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The Blender Brute - Advice/critiques wanted


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So this is a weird one. About a year ago I got this build to 50 and all decked out with sets and Incarnates. And it was fun to play! The basic idea is you spot some enemies, and roll up on them with Whirlwind going along with Lightning Field.  Fold Space to try and bunch up as many targets as possible, then Power Sink -> Build Up -> Lightning Rod, then spam Havoc Punch ->Thunder Strike -> Chain Induction until Build up and Lightning Rod are back, and reapply Haste, Energize, and Power Sink as they return as well. Repeat until everything is dead. It works pretty well, and it's fun to watch groups of mobs struggle between having no end and falling on their butts. It's fairly survivable if you're street sweeping or doing +4/8 paper/radio missions. 


However, there are some drawbacks. Things go south fast if too many enemies stay at range. Pulling more than one group of enemies is a gamble, and often ends poorly if Energize is on the long end of cool down or if you don't panic pop a inspiration in time. It doesn't have much in terms of agro control. Soloing is fine, but grouping it feels more like an off Tank than a main agro holder. For example, I wouldn't take this fellow into the MSR and try and drag Rikti into the bowl. Also, the blending time can take a while. I'd like more damage if I can also manage it with making it tougher.


I hope to remake this brute soon, and right now I'm willing to consider changing anything if it supports the 'draw targets in and blend helpless mobs' mechanic. I'd be willing to consider something other than Elec/Elec, different slotting and set bonuses, different Incarnate powers. I'm looking mainly for advice on how to make it more durable first, with agro control and higher damage being second in priority.  Any and all advice is welcome.


This Villain build was built using Mids Reborn 3.2.17

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volt3: Level 50 Technology Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Havoc Punch -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(23), SprBrtFur-Acc/Dmg/Rchg(23), SprBrtFur-Dmg/EndRdx/Rchg(27), SprBrtFur-Acc/Dmg/EndRdx/Rchg(27), SprBrtFur-Rech/Fury%(29)
Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(46)
Level 2: Lightning Field -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(7), SprUnrFur-Acc/Dmg/Rchg(7), SprUnrFur-Dmg/EndRdx/Rchg(9), SprUnrFur-Acc/Dmg/EndRdx/Rchg(9), SprUnrFur-Rchg/+Regen/+End(11)
Level 4: Conductive Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(5), Ags-EndRdx/Rchg(11), Ags-ResDam/EndRdx/Rchg(46), Ags-ResDam(46), Ags-Psi/Status(48)
Level 6: Combat Teleport -- GssSynFr--Build%(A)
Level 8: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(15), Obl-Dmg/Rchg(19), Obl-Acc/Dmg/Rchg(19), Obl-Acc/Dmg/EndRdx/Rchg(21), Obl-%Dam(21)
Level 10: Teleport -- BlsoftheZ-ResKB(A)
Level 12: Static Shield -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(13), TtnCtn-ResDam/Rchg(15)
Level 14: Build Up -- AdjTrg-ToHit/Rchg(A)
Level 16: Grounded -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(17), TtnCtn-ResDam/Rchg(17)
Level 18: Fold Space -- RechRdx-I(A)
Level 20: Chain Induction -- Hct-Dmg(A), Hct-Dmg/Rchg(42), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(43), Hct-Dmg/EndRdx(43), Hct-Dam%(45)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Kick -- KntCmb-Knock%(A)
Level 28: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-EndRdx/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(31), ImpArm-ResPsi(33)
Level 30: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37)
Level 32: Lightning Rod -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34), Arm-Dam%(34)
Level 35: Power Sink -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(37), MckBrt-Taunt/Rchg/Rng(39), MckBrt-Acc/Rchg(40), MckBrt-Taunt/Rng(40), MckBrt-Rchg(40)
Level 38: Superior Conditioning -- EndMod-I(A), EndMod-I(39), PrfShf-End%(39)
Level 41: Physical Perfection -- RgnTss-Regen+(A), Mrc-Rcvry+(42), NmnCnv-Regen/Rcvry+(42)
Level 44: Super Speed -- WntGif-ResSlow(A)
Level 47: Whirlwind -- SuddAcc-KB/Rech(A), SuddAcc-KB/Dmg/Rech(48), SuddAcc-KB/Dmg/End(48), SuddAcc-KB/Acc/Dmg(50), SuddAcc-KB/Acc(50), SuddAcc--KB/+KD(50)
Level 49: Weave -- ShlWal-ResDam/Re TP(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 -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), PrfShf-End%(3)
Level 44: Speed Phase 
Level 50: Agility Radial Paragon 
Level 50: Ion Core Final Judgement 
Level 50: Preemptive Radial Flawless Interface 
Level 50: Warworks Radial Superior Ally 
Level 50: Clarion Core Epiphany 
Level 50: Assault Radial Embodiment 

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Edited by Mushboom
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  • Mushboom changed the title to The Blender Brute - Advice/critiques wanted

Okay, I took a look at it - there's a few crucial IOs you didn't have slotted:  Steadfast, Gladiator's Armor, Reactive Defenses.  Got those in.  I moved a bunch of slots around but left the powers the same.  You seemed to be chasing a few +recharge times that I dropped, but at least one of those was covered by a LotG in Weave.


Cons of my changes:  You lost about 50HP.  10% recharge.  5.5% Damage.  3% S/L resist.  9% Accuracy.


Pros:  All Resists (except S/L) and Defenses went up.  Every resist except Negative (55%) and Toxic (35%) is over 80%.  S/L defense at 28%.  Melee def at 36%.  All other defenses sitting between 11%-16%.  It's not much but it helps.  Cut a further .20/s end cost off Whirlwind.  Power Sink now procs a heal when you use it.  Moved the Miracle Proc to health and put Panacea in its place.  Cut another 6 seconds of recharge time from Fold Space.


The Melee Defense is the big thing here.  It's gonna cut down on the amount of damage you're taking directly which should allow you to survive longer against Ranged/AoE attacks.  The upped resistances help with all of that, though Ranged/AoE Toxic damage is a clear weakness for you.  As far as increasing damage - there's not really much there.  Whirlwind deals no damage and as a toggle I'm not sure how well the Force Feedback or Explosive Strike procs will work with it.  My suggestion for is to get some AoE damage from your epic pool.  Ice Storm is very thematic for your blender, but it's 15 seconds of ticks every 2 minutes.  Ball Lightning is on par with Fireball, but going for Fireball could give you Melt Armor which can help with -res, though it's on a 3 minute, 20 second timer.  These are things you should experiment with!


So uh - yeah.  My 2 cents.  Here's the build:


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