's other big draw is Against All Odds, which is a +%Damage buff. These are much much more powerful on Scrappers than Brutes due to the Brute having low base damage values (most of their actual damage dealt comes from Fury), so damage buffs don't mean much to them. Meanwhile Scrappers have the highest base damage in the game, so %damage buffs do a lot for them.
As far as the actual damage mitigation goes, some people just don't like Defense based sets on Brutes, preferring ones that are Resist based to complement their larger hit point pools and damage resistance caps.