-
Posts
1221 -
Joined
-
Blazing Aura is actually pretty good for AoE DPS.
Since they changed Reactive to not tick every time on Burn patches, I think Foot Stomp would be better to leave on auto due to Burn's 5 target limit. -
To see which powers are best for single-target damage, look in Mids'. Go to Window, then Powerset Comparison. Select your desired powerset. On the left side, click on Damage Per Activation Time, or DPA. This is the best reflection of how much DPS a power has the potential to do without procs or enhancements.
Like most AoE powers, Shadow Maul has too long of an animation time to compete with single-target powers if you want a top-DPS attack chain. Most DM/SD builds depend on their ancillary or epic pool to gain decent AoE attacks. -
Fiery Embrace is a must-have for doing damage. It deals extra damage in a way that no other damage buff does. It adds a 100% chance to proc on all of your attacks that does more damage when you do more damage. So, if you have Rage double-stacked, Fiery Embrace does even more damage.
You have some sets that don't add very useful bonuses to your build. Basically for farming you should get fire defense and recharge. Going past those set bonuses in any set is typically wasting slots. The 6th Adjusted Targeting and the entire Lady Grey set are two that I am referring to, but there are more in your build. Scirocco's would be a better set than Multi-Strike.
Fire Mastery isn't the best for farming. Melt Armor isn't worth using. If you want more AoE damage, Mu Mastery has Electrifying Fences and Ball Lightning. For single-target DPS, not many attacks can beat Gloom from Soul Mastery.
Look into Frankenslotting on Paragon Wiki. It is better than slotting generic IOs or SOs, even without set bonuses.
Procs should not be underestimated. They can add a lot of damage. -
Why bother collecting this data? It won't impact a power-gamer's choice of TF because they know LGTF is easier. It won't impact a casual gamer's choice because they don't care as much about progression rates. In any case, shards are only required for the Alpha slot. It is much easier to get threads for the other slots. You are basically collecting information that is no longer needed (would have been slightly useful before I20) and nobody will use it.
-
If you haven't already made the character, consider a Scrapper instead. Scrappers have higher base damage, which means damage buffs do more for them. Also, Shield Charge is on the pet damage cap of 250% (I think) which means Brute's lower base damage is another hinderance. The only advantage Brutes have over Scrappers are taunting when you hit things and slightly higher base HP. The taunt advantage isn't needed because Against All Odds holds aggro well on both ATs. The HP difference comes down to 2000 HPs versus 2250 HPs at level 50. I don't think 250 HPs is worth giving up the damage.
You can check for yourself that Scrappers do more damage with DM/SD. Make a Scrapper build or use the one below to compare. Set Against All Odds and Soul Drain to the maximum targets hit. On the Brute, 75 Fury is realistic, but even 100% Fury doesn't match what the Scrapper can do in optimal conditions. In sub-optimal conditions for DPS (like you vs one AV in range) Scrappers still pull out slightly ahead.
Here is a pretty good low-budget build for Scrapper DM/SD. I'm sure you could use it for Brute if you wanted to.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1422;675;1350;HEX;| |78DA65935D6F12411486676111CBF747A1DFA5142A2D94156CAFBC31D16AA229094| |DA377A659610A6B09250BC6D62B7F839FF71A7F811AFD23FE0963D57BAD78F6BC03| |129700CFCC3B67E7BC73CE6CED642724C4D36B428BDCE898FDFEC17EC3367B3D69F| |B6A66CB6A08BF10626EA41DD464474A63C7B48F30CC8C5776E4A1ECF6A5B1DFB664| |A7399AC66F77DBD296DD81311A84EAC7C71D63579A3DABDB0AF3E496D56A0F68161| |D2D35A5DD6F5BBD00CFF77B523613377B56C3B8DE319FC8839AD91F48FB74968C15| |E9673B0EF933F489234255781E02870CBD0D588C0B2D46204CD0F8295DA4345E996| |65CAC30CADB8C6A95D1F7AB684AA20D3D1C27BCBCD12F9E057E3342E78CF21FCC28| |891749BCDE7BBC51E82E23B2C728E6D94C9A76F7214EF3C1CCE639CD96C4235AF1A| |BBC7E1C278203C470AA58939148B199449211A6BC53D8CF337595A07BC5F47FD468| |DB207616C1217D849794B02A4918A74FA316E92DB8452D36AF30829424AA0E1785E| |95954703686B8248E4A71714DE344F12CBB8D9294C4A3228947754A9E52C9531196| |E6A34080B11264E4C28CC7143EC31D197A66CE3C4EA916BF02DF1827143087ACBE3| |9346C190D5B46C396D1B01534AC8086C5C8D88232B6006371DA6849195B82B11518| |2BC058018E36428C530ACFA88665701BB3B88D59B42F8BF6E5D0BE322E659CF2AEA| |AA756E13607B779B8CDC3661E362FC17B829E5A532D5C9BD19C63BF21695D49EB5F| |B8126F492A29A934CFE9DE916440D28D8F2C5DFE0C7C00DE33AA9F18AB74A68ABA9| |E95125680457DFCEED1D7B944197DFC5E0D8BAED58A4BA9BA942D97B2ED52765D4A| |5D1FBFA04263652A269C12B293B300AD6A93AB3F26953B342888EFAEA09FFF149FF| |61AA57F063C676CBC025E308A2F197B49E71F89EB01A76818DF9F183F98189B13E3| |BFCCD7F3E3| |-------------------------------------------------------------------|
-
Did you try copying the sheet by saving it to your computer?
I have never seen that tool before and it isn't obvious what it is trying to display. I prefer a survivability analysis method that directly states what it is telling me. Dechs Kaison wrote a nice one here: http://dechskaison.blogspot.com/2011...-analysis.html -
Please include a data chunk. The data link does not work.
It looks like you are not using IO sets. Any reason why? You could potentially reach 45% defense (the soft-cap) and 90% resistances to all but psionic with the right setup. -
As a Shield Defense Tanker, you don't need more than 46.5% defense. That puts you one inspiration away from the incarnate trial soft cap, and gives you enough of a buffer for defense debuffs if you have close to 95% DDR.
Taunt power is not an absolute must-have. It certainly makes things easier, but you can get by without it. I would suggest taking Taunt so you can hover-tank Lord Recluse and exploit the range debuff on other AV's.
One With the Shield is one of the useful tier 9's Tankers have. It doesn't have the instant death when it ends, as long as you're above 40% or so endurance. -
Slotting 4 Touch of Deaths does not get you very good set bonuses. Try slotting 5 Crushing Impacts in Punch if you can find the slots.
Deflection needs to be slotted for defense first. Only slot for resistance if you have the extra slots.
True Grit should be enhanced for healing first, resistance only if you have extra slots. Two healing IOs is fine. Stopping at the 4th Aegis cost you a bunch of AoE defense.
Kinetic Combats are expensive. I would not waste one in Boxing.
Reactive Armor is not a good set when going for positional defenses. Slot 5 Aegis in Tough if you can. If not, then slot 3 Aegis.
Weave and Maneuvers are slightly underslotted. More endurance reduction would be good, as well as slightly more defense.
You shouldn't need to go past 45% defense on any position. It doesn't help in most of the game's content. -
Sappers are not a problem. Use Consume and you will gain resistance to endurance drains. You have to hit something with Consume for the endurance resistance to work. After that, just be sure to kill the sappers first.
Alternatively, you could just avoid Malta, as they are one of the toughest enemy groups. -
Quote:Conductive Aura in Electric Control (Controller and Dominator primary) boosts the recovery of the user when enemies are in range of it. Tesla Cage gives endurance to your allies if it drains from the target. Maybe those are what you were thinking of.I thought I'd seen somewhere that elec attacks that caused end drain could also transfer some of the end back to you, though I don't see that on Mids, or the wiki. Maybe that doesn't apply for this power? I guess if it doesn't, then slotting for damage is the way to go...
Slotting Lightning Field depends on your strategy. Draining endurance is a better strategy for leveling up because it is hard to obtain high defenses. Ignoring the endurance drains and focusing on defensive set bonuses works well at 50. -
In many cases, Scrappers are better than Brutes. This is especially true for powersets that include a permanent or near-permanent (with recharge bonuses) damage buff. Brutes have the same armor set values for the sets they share with Scrappers, but they have lower base damage than Tankers. Fury makes up for this, but reduces the effectiveness of damage buffs. Whichever combo you do choose, evaluate if it would be better on a Scrapper or Brute.
-
1) If you mostly plan to do level 50 content, Incarnate slots are able to help you manage your endurance. Cardiac was mentioned, but I think the Destiny is a better choice for endurance management. If you choose Cardiac, you give up the option to pick Musculature for damage bonus or Spiritual for recharge and healing bonus. If you choose Ageless Destiny to deal with endurance, you lose other defensive buffs that you can live without, or just don't need. I don't like the fading nature of Destiny buffs and I think Ageless' endurance is the only buff that provides something substantial and useful for the entire duration of the buff for Scrappers.
2) Power Surge may be your only mitigation against toxic damage if you go for typed defenses. If you skip it, don't worry about it because toxic damage is rare.
3) I would aim for 20% or 32.5% S/L and E/N, or melee/ranged/AoE defenses. That should let you fit some decent recharge bonus in the build while being in range of using inspirations to hit the soft-cap.
I would suggest Spines/Fire or SS/Fire instead. Burn is just that amazing and Brute taunting keeps them from running out of it. Electric Armor's advantage of Fiery Aura is only some resistance and endurance reduction. That may not be worth giving up the offensive potential Burn and Fiery Embrace add. -
If my SS/Fire Brute can get by with 20% defense on most trash spawns, then 45% is definitely overkill.
Quote:On teams of 8 insp dont drop for **** and simply can't be relied on.
Quote:If you DONT have 45% def it will evaporate within a matter of seconds.
Quote:Not to mention its still VERY possible to get soft capped and have a decent chunck of +rech. +rech has DR but def gets BETTER the closer you get to the soft cap and you can reach the point where DR simply gets too high its a waste while still soft capping.
Quote:Tada! Soft capped to s/l/e/n and 37.5% +Rech from sets. And of course hasten and the FF Proc as well.
And i believe it's still possible to run the attack chain you mentioned, with a t3 sprit alpha (which is really quite easy to get, and the best for WP imo).
Reaching the required recharge times would take 233% recharge bonus in KO Blow and 278% bonus in Gloom. Hasten gives 70% bonus. Slotting can provide around 95% bonus. The Spiritual Alpha can provide about 35% bonus. That's 200% so far. That means you need about 78% from sets to make Gloom recharge fast enough to run the top attack chain without pauses.
The OP needs to consider the role they want to fill on teams. If they want to be as self-reliant as possible and never use inspirations for surviving, aiming for 45% defense is the way to go. If they want to be DPS machines and have enough defense to survive anything the game can throw at them as long as they can pay attention to their inspiration usage, 32.5% defense is the way to go. -
A Brute might be a better choice if you are looking for DPS. Tankers don't have much of an advantage over Brutes in this case.
-
Quote:Resistance bonuses are a drop in the bucket when you attempt to get those from IO sets. You simply can't get enough to make a useful difference on a character. Instead, stacking defense is the best way to ensure a character turns out much tougher than they currently are. Also, fire and cold damage attacks are relatively rare. You can basically ignore F/C defense unless you are making a Fiery Aura farming character.The build above was my attempt to build up Fire/Cold resistances in addition to other stuff people usually focus on for Dark Armor. Guess I should have mentioned that.
Quote:I know. I really wanted Darkest Night; it seems to be more useful against boss rank and up than Dark Obliteration.
I looked at your new build. You still have more powers than you need from your primary and secondary pools. Did you read any guides on Dark Melee or Dark Armor? I suggest you skip Shadow Punch, Shadow Maul, and Touch of Fear. Shadow Punch is lower DPS than your other attacks. Shadow Maul has an annoyingly long animation and root time, as well as low single-target DPS and a difficult cone to hit multiple enemies with. Touch of Fear is not useful because fears are simply not useful in the current state of the game. Enemies need to stay in melee range for you to do full damage to them. In your secondary, I would skip Cloak of Fear and Oppressive Gloom. Oppressive Gloom's stun is not powerful enough to affect anything higher than a lieutenant.
Instead of taking those powers, you can use pool powers to fill in your build. I would add Maneuvers and Combat Jumping so you don't have to use as many set bonuses on defense. You could also add Recall Friend and possibly work your way up to Vengeance. Most of the pool powers do not require heavy slotting. Hasten is another good power if you want to do DPS.
The Musculature is not a very good choice on a Brute. Damage bonuses add to each other. Normal attack slotting gives about 95% damage bonus and Fury gives about 150% damage bonus. That would make a 100 damage attack do 345 damage. Adding Musculature would bring that up to 380, which is a 10% increase in overall damage. Instead, I would take the Spiritual Alpha boost to increase your recharge bonus. Having Soul Drain on permanently would add much more damage bonus than Musculature.
The Ageless Radial is not a reliable recharge time buff. It only provides 10% recharge bonus for the second half of the duration, which isn't enough to boost your recharge rate to run a good attack chain. Instead, use the Ageless Core because it provides a reliable amount of endurance recovery. You will likely have endurance problems because this is Dark Armor. The Ageless Core can fix those problems.
Dark Regeneration seems over-slotted. It hits everything around you and heals for every target hit. If you want to heal to full with only two targets hit, aim for about a 50% heal. If you want three targets to bring you to full, 33%-40% is fine. Basically, put healing enhancement on low priority with Dark Regeneration. The "Dark Armor Sucks" thread in the Tanker forum should have some discussions on different slotting options.
Stamina should be slotted better than Dark Consumption. The recharge time on Dark Consumption makes it more of an emergency-use power than something you can rely on to keep your endurance full.
I would also wait until 49 to take Soul Transfer. That helps you use more slots on more important powers, like Gloom and Dark Obliteration.
Your overall performance is still lacking. Your energy defense is still a bit low to tank energy-based enemies and your recharge is too low to run a good attack chain. Hasten and the Spiritual Alpha would allow you to run a good attack chain until you run out of endurance. Ageless Core would ensure you don't run out of endurance. Fixing your defense would require another pool power at the very least, and better overall slotting to ensure you get enough defense and recharge at the same time. -
I wasn't suggesting to go for recharge only. You seem to suggest neglecting recharge completely. I prefer a good balance of recharge and defense, while relying on inspirations for defense if needed. The difference between running a top attack chain and running an attack chain with less than 100% global recharge bonus (including Hasten) is very noticeable. Things die much faster if you can activate your best DPS powers more often.
Also, 45% defense is overkill for most of the game. You can live without worry of imminent death with only 32.5% defense when fighting most enemy groups' average spawns. Small purple inspirations are easy to get at the vendor or by combining, so you can have more than you should need for one encounter or fight.
Damage inspirations won't do much to a Brute. Damage bonuses are added together and Fury provides a good 150% damage bonus in most situations. Adding another 25% to that won't make your powers do a lot more damage. If you want, combine the small reds to make purples and save the bigger reds for fights where you need to kill faster. Farming is different, but this is not the thread to go into inspiration strategy for farming since your build is for general content. -
Your topic title suggests you are asking if a build is possible to create in-game, but your thread asks us to evaluate the quality of your build.
Your slotting is lacking standard strategy. The set bonuses that have the most effect on characters are recharge and defense. Most of your sets should end on a set bonus that gives recharge or defense. For example, you put 4 Obliterations in Shadow Maul. A 5th Obliteration would give you 5% recharge bonus while a 6th would give you smashing, lethal, and melee defense. You also slotted 4 Apocalypse. A 5th one would give you 10% recharge, which is the reason most people use the VERY EXPENSIVE purple sets.
You took Teleport as your travel power without taking any other powers from that pool. Did you know you are required to have the 60-month veteran badge to take travel powers without taking other powers from the pool? If this was for theme, I can understand. Otherwise, I would not even take the teleport pool on most characters. Super Jump and Super Speed have far more useful powers in their pools.
You have 32.8% S/L defense with Cloak of Darkness on, but you didn't slot it very well. Cloak of Darkness is your best defensive toggle. It has the same base value as Weave, but a lower endurance consumption. Also, you should consider getting 32.5% energy defense because energy attacks are very common at 50.
You took far too many attacks. With enough recharge, you should be running a good attack chain that only uses 3 or 4 attacks. An attack chain that doesn't require tons of recharge is Gloom -> Midnight Grasp -> Smite -> Siphon Life.
I think Dark/Dark/Soul is a tough combination to play. Dark Armor is an endurance-hog and doesn't provide the best mitigation against smashing, lethal, or energy attacks. Dark Melee lacks AoE attacks. Soul Mastery doesn't help with the problems of either set. If you insist on playing the combination for theme, you should work on your build some more. I suggest you look at other Dark Armor builds and see how people assembled them. They don't have to be Dark Melee or Soul Mastery because the melee sets and ancillary pools are fairly easy to swap out. -
Seeing a build and knowing your exact numbers you are looking at in game and in Mids' would help a lot more than what you have given us.
-
Gloom isn't always the best DPS. If a mob dies before Gloom has time to tick all the way, other powers would be better. Gloom is the clear winner for long fights, though.
-
It looks fine. I would change a couple things though.
You don't need accuracy bonuses. Rage's to-hit buff makes it easy to get a 95% chance to hit a +4. Once you get level-shifted, +3 is the highest you will see in current content.
To run the top attack chain for SS/WP/Soul, KO blow needs to recharge in 7.524 seconds and Gloom in 3.168 seconds. Even with the tier 4 Spiritual Alpha, you don't have the recharge needed to run the top attack chain. For reference, it is Gloom -> Haymaker -> KO Blow -> Gloom -> Haymaker -> Punch.
I would drop the defenses down to 32.5% and fit more recharge in the build. You will be fine in most situations with 32.5%. When you get in tougher situations, a small inspiration gets you to 45%. It all depends on what role you want to play, though. If you don't care about doing as much DPS as possible and only want to casually stroll through enemy groups, your build will work. Personally, I prefer to steamroll through enemy groups and rely on inspirations or team buffs for survival. -
I don't know if Super Strength is the best powerset for every tanker. Make a guide that leaves room for any secondary power set if you want to make an "Electric Armor" guide. Otherwise, call it an "Electric Armor / Super Strength" guide.
I prefer to take Taunt later in my builds. You generally don't need it until you have to be the primary aggro-holder on AV's. Taunt auras (Electric Field, in this case) and Gauntlet are good enough for holding aggro on standard groups. -
Dark Melee is good for the heal alone. Siphon Life turns a high-mitigation rock into a self-healing high-mitigation rock. I gave up on damage completely with my Stone Tanker. I still do decent damage, but it was never a focus of my build. Taking the best armor set in the game and making it the most unkillable thing out there was the main focus of my build.
-
Anything can "farm". The fastest farming builds are listed in the thread on the first page of the Brute forums. War Mace isn't one of them. Shield Defense is much better on a Scrapper due to the low base damage on a Brute and the pet damage cap on Shield Charge.
Electric Melee / Shield Defense is a good farming set, but stick with Scrappers for that. -
Why not go with a Tanker instead if you want Stone Armor? The penalties for using Granite Armor reduce your damage output to something similar to a Tanker. The armor values on a Tanker at least have the potential to be capped to all resistances and be at 45% defense to all but psionic. Reaching the defense numbers may be possible on the Brute, but your Energy resistance will never be at 90%.