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OneFootOnTheGas

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Everything posted by OneFootOnTheGas

  1. I'm also interested in one of these builds. Just made one the other night, and it seems like a fun set combo.
  2. Ok, so make sure you didn't do a complete goof like I did and leave meltdown turned on when looking at those numbers. Changes things a fair bit. A bit down on resistances on s/l and f/c, still up on e/n/t/p, but not nearly as much as I first thought! I could have sworn I had that turned off... Don't build on your lunch break I guess?
  3. If I did my earlier reading right from when I was building my brute, -ToHit debuff essentially adds to your defense, since all damage rolls bottom out at 5% chance tohit, so if your defense + -tohit goes above 45%, then you're softcapped (59% vs incarnate stuff if I remember right). In a couple locations that makes a smaaaaall difference in these two builds, and if there is a -tohit resistance, that does change things a bit, but not a ton. I'd save the slots, partially because HOs are a giant pain, but that's just me. I use Darkest Night on my brute I mentioned earlier, and I did find it helped quite a bit on survivability on mobs that I wasn't softcapped against.
  4. I went for a bit of a different setup. I traded a bit of specific type defense for a little positional defense and a lot of extra resistances (especially in energy/negative energy and fire/cold, s/l is almost identical across the two). It uses a lot of reward merits, but it didn't look like you were afraid of that in your build. I also went with more slots in your main heal vs your absorb shield, as the absorb shield looked a lot less practical, but I haven't used rad armor myself. I also added in a lot of toxic and psi for a broader range of shielding. I did not put a focus on damage, but it should be alright. It's also running a bit more recharge buffing, but that's probably balanced out by not taking hasten. That's a bit of a personal choice, and you could pretty easily swap it out for meltdown if you don't mind giving up a bit of psi. CJ/SJ over fly for the little extra defense from CJ, plus another place to hang LotG along with maneuvers. Added in dark obliteration, which you didn't take, as it does solid damage and has a -acc component on an AoE. I use it on my TW/EA brute and love it. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 49 Technology Brute Primary Power Set: Dark Melee Secondary Power Set: Radiation Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Smite (A) Empty Level 1: Alpha Barrier (A) Unbreakable Guard - +Max HP (7) Unbreakable Guard - Resistance (7) Unbreakable Guard - Resistance/Endurance (9) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 2: Gamma Boost (A) Panacea - +Hit Points/Endurance (9) Panacea - Heal (11) Panacea - Heal/Recharge (15) Power Transfer - Chance to Heal Self (15) Power Transfer - EndMod (17) Power Transfer - Damage/EndMod Level 4: Proton Armor (A) Aegis - Psionic/Status Resistance (11) Aegis - Resistance (13) Aegis - Resistance/Endurance (13) Aegis - Resistance/Recharge (39) Aegis - Resistance/Endurance/Recharge Level 6: Shadow Maul (A) Superior Unrelenting Fury - Accuracy/Damage (36) Superior Unrelenting Fury - Damage/RechargeTime (37) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (37) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (37) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime (39) Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 8: Siphon Life (A) Superior Blistering Cold - Accuracy/Damage (17) Superior Blistering Cold - Damage/Endurance (19) Superior Blistering Cold - Accuracy/Damage/Endurance (19) Superior Blistering Cold - Accuracy/Damage/Recharge (21) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (21) Superior Blistering Cold - Recharge/Chance for Hold Level 10: Fallout Shelter (A) Reactive Armor - Resistance (33) Reactive Armor - Resistance/Endurance (33) Reactive Armor - Resistance/Endurance/Recharge (33) Reactive Armor - Resistance/Recharge Level 12: Touch of Fear (A) Superior Avalanche - Accuracy/Damage (23) Superior Avalanche - Damage/Endurance (23) Superior Avalanche - Accuracy/Damage/Endurance (25) Superior Avalanche - Accuracy/Damage/Recharge (25) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (27) Superior Avalanche - Recharge/Chance for Knockdown Level 14: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 16: Radiation Therapy (A) Miracle - Heal/Endurance (40) Miracle - Endurance/Recharge (40) Miracle - Heal/Recharge (40) Miracle - Heal/Endurance/Recharge (43) Miracle - Heal (43) Miracle - +Recovery Level 18: Super Jump (A) Empty Level 20: Dark Consumption (A) Superior Brute's Fury - Accuracy/Damage (34) Superior Brute's Fury - Damage/Recharge (34) Superior Brute's Fury - Accuracy/Damage/Recharge (34) Superior Brute's Fury - Damage/Endurance/RechargeTime (36) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (36) Superior Brute's Fury - Recharge/Fury Bonus Level 22: Beta Decay (A) Achilles' Heel - Chance for Res Debuff Level 24: Kick (A) Empty Level 26: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (27) Gladiator's Armor - Resistance (31) Gladiator's Armor - Recharge/Resist (31) Gladiator's Armor - End/Resist Level 28: Weave (A) Shield Wall - +Res (Teleportation), +5% Res (All) (29) Shield Wall - Defense (29) Shield Wall - Defense/Endurance (31) Shield Wall - Defense/Recharge Level 30: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Reactive Defenses - Scaling Resist Damage Level 32: Particle Shielding (A) Regenerative Tissue - +Regeneration Level 35: Gloom (A) Empty Level 38: Soul Drain (A) Mocking Beratement - Recharge (43) Mocking Beratement - Accuracy/Recharge (46) Mocking Beratement - Taunt/Recharge (49) Mocking Beratement - Taunt/Recharge/Range Level 41: Darkest Night (A) Dark Watcher's Despair - To Hit Debuff (42) Dark Watcher's Despair - Chance for Recharge Slow (42) Dark Watcher's Despair - To Hit Debuff/Endurance (42) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance Level 44: Dark Obliteration (A) Artillery - Accuracy/Damage (45) Artillery - Damage/Endurance (45) Artillery - Damage/Recharge (45) Artillery - Accuracy/Damage/Recharge (46) Artillery - Accuracy/Recharge/Range (46) Artillery - Endurance/Recharge/Range Level 47: Midnight Grasp (A) Overwhelming Force - Accuracy/Damage (47) Overwhelming Force - Endurance/Recharge (47) Overwhelming Force - Accuracy/Damage/Endurance (48) Overwhelming Force - Damage/Endurance/Recharge (48) Overwhelming Force - Accuracy/Damage/Endurance/Recharge (48) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 49: Meltdown (A) Impervium Armor - Psionic Resistance Level 1: Brawl (A) Empty Level 1: Fury Level 1: Sprint
  5. Thanks! I got curious, had some inf to burn, and nothing else is usefully slottable in Entropic Aura, so I gave it a shot and sat in a +4/x8 group to see what it could do. Entropic Aura supposedly does a check every 2 seconds, but obviously still limited by the "hits 3.5 times per minute" thing. What's odd is it looks like it has a 2 target max, even when aggro capped. I never saw it hit more than 2 enemies at the same time. Completely a useless addition, but hey, couldn't put anything else useful there.
  6. Does slotting a proc (like Perfect Zinger's psi damage proc) do anything in non-damaging auras? Mids lets me slot it in Entropic Aura from energy Aura, but I'm not sure if it actually fires or not. Any help would be appreciated, thanks!
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