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Super Reflexes on Brutes


Metatheory

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How do you see the most important concepts regarding building /SR on a brute?

 

/SR has the reputation that it is easy to reach the soft-cap for positional defs and it kinda is - although it does take some slots and investment in IO's to reach 45% for the non-incarnate and on Brutes it seems to me that it would take a lot of investment and some inflexibility in power picks to reach the incarnate soft cap, necessitating the likes of Hover/CJ, Maneuvers and possibly also restricting incarnate power choices. Given that you want to take 8 powers from /SR and may want to pick the majority of your primary powers power picks can rapidly become at a premium and the result can also be pretty much cookie-cutter builds with little in the way of personality.

 

Of course /SR also has mighty DDR which is really good outside of huge accuracy bonuses (DE, Rularuu) and the scaling damage resistance which seems to me to be nice to have but I have no idea how often it saves my bacon as it is hard to see when it is working.

 

But IO's - and power pools - also opens up the possibility to build towards layered def, even for /SR. Tough easily takes us in the direction of fairly decent S/L resistance with a few set bonuses, but what about energy resistance which is valued highly for the 'end game'? Is 50% achievable or even desirable? Does it make sense to invest the three picks to obtain Rune of Protection from the Sorcery pool in order to run with resists between say 40% and 60% for around one third of the time? Or is it a better bet to shoot for as much regen as possible, maybe considering something like Unleash Potential from the Force of Will pool for a big boost when necessary? In my experience /SR tends to faceplant when you get hit by two consecutive big numbers without the time to eat a green/hit Siphon Life/etc, so I'm not sure regen helps much at the point of greatest need... but a lot of resistance surely will. Then again, regen seems like it works well - in theory - with the inherent scaling damage res, whereas additional resistance maybe not so much? Or is it overall superior to just aim for 59% def to everything and to hell with the RNG?

 

Really interested to hear how people think on this topic. I do have a respec in mind but undecided what the right direction of travel is yet.

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SR on Brutes is the best SR 

 

It has the correct level progression, allowing you to get all the positional toggles early. 

It has a Taunt Aura.

It doesn't waste massive amounts of DEF like the tanker Version. 

 

As to building it, Make sure you get both of the +DEF uniques in as early as feasible.  My preference is to slot them in Tough.  

You are also going to want to get your Endurance situation under control since you have no in set tools.  Performance Shifter, The Health stuff, etc helps also.

 

I never worry about any Resistance other than S/L on DEF sets.  Even my SR tank has no attention paid there. 

 

My SR Brute was a Claws/SR and was quite a good combo.  If you do get tagged a bit, relief was only a Shockwave away.  Hop back a tick, then Knock everyone down and then you'll regen before you get hit again.   

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Here's how I approached it - hit the incarnate soft cap with the help of Agility Core to save on required set bonuses, with a slight margin to help keep from dropping below the incarnate soft cap when debuffed, Agility Core also helps manage endurance, use high regeneration, Siphon Life and Rebirth for healing, get enough recharge for the top chain, crank up the hit points to help manage the big hits, focus on SLEN resists to stack with your scaling resists to make you difficult to put down even if your hit points have to be low for it. Seems to work pretty well.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Sergei: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Smite -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(5), SprBrtFur-Acc/Dmg/EndRdx/Rchg(5), SprBrtFur-Rech/Fury(7)
Level 1: Focused Fighting -- ShlWal-Def(A), ShlWal-Def/EndRdx(7), ShlWal-Def/EndRdx/Rchg(9), ShlWal-ResDam/Re TP(9), Ksm-ToHit+(11)
Level 2: Shadow Maul -- Arm-Dmg(A), Arm-Dmg/Rchg(11), Arm-Acc/Dmg/Rchg(13), Arm-Acc/Rchg(13), Arm-Dmg/EndRdx(15), Arm-Dam%(15)
Level 4: Focused Senses -- ShlWal-Def(A), ShlWal-Def/EndRdx(27), ShlWal-Def/Rchg(27), ShlWal-Def/EndRdx/Rchg(29)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 8: Siphon Life -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(29), TchoftheN-Acc/EndRdx/Heal/HP/Regen(31), Hct-Acc/Dmg/Rchg(31), Hct-Dmg/EndRdx(31), Hct-Dam%(33)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Kick -- FrcFdb-Rechg%(A)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Max HP%(33), StdPrt-ResDam/Def+(34), GldArm-3defTpProc(34)
Level 16: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(36), ShlWal-Def/Rchg(36), ShlWal-Def/EndRdx/Rchg(36)
Level 18: Dark Consumption -- PrfShf-EndMod/Acc/Rchg(A), PrfShf-Acc/Rchg(34), PrfShf-EndMod/Acc(37)
Level 20: Evasion -- ShlWal-Def(A), ShlWal-Def/EndRdx(37), ShlWal-Def/Rchg(37), ShlWal-Def/EndRdx/Rchg(39), LucoftheG-Def/Rchg+(50)
Level 22: Dodge -- LucoftheG-Def/Rchg+(A)
Level 24: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/Rchg(39)
Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(40)
Level 28: Lucky -- ShlWal-Def(A), ShlWal-Def/Rchg(40), ShlWal-Def/EndRdx(42), ShlWal-Def/EndRdx/Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 32: Midnight Grasp -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(43), SprUnrFur-Acc/Dmg/Rchg(43), SprUnrFur-Dmg/EndRdx/Rchg(43), SprUnrFur-Acc/Dmg/EndRdx/Rchg(45), SprUnrFur-Rchg/+Regen/+End(45)
Level 35: Superior Conditioning -- PrfShf-End%(A), PwrTrns-+Heal(48)
Level 38: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(48)
Level 41: Physical Perfection -- PrfShf-End%(A), Mrc-Rcvry+(48), Pnc-Heal/+End(50), Prv-Absorb%(50)
Level 44: Quickness -- Run-I(A)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Elude -- Rct-ResDam%(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury 
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(21)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(21), PrfShf-EndMod/Rchg(23), PrfShf-EndMod/Acc/Rchg(23), PrfShf-Acc/Rchg(25), PrfShf-EndMod/Acc(25)
Level 50: Agility Core Paragon 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Rebirth Radial Epiphany 
Level 50: Assault Core Embodiment 
Level 50: Degenerative Radial Flawless Interface 
------------


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Edited by Werner
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8 minutes ago, Haijinx said:

SR on Brutes is the best SR... It doesn't waste massive amounts of DEF like the tanker Version. 

I have two SR Brutes and no SR Tankers, but I'll at least praise the virtues of the Tanker version. The extra defense means you can devote almost all your set bonus resources to other things. With the Tanker ATO boosting your resists, plus Tough and some of those set bonuses, the scaling resists can potentially get you to the hard cap on resistance while still having almost 1000 hit points in the bank, plus absorb. Combined with "undebuffable" incarnate defense and healing from secondary or incarnates, it can be a very solid Tanker primary. Not my top choice for a Tanker, but solid.

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21 minutes ago, Werner said:

I have two SR Brutes and no SR Tankers, but I'll at least praise the virtues of the Tanker version. The extra defense means you can devote almost all your set bonus resources to other things. With the Tanker ATO boosting your resists, plus Tough and some of those set bonuses, the scaling resists can potentially get you to the hard cap on resistance while still having almost 1000 hit points in the bank, plus absorb. Combined with "undebuffable" incarnate defense and healing from secondary or incarnates, it can be a very solid Tanker primary. Not my top choice for a Tanker, but solid.

Yeah its just sort of overkill on a Tanker though, your DEF is basically softcapped before level 20.  Meaning the Set is sort of overspecialized. 

 

Its why I don't understand why Capt Powerhouse is afraid to port Energy Aura to Tankers, its not going to be more Def capped than SR already is. 

 

On a Brute though, you don't really need many Sets to softcap to 45% 

 

====

If the goal is to Incarnate Softcap solo?  That's a different goal.  I never build for that.  My SR tanker lives there by Default but my design build was to laugh at Rage crashes.  Getting 65% defense on a Tanker is not hard. 

 

The nice thing about the Brute version though is you get more from your Primary (in general) and for most content you are softcapped NP. 

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4 hours ago, Metatheory said:

although it does take some slots and investment in IO's to reach 45% for the non-incarnate

!??!!

 

Super Reflex on a brute can hit 45%+ melee, AoE, Ranged by level 30.. with single origin enhancements and two IO globals.

Edited by Troo

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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3 hours ago, Metatheory said:

and the scaling damage resistance which seems to me to be nice to have but I have no idea how often it saves my bacon as it is hard to see when it is working.

open Combat Attributes & add S/E/F Res to monitor.

3 hours ago, Metatheory said:

what about energy resistance which is valued highly for the 'end game'? Is 50% achievable or even desirable?

i think it's worth it, but haven't quite managed to hit 50% base value yet... 44% +7% from R.Def unique = 51% ...plus Rune/M.Core. all SLENFC are about the same 44/45% base on mine. tho i disagree with Haijinx on this point, everything else he mentioned is spot-on, imo. essentially, the more the scaling Res mechanic has to build-on, the less healing you need to survive. you'll have more HP left before you cap Res, which means you'll live longer.

3 hours ago, Metatheory said:

is it overall superior to just aim for 59% def to everything and to hell with the RNG?

vs a +Res build? imo, not often... mine sits just under 54% Melee Def after Agility & i only join teams, which are nearly guaranteed to include 1 with Maneuvers to put me at icap. pre-L50 content, i'm still 3-5% over softcap, so not much wasted. if you solo Incarn content a lot or exclusively, building up the last 5% might work better....but i'm not entirely sure as i don't have much experience with 54% vs 59% solo Incarn content w/o other changes/factors/etc.

instead of pure +Regen slotting/bonuses, i took what came with my other sets, plus HP bonuses, and then add Pana + 3xP.Transfer ...once your Res mechanic kicks into overdrive (and/or Rune/M.Core), they work fantastic. still need Accos on mine, and T3 Agility, but i can /F on a 'Roid farm with Spin on auto - which honestly surprised me.

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4 hours ago, Haijinx said:

I never worry about any Resistance other than S/L on DEF sets.  Even my SR tank has no attention paid there. 

 

Interesting...

3 hours ago, Werner said:

Here's how I approached it - hit the incarnate soft cap with the help of Agility Core to save on required set bonuses, with a slight margin to help keep from dropping below the incarnate soft cap when debuffed, Agility Core also helps manage endurance, use high regeneration, Siphon Life and Rebirth for healing, get enough recharge for the top chain, crank up the hit points to help manage the big hits, focus on SLEN resists to stack with your scaling resists to make you difficult to put down even if your hit points have to be low for it. Seems to work pretty well.

 

  Reveal hidden contents

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Sergei: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Smite -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(5), SprBrtFur-Acc/Dmg/EndRdx/Rchg(5), SprBrtFur-Rech/Fury(7)
Level 1: Focused Fighting -- ShlWal-Def(A), ShlWal-Def/EndRdx(7), ShlWal-Def/EndRdx/Rchg(9), ShlWal-ResDam/Re TP(9), Ksm-ToHit+(11)
Level 2: Shadow Maul -- Arm-Dmg(A), Arm-Dmg/Rchg(11), Arm-Acc/Dmg/Rchg(13), Arm-Acc/Rchg(13), Arm-Dmg/EndRdx(15), Arm-Dam%(15)
Level 4: Focused Senses -- ShlWal-Def(A), ShlWal-Def/EndRdx(27), ShlWal-Def/Rchg(27), ShlWal-Def/EndRdx/Rchg(29)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 8: Siphon Life -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(29), TchoftheN-Acc/EndRdx/Heal/HP/Regen(31), Hct-Acc/Dmg/Rchg(31), Hct-Dmg/EndRdx(31), Hct-Dam%(33)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Kick -- FrcFdb-Rechg%(A)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Max HP%(33), StdPrt-ResDam/Def+(34), GldArm-3defTpProc(34)
Level 16: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(36), ShlWal-Def/Rchg(36), ShlWal-Def/EndRdx/Rchg(36)
Level 18: Dark Consumption -- PrfShf-EndMod/Acc/Rchg(A), PrfShf-Acc/Rchg(34), PrfShf-EndMod/Acc(37)
Level 20: Evasion -- ShlWal-Def(A), ShlWal-Def/EndRdx(37), ShlWal-Def/Rchg(37), ShlWal-Def/EndRdx/Rchg(39), LucoftheG-Def/Rchg+(50)
Level 22: Dodge -- LucoftheG-Def/Rchg+(A)
Level 24: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/Rchg(39)
Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(40)
Level 28: Lucky -- ShlWal-Def(A), ShlWal-Def/Rchg(40), ShlWal-Def/EndRdx(42), ShlWal-Def/EndRdx/Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 32: Midnight Grasp -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(43), SprUnrFur-Acc/Dmg/Rchg(43), SprUnrFur-Dmg/EndRdx/Rchg(43), SprUnrFur-Acc/Dmg/EndRdx/Rchg(45), SprUnrFur-Rchg/+Regen/+End(45)
Level 35: Superior Conditioning -- PrfShf-End%(A), PwrTrns-+Heal(48)
Level 38: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(48)
Level 41: Physical Perfection -- PrfShf-End%(A), Mrc-Rcvry+(48), Pnc-Heal/+End(50), Prv-Absorb%(50)
Level 44: Quickness -- Run-I(A)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Elude -- Rct-ResDam%(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury 
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(21)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(21), PrfShf-EndMod/Rchg(23), PrfShf-EndMod/Acc/Rchg(23), PrfShf-Acc/Rchg(25), PrfShf-EndMod/Acc(25)
Level 50: Agility Core Paragon 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Rebirth Radial Epiphany 
Level 50: Assault Core Embodiment 
Level 50: Degenerative Radial Flawless Interface 
------------



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Also interesting. You are implying that shooting for very high positional def across the board requires the Agility Core, right?

 

3 hours ago, Haijinx said:

If the goal is to Incarnate Softcap solo?  That's a different goal.  I never build for that. 

That is part of why I asked the question. What is the right goal? /SR gives you choices about what to aim for...

 

35 minutes ago, Troo said:

!??!!

 

Super Reflex on a brute can hit 45%+ melee, AoE, Ranged by level 30.. with single origin enhancements and two IO globals.

Yeah, but that is not quite what I would call super easy. There are plenty of people playing the game who don't know they can sell their merits as converters and think those globals are out of reach price-wise. 

 

23 minutes ago, Krazie Ivan said:

open Combat Attributes & add S/E/F Res to monitor.

It's a good point, I usually just monitor def to make sure that I'm not getting debuffed

 

24 minutes ago, Krazie Ivan said:

 

i think it's worth it, but haven't quite managed to hit 50% base value yet... 44% +7% from R.Def unique = 51% ...plus Rune/M.Core. all SLENFC are about the same 44/45% base on mine

44% is still a lot considering you are building that up all from set bonuses, is that correct? How are you getting to that number?

 

On the question of the inherent scaling resistances, I'm still not sure how useful that is. As I said most of my /SR KO's have come when I get hit by two big numbers back to back - most recently by Odysseus on Mortimer Kal SF. In those cases you never get the benefit as you just kind of jump straight past it before it kicks in. I find it difficult to judge how much extra survivability it gives, and therefore how much to lean on it in the overall build concept.

 

Good discussion though, just what I was looking for, with a satisfying level of detail.

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29 minutes ago, Metatheory said:

You are implying that shooting for very high positional def across the board requires the Agility Core, right?

It definitely doesn't require it. But it means you can get there with less investment in powers and/or set bonuses. That allows you to focus on other aspects of the build. Other approaches may be better depending on your build goals and play style.

31 minutes ago, Metatheory said:
3 hours ago, Haijinx said:

If the goal is to Incarnate Softcap solo?  That's a different goal.  I never build for that. 

That is part of why I asked the question. What is the right goal? /SR gives you choices about what to aim for...

The right goal depends on how you play. On finished builds, I almost only play +4x8 without inspirations, about 50/50 incarnate and regular content, and about 50/50 solo and grouped. So I'm going to be soloing +4x8 incarnate content without inspirations quite often. If you're going to be doing that with SR, you're going to want to hit the incarnate soft cap, and with all the defense debuffs flying around, ideally a few percent more. In groups, there are usually defense buffs of some sort, so you can relax that a bit. And if you stick to non-incarnate content, hitting 59%+ defense becomes very wasteful.

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9 minutes ago, Werner said:

The right goal depends on how you play.

Sure. Let's rephrase it to the scope of possibilities rather than the one true build. I'm interested in the different thoughts on where to take things.

 

Even in a few responses we've seen people building for a lot of res, or some, or only S/L. It's quite interesting that /SR can be built successfully in different ways.

 

Having said that, I think I'm mostly considering my own build ideas from a solo point-of-view. I do team a lot, but I tend to judge my builds by 'what happens when you get stuck on your own?'

Edited by Metatheory
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53 minutes ago, Metatheory said:

44% is still a lot considering you are building that up all from set bonuses, is that correct? How are you getting to that number?

yeah, Tough & Sets/Uniques. wasn't easy ...tho i also didn't want to sell any attacks short, skimp on +Rech, or have garbage EndRatio.

59 minutes ago, Metatheory said:

most of my /SR KO's have come when I get hit by two big numbers back to back - most recently by Odysseus on Mortimer Kal SF. In those cases you never get the benefit as you just kind of jump straight past it before it kicks in. I find it difficult to judge how much extra survivability it gives, and therefore how much to lean on it in the overall build concept.

the scaling Res mechanic won't always save you from times like that (huge 1st spike, followed by big DoTs), but consider how much less dmg you'll take with a good +Res base ...and then remember that with no care given to +Res, you'd have suffered the same demise anyway (  ;D  ). might even give you that extra moment to pop a green? makes sense the strategy would work best vs lower dmg spikes, but anticipating nasty AV spikes with Rune has worked out pretty well once i got slotted-up.

i 1st tried this concept on a Spine Scrap, but the lower HP & Res cap didn't let it shine... and living within the last 5-15% of HP was just too slim with dmg spikes. really runnin with it this time on a Claw Brute, and the non-debuffable Heal procs are now noticeable. slowed?...don't matter. hit by -Regen?...don't matter.

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1 hour ago, Metatheory said:

Let's rephrase it to the scope of possibilities rather than the one true build... I think I'm mostly considering my own build ideas from a solo point-of-view. I do team a lot, but I tend to judge my builds by 'what happens when you get stuck on your own?'

For leveling, I would probably try to get to 45% by maybe my mid 30s or by 40, because it makes such a difference. I'd use the two defense uniques, Weave, either Combat Jumping or Hover, maybe Maneuvers. I wouldn't worry much about resists or healing. Other than defense, I'd mostly focus on damage. Then I'd adjust the difficulty settings to match what my build was capable of, slowly increasing them as I leveled. 

 

For mostly solo play on a finished build:

  • If I avoided incarnate content, and took it easy on my difficulty settings, or at least picked easy groups if running +4x8, I'd do similar to the leveling build, just at a higher price point, giving me more of everything.
  • If I avoided incarnate content, but liked to run +4x8, and wanted to be able to dive into any enemy group, and wanted to be able to do it even if for some reason I was out of purples, I might shoot for 48% to 50% defense to make it extremely difficult to be debuffed even a little under 45%, then get fairly serious with resists and healing of some sort.
  • If I did sometimes do incarnate content, but only on big teams, I'd amend the above two to maybe 55% defense, figuring someone's going to get me the rest of the way to the incarnate soft cap, and there will be other buffs and heals keeping me alive.
  • If I liked soloing Dark Astoria arcs, I'd shoot for the incarnate soft cap at 59%. With all the incarnate powers, that makes them only run of the mill +1s at max settings, so the build can then mostly focus on damage. Unless I also liked soloing normal content at max difficulty settings, since they'd be +3, and would hit me just as easily as the incarnate enemies.
  • If I liked soloing Dark Astoria arcs on +4x8 without inspirations, I'd want to be in the neighborhood of 62% defenses for defense debuffs, and probably take survivability in the rest of the build reasonably seriously. I'd want some way to handle endurance debuffs and drains, which can be an issue with some enemies without using blues.
  • If I wanted to do it all, I'd build like my actual build. Though looking at it now, I'd probably make tweaks, like picking up more recharge debuff resistance. Not sure. It's fine as is though.

So my approach would be based on solo vs. team, incarnate vs. regular, how much I like cranking up the game difficulty, and if I go even farther and apply restrictions to myself like no inspirations.

Edited by Werner
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17 hours ago, Metatheory said:
18 hours ago, Troo said:

!??!!

 

Super Reflex on a brute can hit 45%+ melee, AoE, Ranged by level 30.. with single origin enhancements and two IO globals.

Yeah, but that is not quite what I would call super easy. There are plenty of people playing the game who don't know they can sell their merits as converters and think those globals are out of reach price-wise. 

Oh no. Highest effective defense is not 'super easy'..

 

except.. it is easy with only two lvl 30 per defensive power a new player can get within a Luck inspiration of 45%+. Actually a player can get there for all ranged and melee by lvl 21.

 

the low slotting requirements open up all sorts of possibilities.

 

Edited by Troo
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"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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17 hours ago, Werner said:

If I liked soloing Dark Astoria arcs, I'd shoot for the incarnate soft cap at 59%. With all the incarnate powers, that makes them only run of the mill +1s at max settings, so the build can then mostly focus on damage. Unless I also liked soloing normal content at max difficulty settings, since they'd be +3, and would hit me just as easily as the incarnate enemies.

Interesting. I love DA. And yet, both my brute and my scrapper claws/sr users sit at only around 46-52% defense to MRA (melee always being the highest, of course) and that's KNOWING that everyone in DA is sporting that +13% tohit buff but I still tear through them with nary a thought. Probably because I have barrier on both.

 

To the topic, SR is just awesome. It's more awesome on brutes because of the higher base HP benefiting both your survival on its own and more so your scaling damres. This is doubly true on tanks.

 

As others have said, if you want to see how your scaling resists benefit you, just monitor S/E/F resistance and learn to love the deep orange/red health bar.

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3 minutes ago, Bill Z Bubba said:

Interesting. I love DA. And yet, both my brute and my scrapper claws/sr users sit at only around 46-52% defense to MRA (melee always being the highest, of course) and that's KNOWING that everyone in DA is sporting that +13% tohit buff but I still tear through them with nary a thought. Probably because I have barrier on both.

Where are you sitting for damage resistances, Bill Z?

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1 hour ago, Bill Z Bubba said:

Interesting. I love DA. And yet, both my brute and my scrapper claws/sr users sit at only around 46-52% defense to MRA (melee always being the highest, of course) and that's KNOWING that everyone in DA is sporting that +13% tohit buff but I still tear through them with nary a thought. Probably because I have barrier on both.

I guess with the rest of your build in good shape, and with the incarnate levels, they still can’t kill you since they’re just +1. I never tried it at lower defense. Since it’s “easy” to get to 59%, and it means getting hit less than 1/2 as often, it would probably still be my target. Nice to know it can be done with less, though.

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14 minutes ago, Werner said:

I guess with the rest of your build in good shape, and with the incarnate levels, they still can’t kill you since they’re just +1. I never tried it at lower defense. Since it’s “easy” to get to 59%, and it means getting hit less than 1/2 as often, it would probably still be my target. Nice to know it can be done with less, though.

I bet the fact that they're +1 has a whole lot to do with this and other things. Example: it only takes me about twice as long, last I checked, to PL an alt to 50 using BZB and DA as it does with my fire farmer in AE. And that is fully due to both the lack of an XP nerf in DA as well as the enemies only being +1.

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  • 1 year later
On 8/30/2020 at 11:08 AM, Werner said:

Here's how I approached it - hit the incarnate soft cap with the help of Agility Core to save on required set bonuses, with a slight margin to help keep from dropping below the incarnate soft cap when debuffed, Agility Core also helps manage endurance, use high regeneration, Siphon Life and Rebirth for healing, get enough recharge for the top chain, crank up the hit points to help manage the big hits, focus on SLEN resists to stack with your scaling resists to make you difficult to put down even if your hit points have to be low for it. Seems to work pretty well.

 

  Reveal hidden contents

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Sergei: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Smite -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(5), SprBrtFur-Acc/Dmg/EndRdx/Rchg(5), SprBrtFur-Rech/Fury(7)
Level 1: Focused Fighting -- ShlWal-Def(A), ShlWal-Def/EndRdx(7), ShlWal-Def/EndRdx/Rchg(9), ShlWal-ResDam/Re TP(9), Ksm-ToHit+(11)
Level 2: Shadow Maul -- Arm-Dmg(A), Arm-Dmg/Rchg(11), Arm-Acc/Dmg/Rchg(13), Arm-Acc/Rchg(13), Arm-Dmg/EndRdx(15), Arm-Dam%(15)
Level 4: Focused Senses -- ShlWal-Def(A), ShlWal-Def/EndRdx(27), ShlWal-Def/Rchg(27), ShlWal-Def/EndRdx/Rchg(29)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 8: Siphon Life -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(29), TchoftheN-Acc/EndRdx/Heal/HP/Regen(31), Hct-Acc/Dmg/Rchg(31), Hct-Dmg/EndRdx(31), Hct-Dam%(33)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Kick -- FrcFdb-Rechg%(A)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Max HP%(33), StdPrt-ResDam/Def+(34), GldArm-3defTpProc(34)
Level 16: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(36), ShlWal-Def/Rchg(36), ShlWal-Def/EndRdx/Rchg(36)
Level 18: Dark Consumption -- PrfShf-EndMod/Acc/Rchg(A), PrfShf-Acc/Rchg(34), PrfShf-EndMod/Acc(37)
Level 20: Evasion -- ShlWal-Def(A), ShlWal-Def/EndRdx(37), ShlWal-Def/Rchg(37), ShlWal-Def/EndRdx/Rchg(39), LucoftheG-Def/Rchg+(50)
Level 22: Dodge -- LucoftheG-Def/Rchg+(A)
Level 24: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/Rchg(39)
Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(40)
Level 28: Lucky -- ShlWal-Def(A), ShlWal-Def/Rchg(40), ShlWal-Def/EndRdx(42), ShlWal-Def/EndRdx/Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 32: Midnight Grasp -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(43), SprUnrFur-Acc/Dmg/Rchg(43), SprUnrFur-Dmg/EndRdx/Rchg(43), SprUnrFur-Acc/Dmg/EndRdx/Rchg(45), SprUnrFur-Rchg/+Regen/+End(45)
Level 35: Superior Conditioning -- PrfShf-End%(A), PwrTrns-+Heal(48)
Level 38: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(48)
Level 41: Physical Perfection -- PrfShf-End%(A), Mrc-Rcvry+(48), Pnc-Heal/+End(50), Prv-Absorb%(50)
Level 44: Quickness -- Run-I(A)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Elude -- Rct-ResDam%(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury 
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(21)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(21), PrfShf-EndMod/Rchg(23), PrfShf-EndMod/Acc/Rchg(23), PrfShf-Acc/Rchg(25), PrfShf-EndMod/Acc(25)
Level 50: Agility Core Paragon 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Rebirth Radial Epiphany 
Level 50: Assault Core Embodiment 
Level 50: Degenerative Radial Flawless Interface 
------------

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Curious why you took Hasten? Isn't perma-something or other 210? You have 210.5% with out Hasten. Could you swap for Soul Drain and get another chunk of DPS?

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1 hour ago, Daramar said:

Curious why you took Hasten? Isn't perma-something or other 210? You have 210.5% with out Hasten. Could you swap for Soul Drain and get another chunk of DPS?

 

His actual total is +147.5% with hasten up. 11 second downtime. Ya gotta disable the force feedback +recharge in kick.

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     IIRC (dead computer can't check in Mids or in-game) you need a total of 275% for perma-Hasten.  ~100% of that in Hasten itself and another 175% in global recharge to perma.

 

Edit:  Day job plus SG empowerment buff could add enough to put the BZB's over the edge.

Edited by Doomguide2005
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