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Quote:That's a decent one, but this is how I'd do it (and it's my first DM/SR build to boot!). This one is easier on the blue bar, better on survivability, and better on the AoE (cuz of well slotted Shadow Maul). It's got a tad less recharge, but it's an incredibly small difference in real performance, since both builds have virtually identical uptime on Soul Drain and can run the MG>Smite>Siphon>Smite attack chain seamlessly.Would this be a better build for me? I reduced some defensive numbers, applied 4 more slots to consumption, dropped shadow maul and picked up conserve power.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
Level 2: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(11), Armgdn-Dmg/EndRdx(19), Armgdn-Dam%(19)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
Level 6: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25)
Level 8: Siphon Life -- Mako-Acc/Dmg(A), Nictus-Heal(9), Mako-Dmg/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dmg/EndRdx(15), Nictus-Heal/HP/Regen/Rchg(15)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 20: Quickness -- Run-I(A)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(25), RgnTis-Regen+(27), Numna-Heal/EndRdx(27), Numna-Heal(29), Mrcl-Rcvry+(34)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 28: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-EndMod(37)
Level 30: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(39), GftotA-Def/EndRdx/Rchg(39), GftotA-Def/Rchg(45)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), EndRdx-I(39), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(42)
Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(40), GftotA-Def/Rchg(42), GftotA-Def/EndRdx/Rchg(43)
Level 38: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(43), S'dpty-Def/Rchg(43)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 44: Boxing -- Empty(A)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(48), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(48), ImpArm-EndRdx/Rchg(50)
Level 49: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(50), GftotA-EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:I actually check my end bar during combat and I routinely get end returns that are higher. I was originally under the impression, when I first read the proc and checked the CoD numbers, that it didn't scale with endurance, but, having actually checked how it operated in game, I've gotten several instances of 10.23 end and numerous 11 end procs. The more interesting thing is that I've actually tested the endurance sustainability within the confines of the game and it matches with the use of 10% of max end rather than 10 end. As far as I can figure, the proc lists the end contribution incorrectly, though I've yet to actually find any exact reason.I have 110 endurance on my Controller, and every time I've seen a proc message in the chat log (which is rare, because I'm usually not on that window), it says 10 endurance, not 11.
Will double check again later, when I can log in to the game -- but I really don't think the proc scales with max end. -
Quote:First off, you're discounting the Theft of Essence proc, which is going to generate .327 end/sec (the attack string is also 6.732 seconds, not 6.742). Secondly, Hasten is only 15 endurance every 2 minutes if you have it perma. It's actually 15 end every 126.5 seconds whenever you account for downtime for .118 end/sec. That brings the total end cost to 2.894 end/sec.Another issue is that the DM chain (MG Smite Siphon Smite) sucks endurance like no other. Granted, you have dark consumption but if you're fighting an AV it will only restore 25 endurance every (with hasten) 62.3 seconds as you have it currently slotted.
With the endurance cost of your attacks as follows:
MG: 7.35
Siphon: 5.9 - (10*.2) = 3.9
Smite: 4.82
Assuming you had them slotted to run the chain as Umbral posted, their arcanatime activation times are as follows using (((Casttime)/.132) +1 & RoundUP)*.132)
MG: 2.244
Siphon: 2.122
Smite: 1.188
Giving an attack chain (Smitex2, Siphon, Smite) of 6.742 seconds duration.
The chain as you currently have it slotted will burn 20.89 endurance in 6.742 seconds costing you 3.098 EPS, plus accounting for hasten's end usage of 15 every 120 seconds comes to 3.22 EPS.
Quote:After toggles (including CJ and Tough, excluding Focused Acc) you will be burning 4.32 EPS - your build has overall endurance recovery of 3.35 EPS plus .2 EPS from the perfshifter proc (20 percent chance every 10 seconds to grant 10 endurance) grants overall endrec of 3.55 EPS, leading to endurance loss of .77 EPS.
Quote:If you're planning to solo AV's you're going to run out of endurance within (110/.77) 142 seconds. You can use dark consumption every 62 seconds but if you're fighting a solo AV or pylon you're going to only get 25 end per 62 seconds (average .4 eps) which still leaves you at a deficit.
Still, the entire build could use a rather extensive rework. There's a lot of inefficient slotting and overkill on some areas of defense. -
Quote:Something else to remember is that +dam doesn't need to be there for the entire duration of the power. It only needs to be there for the start of the animation to benefit the entire power. If you get that attack off just a couple clock intervals before the buff fades, you'll still have the entire +dam of BU for the duration.Quote:Don't know where exactly in the animation the buff kicks in, but I'm fairly confident it's very early, if not actually at the beginning. Either way, BU still comes out way ahead (and given things like travel time between spawns I tend to think the average value of BU is not a particularly realistic statistic in any case).
I can agree with that. The only time I think a time average of BU is even applicable is for AV fights. Even then, it won't be completely accurate since it could recharge mid animation / etc. -
Quote:Pretty much anything will solo with decent speed. If you're running Spines and not soloing fast enough, it's probably because you're not playing to Spines' AoE strength and grouping up large clusters of enemies to burn down quickly.Ok, I traditionally stick to defenders, controllers, and tankers. But I want a character that I can pick up and solo any time, without being like, dependant on people. So I think I want a scrapper for that role.
So, what works the best? MA? BS? DM?
My only scrapper ever has been Spines/SR, which, though it can solo at level 35, its mostly AoE focused, aaaaand not really great for soloing with any great speed.
Thanks!
If you're looking to build from scratch, kat/*, bs/*, */wp, and */regen are all known for their consistent performance. Mostly it's just identifying the pre-existing synergies (like claws/* or DM/* and any high end drain set because claws/* has much lower DPE than normal and DM/* has Dark Consumption) and then taking advantage of them. -
Quote:1) You can get away without Shadow Maul, but I wouldn't recommend it. It's most of your AoE capability and can be a crazy powerful ability once you learn to use it. Siphon Life is simply too good nowadays (it's your second best DPA attack from raw numbers). You could always get away without Shadow Punch if you want to fit in both.My first fifty and oldest character is a DM/Rgn, I made her originally when my first scrapper failed the 1st respec about 30 times (way back when respecs were hard).
Since then I have gone onto other things and generally enjoy my DM/WP or Claws/WP more... and controllers more than either. However I have a freespec burning a hole in my pocket and want to streamline my DM/Rgn a bit.
And while I feel confident in building a good SO build I haven't got that same confidence when using IOs as I seldom can afford the good IOs on a single character (I have many, many alts).
So some advice needed.
I'm mainly trying to maximise my DEF, RES & Recharge but not too hard. I don't have oodles of inf as I can spend it on other more important stuff... like costumes. I also have no interest in PvP. The character will be mainly used for running TFs and helping friends with stuff.
With that in mind:
1)Shadow Maul or Siphon Life? I can't fit both due to not having enough slots to slot both. I don't expect I'd need the health very often, but Siphon Life seems to do some decent damage with the bonus of topping up my health. Shadow Maul also seems to have a long animation which always annoys me when it misses. I know Siphon Life is better than it used to be (had it way back in i4/i5 after the nerfs to IH).
2)Slotting IH & Dull Pain - Formerly I always slotted both with three recharge reductions and three heals. I briefly tried franken-slotting them (and reconstruction) with a heal/recharge from each Heal Set, but couldn't afford all three Numina's. This time round I was planning 2x Recharge, 2x Heal and 1x Heal/Recharge (probably Doctored Wounds) I get 122.4 recharge on DP and 220 on IH. What would be the ideal five slot method?
3)Roughly speaking the below is my plan, any glaring errors?
2) 5 piece Doctored Wounds (all but heal/end) is generally what I recommend for Recon, Dull Pain, and IH. You get 88% +heal and 97.5% +recharge along with the 5% +regen set bonuses so you don't have to slot Crushing Impacts in your attacks.
3) How many glaring errors do I spot? Let me count them... Scirocco's Dervish in Dark Consumption and Soul Drain rather than Obliteration (Scirocco's has abyssmal +rech value and mediocre set bonuses whereas Obliteration has excellent +rech and awesome set bonuses), absolutely horrible MoG slotting (16% +def and 15% +res... really? What's wrong with you! It's already pretty much at the cap for both of those! Give that thing as much recharge as you can possibly give it and use some useless power like Resilience as your unique mule), slotting the Psionic Resist IOs (they're absolutely horrible gain for the slot), overslotting for endurance (3.46 net endurance gain while having Conserve Power and Dark Consumption? Seriously... could you get much more redundant blue bar support?), 3 piece Doctored Wounds in Integration (pointless set bonuses much? why not just go with 3 common IOs or the 3 Numina's if you feel like splurging), slotting bad procs (disorient bonus in Air Sup is about as useful as the Grav Anchor hold in MG: both suck and won't do much of anything, the knockdown bonus in Smite is only going to do slightly more). I could go on...
Where you build is concerned, you say you don't have oodles of inf to spend, but you drop in LotG +rech, Perf Shifter procs, the Grav Anchor proc, and other costly additions. That doesn't really speak to "budget". Also, you talk about trying to want to maximize def, res, and recharge, yet you've only got useful quantities of AoE defense (which is pretty much the least useful), 27.5% +rech from set bonuses, and a pittance of various resists. You're not really achieving those goals...
Here's the build I normally link: You can make it a bit more budget by cutting out the LotG +rech IOs with straight def IOs (or LotG Def/End where it applies, MoG should lose a slot and get 3 common rech IOs), and Hecatomb with 6 piece Mako's. You then probably want to switch Shadow Maul out for Shadow Punch (to fill out the ST attack string), and Super Speed plus the Stealth pool for Fitness (because the build is precariously balanced where endurance is concerned).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
+def concept: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(46)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dam%(11)
Level 4: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15)
Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(48)
Level 8: Siphon Life -- 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(21), T'Death-Dam%(21)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46)
Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(15), Zephyr-Travel/EndRdx(27)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(17), Numna-Heal(27)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(37), Aegis-Psi/Status(39)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(45)
Level 35: Stealth -- LkGmblr-Rchg+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(48)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Build%(45), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50)
Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(48)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), Empty(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:Corruptors are actually more akin to Defenders than they are to Blasters because they've got an entire powerset devoted to support.Corruptors and Blasters have pretty much all-offense all the time. Melee and ranged.
The Blaster-Dominator similarity stands though (as I've always thought). They've both got controls, ranged, and melee damage powers. Blasters just have more emphasis on the ranged damage and Dominators just have more emphasis on the controls (though they're still highly respectable damage dealers). -
You won't be near the softcap, but it's not really needed to go through the game under normal conditions. Keep in mind that Claws/* has a fair bit of it's own contributed survivability once you get Shockwave (as Billz is quick to tell me).
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Both of them should have similar survivability, honestly, The Fire/Regen is going to have better damage and worse survivability simply because it's Fire/*. The Claws/SR shouldn't really have any endurance woes simply because of Claws/* endurance efficiency. It's really just a matter of which playstyle you prefer. Fire/Regen will be more actively involved in using */Regen's cooldowns to survive whereas the Claws/SR will be more focused on using Claws/*'s mitigation tools to stay up.
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Quote:Eh, you're more "ultimate" within the context of destroying huge swathes of enemies, which is something that DM isn't really designed for. DC and SD are more accurately support powers with minor damage capabilities than they are actual AoE and SM is painfully bad where brutes are concerned, iirc (it's an incredible tool if you learn to use it though simply because it breaks so many of the rules set within the damage formula). I doubt anyone that looks at optimization in the same way as you would take an attack set so heavily focused on single target damage and utility that it is painfully lacking in the AoE department any way.I guess it's just my bias against single target attacks. Always felt like you are accomplishing nothing to me. I guess I'm not as "Ultimate" as some silly people.
Anyway, MG>Smite>Siphon>Smite is the optimal ST DM Scrapper attack chain. I believe that Brutes actually get better DPS out of MG>Gloom>Smite>Siphon>Gloom>Smite simply because Gloom if friggin' gold. -
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Eh, it's a good attack anyway, even discounting the heal, so that's less of an issue because animation time is more of an offensive resource than a defensive resource. The fact that Energize takes up so much less animation time than Energize is balance quite well by the fact that Siphon Life actually kills stuff and Energize never will.
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That's still less hp/sec than you'd be getting from Energize if you've got the 20% +hp accolades. It gets even better the more +hp you stack on to it. Plus, Energize is doing double duty (as Siphon Life is) but giving you energy redux to go along with the damage recovery capabilities.
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Quote:Depending on your slotting and attack chain, that point is debatable. Assuming you're using MG>Smite>Siphon>Smite and have Siphon hybrid slotted for 70% healing, that's 242.25 hp every 6.732 seconds for 36 hp/sec. Now, assuming that the heal and +regen are fully enhanceable in Energize, at a similar level of recharge (140% global +rech, 90% +rech from slotting) and decent heal slotting (90%), that's 889.2 every 35 seconds (cuz of animation time) for 25.4 hp/sec and 190% +regen with 85.7% uptime for a total benefit of 15.9 hp/sec (assuming no +hp, which is pretty unlikely; at 20% +hp, that's 19 hp/sec). That's 36 hp/sec from Siphon Life compared to 41.27 hp/sec from Energize.Quote:
Yup. I am one of those that will be running a ~34 second recharge of this skill. It's not as powerful as you make it out to be.
60% endurance reduction is redundant given the potency of Power Sink. They had to keep endurance reduction due to the cottage rule, so this is bascially a freebie. Power Sink still needs to be spammed because Endurance Mod is still such an integral part of ELA's protective layers.
25% heal and 30 seconds of 100% regen on a 2 minute timer is good, but not great. I'd give all of that up for a clone of Healing Flames or Dull Pain. -
First off, edit your post using the "phpBB / Zetaboards" formatting code rather than the UBB one. We're no longer on a forum that uses the UBB code, which is why that post is so ugly.
Secondly, to answer your question, no. With Hasten up, Smite has a recharge of 1.81 seconds, Siphon Life 3.04 seconds, and MG 4.9 seconds. Smite needs to be up in 2.112 seconds, Siphon in 4.62 seconds, and MG in 4.488 seconds. You've got nearly a half second wait on MG. Your best bet to to throw the Hecatomb into MG (all but Dam) and switch Crushing Impact for 6 piece Touch of Death, which even frees up a slot that you can use to give Dark Consumption better recharge. -
Quote:If you're really hard up looking for one, just go PvP. It's not like they're impossible to get a hold of.Quote:I keep seeing people working the Panacea and the Gladiatior +3% in their builds. Is it really wise?
It's not even a question of having a billion to burn for it as simply there being any for sale!
>_<
I keep looking, but I think I was lucky to see a Gladiator just once, from far away, ever since it's been a fat zero. -
Quote:Remember to be courteous on the wall though. Wall farming has become popular enough that you'll often have a few people competing with you for the spawn. If anyone else has aggro before you, don't jump in (especially if you've got an aggro aura). Clean up your trash, especially if they jump off of the wall. If you do accidentally, jump into another guy's mob, send a tell and apologize.People including myself have had luck getting purple drops from the wall in Cimerora. It's not 100% guaranteed but if you're bored and you want to kill stuff, farm the wall. You'll get other recipe drops too and worst case you make a few mill after a copule of hours from other drops without getting any purples. Lts, bosses, minions. Usually I'm just beating on the minions and Lts because there aren't usually a lot of bosses on the wall.
Of course, I predict that wall farming will see a substantial drop in popularity come I16. Being able to spawn missions for 8 while solo without having to bother with fillers is going to be quite awesome. -
Anything you kill on the wall has a chance to drop a purple. Any enemy that can drop a level 50 recipe will have a minute chance of dropping a purple recipe.
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Ooh, ooh! I know! Any/any is absolutely killer.
On a more serious note, I'm enthusiastically waiting for I16 to drop so I can make my Elec/Shield Scrapper. -
Quote:It only matter when dishing out the slots. If you've already given it the 3 slots, it doesn't matter which enhancement goes in which slot. The point of that comment is to say that, if you've only got 1 slot, it should get the proc. If you've got 2, proc and Perf Shifter endmod, etc.Quote:
1st slot Perf Shifter proc, 2nd slot Perf Shifter End Mod, 3rd slot common End Mod
QR gets both extra slots before Stamina gets any extra slots, but they're slotted identically otherwise. -
I think I get to claim credit for this. It's disturbingly similar to the change I suggested here. It's got the exact same uptime ratio and switches out my suggested +hp with +regen and +recov with +end redux with eerily similar contributive values.
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I think I get to say that the devs stole an idea of mine (since I actually put numbers up her). What happened is pretty close to what I gave in function: +regen rather than +hp, +end redux rather than +recov, and the uptime ratio is identical. Go me.
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Quote:One of the big things about Brutes that makes most Scrappers stumble is something that I remarked upon earlier on in the thread: end redux is significantly more important for Brutes than it is for Scrappers. Because Brutes use Fury to provide most of their damage capabilities, slotting for damage becomes less valuable than getting significant end redux. On a Scrapper, the difference between 75% +dam from enhancement and 95% +dam from enhancement is nearly 10% in end damage. On a Brute, assuming a decent level of Fury like 75%, the difference between 75% +dam and 95% +dam from slotting is only a 5% difference in end damage. Where Brutes are concerned, it's better to bring end redux up to respectable levels than try to bring dam slotting up to the redzone, as Scrappers tend to do. It's a completely different slotting mentality that places much more emphasis on end reduction (for better Fury generation and sustainability) than most Scrappers are used to.yeah... I hadn't gone through the chain math yet... but really I wasn't looking at dark at all until I saw this post. Been trying to do soft-capped claws/willpower instead... one of the reasons being the low endurance chains from claws. Although dark consumption goes a long way toward making it work. Fire has some lower recharge chains that also are interesting options I'm exploring.
A DM/Willpower tank could probably hit all my defensive goals and they get conserve power as an option plus better values from the +defense powers themselves. I just don't enjoy playing tanks... they don't kill fast enough.