Critique - Brute - Dark/Elec/Soul


boppaholic

 

Posted

I designed the following end-game brute with the thought of perma-hasten, perma-energize and a gapless single target attack chain of Gloom-Shadow Punch-Smite-Shadow Punch. I didn't quite perma the hasten nor energize (<1s down), but I did make the attack chain gapless. That I'm happy with (chasing down an extra 15% recharge for perma wasn't worth it).

I was originally going to put damage procs into all of my attacks in my attack chain (and extra 14.35 damage/attack) but I instead took those 3 slots and put them elsewhere to give myself more survivability and mitigation.

For incarnates, I am going with T4 Musculature Radial Paragon Alpha for its Damage, Endurance Modification, and To-Hit Debuff bonuses. This allowed me to focus slots into other areas (recharge mainly) while still maintaining excellent enhancement in my powers. For Destiny I could go three ways: Barrier/Rebirth/Ageless in that order of preference. I consider barrier the most because it can provide me with an extra 5% resistance and defense permanently... but also I imagine it as a great way to mitigate the crash from Power Surge by clicking it right when I crash to give me capped defense and resistance for 10 seconds while I pop a blue then use powersink or dark consumption to refill my blue bar, toggle my defenses back on, then toggle my resistances back on. By the time my ten seconds is up, I get another 20 seconds of 32.5% resistance and defense which will still leave me capped or near capped. During this time I will be finishing restoring the rest of my toggles (if I get close to running out of endurance again, powersink or dark consumption will be used to refill my blue bar). Half way through this 20 seconds of continued Barrier buffing, the recovery debuff from my crash will have worn off. At this time, I should be back to my regular fighting capabilities. When the 32.5% Barrier buffing drops down to 7.5% buffing, I will have 50 seconds until Power Surge is fully recharged and I can be ultra tank again.

Now this is likely all overkill. I may not need to use Power Surge ever because of the endurance drain from Power Sink and Lightning Field. Plus, with my Darkest Night running, I will already be taking less damage (similar to increasing resistance) and will be applying a lot of to-hit debuffs around me (similar to increasing defense). That should be enough to handle Lts and Minions with ease as I focus on the harder guys (Bosses+). So, if I find Power Surge unnecessary to use because my mitigation is so strong, I would likely go with Rebirth (not sure if I should go for max HP or insane regen). This would give me a second reliable big heal (to go with Energize) just in case I am in major trouble. This may be the better route to go with anyways.

Lastly, I would consider going with Ageless again because of the Power Surge crash. It would allow me to refill my blue bar with out having to use an inspiration. The huge boost in recharge would allow me to get Power Surge back up faster as well. However... I will be left mostly defenseless as I attempt to retoggle. This does not at all seem like a good way to go and was likely worthless to even write why I slightly considered going with it.

I am stuck between going with Ion or Void for my judgement power. The -50% Damage from Void seems great as it would synergize well with my high resistances and it's more Negative Energy damage which this character is going for. Plus, the -50% lasts a whopping 30 seconds. On the other hand, Ion also synergizes well with my endurance drain plus has 10 seconds of -recovery (which will easily drop all enemies to zero for a while) plus has the 12 second hold which further provides me with mitigation, even against bosses.

If all is said and done, I would likely go with Barrier and Void. With Barrier, every two minutes I can provide myself with capped (or close to) resistance and defense for 30 seconds. Combine that with Void, every 90 seconds I would be able to give my enemies -50% damage for 30 seconds. That's a lot of damage protection.

Here's the build, please critique it as much as you like. I am designing it before playing it so that I don't wind up with buyer's remorse, but I think there is great synergy here. Lots of resistance, lots of to-hit debuffs, and lots of endurance drain. That, along with an awesome attack chain, seems to make this build quite solid. It's light on the AoE though, but this build seems to be more focused on being in a hard AV fight where I can focus on single target damage and anchor my debuffs on my enemy while the little enemies around me keep missing or hits for minimal damage (Darkest Night) as well as have their endurance drained worse than by a sapper on steroids. If I wish to get better AoE, I will likely swap out Soul for Mu and enjoy further drinking the endurance of everyone around me.

Please though, critique away at my slotting. And feel free to ask me why I went with certain IOs or slotting, I can provide my reasoning and you can provide me with better techniques

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

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Negative Energy: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Shadow Punch -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(3), Hectmb-Acc/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Dmg/Rchg(5)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
Level 2: Smite -- Cloud-%Dam(A), Cloud-Acc/ToHitDeb(9), Cloud-Acc/Rchg(11), Cloud-ToHitDeb/EndRdx/Rchg(11), Hectmb-Dmg(13), HO:Nucle(13)
Level 4: Lightning Field -- Armgdn-Dmg(A), EndMod-I(15)
Level 6: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(17)
Level 8: Siphon Life -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/EndRdx/Rchg(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Acc/Dmg(21)
Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23)
Level 12: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rchg/Rng(27), Mocking-Taunt/Rchg(27), Mocking-Taunt(29)
Level 14: Boxing -- Empty(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Dark Consumption -- Mocking-Rchg(A), Mocking-Taunt/Rng(29), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(46), Mocking-Taunt/Rchg(50), Mocking-Taunt(50)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(33)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 26: Soul Drain -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(34), GSFC-Build%(36)
Level 28: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal(37)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 35: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(39), Apoc-Acc/Rchg(39), Apoc-Acc/Dmg/Rchg(40), Apoc-Dmg/Rchg(40)
Level 38: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(43)
Level 41: Dark Obliteration -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Rchg(43), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Dmg/Rchg(45), Ragnrk-Knock%(45)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-ToHitDeb(46), DarkWD-Rchg/EndRdx(46)
Level 47: Power Surge -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(48), RctvArm-ResDam/Rchg(48), RechRdx-I(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 50: Musculature Radial Paragon
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 50: Void Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Barrier Core Epiphany
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:

  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 16.75% Defense(Smashing)
  • 16.75% Defense(Lethal)
  • 9.25% Defense(Fire)
  • 9.25% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 9.88% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 6.13% Defense(AoE)
  • 5.85% Max End
  • 45% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 98.75% Enhancement(RechargeTime)
  • 106.8 HP (7.13%) HitPoints
  • MezResist(Confused) 2.5%
  • MezResist(Held) 8%
  • MezResist(Immobilize) 9.65%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 16% (0.27 End/sec) Recovery
  • 56% (3.5 HP/sec) Regeneration
  • 8.82% Resistance(Fire)
  • 8.82% Resistance(Cold)




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