Exxar

Cohort
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  1. A related question: are the additional damage ticks in Attack Vitals affected by damage procs in the finishing attack? Gut feeling would say no, but I wonder if someone knows for sure.
  2. They're in there mostly as a set mule as I don't have much use for Darkest Night. The only place I use them regularly is against mitos in LGTF.
  3. Try my current build out for size:

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Voltaic Juggernaut: Level 50 Technology Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(46)
    Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(27)
    Level 2: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(43)
    Level 4: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(17)
    Level 6: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(7)
    Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11)
    Level 10: Static Shield -- ResDam-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(23)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)
    Level 22: Lightning Reflexes -- Run-I(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(43), Amaze-EndRdx/Stun(46)
    Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(37)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(31)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
    Level 38: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(40)
    Level 41: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run



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  4. Quote:
    Originally Posted by Silas View Post
    Uh, yeah. I said that Spin was a stupidly good AoE, just that is has a small radius. As someone who is spoiled by Footstomp, I can't stand the 8' radius on other PBAoEs.
    Ah, right. I myself haven't gotten to try FSC out yet (unlike Spin and FS) so I'm not sure if a 10' radius is much better than 8'.
  5. Whuh? Check your Mids m8, scrapper claws have lower recharge and end costs than brute versions.
  6. Quote:
    Originally Posted by Silas View Post
    Of those combos, both Claws and Fire are great for taking out hard targets. Fire has better AoE, though. Spin is a stupidly good AoE but it's got a smaller radius than FSC. Shockwave is a good cone but the KB might piss you off, especially with /Inv.
    I'd just like to address this briefly. The only advantages that Fire Sword Circle has over Spin is a bit larger radius (10' vs 8') and fire instead of lethal damage. FSC at 80% fury and 3 damage SOs does 277 damage on average, while Spin under the same conditions does 327 with double-stacked Follow Up which is a reasonable expectation even only with SOs. With a single application of Follow Up, it does 303.

    In fact, of all AoEs available to brutes in primary sets, only Lightning Rod and 1k Cuts do more damage. Shadow Maul also does with even 1 mob worth of Soul Drain, but hitting more than 3 targets with it reliably is practically impossible.
  7. All of those will perform very well for what you want. The invul toons will, however, perform better in AoE environments because of Invincibility.

    I'd say the brutes are a better choice because their damage is equal or better to than that of scrappers and they have more HP. Since you are already considering them, I'm saying this under the assumption that you have no problems with fury.

    Specifically, at 80% fury, claw brutes do a bit more damage than scrappers with all attacks except Follow Up which does a bit less. Fire melee brutes do significantly more damage than fire melee scrappers because the DoT from fire melee is not affected by crits but is affected by fury.


    With only SOs I'd say that invul toons would be more survivable than SR toons, but with minimal investment (50 M inf or even less) and proper power picks you can softcap a SR toon. And you'll earn much more than that just on your way to lvl 50.
  8. Due to the way that damage bonuses works, any/SD scrapper should generally do more damage than any/SD brute.

    But looking at the numbers for BS and WM, I'd say they're about equal in the ST department, I'd even give WM an edge. It's impossible to tell without looking at specific attack chains though. In the AoE department, WM wins by a long shot if you use Shatter as an AoE (and it can easily hit 3 targets, while its very difficult to get more than one with Head Splitter). That is until you factor in Shield Charge which packs a much, much bigger wallop on a Scrapper than on a Brute. Build Up works even further in the favor of scrappers.

    But I'd be careful about this as we have no idea how things will look after the upcoming SC nerf (we don't even know when it will happen).


    Regarding utility, I'd say it's a draw. BS is much, much more useful during leveling because of Parry, and for cheap softcapped builds. WM is more useful if you have enough inf to softcap your brute and are willing to spend the same amount on a scrapper. Because once you go for builds that softcap without Parry, BS is left with no utility whatsoever while WM still has its guaranteed KD from Crowd Control and the guaranteed stun from Clobber.
  9. Exxar

    Help me decide

    Both /ElA and /WP are great picks for DB. The former will lend itself better to offensive builds later on, and the latter to defensive ones. But you can also build /ElA defensively and /WP offensively, it's just that such a direction is not their optimum IMO.

    In both cases you'll have great AoE and ST damage as DB is a very balanced set.
  10. It's a 20% chance every 10 seconds to give you 10% of your max endurance. That's 10 endurance normally, but testing has shown that this scales with the extra end you can get from accolades or sets.

    On average, without enhanced max endurance, you get 10 endurance every 5 seconds or 0.2 endurance per second from the proc. A lvl 50 endmod IO slotted in Stamina gives you about 0.18 endurance per second before ED starts to kick in. So even if the endmod IO is more reliable, many people consider the proc better than an IO because the proc is unaffected by recovery debuffs.

    Some people don't like the randomness of the proc so instead of slotting the proc or the proc and an IO in case of one or two slots in Stamina, they slot only IOs. That's not a big deal. But with three slots, the proc and two IOs are significantly better than three IOs because of ED.
  11. DPA (Damage Per Activation) is where it's at. Unenhanced, Barb Swipe has 25.2 while Boxing has 42. Boxing wins by a long shot.
  12. Nah, SR has no endurance problems, it's downright average in that regard.
  13. Exxar

    Elec armor

    I haven't played an ElA scrapper yet but I do have 2 lvl 50 ElA brutes and there shouldn't be much difference. I'd say ElA is a very good set, and has a lot of potential for high-end slotting. You can get permahaste or close to it, about 20% defense vs all positions or up to 30% vs one position but about 15% or less vs others and 20-40 HP/s regeneration with Energize on (which will be close to perma) all on the same build without expensive purples (but with LoTGs). The specific values will depend on your primary, pool picks and your specific slotting.

    That's slotting it offensively, which I greatly prefer over slotting it defensively (and I really have no idea why would anyone want to defensively slot a set with no inherent defense, no DDR and so much powers that benefit from offensive slotting).

    Here are two builds that I considered at some point with my ElA brutes:

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  14. I'd level up using something like this:

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 31 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed

    Villain Profile:
    Level 1: Swipe -- Empty(A)
    Level 1: Charged Armor -- Empty(A)
    Level 2: Strike -- Empty(A)
    Level 4: Slash -- Empty(A)
    Level 6: Spin -- Empty(A)
    Level 8: Conductive Shield -- Empty(A)
    Level 10: Static Shield -- Empty(A)
    Level 12: Combat Jumping -- Empty(A)
    Level 14: Swift -- Empty(A)
    Level 16: Health -- Empty(A)
    Level 18: Focus -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Lightning Reflexes -- Empty(A)
    Level 24: Hasten -- Empty(A)
    Level 26: Eviscerate -- Empty(A)
    Level 28: Energize -- Empty(A)
    Level 30: Super Jump -- Empty(A)
    Level 32: Shockwave -- Empty(A)
    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: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run



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    I'm not using Grounded for KB protection with ElA, I stuff a Karma -KB IO into CJ for that as power picks are very precious. A level or two after 32 I'd do a respec and throw out any attacks I don't like (Eviscerate in my case) and one of the first two attacks, and stuff in Follow Up or work towards Tough as soon as possible. Tough should be stuffed into an ElA build early, but claws is tight just like ElA so you probably won't be able to get both Tough and Follow Up before the thirties.
  15. I have two /ElA brutes at 50, and didn't have the problems you're describing on either of them.

    Since you're lvl 12 now, put two end redux DOs and two acc DOs into each attack and you'll be golden. Slot your toggles with resists, and use your damage aura sparingly, if at all before you get Stamina.

    Regarding damage, as a brute you must build fury or you'll deal none. But with adequate fury, you'll rip everything apart. Claws is a very good set for fury building, and when all your attacks are recharging be sure to use brawl.

    I can't speak for DA, but on ElA you should get Tough as soon as possible, at about 30 for example. You'll be the squishiest between about 20 and 28, when you get Energize.

    In the endgame, /ElA can both be slotted defensively and offensively, but I'm a strong advocte of slotting it offensively. You can get close to permahaste without purples and about 20% to all positions, and those 20% matter a lot. Slotting for +HP and +regen is a nice but tertiary priority.
  16. Exxar

    SS/Elec Critique

    Quote:
    Originally Posted by _Krom_ View Post
    There was a discussion about this the other day on this board and someone (name escapes me) was saying that they prefer to play SS\ELA offensively and that the two AoE's in Mu Mastery output more AoE damage then just dark obliteration. I suppose if your SS\ELA was more IO'ed out footstomps KD would be less necessary than a straight SO build. I have my SS\ELA with soul mastery currently, but I'm going to give Mu Master a try...see if the AoE is that much different (I bet it is).
    Well, I'm one of the people that advocate very offensive play with /ElA, but from my experience with a SM/ElA (my SS/ElA hasn't his complete build slotted yet) the contribution to damage from Electric Fences is not that great because of the 10' radius (opposed to 15' of Ball Ligthning, Dark Obliteration and Footstom) and the target cap of 10 opponents (opposed to 15 of the others). EF + BL definitively do more damage than just DO, but that extra bit is not worth it for me for the price it takes. Although I'll see how it is once I complete my build and get the defense values where they should be.
  17. Exxar

    SS/Elec Critique

    On my own SS/ElA brute, I'm avoiding Electric Fences because they neuter the knockdown from Foot Stomp. That's a large factor in my survivability since it makes most of the mobs fall on their ***** each 6 seconds. It's even more pronounced the higher the mobs con.

    I also found ST damage a bit lacking so I opted for Gloom and Dark Obliteration instead of the Mu pool.
  18. Willpower is a really good pick for your criteria, trouble is you paired it with SS that is a late blooming set that is often a chore to level from 10 to 32.

    I'd recommend claws/WP or DB/WP. Both of those primaries are early blooming and great fun to play, and WP really is the most painless of the secondaries, as well as very powerful. Both of the primaries also offer a very nice blend of single target and AoE damage.
  19. Quote:
    Originally Posted by Finduilas View Post
    You must be thinking of Shatter, not Clobber. (Clobber is ST, though it's a great attack in other ways.) Shatter has a fairly wide cone, much wider than Cleave's, so it is indeed easier to hit multiple targets with it.
    Indeed, Clobber somehow got into my thought stream too but I was really deferring to Shatter.
  20. Quote:
    Originally Posted by Telperion View Post
    Crowd Control's 10 targets over Pendulum's 5 seals the deal for me.
    This. And the fact that you can actually use Clobber as a cone attack, unlike Cleave.
  21. Well, say 90% from the power itself, 70% from permahasten and another 77% from sets. Which, btw, is less than you need for permahasten.
  22. SM is more survivable and has better ST damage. SS has better AoE damage. So take your pick. Both can be ST and AoE monsters, it's just that SM is better at one and SS at the other.
  23. I'd say Claws/WP. The only thing WP is missing is a click-heal, and your buddy can provide you with plenty of those.
  24. I would too recommend Dual Blades if you're going the SR route. It's a very well balanced set, and great fun to play unless you hate the animations.