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Posts
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I actually went and did the math. Right now on Freedom, this build will cost a minimum of 7.5 billion if you buy all of the recipes, and that doesn't include buying salvage either. My build, if I were to strip all of the IOs off and sell them, would bring in just over 10b inf.
The nice thing ABOUT this build, however, is that even before slotting all of the purples (which is about 65% of the overall cost of the build) this is a viable LRSF/STF build. You may notice I do not make use of the rage power, which many SSers swear by. This is a defense build, not a damage build. I do more than enough damage to perform my job in a team, and that is to pull agro from everyone else. I also don't use the Brimstone, Minerals, and Crystal armors, as they can't be used along with granite (hence my choice to take the leadership toggles instead) and in order to slot them effectively, would be to take away from my effectiveness on SFs when I need granite and all the resists/defense I can get. When I malfactor down to pre-granite levels, my stone armor and toggles work very well.
Before I slotted the last two purple sets (hecatomb and apocalypse) I was already capable of tanking BaBs, Citadel, Manticore, and Synapse during a bad pull on the LRSF. Yes, I could die if Babs gets a lucky shot past my resists, but it doesn't happen often. I have also successfully tanked Riechsman and his four trapped AVs in succession on the blueside 5th column tf. My build may not be the BEST out there, but it's still a very good build that is the product of several years worth of tweaking and refining, and I haven't found one yet that works as well for me. -
LOL, I forgot to take off the clickable accolades in Mids when I was taking the totals. Shows me that I shouldn't do long posts at 4 in the morning. I have made the change and all totals are now accurate.
The original values were with demonic aura and force of nature running (death is rare when I can pop those two!) -
Okay! Here comes a long post! Let the infodump commence.
I will update this post with Zylph's total HP & End a little later, I am currently malfactored down and can't remember the exact numbers.
Please note, this build is not cheap. Depending on the BM prices on your server (And your luck with rare and purple recipe drops), this build can cost between 4 and 10 billion infamy.
Zylph – Freedom Server
Archtype:
Brute
Power Sets:
Primary - Super Strength
Secondary – Stone Armor
Power Pools:
Speed
Teleportation
Fighting
Leadership
Ancillary Power Pool:
Soul Mastery (Ghost Widow)
Accolades:
Born in Battle
Demonic Aura
Force of Nature
High Pain Threshold
Invader
Megalomaniac
Elusive Mind
Stolen Immobilizer Ray
Powers & Enhancements:
1. Punch (6)
· Crushing Impact: Accuracy/Damage (50)
· Crushing Impact: Damage/Endurance (50)
· Crushing Impact: Damage/Recharge (50)
· Crushing Impact: Accuracy/Damage/Recharge (50)
· Crushing Impact: Accuracy/Damage/Endurance (50)
· Crushing Impact: Damage/Endurance/Recharge (50)
1. Rock Armor (2)
· Luck of the Gambler: Defense (50)
· Luck of the Gambler: Recharge Speed (50)
2. Stone Skin (4)
· Aegis: Resistance (50)
· Aegis: Psionic/Status Resistance (50)
· Steadfast Protection: Resistance/+Def 3% (30)
· Steadfast Protection: Knockback Protection (30)
2. Swift (1)
· Invention: Run Speed (50)
2. Hurdle (1)
· Invention: Jumping (50)
2. Health (5)
· Numina’s Convalescence: Heal (50)
· Numina’s Convalescence: +Regeneration/+Recovery (50)
· Regenerative Tissue: +Regeneration (30)
· Miracle: Heal (40)
· Miracle: +Recovery (40)
2. Stamina (5)
· Efficacy Adaptor: EndMod (50)
· Efficacy Adaptor: EndMod/Recharge (50)
· Efficacy Adaptor: EndMod/Accuracy (50)
· Efficacy Adaptor: EndMod/Endurance (50)
· Performance Shifter: Chance for +End (50)
4. Haymaker (6)
· Crushing Impact: Accuracy/Damage (50)
· Crushing Impact: Damage/Endurance (50)
· Crushing Impact: Damage/Recharge (50)
· Crushing Impact: Accuracy/Damage/Recharge (50)
· Crushing Impact: Accuracy/Damage/Endurance (50)
· Crushing Impact: Damage/Endurance/Recharge (50)
6. Hasten (1)
· Invention: Recharge Reduction (50)
8. Knockout Blow (5)
· Hecatomb: Damage (50)
· Hecatomb: Damage/Recharge (50)
· Hecatomb: Accuracy/Recharge (50)
· Hecatomb: Damage/Endurance (50)
· Hecatomb: Chance of Damage(Negative) (50)
10. Earth’s Embrace (5)
· Doctored Wounds: Heal/Endurance (50)
· Doctored Wounds: Endurance/Recharge (50)
· Doctored Wounds: Heal/Recharge (50)
· Doctored Wounds: Heal/Endurance/Recharge (50)
· Doctored Wounds: Heal (50)
12. Taunt (6)
· Mocking Beratement: Taunt (50)
· Mocking Beratement: Taunt/Recharge (50)
· Mocking Beratement: Taunt/Recharge/Range (50)
· Mocking Beratement: Accuracy/Recharge (50)
· Mocking Beratement: Taunt/Range (50)
· Mocking Beratement: Recharge (50)
14. Super Speed (1)
· Celerity: +Stealth (50)
16. Rooted (1)
· Invention: Endurance Reduction (50)
18. Recall Friend (1)
· Invention: Endurance Reduction (50)
20. Mud Pots (6)
· Scirocco’s Dervish: Accuracy/Damage (50)
· Scirocco’s Dervish: Damage/Endurance (50)
· Scirocco’s Dervish: Damage/Recharge (50)
· Scirocco’s Dervish: Accuracy/Recharge (50)
· Scirocco’s Dervish: Accuracy/Damage/Endurance (50)
· Scirocco’s Dervish: Chance of Damage(Lethal) (50)
22. Boxing (1)
· Invention: Recharge Reduction (50)
24. Tough (1)
· Impervium Armor: Psionic Resistance (40)
26. Teleport (1)
· Invention: Endurance Reduction (50)
28. Weave (1)
· Luck of the Gambler: Recharge Speed (50)
30. Maneuvers (6)
· Luck of the Gambler: Defense/Endurance (50)
· Luck of the Gambler: Defense/Recharge (50)
· Luck of the Gambler: Endurance/Recharge (50)
· Luck of the Gambler: Defense/Endurance/Recharge (50)
· Luck of the Gambler: Defense (50)
· Luck of the Gambler: Recharge Speed (50)
32. Footstomp (5)
· Armageddon: Damage (50)
· Armageddon: Damage/Recharge (50)
· Armageddon: Accuracy/Damage/Recharge (50)
· Armageddon: Damage/Endurance (50)
· Armageddon: Chance for Fire Damage (50)
35. Assault (1)
· Invention: Endurance Reduction (50)
38. Granite Armor (6)
· Luck of the Gambler: Defense/Endurance (50)
· Luck of the Gambler: Defense/Recharge (50)
· Luck of the Gambler: Endurance/Recharge (50)
· Luck of the Gambler: Defense/Endurance/Recharge (50)
· Luck of the Gambler: Defense (50)
· Luck of the Gambler: Recharge Speed (50)
41. Gloom (5)
· Apocalypse: Damage (50)
· Apocalypse: Damage/Recharge (50)
· Apocalypse: Accuracy/Damage/Recharge (50)
· Apocalypse: Accuracy/Recharge (50)
· Apocalypse: Damage/Endurance (50)
44. Darkest Night (6)
· Dark Watcher’s Despair: To Hit Debuff (50)
· Dark Watcher’s Despair: To Hit Debuff/Recharge (50)
· Dark Watcher’s Despair: To Hit Debuff/Recharge/Endurance (50)
· Dark Watcher’s Despair: Recharge/Endurance (50)
· Dark Watcher’s Despair: To Hit Debuff/Endurance (50)
· Dark Watcher’s Despair: Chance for Recharge Slow (50)
47. Soul Tentacles (5)
· Gravitational Anchor: Immobilize (50)
· Gravitational Anchor: Immobilize/Recharge (50)
· Gravitational Anchor: Accuracy/Recharge (50)
· Gravitational Anchor: Immobilize/Endurance (50)
· Gravitational Anchor: Chance for Hold (50)
49. Tactics (1)
· Gaussian’s Synchronized Fire Control: Chance for Build Up (50)
Build Totals:*
Defense
Smashing: 37.5%
Lethal: 37.5%
Fire: 39.7%
Cold: 39.7%
Energy: 35.0%
Negative: 35.0%
Psionic: 14.1%
Melee: 12.2%
Ranged: 11.0%
AoE: 15.7%
Resistance
Smashing: 59.1%
Lethal: 59.1%
Fire: 46.3%
Cold: 46.3%
Energy: 37.5%
Negative: 40.6%
Toxic: 37.5%
Psionic: 21%
Health & Endurance
Regeneration: 395.0%
Max HP: 130.1%
End Recovery: 195.0% (3.63/s)
End Usage: 2.36/s
Max End: 111.8%
Status Protection
Hold: 27.68
Stun: 27.68
Sleep: 27.68
Immob: 27.68
Knockback: 24
Repel: 20
Confuse: 3.63
Fear: 0
Taunt: 0
Placate: 0
Teleport: 0
Status Resistance:
Hold: 28.3%
Stun: 20.0%
Sleep: 20.0%
Immob: 85.0%
Knockback: 10000.0%
Repel: 1000.0%
Confuse: 62.4%
Fear: 64.6%
Taunt: 42.4%
Placate: 42.4%
Teleport: 0
Debuff Resistance
Defense: 48.4%
Endurance: 69.2%
Recovery: 69.2%
Perception: 36.3%
ToHit: 0
Recharge Time: 0
RunSpeed: 0
*All totals calculated while running the following toggles:
Rooted
Mud Pots
Tough
Weave
Maneuvers
Assault
Granite Armor
Tactics
I hope this helps! -
Quote:Recharge and End. This will be an alternate brute to run LRSF with. Having more run speed will be a bonus. If I can't get there running, I'll teleport as a backup. Thanks much.
I've been playing a ss/stoner as my primary toon for 6+ years now, and it's my favorite. This is my build and I run as the primary brute for all SF/TF/Trials, in addition to normal play, and my SG regularly does master runs and succeeds. This is a build to get the most out of defense and resists, end reduction, recharge, and regeneration.
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My SS/Stone brute is my favorite toon, and I like the way granite armor looks now. The only way I wouldn't be opposed to a change would be if making the alterations would ease up at least a little bit on the negative aspects of using the granite armor (i.e. run speed or -recharge duration) without nerfing the set's ability to mitigate damage it takes.
If it would only be an asthetic change so people can have green/purple/yellow etc colored chunks of rock attached to them, I'd much rather keep the model we have now. It makes a stone brute stand out during particle heavy fights and strike forces.
That being said, I would like to add my request to the others that have posted for a mock up or quick sketch on what you're thinking you'd like an alternate form of granite to look like.