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My Staff Fighting / Super Reflexes Brute hit level 50..and now?


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Posted

Hi everyone, 

 

its me again, another fighter for the good has reached Incarnate Status. Leveling was real fun with this SetCombination and now, after i reached 50, i am thinking about how to create a decent build. It is my first brute with this combination. 

 

If there is already a decent build hidden in this forum, please point me to there, i didn't find anything.

 

Else i would really appreciate some guidance in creating a build and what to take into consideration.

 

Thanks a lot in advance,

Mai

Posted

Haven't seen one either but if you played it to 50 you must have an idea of which attacks you like and what power pools you took. Throw something on so we have an idea. Do that and your pretty much guaranteed someone somewhere will have played one as well and be able to tweak what you have. Otherwise its just another players build and playing someone elses is rarely fun. 

Posted

Finally got new mids installed and forums are down so.....you didn't specify anything, i just threw in whatever. I don't like tanks/brutes/scraps with no damage aura but sorcery gives enflame which i never considered before:

 

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

STAFF SR SORCERY: Level 49 Magic Brute
Primary Power Set: Staff Fighting
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Villain Profile:
------------
Level 1:    Mercurial Blow            DS:DSyncAccDam(A), DS:DSyncDamEnd(3), AchHee-ResDeb%(3), TchofLadG-%Dam(5)
Level 1:    Focused Fighting        RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(5), RedFrt-EndRdx/Rchg(7), RedFrt-Def/EndRdx/Rchg(7), RedFrt-Def(9), RedFrt-EndRdx(9)
Level 2:    Guarded Spin            SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Dmg/EndRdx/Rchg(17), SprUnrFur-Acc/Dmg/Rchg(17), SprUnrFur-Acc/Dmg(19), SprUnrFur-Acc/Dmg/EndRdx/Rchg(19), Erd-%Dam(21)
Level 4:    Focused Senses            RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(21), RedFrt-EndRdx/Rchg(23), RedFrt-Def(23), RedFrt-EndRdx(25), RedFrt-Def/EndRdx/Rchg(25)
Level 6:    Eye of the Storm        SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), FrcFdb-Rechg%(29), Arm-Dam%(29), Erd-%Dam(31)
Level 8:    Staff Mastery    
Level 10:    Agile                LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/Rchg(31)
Level 12:    Practiced Brawler        RechRdx-I(A)
Level 14:    Kick                Empty(A)
Level 16:    Dodge                LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(33), LucoftheG-Def(33)
Level 18:    Serpent's Reach            Apc-Dam%(A), Apc-Dmg/EndRdx(33), Apc-Acc/Rchg(34), Apc-Acc/Dmg/Rchg(34), Apc-Dmg(34), FrcFdb-Rechg%(36)
Level 20:    Evasion                Rct-ResDam%(A), Rct-Def/Rchg(36), Rct-EndRdx/Rchg(36), Rct-Def/EndRdx(37), Rct-Def(37), Rct-Def/EndRdx/Rchg(37)
Level 22:    Tough                Ags-Psi/Status(A), Ags-ResDam(39), Ags-ResDam/EndRdx(39), Ags-ResDam/EndRdx/Rchg(39)
Level 24:    Weave                LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(40), ShlWal-Def(40), ShlWal-Def/EndRdx(48)
Level 26:    Mystic Flight            WntGif-ResSlow(A)
Level 28:    Lucky                LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(40), LucoftheG-Def(42)
Level 30:    Arcane Bolt            SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), FrcFdb-Rechg%(43), GldJvl-Dam%(43), ExpStr-Dam%(43)
Level 32:    Sky Splitter            SprBrtFur-Rech/Fury%(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(45), SprBrtFur-Acc/Dmg(45), SprBrtFur-Dmg/Rchg(45), SprBrtFur-Acc/Dmg/Rchg(46), SprBrtFur-Dmg/EndRdx/Rchg(46)
Level 35:    Quickness            Run-I(A)
Level 38:    Enflame                SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx(46), Rgn-Dmg/EndRdx(47), Rgn-Dmg(47)
Level 41:    Rune of Protection        StdPrt-ResDam/Def+(A), GldArm-3defTpProc(47)
Level 44:    Hasten                RechRdx-I(A), RechRdx-I(48)
Level 47:    Combat Jumping            LucoftheG-Def/Rchg+(A), Ksm-ToHit+(48)
Level 49:    Focused Accuracy        DS:DSyncEndToHitDef(A)
Level 1:    Brawl                Empty(A)
Level 1:    Fury    
Level 1:    Sprint                Empty(A)
Level 2:    Rest                Empty(A)
Level 1:    Swift                Empty(A)
Level 1:    Health                Pnc-Heal/+End(A), Mrc-Rcvry+(11), NmnCnv-Regen/Rcvry+(11), Prv-Absorb%(13)
Level 1:    Hurdle                Empty(A)
Level 1:    Stamina                PrfShf-End%(A), PrfShf-EndMod(13), PwrTrns-+Heal(15), PwrTrns-EndMod(15)
Level 1:    Combo Level 1    
Level 1:    Combo Level 2    
Level 1:    Combo Level 3    
Level 8:    Form of the Body    
Level 8:    Form of the Mind    
Level 8:    Form of the Soul    
Level 30:    Arcane Power    
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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  • Like 1
Posted

I've done this as a Tanker, but a Brute is a bit trickier. Some concerns:

  • SR Tankers/Brutes ideally want 40%+ resists before the scaling kicks in. On a Tanker, the ATO proc can account for almost a third of this.
  • Staff AE is primarily cones. Going from a 10 target cap to a 5 target cap on 90 degree arc/10 foot range cones is a big deal.
  • Tankers have substantially more health than Brutes and health has an unusually strong impact on SR survivability.

The single target attacks for Staff are Mercurial (29.49 dpa), Precise (41.71 dpa), Reach (37.92 dpa) and Skysplitter (49.29 dpa w/mechanic). Given redraw/set mechanics limiting the value of epic/patron nukes, probably the best rotation at achievable levels of recharge would be Precise/Reach/Precise/Skysplitter.

 

The following would be a decent starting place:

Spoiler

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Staff Fighting
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Earth Mastery

Villain Profile:
Level 1: Precise Strike

  • (A) Hecatomb - Chance of Damage(Negative)
  • (3) Hecatomb - Damage/Recharge
  • (3) Hecatomb - Damage/Endurance
  • (5) Hecatomb - Accuracy/Recharge
  • (5) Hecatomb - Accuracy/Damage/Recharge
  • (7) Touch of Death - Chance of Damage(Negative)

Level 1: Focused Fighting

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (7) Shield Wall - Defense
  • (9) Shield Wall - Defense/Endurance
  • (9) Shield Wall - Defense/Endurance/Recharge

Level 2: Guarded Spin

  • (A) Armageddon - Chance for Fire Damage
  • (11) Armageddon - Damage/Endurance
  • (11) Armageddon - Damage/Recharge
  • (13) Armageddon - Accuracy/Damage/Recharge
  • (13) Armageddon - Accuracy/Recharge
  • (15) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 4: Focused Senses

  • (A) Shield Wall - Defense/Endurance
  • (15) Shield Wall - Defense
  • (17) Shield Wall - Defense/Endurance/Recharge
  • (17) Shield Wall - Endurance/Recharge

Level 6: Agile

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (19) Luck of the Gambler - Defense
  • (19) Kismet - Accuracy +6%

Level 8: Staff Mastery 


Level 10: Practiced Brawler
  • (A) Endurance Reduction IO
Level 12: Kick
  • (A) Empty
Level 14: Tough
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (21) Steadfast Protection - Resistance/+Def 3%
  • (23) Impervious Skin - Status Resistance/Regeneration
  • (23) Unbreakable Guard - +Max HP
  • (25) Unbreakable Guard - Resistance
  • (25) Unbreakable Guard - Resistance/Endurance
Level 16: Dodge
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (27) Luck of the Gambler - Defense
Level 18: Serpent's Reach
  • (A) Apocalypse - Chance of Damage(Negative)
  • (27) Apocalypse - Damage/Recharge
  • (29) Apocalypse - Accuracy/Damage/Recharge
  • (29) Apocalypse - Accuracy/Recharge
  • (31) Apocalypse - Damage/Endurance
  • (31) Explosive Strike - Chance for Smashing Damage
Level 20: Evasion
  • (A) Shield Wall - Defense/Endurance
  • (31) Shield Wall - Defense
  • (33) Shield Wall - Defense/Endurance/Recharge
  • (33) Shield Wall - Endurance/Recharge
  • (50) Perfect Zinger - Chance for Psi Damage
Level 22: Weave
  • (A) Shield Wall - Defense/Endurance
  • (33) Shield Wall - Defense
  • (50) Shield Wall - Defense/Endurance/Recharge
  • (50) Shield Wall - Endurance/Recharge
Level 24: Combat Jumping
  • (A) Winter's Gift - Slow Resistance (20%)
  • (42) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
Level 26: Innocuous Strikes
  • (A) Superior Brute's Fury - Damage/Recharge
  • (34) Superior Brute's Fury - Accuracy/Damage/Recharge
  • (34) Superior Brute's Fury - Damage/Endurance/RechargeTime
  • (34) Superior Brute's Fury - Accuracy/Damage
  • (36) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge
  • (36) Superior Brute's Fury - Recharge/Fury Bonus
Level 28: Lucky
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (36) Luck of the Gambler - Defense
Level 30: Hover
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (43) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 32: Sky Splitter
  • (A) Superior Unrelenting Fury - Damage/Endurance/RechargeTime
  • (37) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime
  • (37) Superior Unrelenting Fury - Damage/RechargeTime
  • (37) Superior Unrelenting Fury - Accuracy/Damage
  • (39) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime
  • (39) Superior Unrelenting Fury - RechargeTime/+Regen/+End
Level 35: Quickness
  • (A) Empty
Level 38: Salt Crystals
  • (A) Fortunata Hypnosis - Sleep/Endurance
  • (39) Fortunata Hypnosis - Sleep
  • (40) Fortunata Hypnosis - Sleep/Recharge
  • (40) Fortunata Hypnosis - Accuracy/Sleep/Recharge
  • (40) Fortunata Hypnosis - Accuracy/Recharge
  • (42) Call of the Sandman - Chance of Heal Self
Level 41: Fly
  • (A) Hypersonic - Flying / Increased Fly Protection
  • (43) Hypersonic - Endurance
Level 44: Evasive Maneuvers
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 47: Taunt
  • (A) Perfect Zinger - Chance for Psi Damage
  • (48) Perfect Zinger - Threat/Placate
  • (48) Perfect Zinger - Threat/Placate/Recharge/Range
  • (48) Perfect Zinger - Threat/Placate/Range
Level 49: Elude
  • (A) Reactive Defenses - Scaling Resist Damage
Level 1: Health
  • (A) Panacea - +Hit Points/Endurance
  • (21) Numina's Convalesence - +Regeneration/+Recovery
  • (43) Preventive Medicine - Chance for +Absorb
  • (45) Regenerative Tissue - +Regeneration
  • (45) Miracle - +Recovery
  • (46) Numina's Convalesence - Heal
Level 1: Hurdle
  • (A) Empty
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
  • (45) Performance Shifter - EndMod
  • (46) Power Transfer - Chance to Heal Self
  • (46) Performance Shifter - EndMod/Recharge

 

However, be aware that this build is almost 1000 health short of what a similar Tanker build would be, so it will be far more vulnerable to massive single hits from AV/GM. Either Soul or Body should work - Soul for the Regen/Recovery, Body to put you over 40% resists.

  • Like 1
Posted

I am really busy at the moment and didn't have time to go through your suggestions, but promise i will do. 🙂

Posted (edited)
On 5/17/2022 at 6:44 PM, Hjarki said:

SR Tankers/Brutes ideally want 40%+ resists before the scaling kicks in. On a Tanker, the ATO proc can account for almost a third of this.

 

Closer to half that at 6.7*3=20.1.

 

On 5/17/2022 at 6:44 PM, Hjarki said:

Given redraw

 

@BillyMailman proved that redraw does not effect DPS. At least on the sets he tested with.

 

The rest of what your post points to is dead on. SR on a tanker, regardless of how you go about building it, is freaking incredible. The mitigation differences are as stark between a tank and a brute as they are on the offense side between a brute and a scrapper.

Edited by Bill Z Bubba
  • Thumbs Up 1
Posted (edited)

     Can't use Mids currently so how much health are we talking about in @Hjarki's build (Brute vs Tanker) and the 1000 greater health in a Tanker version?  And does this assume Accolades?

 

Edit:  can only wonder how incredibly durable my Scrapper would be sitting at over 3100 heath!  (Nevermind pushing 90% resists) 

 

Edit2:  woops that should be 90% damage resistance 

Edited by Doomguide2005
Posted

Tankers have 400 more base health than Brutes. While SR builds don't focus exclusively on health, they do tend to put a considerable emphasis on it despite receiving none from the armor set itself. So you can probably expect that disparity to grow by 30% or more even with identical slotting - and the slotting isn't identical because Tankers have to devote a lot less effort into hitting defensive breakpoints.

  • 1 month later
Posted
On 5/18/2022 at 12:44 AM, Hjarki said:

I've done this as a Tanker, but a Brute is a bit trickier. Some concerns:

  • SR Tankers/Brutes ideally want 40%+ resists before the scaling kicks in. On a Tanker, the ATO proc can account for almost a third of this.
  • Staff AE is primarily cones. Going from a 10 target cap to a 5 target cap on 90 degree arc/10 foot range cones is a big deal.
  • Tankers have substantially more health than Brutes and health has an unusually strong impact on SR survivability.

The single target attacks for Staff are Mercurial (29.49 dpa), Precise (41.71 dpa), Reach (37.92 dpa) and Skysplitter (49.29 dpa w/mechanic). Given redraw/set mechanics limiting the value of epic/patron nukes, probably the best rotation at achievable levels of recharge would be Precise/Reach/Precise/Skysplitter.

.........

However, be aware that this build is almost 1000 health short of what a similar Tanker build would be, so it will be far more vulnerable to massive single hits from AV/GM. Either Soul or Body should work - Soul for the Regen/Recovery, Body to put you over 40% resists.

 

As i am back now, i am going through your build and first, thank you 2 for helping me. 

 

I was wondering why you added Earth Mastery and Salt Crystals and Flight?

 

- In my personal view (style over substance and stuff), a close combat fighter doesn't fly. (exception is Superman Family 🙂 I would prefer Superjump for this toon.

 

- Earth Mastery somehow doesn't 'feel' right, what could fulfil similar need?

 

Thank you for your help

Mai

 

 

Posted

Salt Crystals isn't strictly necessary. However, it slots a purple set and gives a small form of self-healing.

 

In terms of Flight, Hover-tanking can be useful with Staff since it has such a solid range and an emphasis on Cone AE.

 

However, as with most builds, the goal isn't to copy it directly but look at it in parts. You want to get an idea how things can be slotted, what powers make sense to take, and what limits you can hit with the build.

  • Like 1
  • Thumbs Up 1

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