Justice_Bringer

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  1. I want an Electric Brute for themed purposes and currently have a SS/Elec/Mu, but for all intents and purposes, without wasting a ton of inf to get solid defense, the combination just sucks on teams even with Aid Self when I'm the only Brute. Currently, I'm considering scrapping and re-rolling him as an Elec/WP.
  2. Personally, I like how the official website says Issue 15 came out on the 26th.
  3. Except Electric Armor isn't high resist. The cap is 90 and it is below 45 in every area except Energy. That means medium-resistances, zero defense.
  4. Err... You have no defense to begin with and piss poor defenses to non-energy.
  5. [ QUOTE ]
    What you might find more effective on your Brute is higher damage plus the single target taunt is included in your AoE's. So if you are capable of spamming AoE you are taunting as well

    [/ QUOTE ]In the scenario I described earlier, I was using just ST attacks on a single enemy that had broken off from the mob and the main group all came rushing over at me.

    [ QUOTE ]
    This thing about MM pets stripping aggro has me a bit perplexed. What type of encounter are we talking about here?

    [/ QUOTE ]I didn't mean MM pets in particular, but a player controlled pet in general. I've seen Phantom Army strip aggro off a Tanker using Taunt during a Hamidon Raid.

    [ QUOTE ]
    a willpower tanker will lose aggro on anything that hasnt been hit with gauntlet or the taunt power unless rttc has two taunt io's in it.

    [/ QUOTE ]So, basically a Willpower Tanker that isn't doing anything, hoping the aura does it all.
  6. [ QUOTE ]
    If you you at the area of effect on the left side you see brutes and scrappers have an effect of character. Tankers on the other hand have sphere, with a radius of 9 feet and max target 5.

    I also stand corrected on those 3 powers, but that does not give scrappers taunt auras like the rest. It gives three sets a taunt aura. It is not like any set has a taunt aura in a self only SR ability, or 3 taunt auras in dark aura like tankers.

    Also if pets a peeling aggro off a tank, then doesn't that counter your point of MM's not have the aggro control needed to tank?

    [/ QUOTE ]Thanks for pointing out the CoD character/sphere info listing. Weird that I find it more effective on my Brute then. Scrappers having access to Taunt Auras in general was my point. Pets being capable of peeling aggro off at times doesn't counter my point because it only occurs sometimes and they lack the ability to actually control it.

    [ QUOTE ]
    he's the kind that rolls a tanker to deal damage.

    [/ QUOTE ]That must be why my Willpower Tanker has 13.5% recharge and no Hasten or Epic Pools.
  7. Well, I also a run a Electric Armor Brute so I'm really pissed off by the protection.
  8. [ QUOTE ]
    I've tanked 3 GMs at once and they can't hurt me fast enough to overcome my regen

    [/ QUOTE ]And you found 3 GMs at once, where? If you're referring to the Devouring Earth things, those aren't GMs.

    [ QUOTE ]
    Besides, I never said my build was better than his, I said it was almost as good for only 600 million. I was trying to point out that he way overspent, not that I was better than him.

    With the amount of regen I have I don't need to have high defense. Also I saw no point in building for such a high recharge rate since I can kill things quickly and survive just fine the way I built it.

    I can literally count on one hand the times I've died since finishing the build.

    Relax and take a chill pill.

    [/ QUOTE ]Oh, I'm chill. But your build still isn't almost as good. Of course he overspent. He clearly purposely paid for expensive enhancements where they were not needed in an attempt to hit the 4 billion mark. Overcoming WP's regeneration isn't that hard and mine is higher than your own.
  9. [ QUOTE ]
    My 600 million inf WP/SS Tanker build is almost as good as your 4 billion inf build.

    My regen is 772%, yours 343%
    My EndRec is 223%, yours 207%
    My s/l resist is 67.7%, yours 40.4%

    I also have higher f/c/e/ne/psi def than your build plus all the other bonuses that WP gives over SD, like psi, confuse and fear resist and alot more debuff resist to all things.

    You beat me in M/R/AoE def and have higher hasten, tohit, accuracy and damage numbers but then you've got purps while I don't.

    I'm no expert but I'd say I spent my inf more wisely.

    [/ QUOTE ]This is one of the most ridiculous arguments I've ever seen. Shield Defense is an entirely focused on Positional Defense whereas Willpower is a Jack of all Trades and uses Typed Defenses. There is no Tanker powerset in the game that can approach the type of Recovery and Regeneration that Willpower can. The focus of his build was Defense, Damage, and Recharge. It accomplishes that and is likely meant for farming.

    My previous points were based on general knowledge of both power sets. Having checked them both, it just gets funnier. Your Willpower build is NOTHING compared to what he put together. Your F/C/E/NE is 23.5 with 18.4 to P. That isn't anything to brag about. You'd get ripped to shreds by large amounts of enemies who aren't S/L/P. The Shield Defense Tanker has his position defenses at 50, literally more than double your own. Even with Strength of Will up, it wouldn't survive half the things the Shield does. His recharge is 2% off from doubling your own.
  10. [ QUOTE ]
    are you sharing your account with someone?

    [/ QUOTE ]No. Why would you ask this?

    [ QUOTE ]
    which clearly shows you dont know the difference between the functionality of punchvoke on a brute and gauntlet on a tranker. brutes dont have gauntlet. they have punchvoke - something tankers had before gauntlet.

    [/ QUOTE ]Gauntlet and PunchVoke are often called the same thing, especially on the Tanker forum. Also, I never said you were wrong on the matter. I asked where you were getting it from because there's no in-game listing to suggest a difference and I've found the Brute version more effective. My group had a mob aggroed and one guy broke off. I chased him down and starting beating on him with only ST attacks then they all swarmed on me. Didn't even have my aura on.

    [ QUOTE ]
    My comment was a reference to this statement, not a direct quote.

    [/ QUOTE ]
    [ QUOTE ]
    and where in what you quoted me did i say the following

    [/ QUOTE ]Erm, seriously? I say reference and not a direct quote and you ask where the quote is? ...Wow.

    http://pbskids.org/readingrainbow/

    Have some fun with that. Bookmark it while you're at it too.
  11. Take your own advice.

    [ QUOTE ]
    unless the mastermind takes provoke, they wont hold aggro on anything.

    [/ QUOTE ]My comment was a reference to this statement, not a direct quote.

    I know the name of the Tanker inherent. I have one. It's in my signature. Can you not read it? We all know Brute attacks Taunt. I state this in the OP, you imbecile. Pretending I arguing that is just moronic. I was responding to the Brute version being ST as opposed to AoE.
  12. Err... Scrappers do get Taunt Auras. Against All Odds, Rise to the Challenge, and Invincibility are all Taunt Auras.

    [ QUOTE ]
    Brute "gauntlet" is single target only and taunts the mob you happen to be punching at the time, Tank gauntlet is AOE so its like confront Vs taunt

    [/ QUOTE ]Where are you getting this from? Neither CoD or Mids show any differentg between the two nor does it make sense. A single target taunt is basically just a ranged attack.

    [ QUOTE ]
    well if you're going to hold your breath until you get your way, why not make the mm petless?

    [/ QUOTE ]No, you just said something ridiculous is all and realized it had no merit. You stated MMs needing a single power from a Power Pool to Tank efficiently made the idea of them Tanking in comparison to Brutes because Brutes can do it with LITTLE effort. If it takes LITTLE effort, people wouldn't need Tough/Weave, Aid Self, and spending a few hundred million inf on IO sets. That means you're wrong.

    The 5 plus target deal is irrelevant as I've seen pets strip aggro from Tankers. 400% Taunt in their attacks? LOL. There's no such thing in the game. Please, don't argue mechanics when you don't know them. It's Magnitude of 4 with a duration. There is no such thing as 300% or 400% Taunt, Hold, or anything else like that.
  13. I'd really love to see this little effort build of yours. Since you bring up Masterminds needing 1 power from a Power Pool, this little effort build of yours better not include Tough, Weave, Aid Self, or IO sets.
  14. [ QUOTE ]
    People see it stronger than /SR but I fail to see how it can ever be superior than a soft cap defense oriented set.

    [/ QUOTE ]Willpower has the distinct advantage of being built AFTER ED and IO sets. Alone, it's very underwhelming. You're a jack of all trades without enough of each to really protect yourself. What happened is that players immediately identified the issues Willpower would face on Test, enabling them to turn the power set into a complete beast by the time it was Live.
  15. [ QUOTE ]
    *classic* tanking is keeping squishies safe with taunt.

    [/ QUOTE ]Classic Tanking is gaining and maintaining the aggro of a mob and surviving it. Taunt itself is completely optional.

    [ QUOTE ]
    I don't think brutes have gauntlet. I seem to be forever chasing after foes when I play them.

    [/ QUOTE ]Gauntlet is definitely there. It's to help Brutes maintain Fury. If you're chasing enemies, it's likely from your teammates causing stuff to run or being past the aggro cap.
  16. The consensus here appears to be that Brutes are essentially Scrappers and Masterminds are supposed to be the Tankers, but when I actually play red side, I've never encountered a team where the Mastermind was expected to Tank. Teams ALWAYS look to the Brute. Even when I explain I'm damage dealer, I STILL wind up taking point.

    The Devs gave us Taunt Auras, like Tankers and Scrappers.
    The Devs gave us Taunt, like Tankers and Scrappers.
    The Devs gave us Gauntlet in our attacks, like Tankers.
    The Devs failed to give Masterminds a tool to control their Aggro themselves.
    The Devs failed to give Brutes the tools to survive the Aggro they gather using SOs and their armors, alone.

    What gives?
  17. We aren't trying to do anything.

    The Devs gave us Taunt Auras, like Tankers and Scrappers.
    The Devs gave us Taunt, like Tankers and Scrappers.
    The Devs gave us Gauntlet in our attacks, like Tankers.
    The Devs failed to give Masterminds a tool to control their Aggro themselves.

    Who's supposed to Tank then?
  18. The 17.8 Resistance boost from Tough is pretty lame.

    Most teams don't face even-level mobs, but +2's and +3's, making /Elec pretty weak on teams because not only does the End Drain become less effective, but most support players boost Defense and not Resistance.
  19. [ QUOTE ]
    Taking the alpha and surviving is not tanking.

    [/ QUOTE ]Good job at missing the point where he stated keeping the aggro on him. Holding aggro and surviving through it is the job of a Tank.

    [ QUOTE ]
    No, that's not the role a Tank plays.

    Like I said, tanks control aggro by directing it away from squsihies, etc. They sometimes forego offense for better defense. During normal missions, my tank doesn't even have an attack chain. I absorb alpha and then constantly move around the mob to ensure aggro control. I'll attack here and there to maintain control and provide some DPS. That's nothing like how I play a Brute.

    None of my Brutes have Taunt, all my tanks have Taunt.

    My Brute enters a mob with a chip on his shoulder and immediately attacks the biggest baddest critter in that mob. I tab to the next, the next and the last. I'm not worried about controlling anything other then pissing off the mobs around me to fuel my need to SMASH.

    [/ QUOTE ]Too bad all of that is player choice. Tankers and Brutes control aggro. It doesn't matter if you're worried about control on your Brute or skipping attacks on your Tanker. You have a Taunt Aura and Gauntlet built into your attacks. They will swarm on you, regardless.
  20. The relevance of the defender/blaster comparison is simple. The Brute AT is designed to hold aggro, but lacks the tools on it's own to survive it (excluding Stone). The job of a Blaster is to kill. The job of a Defender is to protect the team. Considering the benefits the two get from Tough (especially Defenders), an AT designed to hold aggro should get a higher benefit from Tough to help it survive. A 17.8 boost is pathetic by comparison.
  21. This is my plan for a Tanking build when I get the inf for it...

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Seth Anson-Fix: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Villain Profile:
    ------------
    Level 1: Punch 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), HO:Nucle(19)
    Level 1: Charged Armor Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:40(3), Aegis-ResDam/Rchg:50(3), S'fstPrt-ResDam/Def+:30(31)
    Level 2: Haymaker KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(23), HO:Nucle(25)
    Level 4: Conductive Shield Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(5), Aegis-ResDam/Rchg:50(5)
    Level 6: Combat Jumping LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(43), LkGmblr-Rchg+:50(48)
    Level 8: Knockout Blow KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(15), HO:Perox(15)
    Level 10: Static Shield Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(13), Aegis-ResDam/Rchg:50(13)
    Level 12: Swift Run-I:50(A)
    Level 14: Super Jump Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(43), Zephyr-ResKB:50(46)
    Level 16: Health Mrcl-Heal:40(A), Mrcl-Rcvry+:40(17), Mrcl-Heal/EndRdx:40(36)
    Level 18: Rage AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(19), AdjTgt-EndRdx/Rchg:50(25), AdjTgt-ToHit/EndRdx/Rchg:50(34), AdjTgt-ToHit:50(34)
    Level 20: Stamina P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(23)
    Level 22: Grounded ResDam-I:50(A)
    Level 24: Boxing Acc-I:50(A)
    Level 26: Tough Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(27), Aegis-ResDam/Rchg:50(27), EndRdx-I:50(40)
    Level 28: Weave LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(29), LkGmblr-Rchg+:50(29), EndRdx-I:50(36)
    Level 30: Lightning Field EndRdx-I:50(A), EndRdx-I:50(31), HO:Nucle(31), HO:Nucle(37), EndMod-I:50(39), EndMod-I:50(43)
    Level 32: Foot Stomp Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(40)
    Level 35: Power Sink P'Shift-EndMod/Rchg:50(A), P'Shift-Acc/Rchg:50(36), P'Shift-EndMod/Acc/Rchg:50(37), P'Shift-EndMod/Acc:50(37), Efficacy-EndMod/Rchg:50(40), Efficacy-EndMod:50(46)
    Level 38: Power Surge RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39), ResDam-I:50(50)
    Level 41: Maneuvers LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Rchg+:50(42), EndRdx-I:50(42)
    Level 44: Jab KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), HO:Endo(46)
    Level 47: Hurl Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(48), Decim-Acc/Dmg/Rchg:40(48), Decim-Dmg/Rchg:40(50), Decim-Build%:40(50)
    Level 49: Lightning Reflexes Run-I:50(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    5% DamageBuff(Smashing)
    5% DamageBuff(Lethal)
    5% DamageBuff(Fire)
    5% DamageBuff(Cold)
    5% DamageBuff(Energy)
    5% DamageBuff(Negative)
    5% DamageBuff(Toxic)
    5% DamageBuff(Psionic)
    19.9% Defense(Smashing)
    19.9% Defense(Lethal)
    17.1% Defense(Fire)
    17.1% Defense(Cold)
    4.56% Defense(Energy)
    4.56% Defense(Negative)
    3% Defense(Psionic)
    14.3% Defense(Melee)
    6.13% Defense(Ranged)
    12.4% Defense(AoE)
    2.25% Max End
    38.8% Enhancement(RechargeTime)
    18% Enhancement(Accuracy)
    10% FlySpeed
    258.6 HP (17.3%) HitPoints
    10% JumpHeight
    10% JumpSpeed
    Knockback (Mag -4)
    Knockup (Mag -4)
    MezResist(Immobilize) 13.8%
    MezResist(Stun) 2.2%
    7.5% (0.13 End/sec) Recovery
    30% (1.88 HP/sec) Regeneration
    1.26% Resistance(Energy)
    1.26% Resistance(Negative)
    30% RunSpeed






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    |-------------------------------------------------------------------|
  22. Justice_Bringer

    WP/FIRE/PYRE

    [ QUOTE ]
    The left is mine and the right is the above proposed build 2 flaws major ones 1 almost no recharge in powers and 2 no tohit and no damage bonus.... i also see you sacrificed a major melee damage power. incinerate. keep in mind you are at your strongest in melee stance you need to be in Rise to the Challenge to survive...

    [/ QUOTE ]...

    ROTFLMAO

    ...

    Tell me you're not serious. You cannot be serious. Your damage bonus only looks that high because you checked off Build Up on your build which triggers the second build up proc to appear on yours even though it's just a 5% chance.

    The build I constructed isn't for solo farming. It's for AE team farming, primarily Boss Farms which is what the OP wants to use his build for. Boss Farms typically have high smashing and lethal damage. Some farm missions tend to go overboard with the damaging custom characters however, causing a WP without higher defense numbers or Strength of Will to be a sitting duck. Incinerate isn't needed. Fire Blast can be used in melee and Fire Ball provides a 4th AoE attack. Damage bonuses don't mean a thing. Maybe you're from villain side, but on hero? We have Fulcrum Shift everywhere. He'd be sitting at the damage cap on a Boss Farm, more often than not.

    Furthermore, your build is poorly constructed. Health before Fast Healing, Fast Healing at 30, Stamina at 22 when you already have Quick Recovery, Heightened Senses at 28, not using those 4 slots in Quick Recovery all with Performance Shifter and not dual slotting Stamina with Efficacy Adapter, the Numina slotting order, even suggesting to waste time getting the Miracle unique with all that recovery, etc. It looks like something from someone who never played the set.
  23. Justice_Bringer

    WP/FIRE/PYRE

    This should do well in a AE farm.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Mutation Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(15), Numna-Heal/Rchg:50(15), RctvArm-ResDam:40(25), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(27)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), KntkC'bat-Dmg/Rchg:35(11), P'ngS'Fest-Acc/Dmg:30(13), P'ngS'Fest-Dmg/Rchg:30(13)
    Level 2: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), S'fstPrt-ResDam/Def+:30(9), RctvArm-ResDam/EndRdx/Rchg:40(46)
    Level 4: Combustion -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(5), Sciroc-Acc/Rchg:50(5), Sciroc-Acc/Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(7)
    Level 6: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(27), Numna-Heal/Rchg:50(29)
    Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(29), Numna-Heal/Rchg:50(31), Taunt-I:50(43)
    Level 10: Indomitable Will -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Rchg+:50(31)
    Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(33), Zephyr-ResKB:50(33)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(33), Zephyr-ResKB:50(34)
    Level 16: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(17), P'Shift-EndMod/Rchg:50(17)
    Level 18: Breath of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rng:50(19), Posi-Acc/Dmg/EndRdx:50(21), Posi-Dmg/Rchg:50(21)
    Level 20: Heightened Senses -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(23), LkGmblr-Rchg+:50(23)
    Level 22: Build Up -- RechRdx-I:50(A), RechRdx-I:50(34), RechRdx-I:50(34)
    Level 24: Hurdle -- Jump-I:50(A)
    Level 26: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(36), Numna-Heal/Rchg:50(36), RgnTis-Regen+:30(36), Numna-Regen/Rcvry+:50(43)
    Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Rchg:50(37), Sciroc-Acc/Dmg/EndRdx:50(37), Sciroc-Dmg/Rchg:50(39)
    Level 30: Boxing -- Empty(A)
    Level 32: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(46)
    Level 35: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(40), LkGmblr-Rchg+:50(40)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), KntkC'bat-Dmg/Rchg:35(42), P'ngS'Fest-Acc/Dmg:30(42), P'ngS'Fest-Dmg/Rchg:30(43)
    Level 41: Char -- HO:Endo(A)
    Level 44: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(45), Dev'n-Dmg/Rchg:50(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(50)
    Level 49: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(50), LkGmblr-Rchg+:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]3% DamageBuff(Smashing)[*]3% DamageBuff(Lethal)[*]3% DamageBuff(Fire)[*]3% DamageBuff(Cold)[*]3% DamageBuff(Energy)[*]3% DamageBuff(Negative)[*]3% DamageBuff(Toxic)[*]3% DamageBuff(Psionic)[*]13% Defense(Smashing)[*]13% Defense(Lethal)[*]9.25% Defense(Fire)[*]9.25% Defense(Cold)[*]9.88% Defense(Energy)[*]9.88% Defense(Negative)[*]3% Defense(Psionic)[*]8% Defense(Melee)[*]11.1% Defense(Ranged)[*]15.5% Defense(AoE)[*]6% Enhancement(Heal)[*]36% Enhancement(Accuracy)[*]42.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]358.4 HP (19.1%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 8.8%[*]5% (0.08 End/sec) Recovery[*]126% (9.86 HP/sec) Regeneration[*]3.15% Resistance(Fire)[*]3.15% Resistance(Cold)[*]6.25% Resistance(Negative)[*]5% RunSpeed[/list]


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    |-------------------------------------------------------------------|</pre><hr />
  24. If you remained the same AT and just leveled to 50 like before, I don't see how this would unbalance anything.
  25. I do think of Brutes as scrappers, except everyone else expects Brutes to Tank.