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Salvaging My DM/Rad


Erratic1

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I had such hopes for DM/Rad when I started.

 

Somewhere in the 30s I started to feel a bit squishy. I told myself, "Quirks of not having a final build in place or using IOs." I pushed on to 50 while trying to finalize a build for him. I more than admit up front I am not a build god, but I had no idea what type of a monstrosity DM/Rad is when it comes to having places to hang the appropriate IOs. Start a build, see it going nowhere, start over on new build, see it going nowhere, repeat. So the guy sat on the shelf, I stopped playing for year, came back, and for some reason this morning decided to have a go at it again since I think I have gotten a bit better at building.

 

Its a low priority thing. I currently have a Brute I am very happy with that I am working on, but I would like to get back to this guy someday. I understand that higher level foes and AVs will resist Darkest Night's To-Hit debuff heavily but rather than going Mu Mastery and having another 3 set of Artillery slotted, debuffing To-Hit seemed like it might be the better choice. So any suggestions whatsoever will be welcome.

 

Spoiler

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Radiation Armor
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Shadow Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5)
Level 1: Alpha Barrier -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(5), Ags-ResDam(7), GldArm-3defTpProc(7)
Level 2: Smite -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(11)
Level 4: Shadow Maul -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(13), Erd-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Proton Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(15), Ags-ResDam/EndRdx/Rchg(17), Ags-ResDam(17)
Level 8: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21), SprBlsCol-Rchg/HoldProc(23)
Level 10: Fly -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-ResSlow(23)
Level 12: Fallout Shelter -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(25), Ags-Psi/Status(25), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Max HP%(29)
Level 14: Gamma Boost -- Prv-Heal(A), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(31)
Level 16: Radiation Therapy -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(31), SprBrtFur-Acc/Dmg/Rchg(31), SprBrtFur-Dmg/EndRdx/Rchg(33), SprBrtFur-Acc/Dmg/EndRdx/Rchg(33), SprBrtFur-Rech/Fury%(33)
Level 18: Dark Consumption -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(34), Erd-Acc/Dmg/EndRdx/Rchg(34)
Level 20: Boxing -- Empty(A)
Level 22: Beta Decay -- HO:Enzym(A), HO:Enzym(34), HO:Enzym(36)
Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(36), Ags-ResDam(36), StdPrt-ResDam/Def+(37)
Level 26: Soul Drain -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(37), Erd-Acc/Dmg/EndRdx/Rchg(37)
Level 28: Particle Shielding -- Prv-Heal(A), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39), RechRdx-I(39)
Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(40), Rct-Def/Rchg(40), Rct-ResDam%(40), ShlWal-ResDam/Re TP(42)
Level 32: Midnight Grasp -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(42), SprUnrFur-Acc/Dmg/Rchg(42), SprUnrFur-Dmg/EndRdx/Rchg(43), SprUnrFur-Acc/Dmg/EndRdx/Rchg(43), SprUnrFur-Rchg/+Regen/+End(43)
Level 35: Ground Zero -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(46)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 41: Gloom -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48)
Level 44: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(48), DarWtcDsp-ToHitdeb/Rchg/EndRdx(50)
Level 47: Soul Tentacles -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50)
Level 49: Meltdown -- Empty(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 -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(11)
Level 2: Stamina -- EndMod-I(A), PrfShf-End%(13)
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 
------------

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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

 

 

Edited by OneFootOnTheGas
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1 hour ago, OneFootOnTheGas said:

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.

 

 

While I intentionally went with lower Smashing/Lethal resistance, thinking, "Why have Scaling Resistance slotted if it isn't doing anything?" I like the resistance numbers on your build, particularly E/N/T/P.  I pride myself on being able to think outside the box, but I missed the notion of taking and not slotting Smite in favor of slots elsewhere. I tend to get reflexively take the initial powers from the standpoint of levelling but the low levels are over quickly. Yeah, I think I will reconsider the existence of Shadow Punch in the build.

 

Does anyone know how effective To-Hit debuff is? There is not a great difference between the 24.73% I have between Beta Decay and Darkest Night and the 21.58% you are showing with the two powers. If To-Hit debuff isn't that grand then I might as well save those slots.

 

Since Homecoming opened I have gotten away from my old standby of perma-Hasten, becoming considerably more ambivalent about it. I have a Fortunata Widow build that naturally gravitates towards it. Most other builds I have find opportunity costs less inviting. On DM/Rad being not quite at perma-Hasten seemed to be the best bang for the buck but I personally would not miss not even going down that path.

 

Depending on how hectic this weekend in, I may just have to spend some time planning out the love child of our two builds.

 

Thanks!

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9 minutes ago, Erratic1 said:

I think I will reconsider the existence of Shadow Punch in the build.

 

I haven't looked at the entire build (don't have the energy for that right now), but one thing I did with Shadow Punch on Dark Melee Scrappers is only give it 3 slots total (put in half of the Scrapper's Strike ATO set that I was splitting between it and Siphon Life).  Shadow Punch isn't used in the best attack chain (Midnight Grasp - Smite - Siphon Life - Smite) but it is useful if exemplared.  I never quite liked any build with Dark Melee where I skipped Shadow Punch, so if you can spare it the power pick, I'd say do so.

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2 minutes ago, Jacke said:

 

I haven't looked at the entire build (don't have the energy for that right now), but one thing I did with Shadow Punch on Dark Melee Scrappers is only give it 3 slots total (put in half of the Scrapper's Strike ATO set that I was splitting between it and Siphon Life).  Shadow Punch isn't used in the best attack chain (Midnight Grasp - Smite - Siphon Life - Smite) but it is useful if exemplared.  I never quite liked any build with Dark Melee where I skipped Shadow Punch, so if you can spare it the power pick, I'd say do so.

He cant spare the power pick.  I looked sat the build enough to see if throwing Rune of Protection on was possible.  It would take a hacksaw, bondo, and a lot of glue to even start.

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1 hour ago, Erratic1 said:

Does anyone know how effective To-Hit debuff is? There is not a great difference between the 24.73% I have between Beta Decay and Darkest Night and the 21.58% you are showing with the two powers. If To-Hit debuff isn't that grand then I might as well save those slots.

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.

 

 

Edited by OneFootOnTheGas
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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?

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On 3/12/2021 at 11:34 PM, Snarky said:

He cant spare the power pick.  I looked sat the build enough to see if throwing Rune of Protection on was possible.  It would take a hacksaw, bondo, and a lot of glue to even start.

 

Rune of Protection isn't as useful on melee toons with toggle or click strong mez protection or even other toons with other good access to mez protection.  It is definitely not worth putting in a build for a DM/Rad Brute.

 

And Rune of Protection is getting seriously nerfed in Issue 27 Page 2 (duration going from 90s to 60s).

 

I took a quick look at the build.  I am just not that familiar with Radiation Armor to make a build for this powerset combination.  But for Dark Melee, there is something wrong with a build with a useless Smite.  The sixth slots in powers with a WO set as well as the fifth slot with the Aegis set are candidates to be moved to Smite, because the Defense bonuses for AoE/Fire/Cold aren't worth it to get to the 25-30% range.  The extra slots in Health and Stamina are also candidates to move as they are marginal improvements and not worth underslotting Smite.

Edited by Jacke
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3 minutes ago, Jacke said:

I took a quick look at the build.  I am just not that familiar with Radiation Armor to make a build for this powerset combination.  But for Dark Melee, there is something wrong with a build with a useless Smite.  The sixth slots in powers with a WO set as well as the fifth slot with the Aegis set are candidates to be moved to Smite, because the Defense bonuses for AoE/Fire/Cold aren't worth it to get to the 25-30% range.

 

Are you taking into account that enemy Accuracy is being debuffed by both Beta Decay and Darkest Night?

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18 hours ago, Erratic1 said:

Are you taking into account that enemy Accuracy is being debuffed by both Beta Decay and Darkest Night?

 

No, I'd not done that.  Are they really in total in the 20-25% range, because that's what they'd need to be.  I'm basing it upon knowing how few mobs produce pure Fire and Cold damage as well as the other mitigations the toon has (defense + -tohit, damage resistances, absorb + regen + heal).  They're not worth nerfing a major component of the ST attack chain.

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10 hours ago, Jacke said:

 

No, I'd not done that.  Are they really in total in the 20-25% range, because that's what they'd need to be.  I'm basing it upon knowing how few mobs produce pure Fire and Cold damage as well as the other mitigations the toon has (defense + -tohit, damage resistances, absorb + regen + heal).  They're not worth nerfing a major component of the ST attack chain.

 

The build I posted has Beta Decay providing 8.78% and Darkest Night providing 15.95%.

The build OneFootOnTheGas posted has Beta Decay providing 5.63% and Darkest Night providing 15.95%.

 

Darkest Night is applied at range to a target and anything within a 25 radius of the target. Beta Decay radiates from the character to a radius of 8.

 

I do not know that the values are additive. They may be inverse multiplicative. If so the build I posted will get to 23.33% instead of 24.63% if they are additive. The build OneFootOnTheGas posted would get to 20.68% instead of 21.58 if they are additive.

Edited by Erratic1
fixed typo
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Defense and -ToHit should be additive.

 

However, the -ToHit will be reduced by Purple Patch effects.  At 50 and especially Incarnated, no one ever just fights even-con mobs.  In Mids, I change my base ToHit from 75% to 48% (the value for being -3 in level with respect to my toon's targets) so I build in enough ToHit and in-power and global +Acc.

 

All builds have to be a compromise of offense and defense.  Try to find the ways to build them up with as little investment as possible.  It's why I always try to have the Preventive Medicine special IO in a build, because its Absorb shield is amazing at helping to save my toons when their HP drops, for just one slot in an appropriate power.

 

Not slotting Dark Melee's Smite is a grave weakness in offense.  Especially for a Brute that needs to attack a lot to build Fury.

Edited by Jacke
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I too have one of these I leveling right now.  He is now lvl 47 and still feels squishy. I have my Ele/Dm tank (just about unkillable) and thought hey DM/RAD brute should put up some numbers and be able to not die. But pre-IO I found out that is not the case. I would love see a full build for an all round good use (off & def...solo farm and AV and fun times). I am super big fan of DM always have been.

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