Giant2005

Mr. Union 2011
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  1. Giant2005

    Lazy Super Team

    Quote:
    Originally Posted by Necromatic View Post
    I wonder how CoX will prevent multiple creation of unpaid accounts for the purpose of filling and farming.
    They won't.
    Selling more boxes is the reason why they want to go F2P, adding a limit to the number of boxes sold would be quite contradictory to that effect.
  2. Giant2005

    Purple Futures

    Quote:
    Originally Posted by Robotech_Master View Post
    In regard to unlocking reward tiers, it would be more cost-effective from a real-money standpoint to buy these game-time cards instead. Each one is two months' worth, which unlocks two months of reward tokens, and it's only $18.50. (How can they sell them so cheap?)
    It says US only on those time cards, does that mean US servers only or can us non US citizens not receive those?
  3. Make a Fort.
    Between Tactical Training: Manouevers and Mind Link, you will be giving out as much defense as a Bubbler's buffs (minus the Bubbler's pbaoe big Bubble). That big bubble can be compensated for by the to-Hit penalty in another toggle" Darkest Night.
    While adding as much defensively as a Bubbler, you will be lowering your opponent's damage with Darkest Night, increasing your team's to hit with both Mind Link and Tactical Training: Leadership and increasing their damage with Tactical Training: Assault. All of the above is in addition to the leadership powers available to everyone (The leadership pool powers are also very effective in the hands of a Fort).
    Your primary can floor all of your opponent's regen and recharge making them inflict less damage and take more. It can also keep your enemies off their feat much the same as a storm defender via Psionic Tornado, it possesses the most powerful single target hold in the game and has a very usable nuke power with no drawbacks.

    When it comes to defending your team and adding offensive tools on top, the Fort really makes a Bubbler look useless. To be fair though Bubblers pretty much do suck these days and it isn't a fair comparison.
  4. First let me say that the build has capped Fire defense, part of "The Lazy Man's" build requires not having to worry about maintaining purples or Vengeance to stay alive.
    Having said that, I'd still like as much recharge as I can get my hands on.

    Can anyone find a way to improve my build by getting me some more recharge without sacrificing my defense nor laziness?

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Jab -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(33), Mocking-Taunt/Rng(34), Mocking-Rchg(34)
    Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-EndRdx/Rchg(7), Aegis-ResDam/EndRdx/Rchg(9), Aegis-ResDam(9), S'fstPrt-ResDam/Def+(33)
    Level 2: Blazing Aura -- Oblit-%Dam(A), Oblit-Dmg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36)
    Level 4: Healing Flames -- Heal-I(A)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Boxing -- Stgr-Acc/Rchg(A), Stgr-Acc/EndRdx(31), Stgr-EndRdx/Stun(33)
    Level 10: Temperature Protection -- Aegis-Psi/Status(A), Aegis-ResDam(11), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(15), Aegis-ResDam/EndRdx/Rchg(15)
    Level 12: Stealth -- LkGmblr-Rchg+(A), GftotA-Def(13), GftotA-Def/EndRdx(13)
    Level 14: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(17), Aegis-ResDam/EndRdx/Rchg(19), Aegis-ResDam(19)
    Level 18: Rage -- ToHit-I(A)
    Level 20: Consume -- RechRdx-I(A)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def(23), GftotA-Def/EndRdx(23)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-EndRdx/Rchg(25), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam(29)
    Level 26: Weave -- LkGmblr-Rchg+(A), GftotA-Def(27), GftotA-Def/EndRdx(27)
    Level 28: Burn -- Oblit-%Dam(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Sciroc-Dmg/EndRdx(37)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Foot Stomp -- FrcFbk-Rechg%(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-%Dam(40), Oblit-Dmg(43)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(46)
    Level 38: Rise of the Phoenix -- Stgr-Acc/Rchg(A), Stgr-Acc/Stun/Rchg(39), Stgr-Stun/Rng(39)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
    Level 47: Summon Striker -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50)
    Level 49: Mu Lightning -- Mael'Fry-Acc/Dmg(A), Mael'Fry-Dmg/EndRdx(50), Mael'Fry-Dmg/Rchg(50)
    Level 50: Spiritual Core Paragon
    Level 50: Ageless Core Epiphany
    ------------
    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 -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)



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  5. Quote:
    Originally Posted by Vysires View Post
    It depends on what you want. Dark Melee is really great, but single target only, and it's main perk beyond single target is the heal in Siphon Life, which is less impressive on a /WP. Claws and Katana both have a mix of single target and AE, but they have smaller AEs. I believe Claws is a bit better dps, but Kanata has DA, which is a nice defensive buff for /WP. Electric Melee is really all about LR, it's other attacks are ok, but LR is why you take it, and it's definitely fun. KM is nice enough, not a ton of AE, but Burst isn't bad. I don't really like Power Siphon, though numerically its quite good.

    From you second post you want both good single target and AE. Since you nixed Fire, I would say that leaves Claws or Katana. Both have a PBAE and a Cone. Both can put together good single target dps chains. As I said, I think Claws can put out a bit more dps, but Katana is pretty close, and has some nice defensive boosts available. Between the two I would think it's more of a flavor decision. KM or MA might be in the running, but both only have a PBAE, and so fall behind on the AE damage front.
    For me, the deciding factor between Claws and Katana is only one attack in Claws can take the -resistance Achille's Heel proc. That means with claws you will be doing 20% more damage SOME of the time. Aside from Divine Avalance and it's + Defense ability, every attack within Katana can take that proc and it will be constantly applied. 20% more damage SOME of the time doesn't compare well to +40-60% damage MOST of the time.
  6. I think you are better off being a /Pain.
    You will have the same resists as Sonic but with some tasty heals and damage buffs.
    You will however lose your mez protection but that can be fixed with the Clarion Destiny power.
  7. Giant2005

    Lazy Super Team

    Well to be fair, if you are all moving en masse to stay within each other's big bubble, there is no reason you can't stick World of pain on auto and have it hit everyone anyway. The resistance of it is actually better because it doesn't have the psi hole. The only thing you would lose would be the hold, immobilize and diorient mez protections. You would gain better resists and a whole lot more to-hit and damage and still have it hassle free and lazy. You would also gain the passive heals of Soothing Aura while still being lazy.

    75% resists plus capped Defense (I assume you would top off the 8x manoeuvers with pool powers for more defense) is pretty tough but in high end game content is isn't enough to keep you alive. I have a tank capped in both defense and resists and he still faceplants during the ITF or Incarnate Trials without assistance and resist cap is obviously higher than a Corruptor's. That extra layer of mitigation offered by Soothing Aura would be enough to make your team survivable enough for such content.
  8. Giant2005

    Lazy Super Team

    In a team of 4 or more, /Pain > everything else.
    4 stacks of World of Pain will give you capped resists and a nice damage and to-hit bonus.
    You can Enforced Morale each other for mez protection plus a little recharge.
    You can Painbringer each other for some more damage and ridiculous recovery and regen.
    Soothing Aura x4 makes for some nice effortless heals or in a pvp zone, soothing aura x2 + Painbringer will cap your regen.
    Anguishing Cry has the same -Resist Debuff as Disruption Field but also adds a aheft to-hit Debuff but personally I wouldn't bother with Anguishing Cry nor Disruption Field, I would choose Rad as my primary and slot everything with Achilles' Heel: Chance for Resistance Debuff to silmutaneously floor your enemey's Res and Def while attacking.
  9. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    FE does not care if you're cap or not....
    This I did not realize. It makes a pretty significant difference actually.
  10. Quote:
    Originally Posted by Amy_Amp View Post
    And then you factor in BA and FE. Also, 20% means there is a chance it happens. You have the procs doing 100% damage.

    EDIT: The only end reduc you have in DR is a proc. You better hope that procs well.
    Actually no, I have the procs modified for their chance to hit which is why I only had them hitting two targets out of 10.
  11. I know that ever since Burn got the buff, Fire has been the reigning champion but is it really all that much better?

    Not enjoying the 5 target cap of Burn, I decided to do a little tinkering with Dark Armor and used a bunch of proc IOs to turn Dark Regeneration into a nasty attack. With is having double the target cap of Burn, it appears superior. Is there anything I am missing? I know Death Shroud is slightly inferior to Blazing Aura but not by a margin large enough to make up the difference. Also some people like Fiery Embrace although I never use it myself because I am constantly damage capped through inspirations.

    Here is the math, tell me what I am forgetting please.

    Burn: 6 Obliterations, 5.88 recharge time +198.8% recharge
    5 Targets
    153.7 Damage per Animation (With Reactive)
    x5 = 768.5
    71.8 Smashing 20% Chance
    x1 = 71.8
    Total Damage = 840.3



    Dark Regeneration: Theft of Essence Proc, Armageddon Proc, Obliteration Proc, Scirocco's Proc, Touch of the Nictus Proc, Perfect Zinger Proc, 8.82 recharge time, +195% recharge
    10 Targets
    52.9 Damage per Animation (With Reactive)
    x10 = 529
    107.1 Fire 33% Chance
    x3 = 321.3
    71.8 Smashing 20% Chance
    x2 - 143.6
    71.8 Lethal 20% Chance
    x2 = 143.6
    71.8 Psi 20% Chance
    x2 = 143.6
    71.8 Neg Energy 20% Chance
    x2 = 143.6
    Total Damage = 1424.7
  12. It says
    Program Version: 1.942
    Game Issue: 12
    Database Version: 20.1 (10/May/2011)

    Is that the most current version? Considering it is claiming we are still in Issue 12, I am assuming no.
  13. Quote:
    Originally Posted by PleaseRecycle View Post
    Focus has radically better DPA than dark blast in the first place so I'm not sure how you're coming up with this dilemma in the first place. Focus is 79 and dark blast is 55.
    Really? Mids must be lying to me...
    On mine it lists Focus as 81.8 and Dark Blast at 125.1

    The higher chance to crit thing is a bit of a seller for me though that I hadn't considered and if my Mids is lying to me about Dark Blast being awesome, it makes the choice even easier .

    thanks for the info guys.
  14. I am a Claws Scrapper with the Soul PPP.
    So Dark Blast has a higher damage per animation and should be my primary attack of the two. Does this hold true when factoring in redraw times? Or does the redraw animation push Focus ahead in Damage per animation?
    Not overly worried about the secondary effects of these powers at this time.
  15. So that sounded a lot like no they won't be changing the cap then...
    Damn.
  16. Brutes have a Regen cap of 2500%, Scrappers and Stalkers cap at 3000% I assume the reason for this is the Regeneration secondary set.

    Now that we too are getting our hands on that set, is our Regen cap being raised? Or are our Regenners going to be stuck with Red-Headed Stepchild Syndrome?
  17. The procs I am mostly interested in are the heal involved with Siphon Life and the Entropic Chaos proc IO.
  18. Quote:
    Originally Posted by Dacu View Post
    I've only ran frontload a couple of times previously so maybe I'm not approaching the map in the best way. On +4/8 with bosses I got a 3:00 run time from first attack to last mob dead. I've seen faster times posted in this thread but it might have been before the reactive fix.

    FRONTLOAD:
    http://www.youtube.com/watch?v=DczBecNZJRc

    As for the build, if you replace the purple sets with regular ones (Armageddon with Obliteration, Unbreakable Constraint with Basilisk's Gaze, and Absolute Amazement with Stupefy) it becomes a not to expensive build that should be manageable by most, while losing only a few recharge points (198% - 187%).
    How does your end bar hold up?
    I imagine you will have plenty of blues for it not to matter solo or with one other but with two or more is it an issue? How often are you having to chug a blue to maintain a steady attack chain?
    I am by no means criticizing btw, I am curious and may steal this build .
  19. Quote:
    Originally Posted by Wicked_Wendy View Post
    No don't expect them to take down a boss while you aren't looking
    I have to disagree with this quoted line.
    I recentl did the portal jockey accolade on my Crab. I didn't go extreme or anything only +0 and the AVs were only EBs but there wasn't a single EB in there I bothered helping the pets with and they handled it quite fine, not a single one of them died.

    That is partially why I love the pets so much, it is good to be lazy once in a while and if you can do it without sacrificing your blasting power or defensive power, why not?
  20. Don't ditch the pets.
    Don't think of them as pets, think of them as long lasting DoTs. With reactive interface think of them as long lasting DoTs that do incredible damage.
    There isn't another power available to a crab that will do more damage and with the right build you give up virtually nothing to do it.
    I have all my defenses soft capped, I have enough +recharge to keep my pets and hasten on perma and full attack chains in both aoe and single target damage.

    My build isn't even particularly expensive - in the time since 20.5 dropped, the fact that with my pets prisoners never escape during BAF has erned me enough extra alpha merits to buy and sell lotgs to pay for my build a couple of times over.

    Unless they think running off and suiciding sounds like a solid plan, they aren't overly hard to keep alive with double manouevers running, an additional +10% defense from the IOs and the destiny heal.
  21. Giant2005

    Yes yes yes!!

    Quote:
    Originally Posted by Dechs Kaison View Post
    Alright, I'm getting too much action against Dark Regen. I'll honor the old odds for anyone else, but any new bets will be made at 9:1 against Dark Regeneration.

    Payout is reduced for bets against Dark Regeneration, but greatly increased for anyone betting for Dark Regeneration.
    I'll put 100m for Dark Regen being put in.

    Just to confirm I am betting for the name not the mechanic. My money is going toward a power being put in with the name that is probably closer to Drain Psyche than it is anything tank/scrappers/brutes get.

    My Global is @Flaremare
  22. Quote:
    Originally Posted by Deus_Otiosus View Post
    Darkest Night is -21% damage, with AAO that is a total of -28.5% damage from all enemies within AAO's radius, and -21% within Darkest Night's massive 25 foot radius.

    OWTS boosts SM/L RES to 63.5% - and the character is also incarnate softcapped with Darkest Night running.

    However I only really use OWTS when I have Marauder's aggro on Lambda.





    Player problem.




    My DM/SD brute can solo an entire half of the lambda split phase with zero deaths, and has solod the ITF pre incarnates.



    Just because YOU end up on the floor with your DA Brute, does not mean that others would as well.
    Firstly, when you have to use Patron Powers available t all Brutes as examples of why a secondary powerset is good, obviously you are stretching to find reasons.
    Secondly, I don't know you may be the god of all players you may not, regardless of your divine abilities they have no reflection on how good a powerset is. As the maths have proven, a Shield Brute takes approx 25% more damage than a DA Brute. That is fact. The Shield Brute doesn't have the extra defensive benefits that a DA Brute stacks on top of that - heals, -to hit auras and a permanent mez effect to all those in melee.

    You have offered nothing to suggest otherwise beyond your opinion and that fact that you are lord of all CoX.
  23. Quote:
    Originally Posted by Deus_Otiosus View Post



    The build is solid, as expected, from an Iggy build.

    However, Giant2005 is stating that SD has "pathetic" resistance to SM/L and SD "relies solely on defense".

    Your build is DM/DA with 52.8% Resistance vs. SM/L, my DM/SD has 41% Resistance vs. SM/L.

    I don't think that is enough disparity, all other things considered, to make a statement like he is making.



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    It lacks Dark Regen.

    It has Siphon life & Rebirth T4 however, as well as Darkest Night to reach the incarnate softcap.

    So I simply don't see SD's survivability as being "pathetic".
    Sure that build is nice but it costs about 8 bil more than my character and is far out of my reach.

    58.1% Vs 41.5% is the difference between 41.9% incoming damage and 54.1125% (factored in AAO) incoming damage for just under 25% difference (over 25% for ranged attacks).
    I guess it all depends on perspective, I have just finished rerolling my Dark Brute into a Tank because he was too easily slaughtered, considering he was 25% more resilient than your shield Brute, I expect that Brute is even more likely to be lying on the floor.
    A 55% damage bonus means nothing to a corpse.
  24. Quote:
    Originally Posted by MajorTractor View Post
    On all of them? I'd love to see this /DA build that is capped to S/L/E/N. I'd say impossible or impossibly gimped.

    Also everyone is forgetting that AAO has a nice -dam to all foes in its aura (its not much but its there). -Dmg acts just like resistance.

    High end Invuln builds are tougher, but Shield can be very, very tough and gives you a lot more dmg than Invuln.
    Just looked and it isn't quite capped. 0.3% off.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29)
    Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(50)
    Level 2: Death Shroud -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Dmg(37), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Acc/Rchg(40)
    Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
    Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(48)
    Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Heal(40), Theft-Heal/Rchg(43), Erad-Acc/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-Acc/Dmg/Rchg(45)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), Krma-ResKB(48)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27)
    Level 26: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 28: Siphon Life -- Theft-+End%(A), Dct'dW-Heal/Rchg(34), KntkC'bat-Acc/Dmg(34), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 30: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(46)
    Level 32: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(46), Erad-Dmg/Rchg(46)
    Level 35: Cloak of Fear -- N'mare-EndRdx/Fear(A), N'mare-Acc/EndRdx(36), N'mare-Acc/Fear(48)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 41: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod/Acc(42), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(42)
    Level 44: Super Speed -- Clrty-Stlth(A)
    Level 47: Physical Perfection -- P'Shift-End%(A)
    Level 49: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50)
    Level 50: Cardiac Core Paragon
    ------------
    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 -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(17), P'Shift-EndMod(17), P'Shift-EndMod/Rchg(19)
  25. Quote:
    Originally Posted by Syntax42 View Post
    Deus' point was that Shield Defense's resistance is not unlike Invulnerability's (except for the S/L) and has an easier time of getting more defense-based protection than Invulnerability. It seems like you have no experience with Shield Defense builds with a comment like that. I feel the need to clarify so that others reading this may not get confused, misled, or fall into the "Invulnerability is the best armor set" crowd.
    Let me clarify, I wasn't disputing the fact that Shield can easily cap Defense and can do so easier than Invuln. I was disputing the fact that the OP claimed Invuln has a hard time capping Defense which is absurd. Also just FYI, I don't think Invuln is the best secondary by a long shot. Layered protection wins all the time which is why I don't like Shield. Dark Armor can have capped Defenses, High Resists, a natural -to hit to everyone in melee, an amazing heal and a mez aura which renders all minions impotent. When it comes to layered Defenses, DA is God.
    Quote:
    Originally Posted by Syntax42 View Post
    And how exactly do you slot all of your Brutes? Do you only go for S/L defense and ignore everything else? It takes a fairly experienced builder to reach 45% defense to more than one category on most characters. If you leave your E/N defense open, you probably struggle to stay alive in incarnate trials.
    I always cap S&L, E&N on all my characters unless they are specialized in Farming or PVP characters.