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Fire Melee / Shield Defense - Build Critique Please

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Hello everyone! One of my all time favorite Brutes on live was Soul Blaze. A Fire/SD Brute that I used for Missions/TF/Trials.


For this build, I focused on soft capping positional defenses first. Then, I went for max recharge, solid resistances and max HP. I also have the option of trading 7% S/L resistance for 12% PSi/Toxic resistance by moving the 5th Lotgs off of Maneuvers and Weave and 6 slotting two purple sets. I figured the S/L would be more important?


If you see any glaring issues or something I could change to make it even better, please let me know! Thanks.


Villain Plan by Mids' Reborn : Hero Designer

Click this DataLink to open the build!

Captain Dumass: Level 50 Mutation Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Scorch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(19)
Level 1: Deflection -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(5), LucoftheG-Def/Rchg+(7), StdPrt-ResDam/Def+(11), GldArm-3defTpProc(13), UnbGrd-Max HP%(25)
Level 2: Battle Agility -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(9), ShlWal-Def/EndRdx(9), ShlWal-Def/EndRdx/Rchg(15), ShlWal-Def(15), ShlWal-ResDam/Re TP(40)
Level 4: Cremate -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(21), Mk'Bit-Dam%(23), Mk'Bit-Dmg/Rchg(36), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 8: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(36)
Level 10: Active Defense -- EndRdx-I(A)
Level 12: Incinerate -- Hct-Dmg/Rchg(A), Hct-Dam%(19), Hct-Acc/Dmg/Rchg(23), Hct-Acc/Rchg(25), Hct-Dmg/EndRdx(43)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 16: True Grit -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-Absorb%(17), Ags-ResDam/EndRdx(21), Ags-ResDam/Rchg(43), Ags-ResDam(50)
Level 18: Build Up -- GssSynFr--Build%(A)
Level 20: Against All Odds -- EndRdx-I(A)
Level 22: Phalanx Fighting -- Rct-ResDam%(A)
Level 24: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(36)
Level 26: Fire Sword Circle -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(27), SprBrtFur-Acc/Dmg/Rchg(27), SprBrtFur-Dmg/EndRdx/Rchg(29), SprBrtFur-Acc/Dmg/EndRdx/Rchg(29), SprBrtFur-Rech/Fury(31)
Level 28: Kick -- Acc-I(A)
Level 30: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(31), Ags-ResDam(31), Ags-Psi/Status(34), Ags-ResDam/Rchg(43)
Level 32: Greater Fire Sword -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(33), SprUnrFur-Acc/Dmg/Rchg(33), SprUnrFur-Dmg/EndRdx/Rchg(33), SprUnrFur-Acc/Dmg/EndRdx/Rchg(34), SprUnrFur-Rchg/+Regen/+End(34)
Level 35: Shield Charge -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(37), Arm-Dmg/EndRdx(40), Arm-Dam%(40), Arm-Acc/Rchg(45)
Level 38: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39), LucoftheG-Def/Rchg(50)
Level 41: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def(42), LucoftheG-Def/Rchg+(42), LucoftheG-Def/Rchg(46)
Level 44: Electrifying Fences -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(45), EnfOpr-Acc/EndRdx(45), EnfOpr-Immob/Rng(46), EnfOpr-Acc/Immob/Rchg(46)
Level 47: Ball Lightning -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50)
Level 49: Tactics -- EndRdx-I(A)
Level 1: Brawl -- Acc-I(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 -- Qck-EndRdx/RunSpd(A)
Level 2: Rest -- Heal-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3), Pnc-Heal/+End(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Cardiac Core Paragon
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 19.75% Defense(Smashing)
  • 19.75% Defense(Lethal)
  • 13.81% Defense(Fire)
  • 13.81% Defense(Cold)
  • 9.13% Defense(Energy)
  • 9.13% Defense(Negative)
  • 6% Defense(Psionic)
  • 16.63% Defense(Melee)
  • 12.25% Defense(Ranged)
  • 12.25% Defense(AoE)
  • 3% Enhancement(Immobilized)
  • 63% Enhancement(Accuracy)
  • 81.25% Enhancement(RechargeTime)
  • 22.5% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 314.8 HP (21%) HitPoints
  • 22.5% JumpHeight
  • 22.5% SpeedJumping
  • MezResist(Confused) 113.8%
  • MezResist(Held) 113.8%
  • MezResist(Immobilized) 113.8%
  • MezResist(Sleep) 113.8%
  • MezResist(Stunned) 113.8%
  • MezResist(Terrorized) 113.8%
  • 16% (0.27 End/sec) Recovery
  • 66% (4.12 HP/sec) Regeneration
  • 33.5% Resistance(Smashing)
  • 30.5% Resistance(Fire)
  • 30.5% Resistance(Cold)
  • 17.75% Resistance(Energy)
  • 17.75% Resistance(Negative)
  • 6.5% Resistance(Toxic)
  • 11.5% 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)
  • 33.5% Resistance(Lethal)
  • 22.5% SpeedRunning
  • 1 Null


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i would say you got caught up in achieving set bonuses at times and lost sight of what you really wanted.  easy example is scorch and electrifying fences... you are already overcapped on melee defense.  im not sure that you are actually planning to use electrifying fences at all or if that is just a mule for the set bonuses.


deflection also provides smashing/lethal resistance.  you go out of your way to get set bonuses for this stat but ignore slotting resists into this power.  (tough and one with shield are good potential mules for unique IOs)


im not sure if you are getting tactics for the increased perception or the to hit... the fact that you arent slotting for more to hit in it leads me to believe its for the perception -- in that case i recommend to you rectified reticle - increased perception IO in build up (add a slot) and kismet in combat jumping (add a slot) if you still want +to hit.  this otherwise seems like a bit of a waste to me.  there are a number of different powers that could be more useful... taunt comes to mind immediately.  or also one with shield because you are not capped resistances and the crash is not debilitating like other armor sets.


slotting out maneuvers for actual defense is a bit of a waste on a brute unfortunately, but if you are doing it for the S/L set bonus i guess thats more understandable.


there is another avenue for amassing a bunch of *all* resistances and that is through rotating rune of protection and melee core embodiment incarnate.. you would need to trade some powers (probably super jump, maneuvers, and tactics).  not saying you should, but its an option.  it is a bit annoying to keep track of especially cause this game doesnt visibly warn/notify you when clicky durations are running out.


overall there are no problems with the build and it looks good but it can be tooled around for better min/max i guess.

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