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Posted

I didn't take Parry because others have told me I won't need the +Def with Invulnerability.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Magic Brute

Primary Power Set: Broad Sword

Secondary Power Set: Invulnerability

Power Pool: Flight

Power Pool: Sorcery

Ancillary Pool: Pyre Mastery

 

Hero Profile:

Level 1: Hack

  • (A) Crushing Impact - Damage/Endurance/Recharge
  • (37) Crushing Impact - Accuracy/Damage/Endurance
  • (37) Crushing Impact - Accuracy/Damage/Recharge
  • (40) Crushing Impact - Damage/Recharge
  • (43) Crushing Impact - Damage/Endurance
  • (46) Crushing Impact - Accuracy/Damage

Level 1: Resist Physical Damage

  • (A) Impervium Armor - Psionic Resistance
  • (3) Impervium Armor - Resistance

Level 2: Slice

  • (A) Accuracy IO

Level 4: Fly

  • (A) Flight Speed IO

Level 6: Temp Invulnerability

  • (A) Titanium Coating - Endurance
  • (7) Titanium Coating - Resistance
  • (7) Titanium Coating - Resistance/Endurance/Recharge
  • (9) Titanium Coating - Endurance/Recharge
  • (9) Titanium Coating - Resistance/Recharge
  • (11) Titanium Coating - Resistance/Endurance

Level 8: Dull Pain

  • (A) Preventive Medicine - Chance for +Absorb
  • (50) Preventive Medicine - Heal/RechargeTime

Level 10: Build Up

  • (A) Recharge Reduction IO

Level 12: Resist Elements

  • (A) Impervium Armor - Resistance
  • (13) Impervium Armor - Psionic Resistance

Level 14: Taunt

  • (A) Recharge Reduction IO

Level 16: Unyielding

  • (A) Titanium Coating - Endurance
  • (17) Titanium Coating - Resistance
  • (17) Titanium Coating - Resistance/Endurance/Recharge
  • (19) Titanium Coating - Endurance/Recharge
  • (19) Titanium Coating - Resistance/Recharge
  • (21) Titanium Coating - Resistance/Endurance

Level 18: Whirling Sword

  • (A) Accuracy IO

Level 20: Resist Energies

  • (A) Impervium Armor - Psionic Resistance
  • (21) Impervium Armor - Resistance

Level 22: Hover

  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance/Recharge
  • (25) Luck of the Gambler - Endurance/Recharge
  • (27) Luck of the Gambler - Defense/Recharge
  • (27) Luck of the Gambler - Defense/Endurance

Level 24: Arcane Bolt

  • (A) Accuracy IO

Level 26: Disembowel

  • (A) Hecatomb - Chance of Damage(Negative)
  • (34) Hecatomb - Damage/Endurance
  • (36) Hecatomb - Accuracy/Recharge
  • (36) Hecatomb - Accuracy/Damage/Recharge
  • (36) Hecatomb - Damage/Recharge
  • (37) Hecatomb - Damage

Level 28: Invincibility

  • (A) Reactive Defenses - Scaling Resist Damage
  • (29) Reactive Defenses - Defense/Endurance/RechargeTime
  • (29) Reactive Defenses - Defense/RechargeTime
  • (31) Reactive Defenses - Endurance/RechargeTime
  • (31) Reactive Defenses - Defense/Endurance
  • (31) Reactive Defenses - Defense

Level 30: Spirit Ward

  • (A) Healing IO

Level 32: Head Splitter

  • (A) Superior Brute's Fury - Recharge/Fury Bonus
  • (33) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge
  • (33) Superior Brute's Fury - Damage/Endurance/RechargeTime
  • (33) Superior Brute's Fury - Accuracy/Damage/Recharge
  • (34) Superior Brute's Fury - Damage/Recharge
  • (34) Superior Brute's Fury - Accuracy/Damage

Level 35: Char

  • (A) Accuracy IO

Level 38: Tough Hide

  • (A) Red Fortune - Endurance
  • (39) Red Fortune - Defense
  • (39) Red Fortune - Defense/Endurance/Recharge
  • (39) Red Fortune - Endurance/Recharge
  • (40) Red Fortune - Defense/Recharge
  • (40) Red Fortune - Defense/Endurance

Level 41: Unstoppable

  • (A) Impervium Armor - Psionic Resistance
  • (42) Impervium Armor - Resistance
  • (42) Impervium Armor - Resistance/Endurance/Recharge
  • (42) Impervium Armor - Endurance/Recharge
  • (43) Impervium Armor - Resistance/Recharge
  • (43) Impervium Armor - Resistance/Endurance

Level 44: Melt Armor

  • (A) Touch of Lady Grey - Chance for Negative Damage
  • (45) Touch of Lady Grey - Defense Debuff/Endurance
  • (45) Touch of Lady Grey - Recharge/Endurance
  • (45) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
  • (46) Touch of Lady Grey - Defense Debuff/Recharge
  • (46) Touch of Lady Grey - Defense Debuff

Level 47: Rune of Protection

  • (A) Aegis - Psionic/Status Resistance
  • (48) Aegis - Resistance
  • (48) Aegis - Resistance/Endurance/Recharge
  • (48) Aegis - Endurance/Recharge
  • (50) Aegis - Resistance/Recharge
  • (50) Aegis - Resistance/Endurance

Level 49: Enflame

  • (A) Accuracy IO

Level 1: Brawl

  • (A) Accuracy IO

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Fury

Level 1: Sprint

  • (A) Run Speed IO

Level 2: Rest

  • (A) Interrupt Reduction IO

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (5) Numina's Convalesence - Heal
  • (5) Miracle - +Recovery
  • (11) Miracle - Heal
  • (13) Panacea - +Hit Points/Endurance
  • (15) Panacea - Heal

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End
  • (3) Performance Shifter - EndMod/Accuracy
  • (15) Endurance Modification IO
  • (23) Endurance Modification IO

------------

Posted

Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 7.5% Defense(Smashing)
  • 7.5% Defense(Lethal)
  • 4.69% Defense(Fire)
  • 4.69% Defense(Cold)
  • 1.25% Defense(Energy)
  • 1.25% Defense(Negative)
  • 1.88% Defense(Psionic)
  • 7.5% Defense(Melee)
  • 2.5% Defense(Ranged)
  • 4.69% Defense(AoE)
  • 2.25% Max End
  • 46.25% Enhancement(RechargeTime)
  • 3.75% Enhancement(Max EnduranceDiscount)
  • 42% Enhancement(Accuracy)
  • 15% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 174.3 HP (11.63%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • MezResist(Confused) 110%
  • MezResist(Held) 110%
  • MezResist(Immobilized) 110%
  • MezResist(Sleep) 110%
  • MezResist(Stunned) 110%
  • MezResist(Terrorized) 110%
  • 16.5% (0.28 End/sec) Recovery
  • 50% (3.12 HP/sec) Regeneration
  • 25.5% Resistance(Smashing)
  • 25.5% Resistance(Lethal)
  • 14.25% Resistance(Fire)
  • 14.25% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 23.25% Resistance(Toxic)
  • 52.25% Resistance(Psionic)
  • 0% Resistance(Smashing)
  • 0% Resistance(Lethal)
  • 0% Resistance(Fire)
  • 0% Resistance(Cold)
  • 0% Resistance(Energy)
  • 0% Resistance(Negative)
  • 0% Resistance(Toxic)
  • 0% Resistance(Psionic)
  • 15% SpeedRunning
  • 1 Null

------------

Set Bonuses:

Crushing Impact

(Hack)

  •   1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   16.87 HP (1.13%) HitPoints
  •   7% Enhancement(Accuracy)
  •   5% Enhancement(RechargeTime)
  •   3.75% Resistance(Toxic,Psionic), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%

Impervium Armor

(Resist Physical Damage)

  •   2.5% (0.04 End/sec) Recovery
  •   6% Resistance(Psionic)

Titanium Coating

(Temp Invulnerability)

  •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   22.49 HP (1.5%) HitPoints
  •   3% Resistance(Smashing,Lethal), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  •   10% (0.62 HP/sec) Regeneration
  •   2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)

Preventive Medicine

(Dull Pain)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)

Impervium Armor

(Resist Elements)

  •   2.5% (0.04 End/sec) Recovery
  •   6% Resistance(Psionic)

Titanium Coating

(Unyielding)

  •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   22.49 HP (1.5%) HitPoints
  •   3% Resistance(Smashing,Lethal), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  •   10% (0.62 HP/sec) Regeneration
  •   2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)

Impervium Armor

(Resist Energies)

  •   2.5% (0.04 End/sec) Recovery
  •   6% Resistance(Psionic)

Luck of the Gambler

(Hover)

  •   10% (0.62 HP/sec) Regeneration
  •   16.87 HP (1.13%) HitPoints
  •   9% Enhancement(Accuracy)
  •   3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  •   4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%
  •   7.5% Enhancement(RechargeTime)

Hecatomb

(Disembowel)

  •   4% (0.07 End/sec) Recovery
  •   6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  •   15% Enhancement(Accuracy)
  •   10% Enhancement(RechargeTime)
  •   6% Resistance(Toxic,Psionic), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%

Reactive Defenses

(Invincibility)

  •   1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   28.11 HP (1.88%) HitPoints
  •   3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  •   3.75% Enhancement(EnduranceDiscount)
  •   8.75% Enhancement(RechargeTime)
  •   0% Resistance(All)

Superior Brute's Fury

(Head Splitter)

  •   44.98 HP (3%) HitPoints
  •   5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
  •   4% DamageBuff(All)
  •   10% Enhancement(RechargeTime)
  •   6% Resistance(Smashing,Lethal), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  •   1 Null

Red Fortune

(Tough Hide)

  •   1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   2% DamageBuff(All)
  •   5% Enhancement(RechargeTime)
  •   2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)

Impervium Armor

(Unstoppable)

  •   2.5% (0.04 End/sec) Recovery
  •   1.88% Defense(Psionic)
  •   2.25% Max End
  •   3.75% Resistance(Fire,Cold), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  •   4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%
  •   6% Resistance(Psionic)

Touch of Lady Grey

(Melt Armor)

  •   22.49 HP (1.5%) HitPoints
  •   2.5% (0.04 End/sec) Recovery
  •   8% (0.5 HP/sec) Regeneration
  •   2% DamageBuff(All)
  •   11% Enhancement(Accuracy)

Aegis

(Rune of Protection)

  •   7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  •   3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  •   3% Resistance(Smashing,Lethal), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  •   3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  •   4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%
  •   5% Resistance(Psionic)

Numina's Convalesence

(Health)

  •   12% (0.75 HP/sec) Regeneration

Miracle

(Health)

  •   2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)

Panacea

(Health)

  •   2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)

Performance Shifter

(Stamina)

  •   7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning

Posted

Not sure what you're after, I see low resistances, low defenses and low rchg plus a lot of underslotting on one side and overslotting on another. You somewhat addressed the psionic dmg issue but tbh, it's a lot of sacrificing to fix just a small issue that all invulns cope with one way or another.

Posted

I see a lot of ineffective overslotting.

 

 

Here's a more effective setup that makes you at least an order of magnitude tougher.

 

Villain Plan by Mids' Villain Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Magic Brute

Primary Power Set: Broad Sword

Secondary Power Set: Invulnerability

Power Pool: Fighting

Power Pool: Leaping

Power Pool: Leadership

Power Pool: Speed

Ancillary Pool: Energy Mastery

 

Villain Profile:

Level 1: Slash -- Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Dmg/EndRdx:50(42), Mk'Bit-Dmg/Rchg:50(42), Mk'Bit-Acc/EndRdx/Rchg:50(42), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(43), Mk'Bit-Dam%:50(43)

Level 1: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(9), RctArm-ResDam/Rchg:40(11), GldArm-3defTpProc:50(19)

Level 2: Slice -- Erd-Acc/Rchg:30(A), Erd-Acc/Dmg/Rchg:30(39), Erd-Acc/Dmg/EndRdx/Rchg:30(39), ClvBlo-Acc/Dmg:50(40), ClvBlo-Dmg/EndRdx:50(40), ClvBlo-Dmg/Rchg:50(40)

Level 4: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(7), UnbGrd-Rchg/ResDam:50(7), UnbGrd-ResDam/EndRdx/Rchg:50(9)

Level 6: Build Up -- RechRdx-I:50(A), RechRdx-I:50(15)

Level 8: Dull Pain -- Prv-Heal/Rchg:50(A), Pnc-Heal/Rchg:50(11)

Level 10: Parry -- SprBrtFur-Acc/Dmg:50(A), SprBrtFur-Dmg/Rchg:50(48), SprBrtFur-Acc/Dmg/Rchg:50(48), SprBrtFur-Dmg/EndRdx/Rchg:50(50), SprBrtFur-Acc/Dmg/EndRdx/Rchg:50(50)

Level 12: Resist Elements -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(13), RctArm-ResDam/Rchg:40(13), UnbGrd-Max HP%:50(15)

Level 14: Taunt -- PrfZng-Dam%:50(A)

Level 16: Unyielding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(17), UnbGrd-Rchg/ResDam:50(17), UnbGrd-ResDam/EndRdx/Rchg:50(19)

Level 18: Whirling Sword -- SprUnrFur-Acc/Dmg:50(A), SprUnrFur-Dmg/Rchg:50(36), SprUnrFur-Acc/Dmg/Rchg:50(36), SprUnrFur-Dmg/EndRdx/Rchg:50(37), SprUnrFur-Acc/Dmg/EndRdx/Rchg:50(37), SprUnrFur-Rchg/+Regen/+End:50(37)

Level 20: Resist Energies -- RctArm-EndRdx:40(A), RctArm-ResDam/EndRdx:40(21), RctArm-ResDam/Rchg:40(21), RctArm-ResDam/EndRdx/Rchg:40(23), StdPrt-ResDam/Def+:30(23)

Level 22: Kick -- FrcFdb-Rechg%:50(A)

Level 24: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(25), UnbGrd-Rchg/ResDam:50(25), UnbGrd-ResDam/EndRdx/Rchg:50(27)

Level 26: Disembowel -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(27), SprBlsCol-Acc/Dmg/EndRdx:50(29), SprBlsCol-Acc/Dmg/Rchg:50(31), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(31), SprBlsCol-Rchg/HoldProc:50(34)

Level 28: Invincibility -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(29)

Level 30: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(31)

Level 32: Head Splitter -- Avl-Acc/Dmg:50(A), Avl-Dmg/EndRdx:50(33), Avl-Acc/Dmg/EndRdx:50(33), Avl-Acc/Dmg/Rchg:50(33), Avl-Acc/Dmg/EndRdx/Rchg:50(34), Avl-Rchg/KDProc:50(34)

Level 35: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(36), ShlWal-ResDam/Re TP:50(43), Rct-ResDam%:50(46)

Level 38: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39)

Level 41: Superior Conditioning -- PrfShf-End%:50(A)

Level 44: Laser Beam Eyes -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(45), SprWntBit-Acc/Dmg/EndRdx:50(45), SprWntBit-Acc/Dmg/Rchg:50(45), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(46), SprWntBit-Rchg/SlowProc:50(46)

Level 47: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(48)

Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)

Level 1: Brawl -- Acc-I:50(A)

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Slide -- Clr-Stlth:50(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 -- Run-I:50(A)

Level 2: Rest -- RechRdx-I:50(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I:50(A)

Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(3), Mrc-Rcvry+:40(3)

Level 2: Hurdle -- Jump-I:50(A)

Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(5), PrfShf-EndMod/Rchg:50(5)

Level 50: Agility Core Paragon

Level 50: Ion Core Final Judgement

Level 50: Reactive Core Flawless Interface

Level 50: Longbow Core Superior Ally

Level 50: Ageless Core Epiphany

Level 50: Assault Core Embodiment

------------

 

 

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
Not sure what you're after, I see low resistances, low defenses and low rchg plus a lot of underslotting on one side and overslotting on another. You somewhat addressed the psionic dmg issue but tbh, it's a lot of sacrificing to fix just a small issue that all invulns cope with one way or another.

I see a lot of ineffective overslotting.

Pretend I know nothing about the game and explain how to judge over-slotting and under-slotting.

Posted

Okay,

Not sure what you're after, I see low resistances, low defenses and low rchg plus a lot of underslotting on one side and overslotting on another. You somewhat addressed the psionic dmg issue but tbh, it's a lot of sacrificing to fix just a small issue that all invulns cope with one way or another.

I see a lot of ineffective overslotting.

Pretend I know nothing about the game and explain how to judge over-slotting and under-slotting.

 

Okay, pop a copy of your build up next to the build I supplied you, then read my response.

 

 

 

For defenses, you're usually hitting Diminishing Returns in about 3 slots when slotting.So slotting more stuff in REALLY isn't giving you any benefit.

 

Now, if you have spare slots (yeah...like THAT happens), and you're chasing a SPECIFIC set bonus here or there...okay.

 

Six-slotting your armors?  Unless half those slots are uniques (+Def, +Rech, +PsiResist, Scaling Resist, etc), you're wasting slots.

Also, you've six-slotted things like HOVER.  Granted there's no space to throw more Defense into other things (because you didn't take them) and all your other defenses are full-up.

But it makes more sense (more economical on a per-slot basis) to take another of the pool Defense powers (like Combat Jumping) than it does to max out slots on one power.

 

And you've leaned into your armors at the expense of your attacks.

You have three attacks with any sort of Damage enhancement. And MOST of your attacks are given the mere pittance of a single generic +Acc IO!

 

I know that tanks come up short on damage compared to Brutes and Scrappers.  But this basically renders you incapable of killing ANYTHING in a reasonable amount of time.  Heck, running +2, +3 or +4, you're going to have trouble HITTING anything

 

On an Invuln tank in an end-game build.

 

If you're not within like 3% of 90% S/L Resist, you've essentially failed.

Unstoppable is an utter waste of a power choice.  It's a crutch of a god-mode with a nasty crash.  You can do better just by building better.

You only put into your armors what you absolutely HAVE to.  Start diddling around in Mid's/Pine's and learn what your necessary set bonuses are.

It's about safety in LAYERS.  Very few other armor sets have the balance of Defense/Resist/Healing that Invuln does.

And trying to simply cap your defenses and calling it done leaves you open to eggshelling (you've skimped on mitigation for damage taken, so when something can reliably crack your defenses, you start smootching the linoleum...A LOT.

 

Okay, while it IS possible to soft-cap Invuln WITHOUT the Fighting Pool, Fighting simply makes it easy-street.  And since the Fitness Pool is now free, you essentially lose NOTHING by choosing it.

Sure, Kick/Boxing are essentially wasted power picks, they can be useful as mule powers.

But Tough and Weave are God's gift to anyone looking to max their S/L Resist and their Defenses.

 

 

And for Bob's sake!  Slot up your attacks!

Dead enemies produce 0 damage to Defend, Resist or Heal against!

 

For Invuln, the attack sets that're your friends.

 

The two ATIO sets.

The Winter-O sets (especially for PBAOE and Melee.  They provide big bumps to your S/L and F/C Defenses (and F/C Resists).  If you have a Ranged attack or a Hold of some sort, that gives you a double bite at some great E/N Defense buffs as well.

Mako's Bite gives you a nice little stop-gap bump to E/N Defense.

Eradication gives some nice E/N defense but it's a low level set.  Pair it with 3 slots of Cleaving Blow, and it adds a bit more E/N defense and brings a 6-slotted attack into the "Acceptable" range.

 

 

Note: My default slotting for Health is pretty much ALWAYS:

 

  • Panacea +HP/+Endurance
  • Numina's Convalescence: +Regen/+Recovery
  • Miracle: +Recovery

If I can fit it in someplace, the Regenerative Tissue: +Regen is a Nice To Have.

 

MUST HAVES (as you can afford them):

 

  • Steadfast Protection: Resistance/+Def
  • Gladiator's Armor: +Def

Nice To Haves (if you can fit them in):

 

  • Shield Wall: +Res
  • Reactive Defenses: Scaling Resist Damage
  • Aegis: Psionic/Status Resistance
  • Kismet: Accuracy +6% (Is ACTUALLY +6% TO HIT)
  • Impervium Armor: Psionic Resistance

The Shield Wall and Reactive Defenses are really nice. as they shore up your Resists underneath your Defenses.

The Psi Resist stuff is neat as it partially closes the "Psi Hole", making Psi-heavy enemies less of an issue.

And the +ToHit is always nice because "Hitting Things Is Good".

 

Also, while buidling for soft-cap (45% Defense, 90% Resist) is nice and all, building too far above it sometimes means you're passing up other opportunities to shore up your "total package".

 

In some cases, it's possible to build WELL beyond the Incarnate Soft Cap (59% Defense).

F/C Defense can be one of these areas.  So keep an eye out when you start pushing too far beyond standard Soft Cap.

Because Invincibility is your friend.  If you're soft-Capped at 1 enemy, you're going to be pushing around 55% Defense at enemy saturation (10 enemies).

 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
And you've leaned into your armors at the expense of your attacks.

You have three attacks with any sort of Damage enhancement.

Consensus in the other thread on this topic said that Parry reliably goes over cap on /Invulnerability so there's no reason to interrupt the attack chain. Therefore the attacks on the build are the optimal attack chain for Broadsword/ on a Brute. Let's discuss slotting them.

 

If there's no specific set bonus to chase after, why would sets be used instead of regular I.O.s, since regular I.O.s give bigger numbers? Why are sets that seem worth the decrease worth doing so? Wouldn't the ideal be using set bonuses to help hit caps on as many values as possible?

Posted

If there's no specific set bonus to chase after, why would sets be used instead of regular I.O.s, since regular I.O.s give bigger numbers? Why are sets that seem worth the decrease worth doing so? Wouldn't the ideal be using set bonuses to help hit caps on as many values as possible?

 

Very true, thing is, there are always specific set bonuses to chase after. In the Invuln case, I usually focus in S/L def to be softcapped and s/l dmg res to be also capped, then +rchg, +hp and +regen trying not to gimp my attacks. I also often choose some powers just as mules, such as hover, but usually they're just to occupy base slot, anything more than that is usually overslotting unless you fight while floating.

 

This game is unique in many senses, one of them is that, in terms of dmg, the longer you stay alive, the more dmg you deal, especially on brutes since, the longer you keep fighting, the more your fury bar grows, hennce why I always tend to defense and dmg res first.

Posted

Parry reliably goes over cap on /Invulnerability

 

For Lethal and Melee?  Yep.  But Invuln ins primarily TYPED Defense.

And if you're being nuked with Ranged/E/N or AoE/F/C, Parry doesn't do much for you.

Besides, overcapping of S/L defense is generally NOT a problem on Invuln.

 

Ideally, with Invuln, you want to cap yourself to 6 of the 7 Damage Types.

Unsure if it's possible to cap Psi Defense on an Invuln.  Never actually tried.

Once that's accomplished, you want to look at beefing up your Resists as much as possible.

 

In the game, there are very EFFICIENT ways of doing this and taking care of your attacks simultaneously.

Six-slotting most of your Defense/Resist powers isn't one of them.

 

If there's no specific set bonus to chase after, why would sets be used instead of regular I.O.s, since regular I.O.s give bigger numbers? Why are sets that seem worth the decrease worth doing so? Wouldn't the ideal be using set bonuses to help hit caps on as many values as possible?

 

Great.  My entire schpiel got EATEN because I forgot to close a QUOTE markup...

 

Once more unto the breach.

 

Now, I'm pretty sure I NEVER said "there's no specific set bonus to chase after".

If I DID, it was me mis-speaking or a typo or immense magnitude.

As I said above, there are many ways to achieve boosts to various attributes like Defense and Resist.

The main problem with sacrificing attacks for max-slot Resist/Defense is that most of those bonuses are primarily POSITIONAL boosts.

Invuln is TYPED.

 

Below is what happens when you chase after six-slotted Resists and Defenses, compared to the numbers for the build I dropped up-thread.

 

It doesn't look TOO bad on the surface.  Until you realize that the second you exemp, you're toast.

Note: Just ignore the Misc Effects section.  I didn't slot those  powers as they added nothing really to the basic survivability or the point I was making.

 

And yes, you can claim you'll "never exemp".

I don't play that way.

And I don't really know a lot of people who truly DO.

 

And you can claim that their effectiveness will be "effectively identical".

 

But we both know that isn't true.

 

 

And using Regular IOs doesn't work because of Diminishing Returns.

In short, you get the full effect of the first IO.

Roughly 95% of the second.

1/3rd of the third.

1/6th of each additional.

 

Basically, for something like Weave, beyond the 2nd IO, taking Combat Jumping and not even slotting it gives you greater returns than slotting a 3rd Defense IO in Weave does...  It ACTUALLY yields you a HALF PERCENT MORE DEFENSE.  Whereas CJ is 2.5% unslotted.

 

 

 

 

 

 

ChasingPositionals.png

 

Now I'm NOT saying the way *I* build is "THE ONE TRUE WAY" or "The Best" or any BS like that.

 

I'm simply saying there are ways to build for exceptional effectiveness across a large swath of content at various levels.

 

Chasing positionals or overslotting Generics simply ISN'T one of those ways.

 

And most of these builds I'm dropping are off-the-cuff, based on 11 years of intimate familiarity with Invuln.  And they are, likely, not the mathematically MOST optimal builds.  But they're likely as close as you're going to get without massive amounts of skull-time in Mids and expensive (Build-wise) extensive testing.

 

 

 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

I realize the title of this thread focused on the /Invulnerability side of things, but I've had a look through a few Broad Sword/ threads and the advice I'm getting there is conflicting with the advice I'm getting here. Because of the length of the Broad Sword animations their attack chain optimization isn't standard. Slotting them may be a bad idea if for anything other than a set bonus, Endurance cost, their debuffs, Accuracy, or Damage. This leads into the question of the (usually) best part of Broad Sword/ being [Parry]'s buff. Since most Armor Powersets will be happy to get the +Def (L./S.), Parry's usually a no-brainer. One of the strengths of /Invulnerability is that there isn't any difficulty reaching soft cap for L./S. Defenses. I was told this frees up space in the attack chain to use more offensive attack powers. Presuming I'm using [Haste] to speed up an attack chain, if the /Invulnerability powerset with [Hover] allows me to trivially reach the soft cap without applying Parry's buff, shouldn't we optimize our attack chain by dropping Parry in favor of the optimized [Hack], [Head Splitter], [Disembowel] attack sequence? (The animations are a part of figuring out which attacks give the most Damage over time.)

Posted

There's something else here that isn't really clicking for me.

 

Another detail I'm not seeing addressed is that this build had a reason to take Sorcery and Pyre Mastery. I've heard in this thread that I shouldn't care about [unstoppable], which if that's the experience users have - great! That's the sort of insight I want since I haven't level capped this toon yet. Tell me more about how this +Res (All but Psionics) and Mez Res ability is coming up short. I saw Unstoppable as a natural pairing alongside [Rune of Protection]'s +Res (All) and Mez Res. When I toggle them on in Pine's the Defense and Resistance bars look fabulous, even for Psionics. I realize there's no point in that if you're not dealing any damage. Are the number swings worthwhile? I'm still interested in experiential feedback from players who've used [unstoppable] and/or [Rune of Protection]. How do they feel? If not taking the Fighting and Leadership pools is sacrilegious then why isn't anything being done to mitigate Psionic damage? Doesn't the endgame have a lot of Psionic damage going on? I would think that if any character could just take [Tough], [Weave], and [Maneuvers] then shouldn't a damage-taking Archetype be able to forgo them?

 

[Melt Armor] also looked like a cool way to do more damage, with [Arcane Bolt] and [Char] helping with runners (and pulling).

Posted

This is not a broadsword build, but it should give you some idea on what to do for slotting armors and attacks without gimping them too much. It is not soft capped vs everything and I am not sure that can be done with a brute without gimping something.

 

Hero Plan by Mids' Hero Designer 2.22

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Lady All-Star: Level 50 Mutation Brute

Primary Power Set: Energy Melee

Secondary Power Set: Invulnerability

Power Pool: Flight

Power Pool: Fighting

Power Pool: Leadership

Power Pool: Leaping

Ancillary Pool: Energy Mastery

 

Hero Profile:

Level 1: Barrage -- Acc-I(A)

Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5), ImpArm-ResPsi(5)

Level 2: Energy Punch -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(7), SprBrtFur-Acc/Dmg/Rchg(7), SprBrtFur-Dmg/EndRdx/Rchg(9), SprBrtFur-Acc/Dmg/EndRdx/Rchg(9), SprBrtFur-Rech/Fury(11)

Level 4: Temp Invulnerability -- StdPrt-ResDam/Def+(A), RctArm-ResDam(13), RctArm-ResDam/EndRdx(13), RctArm-ResDam/Rchg(15), RctArm-ResDam/EndRdx/Rchg(15), ImpArm-ResPsi(17)

Level 6: Fly -- Flight-I(A)

Level 8: Bone Smasher -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(19), PndSlg-Acc/Dmg(21), PndSlg-Dmg/Rchg(21)

Level 10: Dull Pain -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(23), DctWnd-Heal/Rchg(23), DctWnd-Heal/EndRdx/Rchg(25), DctWnd-Rchg(25)

Level 12: Taunt -- PrfZng-Taunt(A), PrfZng-Taunt/Rchg(27), PrfZng-Taunt/Rchg/Rng(27), PrfZng-Acc/Rchg(29), PrfZng-Taunt/Rng(29), PrfZng-Dam%(31)

Level 14: Whirling Hands -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), PrfZng-Dam%(33)

Level 16: Unyielding -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(34), RctArm-ResDam/Rchg(34), RctArm-ResDam/EndRdx/Rchg(34), ImpArm-ResPsi(36)

Level 18: Total Focus -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(36), SprUnrFur-Acc/Dmg/Rchg(36), SprUnrFur-Dmg/EndRdx/Rchg(37), SprUnrFur-Acc/Dmg/EndRdx/Rchg(37), SprUnrFur-Rchg/+Regen/+End(37)

Level 20: Build Up -- RechRdx-I(A)

Level 22: Kick -- Empty(A)

Level 24: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(39), RctArm-EndRdx/Rchg(39), RctArm-ResDam/EndRdx/Rchg(39), ImpArm-ResPsi(50)

Level 26: Maneuvers -- HO:Cyto(A)

Level 28: Invincibility -- LucoftheG-Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(40), Rct-ResDam%(40)

Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42), LucoftheG-Def/EndRdx/Rchg(42)

Level 32: Energy Transfer -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43), PndSlg-Acc/Dmg(45), PndSlg-Dmg/Rchg(45)

Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(46), ShlWal-ResDam/Re TP(46)

Level 38: Superior Conditioning -- EndMod-I(A)

Level 41: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(46), RctArm-ResDam/Rchg(48), RctArm-ResDam/EndRdx/Rchg(48)

Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(48), Heal-I(50), Heal-I(50)

Level 47: Resist Elements -- ResDam-I(A)

Level 49: Combat Jumping -- DefBuff-I(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 -- Run-I(A)

Level 2: Rest -- RechRdx-I(A)

Level 2: Swift -- Run-I(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(11)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- EndMod-I(A)

Level 4: Ninja Run

Level 50: Support Radial Embodiment

Level 50: Musculature Core Paragon

------------

 

 

 

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I left the incarnate slot ability on so you can turn it off to see the base values.

Posted

There's something else here that isn't really clicking for me.

 

Another detail I'm not seeing addressed is that this build had a reason to take Sorcery and Pyre Mastery. I've heard in this thread that I shouldn't care about [unstoppable], which if that's the experience users have - great! That's the sort of insight I want since I haven't level capped this toon yet. Tell me more about how this +Res (All but Psionics) and Mez Res ability is coming up short. I saw Unstoppable as a natural pairing alongside [Rune of Protection]'s +Res (All) and Mez Res. When I toggle them on in Pine's the Defense and Resistance bars look fabulous, even for Psionics. I realize there's no point in that if you're not dealing any damage. Are the number swings worthwhile? I'm still interested in experiential feedback from players who've used [unstoppable] and/or [Rune of Protection]. How do they feel? If not taking the Fighting and Leadership pools is sacrilegious then why isn't anything being done to mitigate Psionic damage? Doesn't the endgame have a lot of Psionic damage going on? I would think that if any character could just take [Tough], [Weave], and [Maneuvers] then shouldn't a damage-taking Archetype be able to forgo them?

 

[Melt Armor] also looked like a cool way to do more damage, with [Arcane Bolt] and [Char] helping with runners (and pulling).

 

I can't speak intelligently about sorcery, as I have never used it.

As far as unstoppable goes, most people build there toons to where it is a skippable power now. Well, most tier 9's in the armor sets are.

My main, FM/Inv, has softcap to S/L/E/N and close to it on F and C, as well as nearly capped res on S/L damage. I'm truly invulnerable to just about everything in the game. Psionics, I know to pay attention, I can't just faceroll them, and /Rad users (Banished Pantheon) I make priority targets, as they can debuff my def.

Back on the live servers, I picked up unstoppable, just to give it a try. When it crashed, I lost my end, almost all of my health, and the Lt. that was still alive finished me off.

The thing was, I was no more durable while unstoppable was up! Maybe a little, but it wasn't worth the power pick. I did the same thing with elude on a /SR scrapper. Elude made me faster, but I was still being hit by the AV, and died. Not worth a power pick to me.

 

I took Pyre mastery because it worked with my characters theme, and because I wanted a second AoE, FIREBALL!!

I love it. Unfortunately, I never use char, it's range is to short to pull or to grab a runner, you're better off smackin them with your sword. Melt Armor is good on an AT that is meant to debuff, but on a Brute, it is very, meh. Someone else will have to explain the maths, math makes my head hurt.

Posted

There's something else here that isn't really clicking for me.

 

Another detail I'm not seeing addressed is that this build had a reason to take Sorcery and Pyre Mastery. I've heard in this thread that I shouldn't care about [unstoppable], which if that's the experience users have - great! That's the sort of insight I want since I haven't level capped this toon yet. Tell me more about how this +Res (All but Psionics) and Mez Res ability is coming up short. I saw Unstoppable as a natural pairing alongside [Rune of Protection]'s +Res (All) and Mez Res. When I toggle them on in Pine's the Defense and Resistance bars look fabulous, even for Psionics. I realize there's no point in that if you're not dealing any damage. Are the number swings worthwhile? I'm still interested in experiential feedback from players who've used [unstoppable] and/or [Rune of Protection]. How do they feel? If not taking the Fighting and Leadership pools is sacrilegious then why isn't anything being done to mitigate Psionic damage? Doesn't the endgame have a lot of Psionic damage going on? I would think that if any character could just take [Tough], [Weave], and [Maneuvers] then shouldn't a damage-taking Archetype be able to forgo them?

 

[Melt Armor] also looked like a cool way to do more damage, with [Arcane Bolt] and [Char] helping with runners (and pulling).

 

I played a /Inv character extensively on live, and here's my take on Unstoppable. Primarily, I want consistent performance out of my character, and Unstoppable doesn't provide that. If I consistently need Unstoppable, then I'm either with a bad team, have my difficulty settings borked or then there's something wrong with my build. If I don't need Unstoppable consistently, why not just drop it and use inspirations or [Eye of the Magus] instead?

 

As for mitigation in general, you don't really want an even level of mediocre defense against everything, but you want strong defense against the really common stuff, and then whatever you can spare for the rest. In practice this basically means you want to heavily prioritize S/L Defense/Res as a vast majority of the attacks come with an S/L component (= S/L def helps you avoid a lot of attacks), next E/NE (energy is the most common attack type that comes without S/L parts), and finally get a good dose of F/C/Psi def if you can. Even then, after soft capping S/L/E/NE it's probably a good idea to prioritize recharge, recovery, hp regeneration and offense because a dead enemy does no damage. Pure F/C/Psi damage is, in the end, such a small part of the overall damage of most enemy groups that you're better off being consistently extremely strong against the 90% (S/L/E/NE) and then relying on insps, temporary powers, teammates and such against the remaining 10% rather than being kind of ok against everything.

Torchbearer:

Sunsinger - Fire/Time Corruptor

Cursebreaker - TW/Elec Brute

Coldheart - Ill/Cold Controller

Mythoclast - Rad/SD Scrapper

 

Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

Posted

I realize the title of this thread focused on the /Invulnerability side of things, but I've had a look through a few Broad Sword/ threads and the advice I'm getting there is conflicting with the advice I'm getting here. Because of the length of the Broad Sword animations their attack chain optimization isn't standard. Slotting them may be a bad idea if for anything other than a set bonus, Endurance cost, their debuffs, Accuracy, or Damage. This leads into the question of the (usually) best part of Broad Sword/ being [Parry]'s buff. Since most Armor Powersets will be happy to get the +Def (L./S.), Parry's usually a no-brainer. One of the strengths of /Invulnerability is that there isn't any difficulty reaching soft cap for L./S. Defenses. I was told this frees up space in the attack chain to use more offensive attack powers. Presuming I'm using [Haste] to speed up an attack chain, if the /Invulnerability powerset with [Hover] allows me to trivially reach the soft cap without applying Parry's buff, shouldn't we optimize our attack chain by dropping Parry in favor of the optimized [Hack], [Head Splitter], [Disembowel] attack sequence? (The animations are a part of figuring out which attacks give the most Damage over time.)

 

Just to be clear, the Defense buff out of Parry isn't S/L defense.

 

It's Lethal/Melee defense.

 

So if you're fighting Tower-Buffed Lord Recluse and he's blasting you wiht his Endurance drain?  Parrying him does bupkiss.

If you're fire farming, parrying does bupkiss.

 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

There's something else here that isn't really clicking for me.

 

Another detail I'm not seeing addressed is that this build had a reason to take Sorcery and Pyre Mastery. I've heard in this thread that I shouldn't care about [unstoppable], which if that's the experience users have - great! That's the sort of insight I want since I haven't level capped this toon yet. Tell me more about how this +Res (All but Psionics) and Mez Res ability is coming up short. I saw Unstoppable as a natural pairing alongside [Rune of Protection]'s +Res (All) and Mez Res. When I toggle them on in Pine's the Defense and Resistance bars look fabulous, even for Psionics. I realize there's no point in that if you're not dealing any damage. Are the number swings worthwhile? I'm still interested in experiential feedback from players who've used [unstoppable] and/or [Rune of Protection]. How do they feel? If not taking the Fighting and Leadership pools is sacrilegious then why isn't anything being done to mitigate Psionic damage? Doesn't the endgame have a lot of Psionic damage going on? I would think that if any character could just take [Tough], [Weave], and [Maneuvers] then shouldn't a damage-taking Archetype be able to forgo them?

 

[Melt Armor] also looked like a cool way to do more damage, with [Arcane Bolt] and [Char] helping with runners (and pulling).

 

I played a /Inv character extensively on live, and here's my take on Unstoppable. Primarily, I want consistent performance out of my character, and Unstoppable doesn't provide that. If I consistently need Unstoppable, then I'm either with a bad team, have my difficulty settings borked or then there's something wrong with my build. If I don't need Unstoppable consistently, why not just drop it and use inspirations or [Eye of the Magus] instead?

 

^^^^^^

This!  To Infinity and Beyond THIS!

 

If you need Unstoppable, PERIOD, your build needs work.  You shouldn't need to rely on a team to buff what you can achieve naturally.

Now, if you plan on sticking to a MOSTLY common-IO setup and don't plan on BUILDING the tank, then yeah.  Unstop might have SOME utility.

 

As for mitigation in general, you don't really want an even level of mediocre defense against everything, but you want strong defense against the really common stuff, and then whatever you can spare for the rest. In practice this basically means you want to heavily prioritize S/L Defense/Res as a vast majority of the attacks come with an S/L component (= S/L def helps you avoid a lot of attacks), next E/NE (energy is the most common attack type that comes without S/L parts), and finally get a good dose of F/C/Psi def if you can. Even then, after soft capping S/L/E/NE it's probably a good idea to prioritize recharge, recovery, hp regeneration and offense because a dead enemy does no damage. Pure F/C/Psi damage is, in the end, such a small part of the overall damage of most enemy groups that you're better off being consistently extremely strong against the 90% (S/L/E/NE) and then relying on insps, temporary powers, teammates and such against the remaining 10% rather than being kind of ok against everything.

 

Not so much a problem on Invuln.

A decent Invuln build can soft-cap all six primary typed Damage  classes.

They're still weak on Psi.

 

Additionally, a decent build can more than double your non-S/L Resists.

 

You can bump your Psi Resist some.  But it'll force compromises into the build that can be covered as Pure Psi damage (with no Positional modifier) is rarer than hens' teeth.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

Not so much a problem on Invuln.

A decent Invuln build can soft-cap all six primary typed Damage  classes.

They're still weak on Psi.

 

Additionally, a decent build can more than double your non-S/L Resists.

 

You can bump your Psi Resist some.  But it'll force compromises into the build that can be covered as Pure Psi damage (with no Positional modifier) is rarer than hens' teeth.

 

Completely agree with this assessment, my /Inv background is on a Scrapper, though, so maybe that's why I question the benefit of F/C defense if you already have high S/L Def. Most F/C attacks come with a S/L component (elemental swords and punches, most blasts, etc), so the net added value of high F/C Def at the cost of offense is maybe down to taste. If you're building a tank or you can achieve a satisfactory level of offense, I'd definitely get soft capped F/C Def in addition to S/L/E/NE.

Torchbearer:

Sunsinger - Fire/Time Corruptor

Cursebreaker - TW/Elec Brute

Coldheart - Ill/Cold Controller

Mythoclast - Rad/SD Scrapper

 

Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

Posted

Not so much a problem on Invuln.

A decent Invuln build can soft-cap all six primary typed Damage  classes.

They're still weak on Psi.

 

Additionally, a decent build can more than double your non-S/L Resists.

 

You can bump your Psi Resist some.  But it'll force compromises into the build that can be covered as Pure Psi damage (with no Positional modifier) is rarer than hens' teeth.

 

Completely agree with this assessment, my /Inv background is on a Scrapper, though, so maybe that's why I question the benefit of F/C defense if you already have high S/L Def. Most F/C attacks come with a S/L component (elemental swords and punches, most blasts, etc), so the net added value of high F/C Def at the cost of offense is maybe down to taste. If you're building a tank or you can achieve a satisfactory level of offense, I'd definitely get soft capped F/C Def in addition to S/L/E/NE.

 

Primarily for completism.

 

Secondarily, simple convenience factor.

The Enhanced Winter-Os plunk down a LOT of F/C defense at 6 slots.

Hell on some tank builds, it's to the point where you can shave off slot #6 or dedicate it to something other than the 6th Winter-O slot. and still remain above F/C cap.

 

And if you look around at some of the builds I've provider, you're mostly looking at 6-slotted

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

Is there consensus on [Parry]'s Defenses, then? Do we drop all three of [Parry], [unstoppable], and [Rune of Protection] in favor of [Kick], [Tough], and [Weave] then?

 

Parry's defenses are not a matter of consensus, it offers def to Lethal / Melee, period, up to you if you want to use it or not. As you have been told, it disrupts the attack chain for a dubious benefit but I know some people swear by it so at the end of the day, it's your char and your call. Regarding Rune of Proptection, never used it but seems one of Synapse's shitty powers trying to bring shiny things instead of doing useful work and regardoing Unstoppable, you've had plenty of advice on this thread regarding it, again, it is all up to you but again, some people will say you're crazy if you don't take it.

 

Probably the biggest mistake is trying to build a char from other people experience and hearsay instead of experimenting it yourself and getting to know its strengths and weaknesses since you're always the best judge of what your char needs and doesn't need based on your own playstyle but can't blame, building chars without knowing them seems to be the dominating trend.

Posted

I have been playing around with Pine's taking the thread into consideration. One thing I notice is that the build I was trying for had a reason to use [Haste] to try to keep a chain of [unstoppable] and [Rune of Protection] going, with the theory that the buffs from them would be worthwhile. I have not played /Invulnerability above level 40, so I was unaware that Unstoppable drained Endurance so much. With the longer animations used by Broad Sword/ the addition of Haste isn't able to slow the attacks meaningfully, so Haste isn't worth the space if I'm not making something perma. This really alters the approach I've been taking with the build overall.

 

Some side questions about slotting the attacks. The Cleaving Blow Set gives a global damage bonus and only takes four slots to get there, plus has a maximum level range of 50 (so I can use the bonuses fully all the way up). I haven't seen this set pervasively in other Brute builds. I would think that 4x C.Blow + "Chance for Damage" procs would be the standard, but I'm not seeing that showing up anywhere in Brute builds. Am I missing a better option?

Posted

Probably because it's such a small percentage. It's 1%

Personally I 3 slot Cleaving Blow for the 1.25% E/NE def, and then 3 slot Eradication to get another 3.13% def to E/NE, Gives me almost 5% def to E/NE and decent stats in the power itself.

Posted

If you're on an Invuln

 

1: Bring your Defenses up to at least Soft-Cap.

2: Bring your Resists up as far as you can.

3: Make sure you have decent Recovery.

4: Fully slot your attacks.

 

Pretty much in that order of importance.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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