My ss/wp brute
It's kinda a mess.
What were your aims in putting the build together? Its defenses are low, its global recharge is low, its one good resistance (smash/lethal) is low (with tough you could have around 50%).
Powers are six slotted for very slight bonuses (physical perfection, rise to the challenge).
The one thing it's got going for it is a LOT of recovery, but it needs it as those leadership toggles are heavily underslotted so running them all costs a STAGGERING 2.26 end/sec to bleed off that juicy 4.61.
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
It's kinda a mess.
What were your aims in putting the build together? Its defenses are low, its global recharge is low, its one good resistance (smash/lethal) is low (with tough you could have around 50%). Powers are six slotted for very slight bonuses (physical perfection, rise to the challenge). The one thing it's got going for it is a LOT of recovery, but it needs it as those leadership toggles are heavily underslotted so running them all costs a STAGGERING 2.26 end/sec to bleed off that juicy 4.61. |

Knowledge is power.
Power corrupts.
Study Hard. Be evil.
Well, this is missing your pretty purples but should be a solid enough starting point for a generalist well rounded brute.
- Smash, lethal, energy, and negative energy defense are all 38%. Pop a small purple whenever you feel like softcapping (with change)
- Smash, lethal resistance is up from 33% to 55%. The Council weeps.
- Strength of will is in the build. Thanks to your t3 Cardiac when it's running you have 86% smash/lethal resist. Which is as tough as brute granite w/tough. Which is just plain sick.
- Global recharge is 40%. Hasten is available for times when you really want to pour on the damage.
- I kept energy mastery. You don't have 4.61 recovery with this build (it's still 4.3!) but you don't need it. Also I used energy mastery to slot a total of four +end recovery performance shifters. That should be overkill of the highest order.
- I only kept maneuvers. The rest of leadership wasn't really useful, even for a team.
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This build is pricey, but so was the one with purples so I figure you can float it.
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
Well, this is missing your pretty purples but should be a solid enough starting point for a generalist well rounded brute.
- Smash, lethal, energy, and negative energy defense are all 38%. Pop a small purple whenever you feel like softcapping (with change) - Smash, lethal resistance is up from 33% to 55%. The Council weeps. - Strength of will is in the build. Thanks to your t3 Cardiac when it's running you have 86% smash/lethal resist. Which is as tough as brute granite w/tough. Which is just plain sick. - Global recharge is 40%. Hasten is available for times when you really want to pour on the damage. - I kept energy mastery. You don't have 4.61 recovery with this build (it's still 4.3!) but you don't need it. Also I used energy mastery to slot a total of four +end recovery performance shifters. That should be overkill of the highest order. - I only kept maneuvers. The rest of leadership wasn't really useful, even for a team. Code:
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1)Why get maneuvers when all it gives is a +3% as opposed to assault that gives a +10% boost? Is it because of the bonuses?
2)Why get taunt? I never got the point of this power in both tanks or brutes. Why not hurl for another dam in my chain or even hand clap for the knock back/discriminant?

Knowledge is power.
Power corrupts.
Study Hard. Be evil.
Because maneuvers is a 3% boost to defense, which is very good, and assault is a 10% boost to damage bonus (not damage)... which is pitiful when measured against the bonus damage Fury and, in this case, Rage are giving you. An endurance intensive drop in the ocean - Fury and Rage are giving you 210%. Assault gives you 10% - 220% isn't really any better than 210% for calculating damage so it really is a waste.
Plus, in this particular build, yes it's for the set bonuses.
2. Taunt - Taunt is awesome. Solo it reduces enemy range by a whopping 75%, so they'll more often than not run in to use their melee attack. On a team it's very handy for both protecting your team-mates and, because you're a brute, making sure enough things are attacking you to keep your Fury fat-happy. As for on Tankers it's a good way to keep enemies on you instead of killing someone else - ESPECIALLY when said someone else is cutting loose with all the power of a thousand exploding stars and the inherent taunt built into tanker attacks isn't enough.
Plus, in this particular build, yes it's for the set bonuses. 3% smash/lethal is huge. Also the chance for psi damage turns your little tanking or fury building tool into a potential damage dealer. Just because.
Either, or both, can be dropped in favor of something else. Hurl is handy, though not in an attack chain, and if you put the six slots from taunt into hurl instead you can slot Thunderstrike. It will boost your energy/negative energy defense and accuracy at the cost of a little lethal defense.
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
Brute Squad is givin' good advice here.
That said, I tinkered a bit on the build he put up. The only insane expensive part is the PVP Glad +3%. Drop it if ya want, but they're pretty easy to farm up, all it takes is time and you can get one in a few months, tops.
This build drops some resist due to getting the Spritual. But it gains some recharge and a crapton of defense. With some incarnate powers, it will be a monster.
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: Super Strength
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(3), Mrcl-Heal/Rchg(46), Mrcl-Heal(46), Mrcl-Heal/EndRdx(50)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 4: Fast Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal/Rchg(50), Dct'dW-Heal(50)
Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-EndRdx(7), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/Hold(36)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Def/Rchg(48)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(15), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17)
Level 16: Rise to the Challenge -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx/Rchg(19), Mrcl-Heal/Rchg(45)
Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), RechRdx-I(43), RechRdx-I(43)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(21), P'Shift-EndMod/Acc(21)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(27)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(33)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(37)
Level 32: Foot Stomp -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(37), C'ngBlow-Acc/Dmg(37), C'ngBlow-Acc/Rchg(39), C'ngBlow-Dmg/Rchg(39)
Level 35: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt(40), Mocking-Taunt/Rchg/Rng(40), Mocking-Taunt/Rng(40), Mocking-Acc/Rchg(42), Mocking-Rchg(42)
Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-EndRdx(39), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(43)
Level 41: Superior Conditioning -- EndMod-I(A), P'Shift-End%(45)
Level 44: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Super Jump -- Winter-ResSlow(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), P'Shift-EndMod/Acc(13)
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I kept Flight and Resurgence because Malin had them. Yes, combat jumping is a much better choice than resurgence most of the time. That's actually fairly close to the build I use for my stone/wp, defense level wise. Just off the glad +3%, which I could buy any time but haven't really seen the need to especially since the incarnate stuff has come out.
I literally have SO builds that do as well as any of my multi-billion inf builds in the end game because of the way autohit. -regen, high damage, and high to hit in the trials guts them. And I don't see that changing in future trials ("Ok guys, the next trials will go back to being able to be soloed by a softcapped ss/fa, mind/fire, or a katana/wp again. Sorry for the panic of needing a team in I20!").
That's a tangent, though. If you're not in love with Resurgence and Flight I'd recommend Mauk's adjustments in a heartbeat.
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
I kept Flight and Resurgence because Malin had them.
![]() I literally have SO builds that do as well as any of my multi-billion inf builds in the end game because of the way autohit. -regen, high damage, and high to hit in the trials guts them. And I don't see that changing in future trials ("Ok guys, the next trials will go back to being able to be soloed by a softcapped ss/fa, mind/fire, or a katana/wp again. Sorry for the panic of needing a team in I20!"). That's a tangent, though. If you're not in love with Resurgence and Flight I'd recommend Mauk's adjustments in a heartbeat. |
Originally i put in those 2 powers because i had nothing else to put there and there good to have in general. That being said i don't care if there there or not since i can always make a Revive or buy a jet pack from a render for 10k

Knowledge is power.
Power corrupts.
Study Hard. Be evil.
Here is what im planing for my brute. All feed back is welcome. Thanks in advance..
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 1: High Pain Tolerance -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(3), Numna-Heal/EndRdx(36), Numna-Heal/EndRdx/Rchg(37), Numna-Regen/Rcvry+(42), Numna-Heal(43)
Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(42)
Level 4: Mind Over Body -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResKB(15)
Level 6: Hand Clap -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(36), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43)
Level 8: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(15)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Fast Healing -- Heal-I(A), Heal-I(13), Heal-I(13)
Level 14: Fly -- Flight-I(A)
Level 16: Rise to the Challenge -- DampS-ToHitDeb(A), DampS-Rchg(17), DampS-ToHitDeb/EndRdx(17), Numna-Heal(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx(48)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(50)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod/Rchg(23)
Level 22: Assault -- EndRdx-I(A)
Level 24: Tactics -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(25)
Level 26: Hurl -- Apoc-Dmg(A), Apoc-Dmg/Rchg(27), Apoc-Acc/Dmg/Rchg(27), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(46), Apoc-Dam%(50)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29)
Level 30: Maneuvers -- DefBuff-I(A)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Resurgence -- RechRdx-I(A)
Level 38: Strength of Will -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(39), ImpArm-EndRdx/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(39), ImpArm-ResDam(40), ImpArm-ResPsi(40)
Level 41: Superior Conditioning -- EndMod-I(A)
Level 44: Physical Perfection -- Tr'ge-Heal/Rchg(A), Tr'ge-Heal/EndRdx(45), Tr'ge-Heal/EndRdx/Rchg(45), EnManip-EndMod(45), EnManip-EndMod/Rchg(46), EnManip-Stun%(46)
Level 47: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(50)
Level 49: Vengeance -- DefBuff-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc(31), Efficacy-EndMod(33)
Level 4: Ninja Run
Knowledge is power.
Power corrupts.
Study Hard. Be evil.