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Need some help with a SS Brute


Prinny25

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Hey I need some help on a build for a Super Strength Brute what would be a good secondary power to pair with SS? I was thinking between Regeneration, Invulnerability or Stone Armor and I'm open to the other secondary powers.


Thank you for your time and help

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Fire armor if you want to be a glass beast. Even with the crash I still love playing this combo. Took my s/l to 45% and melee to 40% with 70% resistance to s/l. I also have high recharge and use footstomp every 4s (with kb to kd io) when crashing to keep tossing them.

 

I also tried  ss with energy aura to help with rage crash. I pumped my s/l to 60% softcapped to everything but psy. Energy drain helps with endurance and can put me at 45% defenses when I crash; if you get hit you can also heal with energize. I also sit at 60% resistances to s/l to help minimize death. 

 

EA is a really powerful set imo so, I had to see if it could mitigate rage crash. So far it's done the best job so far for me without gimping the build.

I recommend EA if you can use io's as I haven't tried it without them.

 

I'm not too sure about the performance of the sets you were looking at paired with ss but out of those invulnerability would be the one I'd choose.

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Stone would leave you the Toughest, but your chief enemy?
Stairs.  Hell, with curb minions!

Invuln will leave you a stone cold beast

 

Spoiler

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!

Breakin' A Foot Off: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Villain Profile:
Level 1: Punch -- 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: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(7), RctArm-ResDam/Rchg(9), RctArm-ResDam/EndRdx/Rchg(9), StdPrt-ResDam/Def+(11), GldArm-3defTpProc(11)
Level 2: Haymaker -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(13), SprUnrFur-Acc/Dmg/Rchg(13), SprUnrFur-Dmg/EndRdx/Rchg(15), SprUnrFur-Acc/Dmg/EndRdx/Rchg(15), SprUnrFur-Rchg/+Regen/+End(17)
Level 4: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(23)
Level 6: Dull Pain -- DctWnd-Heal/Rchg(A)
Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Rchg/HoldProc(27)
Level 10: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(29), RctArm-ResDam/Rchg(29), RctArm-ResDam/EndRdx/Rchg(31)
Level 12: Kick -- FrcFdb-Rechg%(A)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), ShlWal-ResDam/Re TP(31), Rct-ResDam%(33)
Level 16: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(34)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(34)
Level 20: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(34), RctArm-ResDam/Rchg(36), RctArm-ResDam/EndRdx/Rchg(36)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 26: Hurl -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(40)
Level 28: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
Level 32: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43)
Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 41: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(45), SprEnt-End/Rchg(46), SprEnt-Acc/Hold/End(46), SprEnt-Acc/Hold/End/Rchg(46), SprEnt-Rchg/AbsorbProc(48)
Level 44: Fire Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(48), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(50), Thn-Acc/Dmg/EndRdx(50), Thn-Dmg/EndRdx/Rchg(50)
Level 47: Assault -- EndRdx-I(A)
Level 49: Super Jump -- WntGif-ResSlow(A)
Level 1: Fury
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(19)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
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 4: Ninja Run
Level 50: Agility Core Paragon
------------

 

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And a slightly slower but more generally durable.

 

Spoiler

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!

BTTH NAH BAH!: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed

Villain Profile:
Level 1: Punch -- 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: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(7), RctArm-ResDam/Rchg(9), RctArm-ResDam/EndRdx/Rchg(9), GldArm-3defTpProc(11), StdPrt-ResDam/Def+(11)
Level 2: Haymaker -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(13), SprUnrFur-Acc/Dmg/Rchg(13), SprUnrFur-Dmg/EndRdx/Rchg(15), SprUnrFur-Acc/Dmg/EndRdx/Rchg(15), SprUnrFur-Rchg/+Regen/+End(17)
Level 4: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(23)
Level 6: Dull Pain -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(50)
Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Rchg/HoldProc(27)
Level 10: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(29), RctArm-ResDam/Rchg(29), RctArm-ResDam/EndRdx/Rchg(31)
Level 12: Kick -- Empty(A)
Level 14: Combat Jumping -- ShlWal-Def(A), ShlWal-Def/EndRdx(31), ShlWal-Def/EndRdx/Rchg(31), ShlWal-ResDam/Re TP(33), Rct-ResDam%(33)
Level 16: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(34)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(34)
Level 20: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(36), RctArm-ResDam/Rchg(36), RctArm-ResDam/EndRdx/Rchg(36)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37)
Level 24: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(39), ShlWal-Def/Rchg(39), ShlWal-Def/EndRdx/Rchg(39)
Level 26: Hurl -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Rchg/SlowProc(42)
Level 28: Invincibility -- ShlWal-Def(A), ShlWal-Def/EndRdx(42), ShlWal-Def/Rchg(43), ShlWal-Def/EndRdx/Rchg(43)
Level 30: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(43), ShlWal-Def/Rchg(45), ShlWal-Def/EndRdx/Rchg(45)
Level 32: Foot Stomp -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(45), Erd-Acc/Dmg/EndRdx/Rchg(46), ClvBlo-Acc/Dmg(46), ClvBlo-Dmg/EndRdx(46), ClvBlo-Dmg/Rchg(48)
Level 35: Tough Hide -- ShlWal-Def(A), ShlWal-Def/EndRdx(48), ShlWal-Def/Rchg(48), ShlWal-Def/EndRdx/Rchg(50)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 41: Assault -- EndRdx-I(A)
Level 44: Super Jump -- WntGif-ResSlow(A)
Level 47: [Empty]
Level 49: [Empty]
Level 1: Fury
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(19)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
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 4: Ninja Run
Level 50: Agility Core Paragon
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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38 minutes ago, Erratic1 said:

I will not tell you it is better than other choices people have mentioned but I am quite happy with  my SS/Bio Brute and was happy with him before IOs. 


I like the basic premise of Bio.
And childish as it may paint me, I just CAN'T get past the "dookie armor" asthetic.

  • Haha 2

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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1 minute ago, Hyperstrike said:


I like the basic premise of Bio.
And childish as it may paint me, I just CAN'T get past the "dookie armor" asthetic.

Trick is to work its effects into your character concept (though the ablative shield ability is nigh unworkable). It really needs a minimal FX option.

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18 hours ago, Tantricsecrets said:

I put that in knockout blow because I can't stand knock back. 

Foot stomp is .67 magnitude, KB->KD enhancement turns anything into a .67 magnitude attack KD.  Its doing nothing, remove the IO and set a farm to +0/8 since the magnitude is based on even level.  Nothing will fly back, if you use hand clap that will knock them back.  

 

I retired my SS/Fire, was just not fun with rage crash.  Rolled a Psi/Fire farmer, that is mag 5 knockup and its straight up.  If I am bored, I just go find a pack of Hellions or Skulls then hit Mass Levitate which is basically foot stomp.  Low level punks fly so high up I can't even screen hot them going vertical but I can get them comming down.  And ML is a great way to get a cat out of a tree....thats 50 feet up...throwing Skulls at it....from 3 blocks away.

"Farming is just more fun in my opinion, beating up hordes of angry cosplayers...."  - Coyotedancer

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43 minutes ago, Outrider_01 said:

Foot stomp is .67 magnitude, KB->KD enhancement turns anything into a .67 magnitude attack KD.  Its doing nothing, remove the IO and set a farm to +0/8 since the magnitude is based on even level.  Nothing will fly back, if you use hand clap that will knock them back.  

 

I retired my SS/Fire, was just not fun with rage crash.  Rolled a Psi/Fire farmer, that is mag 5 knockup and its straight up.  If I am bored, I just go find a pack of Hellions or Skulls then hit Mass Levitate which is basically foot stomp.  Low level punks fly so high up I can't even screen hot them going vertical but I can get them comming down.  And ML is a great way to get a cat out of a tree....thats 50 feet up...throwing Skulls at it....from 3 blocks away.


Try building for max Resists on your SS/Fire.
Trying to hybrid huge Defense onto a Resist-based armor type, especially when you have no DDR, means you become an eggshell.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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20 hours ago, Hyperstrike said:


I like the basic premise of Bio.
And childish as it may paint me, I just CAN'T get past the "dookie armor" asthetic.

There are Non-Carapace armor VFX options for all of the powers, but then you end up looking like a "Cloud of Clouds" in the same vein as Radiation Armor. On my Bio/Mace Tanker, I only kept the carapace on the swingin' arm, and that looks pretty good.

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19 hours ago, Tantricsecrets said:

I put that in knockout blow because I can't stand knock back. 

Force Feedback: +Recharge does not modify Knockback. It gives you 5 seconds of +100% recharge.

 

There is a video at this link showing its effect: 

 

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2 hours ago, Hyperstrike said:


Try building for max Resists on your SS/Fire.
Trying to hybrid huge Defense onto a Resist-based armor type, especially when you have no DDR, means you become an eggshell.

Fire farmer, max fire resist built in and when  a pack of 16 at agro cap hits than you melt as defense is the primary mitigation of +4 followed by resist.  Just not fun when rage crashes, 200 -300 damage mitigated down 90% is still 20 - 30 × 16 = 320 - 480 in a short period if not more from DOT, pop healing flame which can get to 10ish second recharge or about same duration as rage crash.  At this point, the second round of incoming damage hits so your down to 60ish hit points when a possible 3rd wave hits near the end of rage crash.  Inspiration for heals and def are being eaten for reds.  Lots of micromanagement. 

 

SS works as a farmer but it's just not a fun combo when you have fast recharge rage and micromanage the hit point bar every 60 seconds.

 

Edit:  i am acting like a smooth brained monkey, my only suggestion was to add a +recharge to foot stomp and explained why I didn't like SS.  That recharge made rage return faster for a farmer, partially works against you unless you enjoy a real active farm combo.

Edited by Outrider_01

"Farming is just more fun in my opinion, beating up hordes of angry cosplayers...."  - Coyotedancer

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Yea, sorry I worded it wrong I put force feedback in knockout blow and sudden acceleration in footstomp along with 5 armageddons. I don't mind the kb in knockout blow because it's just one enemy and mostly knockup but, footstomp scatters them so I use sudden acceleration in it.

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