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DA, Fire and Elec are currently the only Armor sets that do not provide KB resistance with their mez protection toggles.
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There's also Ninjitsu, the Stalker-only armour secondary - it doesn't have KB resistance either. -
Both Fire Blast and Dark Miasma are fantastic powersets with great powers all the way through. Your main problem will be trying to fit in everything that you want
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I adore Fireball on my Fire/Rad. Solo I herd up a spawn with my debuffs, then drop Fireball and Fire Breath on them and just watch them melt. Fire Breath is better damage, but its a cone and slower animating, so Fireball is more user-friendly - and in a team you can save it until a few things are hurt, fire it off, and just watch all those lovely Scourge messages floating up.
I didn't take Flares - just Fire Blast and Blaze as single target - but I have EndRdx in my Fireball so if I have End to spare (e.g. when AM is up) and need a boss dead quickly then sometimes I'll chuck in Fireball as a single-target attack - wasteful perhaps, but sometimes I'm more worried about my HP than my End -
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Even if you do get mezzed in mid-air, it only lasts until you hit the deck, after which Grounded kicks in again.
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Yeah but I'd imagine you'd land on your butt which is a no-no in PvP. (we were talking about KB resist)
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I'm assuming Sar was talking about the immobilise protection more than the knockback.
I've been quite impressed with Grounded on my EM/Elec, even though I was doubtful at first. It's only failed a couple of times in 40 levels on uneven terrain, otherwise it only fails when I temporarily forget which brute I'm playing and try to jump (although my EM/Elec is my only brute without Hurdle/CJ so I usually remember as soon as my feet leave the ground, cos I have no air control or height). Also because my travel power is Fly I usually just flip if I'm knocked-back in mid-air while travelling.
Even if you were SJ-ing and got knocked back in mid-air, chances are you'd probably be at the "getting back up" part of the animation by the time you hit the ground (but if you had SJ as travel and were a PvP-aholic then it would probably be just as easy to drop Grounded for Acro/CJ for PvP, or even run both for the added protection). -
Yep that looks good to me - I hope you have lots of fun with it - I certainly did with my Fire/Fire
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The main thing the Devs could do for us at the moment is at least give us a clue IF they're still thinking about changing rent. We haven't heard a peep out of them about this in ages.
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Thats because if I edit the post while you were replying to it. I'm afraid I edit my posts very often right after posting..
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Yeah I do that sometimes as well, hehe. Haven't been caught out yet, though -
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as far as i know never seen it in action myself but the auto demotion is suposed to move down the ranks in order till it eventuly finds somebody of a rank thats been active if your the bottom rank and everybody above you in the group is gone it may take a while
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I'm not sure it works like that.
At one stage we had several co-leaders in our villain SG (only two of us left as co-leaders now) but we've kept lots of inactive people on the roster (some have been inactive for almost 4 months now, but they're real-life friends and have said they may come back one day so we leave them there - been worth it for when the Devs gave out the SG prestige bonus, if nothing else). We have a 45 day auto-demotion and the only rank that has ever been auto-demoted is the very top rank (the leader one) - none of the lower ranks has ever been auto-demoted. We even have one of the original co-leader's characters that hasn't been played for 9 months yet still has the second rank, the one just below leader.
Also a friend and I created some heroes on Defiant ages ago and he made an SG, and we designated a few of his characters and a few of my characters as leaders (top rank), but then we didn't play there for months - and we didn't change the default 15 day auto-demote period. Over Halloween I used one of my Defiant Heroes for Trick-or-Treating (because we do plan to use our heroes after I8 and I wanted the bonus costume slots) and every single character in the SG had been auto-demoted to the second rank EXCEPT the character that my friend used to create the SG.
So I have a feeling auto-demotion only works on the top rank (because you can't demote SG leaders any other way), and will never auto-demote the last leader left (and/or the original founder). And judging by our Defiant Hero SG the game won't auto-promote either (otherwise my Trick-or-Treat character would surely have been auto-promoted as soon as I logged in). -
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anything above level 30 is just guesswork tbh, i put so many recharges into web envelope because according to the character editor that would bring it's recharge more or less into line with burn (and i figure one's not much use without the other)
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Yeah but the thing is that you really won't be chaining Burn that much anyway. The only time I chained it was in front of doorways/lifts in mayhem missions when ambushes were incoming (because their hang-time in the lift/doorway actually meant the stacked Burns affected them for a while before they were able to attack, so they came out of the door/lift half-dead). The times I really wanted to chain it (against AVs/EBs, because Burn has very high accuracy - although admittedly it still couldn't hit Valkyrie when she was in MoG) were times when either I wasn't able to get Web Envelope to keep them in place anyway (because they have good immob and -spd protection), or I was teamed with others who could immobilise/-spd (or hold) better than me.
Honestly I didn't use Burn that much, even once I had Web Envelope, because Fire Sword Circle generally did the business - but Burn and Web Envelope gave me a few different tactics/options for certain situations (like the aforesaid mayhems). I actually used Web Envelope a lot more for its -fly and with 1xRchg in it that was one use every 15secs - I think 2 extra recharges bring it down to just under 11secs? Up to you if that's worth 2 slots.
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edit: forgot to ask, is 3 tohit overkill in build up then? and how would you recommend i slot phoenix? 1 health?
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3ToHit is useful for hitting the Heros Minx, valkarie, and positron in their MoG or similar; or a storm troller/bubbler in PvP. With 2 acc and 3 ToHit buffs in rage I dont miss anything but those above, not sure if 3 acc would help but its not common enough and I just go buy yellows when the occation arrises.
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I think its ok if you can spare the slots, and if you PvP a lot or struggle with high def mobs. The thing to bear in mind is that Build Up only gives base 20% ToHit bonus iirc, so 31.2% with 3xToHitBuffs. With Rage its probably more useful because you get that bonus all the time (I'm slotting 3xTHBuffs in Rage for my SS/DA, eventually, but only do that for build up on ATs that have spare slots - my blasters mostly, after slotting Aim with 3 THBuffs first of course).
As for Phoenix I slotted mine with 1 EndMod - I rez with around half health and about 60-70% End iirc - and usually the first thing I do after toggling-up is hit Healing Flames before piling back into the fight (then you can always hit Consume to top-off your End, but half an End bar is usually enough to finish off whatever killed you, unless its an AV). I only used it a couple of times though, because I took it at 49. I mainly took it with LRSFs and PvP in mind. -
Another brilliant comic, Sar - keep up the great work!
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I cant believe how many different opinions there are for how to slot a brute.
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That is one of the great things about this game, though - everyone has their own ideas and its fun to try out different things.
I build my brutes for non-stop killing efficiency, despite their differing sub-roles, but its perfectly feasible for someone else to build a brute a different way. There's no right or wrong way, just helpful and different opinions - ultimately whatever suits your playstyle is the "right way" to build your brute.
The 3xRchg thing is tempting to try, though - I'd be tempted to try it with a stone melee brute, seeing as they do such big damage on their long-recharge attacks. If you also took Air Superiority slotted with 3xRchgs you could keep an enemy on the floor more reliably than my SS/Dark can, and damage would be pretty good off the bat. I still think that, ultimately, you'd end up with very bad End problems, though. Brutes are bad enough for that as it is (not quite as bad as my dom, though). So you'd probably want /EA or /Elec as secondary for the End-replenishment powers they have. Something interesting I might try one day.
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Yeah that looks ok to me, apart from the fact you've 6-slotted Rise of the Phoenix, which is a bit pessimistic - looks like you're planning on dying A LOT
- you might as well move those slots into Air Superiority & Boxing as Damage (they don't do a lot of damage, but you will be using them a lot in your attack chain, so it will all increase your damage-over-time - plus you'll be glad of pure-smashing damage when you meet fire-resistant mobs like Infernal and Baphomet).
Also as you're not slotting Jump Kick, and its rubbish anyway, you might as well take SJ at 28 - its faster than Fly so there will probably be times you would use it instead (like escaping from or chasing people in PvP) - I mean it's not like you're going to use Jump Kick at all, is it?
Also if you're going to be using Tough all the time once you get it then you might as well move that second EndRdx from Acrobatics into Tough - it will save you more End per second there.
And I'm not really convinced you need all those recharges in Web Envelope, but you may have a specific purpose in mind (PvP I'm guessing - that would explain the 3x THBuffs in Build Up too).
Generally it looks fine, though. And if you're happy with it on Test then that is the main thing. -
Just read the rules... No editing? The horror! The horror! Not sure I could do that after having it chiselled into my brain, by so many creative writing tutors at college, that all first drafts are garbage
I hadnt heard of NaNoWriMo before, but it sounds like really good discipline/motivation training for aspiring novel writers - I wish Id known about it a few years ago - I used to find that the hardest thing was writing even when I didn't feel like it, but Im more-or-less over that now, thanks to constantly guilt-tripping myself when I dont meet my own targets
I think the trickiest thing for me about NaNoWriMo would be finding an idea thats too small for a full novel, but too big to fit in a short story, yet wouldnt need any padding. Id have to give that a lot of thought. Not this year though - I have a self-imposed deadline this month for finishing something a teensy bit longer (which hopefully I'll get paid for). So good luck to everyone who is having a crack at it. -
Even with Consume and Stamina you'll need an EndRdx in each attack. And you have room to slot one because 3xAcc is overkill unless you're going to be PvPing a heck of a lot against defence-based AT powersets. I've got away with 1x Acc for most of my Fire/Fire's levels, but noticed I missed a bit more often against purple cons (mainly bosses when on top reputation level, or all AVs/Heroes/EBs) or anything that debuffs Acc like CoT spectrals. Even 2x Acc is a luxury as 1x Acc will do for 95% of the PvE game (but I'd always slot 2xAcc if I can) - and if you team with someone who runs Tactics (as I did for most of my 40s) then you barely notice a difference between 1xAcc and 2xAcc.
I assume you have Brawl on auto to fill gaps in your attack chain? If not then do that. The lack of Rchg SOs in your attacks is another problem - Fire Sword and Cremate could really do with one. Incinerate can go without if you only use it on boss fights - it's pretty much wasted on anthing else as it takes time to tick away the damage (it is very End-efficient though). You really should slot 3xDmg into Incinerate if you're going to use it at all, though. Another thing that could solve your attack chain gaps for two-thirds of the time is getting Hasten and 3-slotting it with Rchg.
Jump Kick is a bit of a waste of time - stick with CJ+SJ+Acro and drop Fly (unless you really like it). Keep AirSup though as its great. As an extra attack you may want to pick up Boxing from the Fighting pool, as that would let you pick up Tough later if you wanted it. Boxing could also replace Brawl as your auto-power (it did for me) as it's nice and fast for building Fury.
And as has been said you can delay Burn til later - I took it after my patron immobilise and it works ok with that, but it's not what I'd consider one of my core abilities.
Don't put extra slots in CJ - they all offer minimal benefits. Honestly whatever you put in the base slot won't add much compared to leaving it unslotted, but personally I put a DefBuff in CJ on my characters just to round it up from 2.5% to 3% def.
Oh and get Fire Sword Circle 6-slotted as a priority (1-2 Acc, 3 Dmg, 1-2 EndRdx, 0-1 Rchg) - in teams it is the main useful thing you can do. It is an absolute monster backed by high Fury + BU + FE and any other damage buffs that are flying around.
I recommend getting 3 DmgRes in those shields as fast as you can too. The EndRdx is optional imho, but a lot of people like to slot shields with that when they can spare slots. Also Acro is fine with an EndRdx in the basic slot - I certainly wouldn't put more than 2 EndRdx in it.
And practice attack-chain efficiency - don't use a big/slow attack like Incinerate on something with a sliver of life left, when Brawl or AirSup would finish them off faster for less End used. The same goes for when you get Greater Fire Sword - don't over-use it, unless it's actually necessary (you need something dead asap, like an AV/Hero), because big attacks burn a lot of End - often using a couple of little attacks will achieve the same damage over time for less End while boosting Fury faster. Also don't use FSC unless you have at least 3-4 targets.
Search under my user name on the brute forum, with the search term "fire", for more advice. I've offered tons of advice about Fire/Fire builds in the past (all based on actual gameplay) and I've probably forgotten to mention something here. -
I find it depends on the brute.
Personally I slot 3x Dmg on all of mine because you can never have too much damage - it's what the brute is all about! (I do the same on stalkers, blasters, scrappers and corruptors too). My Fire/Fire probably comes closest to the damage cap with 3xDmg in all attacks + Fiery Embrace + Build Up + Fury - but I still see a damage increase from using a red insp, even after being drowned in Fulcrum-Shift +dmg icons by my /kin duo partner. I believe the brute damage cap is 850%.
My Fire/Fire has all his attacks slotted 1x Acc, 1x EndRdx, 1x Rchg, 3x Dmg - he had Acc problems against AVs/Heroes in the 40s unless my /kin partner was stood nearby with Tactics (which he usually was), but I needed the Rchg and EndRdx so he could at least be soloed sometimes. I plan to slowly sort out the Acc problem by slotting Acc/Dmg HOs in place of a Dmg SO in each attack when I can (ok it's happening very slowly, as I only have one so far). He can kill a spawn faster than my other two brutes, and usually teams, so he is specialised for that.
My SS/Dark had all his attacks slotted 1x Acc, 3x Dmg, 1x EndRdx, 1x Rchg, but on quick attacks I've recently dropped the Rchg for another EndRdx. Perma-Rage sorts out any Accuracy issues for him and he tends to be my safest brute because of the amount of control he has (tons of knockdown, also OG & KO blow), even though he seems the slowest at killing both spawns and single-targets out of my 3 brutes (mainly due to Smashing resists now, I think). He has as many toggles as my Fire/Fire, but I mainly solo him, so non-stop play was important to me and he needed to be End-efficient above all; so I've specialised him for that.
My EM/Elec has every attack slotted 2x Acc, 3x Dmg and 1x Rchg. He runs less toggles and has less End problems than my other two brutes (doesn't have Tough, only runs Aura in teams) and has Power Sink, and even Power Surge, to top up his End as needs be. He's my boss-killer brute and can take down a single target like a boss/EB/AV faster than my other two brutes, so he is specialised for speed/accuracy/damage for fighting those purple-cons.
So I say play to your strengths and playstyle, then specialise for that. That works for pretty much any character.
Oh and in your 3x Rchg example you'd be burning Endurance almost twice as fast (3 Rchg SOs reduce a 20sec recharge time to around 12secs iirc) - you may as well slot 3x Dmg SOs, 1x Rchg SO and take Hasten as well.
Before L22 and SOs (and 3-slotted Stamina) I tend to only slot Acc & EndRdx, though, as I find they have the most beneficial effect. -
1) put your character into SG mode
2) go to the zone you want the beacon for
3) visit the location of every explore badge in that zone
It doesn't matter if you already have the explore badge on your character, you just need to visit the badge location in SG mode to register it for your SG. Once every explore badge location in a zone has been visited by anyone in your SG, in SG mode, the badge that unlocks the beacon will be awarded to your SG for that zone.
In fact any character in your SG can register any badge in any order (as long as they're in SG mode): so in a zone with 4 badges you could have visited badge location 1 and 3 already, then next week someone else in your SG could visit badge location 4, and then a month afterwards they (or you, or anyone else in the SG) could visit badge location 2 with a totally different SG character - at that point the SG would be awarded the beacon badge.
This website has maps that show where every explore badge is: VidiotMaps -
Farewell BJB, the LRSF King. All the best in whatever you do.
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ah, so that would make and end red in each of the three toggles a viable option?
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With your build it probably is viable to slot EndRdx in those shields - I've never had the luxury of spare slots to do so on my brutes (and still not sure I would, even if I could). Honestly anywhere you put those extra 3 slots in your build won't have a massively noticeable effect anyway.
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also you mentioned slots in health wouldn't be missed, I had never even considered not 3-slotting it. would taking away 1 slot from here (giving me the extra 3 I now need for the 3 toggles) be a suitable move?
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Honestly, like MaX says, you won't even notice the difference losing those 2 slots in Health because you have a good heal. Health is a minimal boost that won't improve survivability much - in fact I've started to go Hurdle/Swift/Stamina on most of my characters. The only character I ever considered 3-slotting Health on is my /regen scrapper, because it was adding a little to his primary method of mitigating damage. -
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Back from the work trip so should be on tonight, hopefully can arrange it then (have a few other things to organise too though, e.g. change the SG MoTD to let them all know I'm back and also what's new for the SG, also address anything the members have e-mailed me about in my absence, set up some coalitions, etc...)
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Hit 50 with Mayhem a couple of nights ago so I've just left him parked in Grandville by the SG portal with all that arcane salvage on him. I'll give you a yell either before or after Kaz logs in tonight (i.e. when we're not playing our new doms) and I'm sure we can work something out. -
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SherkSilvers planner (supposed to be the most accurate these days) says the 3 /dark toggles are 0.104 EPS each
[/ QUOTE ]NoFuture states they cost 0.104 EPT (Per tick), and have tick rate of 0.5 sec, thus making them 0.208 EPS.
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Interesting - thanks for clearing that up. The /dark resist toggles do cost less than the Electric Armour ones then (which costs the same as the Fiery Aura ones: 0.26 EPS) - I had a feeling they did from playing both sets at L20 and then again when both of my brutes with those sets were L35. -
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while Burn might take slightly longer to deliver its superior auto-hit damage
[/ QUOTE ]Burn is not auto-hit, it just has very high accuracy.
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Fair enough - explains why Valkyrie kept deflecting it while MoG'd up (and slowed to a crawl by my /kin friend) the other day. I thought she was just a cheater
In a slightly off-topic but Burn-related vein I do find it very amusing to stack multiple Burns on the bank lift to the vault room in mayhem missions (and on doors in arsons/raids) - with PPD/Longbow minion's hang-time in the lift (when they count as being just outside it for targeting purposes) it is funny to see them entering the room and just falling overSick? Me? Noooo <shuffles away snickering to himself>
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Also, just with the levelling issues you mentioned, I'm currently level 47, thats why I didn't really put too much stock into worrying about the early power choices.
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Fair enough then. Your new build looks fine to me. I probably wouldnt have put that extra slot in Swift, but I realise theres not much else you could really put slots in and get a decent return. Maybe a ToHitBuff in Build Up instead, or an extra EndRdx in a toggle - all very slight boosts, though.
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Thats not really true
without end reduxs in the first build he'd have a toggle EPS 1.43 with end reduxs his toggle EPS is 1.14 now in attack chains thats half an attack chain less he could do without end reduxs,thus lowering his chain dmg and over all dmg.
or so attack chain planner says. *shrug*
I know ppl who've played em/dark and they've always said its end heavy.
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SherkSilvers planner (supposed to be the most accurate these days) says the 3 /dark toggles are 0.104 EPS each - an EndRdx in each reduces them to 0.078 EPS (about the same as Combat Jumping, probably the cheapest toggle in the game), saving 0.026 each - a total saving of 0.078 EPS if you put 1 EndRdx in all 3 toggles. Not a massive bonus for 3 slots, maths-wise, when toggles like Acro cost over twice as much, or Tough at 3 times as much. (in fact a third EndRdx in Tough will save 0.029 - more than that same EndRdx in any of the 3 /dark resist toggles).
From my own experience I personally havent seen any noticeable difference from slotting secondary resist toggles with EndRdx for /dark, /fire or /elec (actually you can add /EA to that too, from my Stamina-less stalker) - and I did try when End-balancing them. Auras yes, Tough yes, but not the basic resist shields. Of course mathematically it helps, but I found it too little to justify (or even notice) - on a long fight against an AV/GM perhaps /shrug - I dont have too many troubles and believe me I do like to play continuously with my brutes (solo they never need to rest/pause mid-mission - Fury is my god!), so I slot them for that.
Actually my SS/Dark seemed to have less End troubles pre- and post-Stamina than my EM/Elec (3 toggles) did - my Fire/Fire doesnt really count because he was my first character and it didnt occur to me to slot EndRdx in attacks, plus I took Stamina late (L30 heh), so he was a bit of a nightmareEven so when I respecced him I tried him with and without EndRdx in his resist toggles and again it wasnt even noticeable either way.
Now I only use character builders/planners and forum recommendations as guidance - gameplay is where it matters and all my planned builds have changed in some way while playing them. So, Mr_Moot, I recommend you copy your character to Test before doing this respec, so you can test it out in a few newsies before you commit to it - if your playstyle differs from mine then finding out how the changes have affected your build should prove invaluable for last minute tweaks - you can find out where those extra slots are more noticeable.
Admittedly you do have 3 slots spare (the extra slot in Swift and the 2 in Health will hardly be missed), so you could try slotting the toggles as Chelsea suggests and see if you prefer/notice it.
Oh and is that EndRdx in Oppressive Gloom supposed to be another Disorient Duration? OG is supposed to cost the same as your resist shields, so of course I dont think its worth slotting for EndRdx. Others might, though -
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OK will give the one good report you'll hear on the patron powers then. Herd up a big group. Build up, Electric Fences, Fire Sword Circle, Lightning Ball, group no longer standing. But I dont have a pet kin, a pet kin might mean I need less AoEs I guess
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Yeah it does, but even solo or in a kin-less team I could still do the 3 AE chain - just open with FSC, follow with Web Envelope, then hit Burn and walk away - not much will survive that, Kin or not, and while Burn might take slightly longer to deliver its superior auto-hit damage I also wouldn't have the big End-hit from patron AEs like Lightning Ball. Then again it's not really necessary - even solo on Vicious I found a couple of ticks of Blazing Aura (before BU+FE wore off, after an FSC on high Fury) would pretty much kill all the lieuts/minions anyway.
But yeah pet /kins are nice - I've only had the benefit for the last ten levels on my Fire/Fire - before that I levelled my other two brutes and a corruptor with my friend's /kin - I figured, correctly I think, that the Fire/Fire could get the most mileage out of the /kin buffs in the last ten levels - and boy do we kill fast -
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PS- sorry about last night, fell asleep I was tired and camping that door for ToTing was sooooo boring during the minute intervals before I could click again. Hope the leveling continues to go well.
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I figured you were asleep on the keyboard- especially when you didn't answer my /tells asking if you were ready to do that salvage trade, and then vanished (I guessed that the auto log-out got you). No probs, it was 1.45am here and I was craving sleep myself.
We can do that trade tonight, or whenever - I've got most of our SG's arcane/magic salvage on Mayhem now (except for a ton more orichalcum and spells of power in our stores, so I'll have to make a couple of trips because of the 20 stacking limit).
Levelling went pretty well - made around 3 levels this weekend with Mayhem - just a smidgen of xp short of L49 now, so I should have my second L50 in the next few days. -
I play both of those powersets on my brutes. My suggestions are:
1) Whirling Hands isn't a very good area attack (low damage), so only take it if you're absolutely dead set on having an area attack.
2) You might want to take Dark Regen after Stamina/SOs because it uses up a ton of End. Drop the 2 Heal enhs and put in 2 more EndRdx instead, because it REALLY eats Endurance. If it gets 3 hits then it will fully top up your health anyway, even from almost dead.
3) With your shortage of cheap/fast single-target attacks, even if you put Brawl on auto, you're going to struggle to build up Fury fast yourself. Consider moving Boxing up into the first ten levels, or take Air Superiority (Flight pool) there instead. Levelling will be slow and painful without a decent attack chain with very few gaps, especially if you want to solo - a few seconds more can be a long time to wait for an attack to recharge when enemies are beating on you.
4) One accuracy enh is fine in your attacks if you never go above Vicious difficulty. If you team above your level, or will regularly be fighting AVs/EBs, or want to PvP then you will want 2 Accuracies in your attacks. Also I recommend fully 6-slotting most of your attacks - if you don't put in a second accuracy then I suggest a Recharge SO - that will help your attack chain problems for building Fury (because with your slotting you're going to be spending a lot of time waiting for Bonesmasher to come back up, especially as you're not getting Hasten for ages).
5) Dark Armour's 3 main toggles (Obsidian, Dark Emb and Murky Cloud) are fairly low End cost - they don't need an EndRdx in them, imho, as it wouldn't save enough End to be noticeable. You should probably take Murky Cloud earlier as well - I'd say by 20 if you ever want to do the first strike force, or by 24 if you ever want to PvP in Bloody Bay.
6) Moving Dark Regen post-Stamina/SOs would let you take TF at 18, which you'll want to do as it's one of the two attacks that define your primary (the other is ET which you really should take at 32, as soon as it is available - delay Hasten or whatever til 35 instead).
7) Don't put extra slots in Combat Jumping - the benefits are tiny. And it doesn't need EndRdx as it's probably the lowest cost toggle in the game. I just stick a DefBuff in the main slot to push it up to 3% def (from 2.5% base) but some people prefer a Jump SO for the extra foot or so of height it gives you - not really a big decision either way.
8) Cloak of Fear eats Endurance faster than almost anything. With your slotting if you had all your toggles on you would probably lose End while standing still and not attacking. Personally I'd say dump it and get Oppressive Gloom instead (which hardly costs anything to run), but if you must then stick 3 EndRdx in it and be prepared to switch off other toggles like Death Shroud when you use it. Also consider that against bosses the disorient from Oppressive Gloom will stack well with the disorients from your energy melee attacks, while Cloak of Fear won't (it would stack better if you were Dark Melee primary though, which has a fear attack). Also the damage ticks from Death Shroud will break the cowering "mez" part of the fear effect, letting enemies attack you (but at one quarter of their usual attack rate, and they may run away), so they don't play well together - while Opp Gloom and Death Shroud do.
9) Death Shroud will need 2-3 EndRdx too - put the EndRdx slots from your shields into this and it will save you a ton more End than your current slotting. Death Shroud should also be delayed until after Stamina/SOs (unless you need it to hold aggro for some squishy friends you will be levelling up with) - it eats up a ton of End before you get it SO-slotted and have Stamina.
10) Just one recharge in Soul Transfer, unless you're planning on dying a LOT.
I respect your decision to not take any patron powers - Web Envelope (Black Scorpion) is the only one I rate as much use to a brute. Might be worth considering instead of Super Speed as it really only needs 1-2 Accuracies. Super Speed is a bit excess to requirements when you have Super Jump, imho (though I understand it's handy for jousting in PvP).