Twilight_Snow

Legend
  • Posts

    935
  • Joined

  1. Quote:
    Originally Posted by FredrikSvanberg View Post
    I would like to see a new mechanic introduced for certain powers: the charge-up. Basically it would let you charge up a power by pressing a key and holding it down. The longer the key is held the greater the charge.
    I like the suggested feature. I always like some real-time control of powers.

    Quote:
    Originally Posted by FredrikSvanberg View Post
    My idea was that the charge-up would only keep going for the duration of the power's normal animation/activation time anyway, so there should be no difference in how long it would take to fire off a power. Instead of just clicking the key you would simply hold it down while the power animated.
    For powers with long animation time, I think charge-up should work pretty nicely. I think it is problematic for kb/kd control because the animation time can be short, for example the attacks in energy blast. So, the difference between a click and pushing-down is small.

    Quote:
    Originally Posted by FredrikSvanberg View Post
    Knockback Control: clicking a KB power will make it cause knockdown. Charging up a KB power will make it cause knockback. Greater charge causes more knockback.
    Apart from the problem mentioned above, there are already kb enhancements. If the kb distance is controlled by the length of time pushing down the button, then the kb enhancements are not really useful. I bet you can say that the charge-up mechanism simply adds on top of kb enhancements, but that sounds a bit redundant. (Edit: probably ok if the kb enhancements are used to control the maximum kb distance, the charge-up is to vary the kb distance between kd to the maximum.

    In the forum, I suggested a few times to control kb/kd by click or shift-click. Click a power for kb, shift-click for kd, for example. If kb is chosen, the kb distance is controlled by kb enhancement. My suggestion is either on or off. While your suggestion is more flexible as the strength of a power is controlled by the time of pushing down a button. However, as far as kb/kd is concerned, I think your scheme has some issues.

    Quote:
    Originally Posted by FredrikSvanberg View Post
    Full Auto/Flamethrower: the power will fire until you release the button, or to the previous maximum length of the animation. Allows for a quick escape.

    Snipes: While you are charging up your snipe the power can be interrupted. With a greater charge you cause more damage. Release early to avoid being interrupted, or to use the snipe as a more conventional attack, with less damage.
    I think your suggestion is great for powers with really long activation time.
  2. Twilight_Snow

    Claw/WP build

    I think the slotting can be improved. It seems like you're running out of slots. For example, strike is not slotted, maybe you are not using the power at all. Maneuvers can be slotted better for defense.

    Do you intend to grab defense IO bonus? It seems like you do. In particular, you also take weave and maneuvers. If you want defense bonus, it is more effective to focus on typed defense instead of positional defense, because willpower has a bit of typed defense to start with. For example, the Gaussian in follow up and BotZ in super jump are not very good choices. There are some weird slotting, I think. For example, you probably don't need to 4-slot combat jumping. In particular, the bonus from red fortune is not really that great.

    Usually, people optimize willpower by raising s/l and e/ne defense. Willpower doesn't really benefit from global recharge bonus. However, if you have a high dps attack chain for claws in mind, then you need to achieve certain level of recharge. I think your build can be further improved if you have more specific goals.
  3. How about an entry fee for a mission in which the mobs have a higher chance to drop purples?
  4. It is easier to softcap without taking manuevers and tactics. In particular, it is not that efficient to get s/l defense through tactics and burst. I modifed your build below.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(19)
    Level 1: High Pain Tolerance -- GA-3defTpProc(A), Numna-Heal(25), Numna-Heal/EndRdx(27), Numna-Regen/Rcvry+(27)
    Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(19)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 6: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(11), RechRdx-I(17), RechRdx-I(17)
    Level 8: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(21)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Heal/Rchg(34), Mrcl-Rcvry+(37)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/EndRdx/Rchg(40)
    Level 18: Burst -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(21), Erad-Acc/Rchg(23), Erad-Acc/Dmg/Rchg(23), C'ngBlow-Dmg/EndRdx(25)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(43), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(37), RgnTis-Regen+(40)
    Level 26: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(36), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Gloom -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Dmg/EndRdx(46), Dev'n-Acc/Dmg(46), Dev'n-Acc/Dmg/Rchg(50)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
  5. For the OP, I think the main issue is the door glitch feature as mentioned a couple times here (or should the "feature" be fixed?). Also, why 10 minutes? I believe if the bubbles were extended to 10 minutes, somebody would ask to make it 20 minutes.

    I play quite a few bubblers myself. I think 4 minutes are acceptable if the toon is not MM. The original intention is that there is a cost to maintain the strong buff: endurance and the time of the buffer. I play a MM with force field as well. I think that bubbling a full team and all my pets is a problem. Practically, it is not always necessary to buff everybody. But ideally, I would like to do so.

    Quote:
    Originally Posted by SenseiBlur View Post
    What of having the endurance of the casting greatly increased, say.... half your endurance unslotted, and instead of longer bubble life, a "team buff" That applies to everyone like a pet upgrade applies to pets. To prevent people from abusing the "Door glitch" bump up the recharge rate to something like a minute.
    This is a pretty good idea. The idea was suggested before though. Usually, people suggest this idea instead of increasing the bubble effective time. I think this is a QoL improvement, in particular for force field MMs who would like to buff both team mates and pets.

    In my opinion, I don't think it is a big deal if a player can one-click and buff everybody and pets. I don't think the challenge of this game should be re-buffing every 4 minutes anyway. However, there are probably some technical issues on the implementation of the suggested change.

    Quote:
    Originally Posted by Starhammer View Post
    I would just like if there was a setting in the options, where we decide what buffs are shown, to "show only buffs provided by me." That way, if there's another bubbler on the team, or even just a bunch of folks with leadership, it's a bit simpler for me to see which of my teammates I still need to buff, or which buffs are wearing off, without confusing my buffs for the other guys, or having to deal with a huge string of icons covering half my screen.
    A bit off-topic. But yeah, I would like the option as well.

    Quote:
    Originally Posted by HeroJunkie View Post
    An option to turn them off if you don't want them on for that long would be nice too, especially for those ugly ice shields.
    This is quite a popular suggestion. Depending on the context, the discussion usually goes nowhere. I would love an option to cancel buffs.
  6. I think it is ok for controllers to have a small subset of mastermind commands.
  7. Maybe a new tech can be developed such that a player can choose between a true nuke or mini nuke by activating the power differently. For example, a normal left-click for a true nuke, but shift-left-click for a mini nuke. For the true nuke, end drains completely and the power takes longer to recharge. This way, players can nuke differently according to the combat situation.
  8. Quote:
    Originally Posted by T_Immortalus View Post
    Is this forum dead or are most people just the silent type?
    It takes time and quite a lot of thought to give people useful advice. You should have packed us a lunch, not calling us dead.

    Quote:
    Originally Posted by T_Immortalus View Post
    You completely did away with my pool choices Neo. I want to keep flight and energy mastery for sure. Oh well, guess I'll try and modify the build you made to get them back in there. I don't know why everyone always has to take hasten and leaping and whatever else is fotm. It may not even be the best or most fun, but nobody cares because "ooh big numbers!".
    In your second post, you said the following though:

    Quote:
    Originally Posted by T_Immortalus View Post
    There is some flexibility in the build as well.

    3) Hover can easily be swapped for Combat Jumping.

    4) Fly is a completely unnecessary choice so you can pick what you want there and move the slot it has.

    Pretty much anything that doesn't have required set bonuses for soft-capped defense is open to change.
    Quote:
    Originally Posted by T_Immortalus View Post
    I chose Maneuvers and Stealth in both builds because they save me a wasted power choice I would have spent on Boxing in the Fighting pool and end up buffing all defense more than Weave, even if they use a few more enhancement slots.
    As you pointed out, the bad thing about the fighting pool is that it forces you to take either boxing or kick, which is either a waste of a power choice, or being used as a IO set mule. However, tough is a pretty good complement for a defense-based power set.

    I tried the hover/stealth combo some time ago. Since hover is a little slow, the movement penalty from stealth makes it even slower. It was not too terrible, and probably ok during combat. You need to try it yourself and see how it works. From the defense point of view, the defense from stealth is pretty low. It can be replaced by combat jumping for example, which costs little end but offers the same amount of defense. And you can actually use combat jumping and hover at the same time. However, you mentioned that you want to stealth mission sometimes, which I think is the only reason that justifies taking stealth.

    I looked at your second build. I think it looks ok, and it is barely soft-capped. There are a couple places where the "rule of 5" are violated, so you don't get the set bonus there. It's probably not ideal to use kinetic combat in body blow and laser beam eyes as a set mule. I modified your second build slightly below. If focused accuracy is not crucial for your build, I think you can put the Gaussian IO set into power siphon. I believe your endurance usage can be lighter this way. I replaced the laser beam eyes by one with the shield. I keep your other power choices. Also, you can use HO in active defense which can make your defense debuff resistance higher.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Shield Defense
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Body Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(43), Aegis-ResDam/EndRdx/Rchg(45)
    Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(31), RedFtn-EndRdx(46)
    Level 4: Smashing Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(27)
    Level 6: True Grit -- S'fstPrt-ResDam/Def+(A), Numna-Heal/Rchg(45), Numna-Heal(45), Numna-Heal/EndRdx(46)
    Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(9), HO:Micro(46)
    Level 10: Active Defense -- HO:Enzym(A), HO:Membr(11), HO:Enzym(11)
    Level 12: Swift -- Flight-I(A)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(50)
    Level 18: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
    Level 22: Burst -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(27)
    Level 26: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
    Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 30: Against All Odds -- EndRdx-I(A)
    Level 32: Concentrated Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(37)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 38: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- Mrcl-Rcvry+(A), RgnTis-Regen+(50)
    Level 47: One with the Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(48), Aegis-Psi/Status(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(50)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 2: Ninja Run
  9. Quote:
    Originally Posted by Crindon View Post
    But my question is will it be worth keep in the long run?
    Maybe this thread is of interest to you.

    Quote:
    Originally Posted by Crindon View Post
    I mean i worked out a build in mids (can't post it atm at my gfs dads house and on my phone posting this) but if i recall at lvl 50 and IO'd i would have around 41.4% defense to smashing and lethal 50-something % to energy and i think 45% to fire cold and negative

    Are those good defense numbers? Do i need to get to 45% on all of them? Anything?
    If you're ok on inf, we usually aim for 45% defense against s/l at least. For EA, it's easy to get there for energy defense, and it is not difficult to soft cap f/c defense either. So, I would aim for 45% defense for s/l/e/f/c. Actually, some people choose to have even higher defense because of defense debuff. The negative energy defense is a little low for EA. It would take some effort to soft cap if you choose to do it.
  10. I would love a minimal FX option. I believe there are some ways to present ice armor without covering the whole body with ice. A minimal FX option for ice armor could be some magical ice floating around the body, for example.
  11. Twilight_Snow

    My SS/FA brute

    Maybe it is related to different Mid's version. Otherwise, I have no idea why you can't import the build into Mid.
  12. Twilight_Snow

    My SS/FA brute

    You can click the datalink to access the build. Below is the data chunk in case there are issues with the datalink.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1396;691;1382;HEX;|
    |78DA9D93594F534114C7E7D2D6D28D166B69299B80C8DA0A6F2C26464512A1D542D|
    |DA2C6DAE0586A48A9ED6D5C9E7CF10DF7449FD4A89F4145D06FE2073171B99E73FE|
    |4313E29B37E5FF63CEFCE7CCB967E666EFCE07957A704C598193EBC57ABD70A2D6B|
    |0B5275B2C955795572995944021ABD7B54EE71B555D2BE4ED9AAE94ECB504A6E6F5|
    |4D5DA9EBF44259D7EE158E376AC5F6D395354D1E3BBDFB4F30B7B1B19ECEE862B55|
    |C2961B050B62BBA5E0F994169CDA629BF8CF255AD6FC44E55CBAB69B37BA3902DD6|
    |6DCA9FA09246E96FC052E6715C2AC701D5B20CAC085AF3828F6CB18C8F170DABFDB|
    |D82E13EC158BF60D03236E5B82DE46B453E3FF2F9916FEA16614A7D267521ADDBB5|
    |6471C89D01B2827D67819CA0833AE981DDF2C42474E4078D7AD4100DBC665F2FF60|
    |D62DF20F66DDBB3AF87BC3E2452BE94842C0A054C2702C8D0860C11648820439C7C|
    |21F854E87B0B2FFD4283B0694E18CD19437326D09C0934C74B4BDB4DF9ED8B68E20|
    |5798B569A899A0CD15792F4C04BE0B920F942304C9E9865C96BC6DE48A8E32DF04E|
    |90780F7C106C93312EE7E178E29B12EA7D24E87F0C3C110C3E059E093E91BFD314D|
    |3795B9A93B405BD7780FB82012ABA0BBE96AE710975EFC18E1C8D183C3D3FB1C52F|
    |C1A1DFC01FC0C1CB2917639452F699557DD3327370069805E650FB5141EAA1C0E5D|
    |DBDCC8E6B006730813348E10C5238836FE4183217656851961E5E0232C019149315|
    |5CA792468C7D2427A1D1656005C80BC6CE09BE9271DC5C8E7134C14D85A54D97D2E|
    |6CE468188608BA626CDAD988C5BDCB2A984A0DBDDFC38E9478FCAFC13C9B99B1F9C|
    |B224B2E06E7EAA8E2F421F0C66FFF7D90EEE6EE95BF693E659CEB35C64B9C47299E|
    |50ACB55966B2C051667A7B93A3CCD75CDB0CCB2CCB1C4A83EB5C94E2F7F7B019620|
    |4B88A58D25CC126189B224595EB3387F01179CEFD2|
    |-------------------------------------------------------------------|
  13. Your build optimizes various attributes including defense, regeneration, recovery, and recharge. The build looks good. I think you can consider HO. If you can afford your posted build, a few HOs should be within your budget. In particular, it is very efficient to use HO in invinciblity. Another thing you can watch out for is the max hp bonus and hp cap when dull pain is up with the accolades taken into account. There is still some room to raise your s/l defense. I doubt that you always have 10 mobs around you as indicated by your posted build. The blue wisp dies easily, so it is not a reliable source of defense. I modifed slightly your build below.

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

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(42), Achilles-ResDeb%(42)
    Level 1: Resist Physical Damage -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(37)
    Level 2: Flashing Steel -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(15), Erad-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(34)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal(19), Dct'dW-Rchg(23)
    Level 8: Divine Avalanche -- LkGmblr-Rchg+(A), KntkC'bat-Acc/Dmg(9), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 10: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(11), RechRdx-I(42)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(43), Mrcl-Heal(45), Mrcl-Rcvry+(46)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 18: The Lotus Drops -- Erad-Acc/Rchg(A), Erad-Dmg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dmg/EndRdx(37)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
    Level 22: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(25), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 26: Soaring Dragon -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(33), HO:Cyto(33)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), GftotA-Def/EndRdx(31), GftotA-Run+(33)
    Level 32: Golden Dragonfly -- Erad-Acc/Rchg(A), Erad-Dmg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(40)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Focused Accuracy -- HO:Cyto(A), HO:Cyto(46), HO:Cyto(46)
    Level 44: Physical Perfection -- P'Shift-End%(A), Numna-Regen/Rcvry+(45), Numna-Heal(45), RgnTis-Regen+(50)
    Level 47: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(48)
    Level 49: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
  14. Twilight_Snow

    My SS/FA brute

    Your build focuses on recharge, which is good. Since you're willing to invest on purples, I think you can optimize the s/l defense while keeping your recharge as high as your posted build. For example, you're not using your resistance toggles for any IO bonus. You can use your melee attacks and resistance toggles for s/l defense bonus, and the rest of your powers for recharge bonus. I modifed your build below.

    Villain Plan by Mids' Villain Designer 1.707
    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: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(7)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(48)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 10: Swift -- Run-I(A)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(27)
    Level 22: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(23), AdjTgt-EndRdx/Rchg(23), AdjTgt-ToHit/EndRdx(25), AdjTgt-Rchg(25)
    Level 24: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(36)
    Level 26: Blazing Aura -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(27), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
    Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), FrcFbk-Rechg%(46)
    Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 38: Rise of the Phoenix -- Amaze-Stun(A), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-EndRdx/Stun(39), Amaze-Acc/Rchg(40)
    Level 41: Electrifying Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(43)
    Level 44: Fiery Embrace -- RechRdx-I(A)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48)
    Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run
  15. Twilight_Snow

    What do u think

    I think your build looks pretty decent. If you want to make your brute tougher, you can take darkest night. I don't think you can do much about resistance apart from slotting high pain tolerance to gain an extra few percent of resistance. For your endurance usage, I think your recovery is already quite high. Your endurance problem probably comes from hasten and rage crash, and foot stomp. I think it helps to slot an end proc in stamina, slot more end reduction in foot stomp, and get the accolades that grant max end. I modified your build slightly below.

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

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(37)
    Level 1: High Pain Tolerance -- Mrcl-Rcvry+(A), Mrcl-Heal(5), Numna-Heal(5), Numna-Heal/EndRdx(23), Numna-Regen/Rcvry+(23)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(37)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(27), Numna-Heal/Rchg(27)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(11)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(34)
    Level 22: Rise to the Challenge -- RgnTis-Regen+(A), HO:Golgi(25), Numna-Heal/EndRdx(25), Numna-Heal(46)
    Level 24: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
    Level 26: Health -- Numna-Heal(A), Numna-Heal/EndRdx(37), Numna-Heal/Rchg(40)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(29)
    Level 30: Stamina -- P'Shift-End%(A), Efficacy-EndMod(31), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(31)
    Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(33), Erad-Dmg(33), Erad-Acc/Dmg/Rchg(33), M'Strk-Dmg/EndRdx(34), FrcFbk-Rechg%(34)
    Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 38: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-EndRdx(39), RctvArm-ResDam/EndRdx/Rchg(39), S'fstPrt-ResDam/Def+(40)
    Level 41: Gloom -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg/Rchg(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-ToHitDeb(45), DarkWD-Rchg/EndRdx(45)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Strength of Will -- ResDam-I(A), ResDam-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 0: Ninja Run
  16. I think you can boost your survival more significantly by raising the defense to around 30%, and then add darkest night on top. The recharge bonus that you grabbed is nice. It is up to you how you want to balance between the defense and recharge bonus.

    If you want to make a budget build, you can replace touch of death by smashing haymaker. Then your build will be focused more on s/l defense, which is still around 16%. You can also consider enhancing endurance drain instead of damage proc for lightning field. For weave and foot stomp, I think you can pick affordable sets that can give some useful bonus.
  17. Maybe the request is not relevant anymore as it was posted more than 2 weeks ago. I think if you already have enough attacks from mace, you may not need the attacks from the patron power pool. It would be nice to fit in build up, maybe lightning field, power surge, and even combat jumping since you are trying to get higher defense.

    For your slotting, I think it's probably easier to focus on s/l defense instead of melee defense for your case. Positional defense bonus usually needs 6 slots, while typed defense can be acquired with just 3-4 slots. Since your build is pretty tight, you'll have an easier time grabbing s/l defense. Also, power sink should provide sufficient endurance. You probably don't need to grab extra recovery bonus. For example, your resistance toggles, and boxing can be slotted differently.

    I slotted your build differently below.

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

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: War Mace
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(23)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 2: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 6: Swift -- Run-I(A)
    Level 8: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(21), Efficacy-EndMod/Rchg(21)
    Level 22: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(23), Erad-Acc/Rchg(31), Erad-Acc/Dmg/Rchg(34), M'Strk-Dmg/EndRdx(34)
    Level 24: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rchg/Rng(25), Zinger-Acc/Rchg(27), Zinger-Taunt/Rng(27), Zinger-Dam%(29)
    Level 26: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(29), Erad-Acc/Rchg(31), Erad-Acc/Dmg/Rchg(31), M'Strk-Dmg/EndRdx(36)
    Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal(40), Dct'dW-Rchg(43)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 32: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(33), Erad-Acc/Rchg(33), Erad-Acc/Dmg/Rchg(33), M'Strk-Dmg/EndRdx(46)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(37), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37)
    Level 38: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Lightning Reflexes -- Run-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run
  18. Your power choice is ok. You have to try out how you like gloom and soul tentacles. They can be swapped for other powers, but it's a decision that you have to make. My posted build focuses on s/l defense, some e/ne defense, and some global recharge. I try to avoid ultra rare recipes like purple and pvp IO. I believe there is no unique way to slot, so it is only a suggestion. Feel free to make your own adjustments.
  19. I slot your build below.

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

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(7)
    Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(17)
    Level 2: Jacobs Ladder -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(3), Erad-Acc/Rchg(5), Erad-Acc/Dmg/Rchg(9), M'Strk-Dmg/EndRdx(9)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 6: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(15)
    Level 8: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-Rchg(19), Dct'dW-Heal/Rchg(21), Dct'dW-EndRdx/Rchg(21)
    Level 10: Thunder Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(25), Erad-Acc/Rchg(25), C'ngBlow-Acc/Dmg(27), C'ngBlow-Dmg/EndRdx(27), C'ngBlow-Acc/Rchg(29)
    Level 12: Swift -- Run-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(31)
    Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(19), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(46)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx(34), RctvArm-EndRdx(37), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(34), HO:Cyto(34)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 32: Super Speed -- Run-I(A)
    Level 35: Aid Other -- Empty(A)
    Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(48)
    Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Aid Self -- IntRdx-I(A), Dct'dW-Heal/EndRdx(45), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal(46), Dct'dW-Rchg(46)
    Level 47: Gloom -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Dmg/EndRdx(50)
    Level 49: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run
  20. Twilight_Snow

    SS/Invuln Brute

    For the power choice, I think you can't foot stomp while hovering. I believe you don't use hover, but simply pick it as a prerequisite for fly. I suggest that you pick air superiority at an early level instead, and drop jab at the same time.

    For the slotting, mu lightning and ball lightning are not really slotted. It's better to slot them up if you pick them. It seems like you want to acquire some recharge bonus, but I'm not sure if it's the best to slot jab and haymaker that way. With rage, I don't think you need that much accuracy in knockout blow and hurl. I would also put some recharge reduction into dull pain.

    I made a budget build below. I believe 60 mil should be ok.

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

    Click this DataLink to open the build!

    Darant: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ResDam-I(7), ResDam-I(7)
    Level 2: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(17), S'ngH'mkr-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 6: Air Superiority -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13)
    Level 8: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(21), S'ngH'mkr-Dmg/Rchg(31), S'ngH'mkr-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
    Level 12: Swift -- Run-I(A)
    Level 14: Health -- Heal-I(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
    Level 18: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(33), AdjTgt-Rchg(34)
    Level 20: Stamina -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(27), Efficacy-EndMod/Acc(33)
    Level 22: Fly -- Flight-I(A)
    Level 24: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rchg/Rng(43), Zinger-Acc/Rchg(45), Zinger-Taunt/Rng(45), Zinger-Dam%(50)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 28: Invincibility -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(36), S'dpty-Def(37), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(46), S'dpty-Def/EndRdx/Rchg(46)
    Level 30: Resist Energies -- ResDam-I(A), ResDam-I(34)
    Level 32: Foot Stomp -- C'ngBlow-Dmg/Rchg(A), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Rchg(37), M'Strk-Dmg/EndRdx/Rchg(39), M'Strk-Acc/Dmg/EndRdx(40), FrcFbk-Rechg%(43)
    Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(39)
    Level 38: Unstoppable -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 41: Mu Lightning -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43)
    Level 44: Ball Lightning -- Det'tn-Acc/Dmg/EndRdx(A), AirB'st-Dmg/Rchg(45), AirB'st-Acc/Dmg(46), AirB'st-Dmg/EndRdx(50)
    Level 47: Hurl -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48)
    Level 49: Resist Elements -- ResDam-I(A), ResDam-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run
  21. I made one below. I take the fighting power pool instead of flight. I think you can buy a jet pack if you need to fly. Air superiority should not be essential as the brute should be tough enough. My build dropped energy transfer. If you want both total focus and energy transfer, I think you can drop overload and move a couple slots around.

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

    Click this DataLink to open the build!

    Level 50 Technology Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Energy Aura
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5)
    Level 2: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(7)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Whirling Hands -- Erad-Dmg(A), Erad-Acc/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(17), C'ngBlow-Acc/Dmg(19), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Acc/Rchg(27)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
    Level 22: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(27)
    Level 24: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(25)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Knock%(29), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg(46)
    Level 28: Energy Drain -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(34), Efficacy-EndMod(34), Numna-Heal(36), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(31)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
    Level 35: Stimulant -- Empty(A)
    Level 38: Aid Self -- IntRdx-I(A), Dct'dW-Rchg(39), Dct'dW-Heal(39), Dct'dW-Heal/Rchg(39), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/EndRdx(40)
    Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Summon Striker -- BldM'dt-Dmg(A), BldM'dt-Acc(48), BldM'dt-Acc/Dmg(48), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(50)
    Level 49: Overload -- LkGmblr-Rchg+(A), Heal-I(50), Heal-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run
  22. EA should work pretty well with just darkest night and SO. You can simply take the IO build in the first post, and slot it with SO. However, there are some differences between an optimal IO and a SO build.

    For power choice, SO builds do not have global recharge bonus. You may want an extra attack (either scorch or slot up boxing) compared to an IO build in order to have a smooth attack chain. While soul tentacles is a good IO set mule, it can be replaced in a SO build. Since a SO build does not really have soft-capped defense, you may find overload helpful more often compared to an IO build.

    There can be minor variations in slotting for a SO build. For attacks that do damage, they can be slotted with 3 damage and 1 accuracy. For the remaining 2 slots, you can consider another accuracy, an endurance reduction, or a recharge reduction SO. For energy drain, while IO sets allow us to slot heal, endurance modification, and recharge reduction fully, it is impossible using SO. Feel free to adjust their relative strength in the power.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Fire Sword -- Dmg(A), Dmg(5), Dmg(5), Acc(7), EndRdx(7), RechRdx(9)
    Level 1: Kinetic Shield -- DefBuff(A), DefBuff(19), DefBuff(21), EndRdx(21)
    Level 2: Cremate -- Dmg(A), Dmg(9), Dmg(11), Acc(11), EndRdx(13), RechRdx(13)
    Level 4: Power Shield -- DefBuff(A), DefBuff(23), DefBuff(23), EndRdx(25)
    Level 6: Combat Jumping -- DefBuff(A)
    Level 8: Incinerate -- Dmg(A), Dmg(15), Dmg(15), Acc(17), EndRdx(17), RechRdx(19)
    Level 10: Entropy Shield -- EndRdx(A)
    Level 12: Build Up -- RechRdx(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Boxing -- Empty(A)
    Level 18: Tough -- ResDam(A), ResDam(25), ResDam(36), EndRdx(39), EndRdx(39)
    Level 20: Energy Cloak -- DefBuff(A), DefBuff(40), DefBuff(40), EndRdx(40)
    Level 22: Weave -- DefBuff(A), DefBuff(43), DefBuff(46), EndRdx(48), EndRdx(48)
    Level 24: Stimulant -- Empty(A)
    Level 26: Fire Sword Circle -- Dmg(A), Dmg(27), Dmg(27), Acc(29), EndRdx(29), RechRdx(31)
    Level 28: Energy Drain -- EndMod(A), EndMod(31), Heal(31), RechRdx(33), RechRdx(33), RechRdx(33)
    Level 30: Aid Self -- IntRdx(A), Heal(34), Heal(34), Heal(34), RechRdx(36)
    Level 32: Greater Fire Sword -- Dmg(A), Dmg(36), Dmg(37), Acc(37), EndRdx(37), RechRdx(39)
    Level 35: Dampening Field -- ResDam(A), ResDam(50)
    Level 38: Overload -- Heal(A), Heal(48), Heal(50)
    Level 41: Gloom -- Dmg(A), Dmg(42), Dmg(42), Acc(42), EndRdx(43), RechRdx(43)
    Level 44: Darkest Night -- ToHitDeb(A), ToHitDeb(45), ToHitDeb(45), EndRdx(45), EndRdx(46), EndRdx(46)
    Level 47: Taunt -- Taunt(A)
    Level 49: Energy Protection -- ResDam(A), ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Health -- Heal(A)
    Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)

    I also made an IO build for people with a small budget. The build avoids expensive IOs like kinetic combat, while keeping the important defense types soft-capped. There are still a few pieces of relatively expensive IOs. However, I believe the build below should be quite affordable. In fact, a power set with mainly defense benefits mostly from soft-capping defense. Energy aura does not rely on recharge, and it does not have extra hit points (outside of overload) and regeneration intrinsically. Hence, energy aura does not benefit a lot from expensive setups with rare and ultra-rare IOs compared to other secondary power sets.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9)
    Level 1: Kinetic Shield -- S'dpty-Def(A), S'dpty-Def/EndRdx(9), S'dpty-Def/Rchg(11), S'dpty-Def/EndRdx/Rchg(11)
    Level 2: Cremate -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 4: Power Shield -- S'dpty-Def(A), S'dpty-Def/EndRdx(17), S'dpty-Def/Rchg(17), S'dpty-Def/EndRdx/Rchg(19)
    Level 6: Combat Jumping -- DefBuff-I(A)
    Level 8: Incinerate -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(19), S'ngH'mkr-Dmg/Rchg(21), S'ngH'mkr-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Acc/EndRdx/Rchg(46)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(23)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Boxing -- Empty(A)
    Level 18: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(25), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(27)
    Level 20: Energy Cloak -- S'dpty-Def(A), S'dpty-Def/EndRdx(27), S'dpty-Def/Rchg(29), S'dpty-Def/EndRdx/Rchg(29)
    Level 22: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(31), S'dpty-Def/Rchg(31), S'dpty-Def/EndRdx/Rchg(31)
    Level 24: Stimulant -- Empty(A)
    Level 26: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Acc/Rchg(34)
    Level 28: Energy Drain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(34), Dct'dW-Heal(36), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/EndRdx(37)
    Level 30: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(39), Dct'dW-Rchg(39), IntRdx-I(39)
    Level 32: Greater Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(40), S'ngH'mkr-Dmg/Rchg(40), S'ngH'mkr-Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(46)
    Level 35: Dampening Field -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), Aegis-ResDam/Rchg(50)
    Level 38: Energy Protection -- Aegis-Psi/Status(A)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(45), DampS-ToHitDeb/Rchg/EndRdx(46)
    Level 47: Dark Obliteration -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx(48), Det'tn-Acc/Dmg(50)
    Level 49: Taunt -- Zinger-Dam%(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(5)
    ------------
    Set Bonus Totals:
    • 12.38% Defense(Smashing)
    • 12.38% Defense(Lethal)
    • 10.19% Defense(Fire)
    • 10.19% Defense(Cold)
    • 11.13% Defense(Energy)
    • 11.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.688% Defense(Melee)
    • 8.938% Defense(Ranged)
    • 8% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 10% Enhancement(RechargeTime)
    • 19% Enhancement(Accuracy)
    • 9% FlySpeed
    • 179.91 HP (12%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • MezResist(Immobilize) 15.4%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 4.4%
    • 20% Perception
    • 9.5% (0.159 End/sec) Recovery
    • 16% (1.001 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 1.875% Resistance(Energy)
    • 3% Resistance(Psionic)
    • 19% RunSpeed
    • 1% XPDebtProtection
  23. Quote:
    Originally Posted by Dromilin View Post
    So I am going to try my hand at slotting some IO's in my new up & coming Claws/Regen scrapper...

    In all my time in CoX (almost 6 years now on and off) I have never ever slotted much less created any IO's.

    Is there a guide some where that shows the sets and bonuses and suggestion for which ones are best with each AT.
    You can take a look at the sticky thread, where you can find a lot of guides with suggested builds. They can help you get started. Paragon wiki has a comprehensive list of IO sets and their bonus. We usually assemble and post builds using the Mid's planner. If possible, you should use it.

    Below is what I do to make a build from scratch:

    1. Make an SO build. An SO build is a good starting point, as it tells you approximately how slots should be allocated to each power, and which attributes of a power should be enhanced.

    2. Ask yourself which kind of bonus you want for your character. For regeneration, you can focus on recharge to perma dull pain with hasten, and to speed up reconstruction and instant healing. Your secondary focus can be higher regeneration, and some defense (probably melee or s/l defense).

    3. Strip off the SO such that you have a build with empty slots. Put IO sets into the empty slots. Pick the IO sets that can both enhance your power properly (for example, an attack is slotted like an attack that can do damage), and acquire the set bonus that you desire. You can mix and match different IO sets in one power.

    You also need to know your budget. If your budget is like few tens of mil, you probably want to stick to generic IO and uncommon IO set (yellow color). With a few hundred mil to something like a billion, you can have a build with a lot of rare IO sets (red color). With unlimited budget, you can pick purple IO sets, and pvp IO sets. You don't really need to have all the inf right now. You can aim for a build that you can afford within a reasonable amount of your time. Expensive is not equivalent to better, pick the IO set with the bonus you want.

    5. During the above processes, you may find that you want to move some slots around, or pick a different power.

    6. After you're done, click "view active sets" in the Mid's planner to find out if you violate the "rule of 5." In short, you can't acquire the same IO bonus for more than 5 times.

    7. Export your build here and let us complain. Tell us your goal, and budget. We can see if your build can be tweaked in some way.

    8. Make changes according to our suggestions.

    9. If we're not sick of you yet, goto 7. Otherwise, done!
  24. Quote:
    Originally Posted by ClawsandEffect View Post
    Cloaking Device gives you a place to slot things like: LotG 7.5% Recharge, Kismet 6% Acc, Karma KB Protection, a full set of Red Fortune if you're chasing ranged defense.

    Also, Cloaking Device DOES provide some defense, which, even when suppressed will get you closer to softcapping. Stealth IOs only provide stealth, no defense at all.
    For IO like Kismet 6% Acc, it can be slotted elsewhere like combat jumping, not necessarily in cloaking device. For LotG +recharge and kb protection, it is nice to have an additional defense power for these IOs to go into. For the defense, it is pretty small after suppression. In addition, not every blaster optimizes their builds by raising defense or recharge.

    The primary function of cloaking device is to stealth. A stealth IO can replicate its primary function. As you mentioned, cloaking device does provide additional benefits (but minor in my opinion), but they are not without additional costs. It takes a power choice, and endurance to run. In my opinion, cloaking device is not very appealing. It's not as bad as to say that it's broken or obsolete. I would welcome an improvement. The suggestions in this thread are not bad.