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Posts
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Quote:Possible Solutions:1. When you get more than one brute on a team competing for fury, niether does a good job of generating fury. This can also lead to messy situations as you have brutes running off in different directions splitting team.
- Fight more mobs. Enough for every brute to be knee deep in crush-able skulls.
- Leap frog spawns/alpha duty, maintain fury with attacks.
- Wreak so much havoc and do so much damage, the mobs can't ignore you.
Quote:2. Going rogue will mean Tanks tuants will be competiting with Brutes fury. I predict this will be even more disheartening. CoV teams will love to have a tank instead of a Brute I predict.
I disagree, both have their place on a team - even together.
I run ITF & LGTF daily, sometimes I'm the only one on Alpha duty, some nights it's a melee fest with several tanks/brutes/scrappers.
I rarely have a problems with fury, even with (multiple) tanks taunting. I don't have taunt myself. My version of taunting is to do as much AoE damage as possible as often as possible.
Even if you don't have any chances for alpha duty on a brute/tanker heavy team, you should eventually get full fury with a constant cycle of attacks. Unless your group is not in a constant combat situation - in which case they are doing it wrong.
CoH
Scrapper = Hammer
Tank = Anvil
CoV
Brute = Hammer/Anvil hybrid.
What's not to love? -
Quote:0 END Brawl helps tremendously.I already do both of those. If brawl had been 0 endurance when Max was in his teens it would have probably been a lot less painful.
But when you say you slot for those already what does that mean?
Starting out on a new brute my first priority is getting 2~3 end rdx in each attack and upgrading those as soon as possible, 1 rech rdx and then around 18 or 20 I add 1 or 2 Acc.
Quote:If everyone else thinks its fine then obviously I just need to adapt and try to nudge my wife to keep up without getting too much wife-aggro which is of course the worst kind. Her fury bar takes DAYS to go down.
Once you're able to survive an alpha strike (at low levels I generally carry a full tray of purples for this), you can pretty much have a full fury bar whenever you dive into the next pack of mobs. -
Quote:There's no substitute for Kinetic Combat. It grants the same HP bonus as Mako's, along with 3.75% vs. SM/L - all for only 4 slots of a power.Thanks for the feedback Exx. And yes I know, those Kinetic combats are a pain, almost as much as slotting the full set of Obliteration.
However, seeing as how that is the case, I went with the Mako's - their full set really compliments WP in regards that it gives you a nice Health increase.
What I would do is look at the Mako's as a temporary situation and slowly work toward acquiring the Kinetic Combats.
The build Exxar posted for you is a very nice one. Even if you don't want that build for your self, those are the sets you want to focus on in making your own build. -
Quote:It depends on what the rest of your static group looks like.I want to play a Brute in my new static group. I want to play like a Tanker. I want to run ahead of everyone and grab aggro.
What're the best powersets for something like this?
If you have a /kin, then /stone will be a great choice though I don't enjoy playing /stone personally.
/Invuln is a very solid choice as well, and it doesn't require a pocket /kin.
/WP is excellent, but you'll be hard pressed to actually tank for the group without a fast recharging PBAoE or Taunt (I use footstomp on my SS/WP to maintain aggro as I didn't take Taunt itself).
As /WP you'll have some trouble with alpha strikes until you can get HP accolades or IO sets for Def & HP or you have a a buffer that can shore up your defenses, for example /cold or /force field. -
For a ranged, direct damage attack, you might also consider Mu Lightning instead of Hurl. It has a much faster cast time, fast enough that you can use it to help fill out your melee attack chain.
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Quote:I wanted those, and I can fit them in if I dropped the Mu Epics.Personally, I'd always try to stuff in the Resist Energies and Elements as when you're defense gets debuffed that's the only thing protecting you from those types of damage.
They didn't look worth it to me though, outside of stuffing more Reactive Armors x4.
Will that def debuff protection actually help? I think I have something like 17 or 18% on my WP and it seems to do absolutely nothing.
Quote:You don't really need Electrifying Fences and Ball Lightning unless you don't have anything better for IO mules. They cause redraw, and you already have enough AoE in Spin.
I love Spin and Eviscerate has great damage, but I find Eviscerate situational at best. Lining up cones in something like a Speed TF is basically pointless, and you can't often get mobs that stick to ranged attacks and don't close in for melee into the cone.
But you've got a good point about redraw. I suppose I'll try it out and if it's not working I can use the patron respec to drop them.
Slotting in Strike and Slash is a bit excessive, I'd put only the Mako quad besides the KinCos.
Quote:Other than that I don't see any flaws in your build. It could probably be optimized further and I'd do some things differently, but it's pretty solid.
I'd be very interested in seeing how you would build it if you wouldn't mind. This is my first claws and my first invuln, and I just took a random stab at it really. -
Quote:Well to add to my overall mitigation I added Soul Mastery. I'm currently running Darkest Night & chaining Dark Oblteration against tough mobs like Cims.WP is weakest against high burst damage foes and pairing WP with a primary that provides excellent mitigation is going to be best. SS is good with WP but I wouldn't say its the best. Sets like DM and Stone are much better suited to providing more reliable mitigation than SS, IMO.
What makes SM much better in the mitigation department in terms of dealing with groups of cims? I can understand DM with Siphon Life & I suppose the -to hit from Soul Drain, but I've played SM to 50 and I didn't see anything that stood out as better at mitigating vs. large groups.
Well, I suppose that makes me happy. I've been driving myself nuts trying to be as survivable as possible and using cims as one of my primary benchmarks. -
Pick it apart!
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Strike- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (3) Kinetic Combat - Damage/Endurance: Level 35
- (3) Kinetic Combat - Damage/Recharge: Level 35
- (5) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (42) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (7) Kinetic Combat - Damage/Endurance: Level 35
- (7) Kinetic Combat - Damage/Recharge: Level 35
- (9) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (9) Touch of Lady Grey - Recharge/Endurance: Level 50
- (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 30
- (A) Doctored Wounds - Recharge: Level 50
- (11) Doctored Wounds - Heal: Level 50
- (11) Doctored Wounds - Heal/Recharge: Level 50
- (13) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (13) Doctored Wounds - Endurance/Recharge: Level 50
- (A) Obliteration - Damage: Level 50
- (15) Obliteration - Accuracy/Recharge: Level 50
- (15) Obliteration - Damage/Recharge: Level 50
- (17) Obliteration - Accuracy/Damage/Recharge: Level 50
- (17) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Obliteration - Chance for Smashing Damage: Level 50
- (A) Reactive Armor - Resistance: Level 40
- (19) Reactive Armor - Resistance/Endurance: Level 40
- (19) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (21) Reactive Armor - Resistance/Recharge: Level 40
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (21) Kinetic Combat - Damage/Endurance: Level 35
- (23) Kinetic Combat - Damage/Recharge: Level 35
- (23) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (25) Rectified Reticle - To Hit Buff: Level 20
- (43) Rectified Reticle - To Hit Buff/Recharge: Level 20
- (A) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
- (27) Recharge Reduction IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Reactive Armor - Resistance: Level 40
- (29) Reactive Armor - Resistance/Endurance: Level 40
- (29) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (50) Reactive Armor - Resistance/Recharge: Level 40
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (31) Thunderstrike - Damage/Endurance: Level 50
- (31) Thunderstrike - Damage/Recharge: Level 50
- (31) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (33) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (43) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (33) Numina's Convalescence - Heal/Endurance: Level 50
- (33) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (50) Miracle - +Recovery: Level 40
- (A) Performance Shifter - EndMod: Level 50
- (34) Performance Shifter - EndMod/Recharge: Level 50
- (34) Performance Shifter - Chance for +End: Level 50
- (50) Performance Shifter - EndMod/Accuracy: Level 50
- (A) Obliteration - Damage: Level 50
- (34) Obliteration - Accuracy/Recharge: Level 50
- (36) Obliteration - Damage/Recharge: Level 50
- (36) Obliteration - Accuracy/Damage/Recharge: Level 50
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (46) Obliteration - Chance for Smashing Damage: Level 50
- (A) Luck of the Gambler - Defense: Level 50
- (37) Luck of the Gambler - Defense/Endurance: Level 50
- (37) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (37) Luck of the Gambler - Recharge Speed: Level 50
- (A) Empty
- (A) Reactive Armor - Resistance: Level 40
- (39) Reactive Armor - Resistance/Endurance: Level 40
- (39) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (39) Reactive Armor - Endurance: Level 40
- (A) Luck of the Gambler - Defense: Level 50
- (40) Luck of the Gambler - Recharge Speed: Level 50
- (A) Luck of the Gambler - Defense: Level 50
- (40) Luck of the Gambler - Defense/Endurance: Level 50
- (40) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (42) Luck of the Gambler - Recharge Speed: Level 50
- (A) Accuracy IO: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (45) Positron's Blast - Damage/Endurance: Level 50
- (45) Positron's Blast - Damage/Recharge: Level 50
- (45) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (46) Positron's Blast - Chance of Damage(Energy): Level 50
- (46) Recharge Reduction IO: Level 50
- (A) Reactive Armor - Resistance: Level 40
- (48) Reactive Armor - Resistance/Endurance: Level 40
- (48) Reactive Armor - Resistance/Recharge: Level 40
- (48) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Luck of the Gambler - Recharge Speed: Level 50
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 24.9% Defense(Smashing)
- 24.9% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 13.3% Defense(Energy)
- 13.3% Defense(Negative)
- 3% Defense(Psionic)
- 19.6% Defense(Melee)
- 12.4% Defense(Ranged)
- 3% Defense(AoE)
- 52% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 51.3% Enhancement(RechargeTime)
- 9% FlySpeed
- 157.4 HP (10.5%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Immobilize) 16%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 7% (0.12 End/sec) Recovery
- 42% (2.63 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 9% RunSpeed
Set Bonuses:
Kinetic Combat
(Strike)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Strike)- MezResist(Immobilize) 3.3%
(Resist Physical Damage)- 3% Defense(All)
(Slash)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Dull Pain)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Spin)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Follow Up)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Follow Up)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Super Speed)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Unyielding)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Focus)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Health)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Eviscerate)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Invincibility)- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Tough Hide)- 10% (0.63 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Weave)- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Ball Lightning)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Unstoppable)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
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Seriously though, all comments and criticism welcome. -
Quote:I have no problems with Nemesis myself either on my SS/WP.The TV map is full of Nemesis and Family. I've been running this map since my SS/WP hit 50, which was about 30-40 days after WP was available (i forget the issue #).
I don't notice any difference in my survivability.
Quote:I haven't run into any Romans for awhile but I'll check on a few cim missions later or just farm the wall like I use to.
I don't have any problems on the wall, but in actual missions once they crash my def, I often drop like a sack of nickels.
In my opinion, not counting IO sets, +def is not really one of the strong-suits of /WP, and a situation where def crashes is one where the set should shine.
But it doesn't. -
Quote:What mobs were you facing?My experience is different and fresh, having just far...err...played my brute through TV maps at +3/x8 difficulty today. I didn't die but once due to rage + SoW crash (poor playing on my part). I only used SoW when I was facing two groups.
Seems to be working perfectly fine for me.
Would you be able to do the same in the cim caves? -
Thought I'd give a bit of an update.
Adding STA back into the build, with a single L50 End Mod IO, alleviated nearly all of the issues I was having running Darkest Night.
Dropping a Resistance/Rech out of both sets of Reactive Armor and going with Reactive Armor: End Rdx also helped.
I still have a bit of worry when I rage/hasten crash, but it's manageable.
I took the build out against +1x8 Cims.
Darkest Night often provided solid mitigation, but it's not fool proof and death is but a single slip up away. Footstomp and Dark Obliteration need to be kept on a constant cycle to make the whole thing work - even then it's not enough.
Rage Crash:
I'm considering foregoing rage against cims when I'm running about on my own with no support (speed run ITFs or should I feel masochistic and farm cim mishes for drops). The rage crash got me killed almost every time. I'm not sure why, as I have it on 103s rech and it should give me just enough double stack to avoid the def drop.
Am I expecting too much from WP? I want this build to have no fear facing entire rooms of cims, but it just isn't happening. I died at least 3 times in my handful of test runs.
I'm kind of disappointed that even with 2500+ HP, nearly 50% resistances to SM/L, and something like 130-150 hp per second regen, with Darkest Night running + the To Hit Debuffs from RttC & Dark Oblit that I still have trouble when my defenses crash.
I suppose I'll just have to suck it up, as I'm not prepared to make dramatic offensive sacrifices to push closer to softcap.
Thoughts? -
I have room for a total of 5 slots to split between QR & STA (starting slots & 3 extra from level ups).
I would like to 3 slot QR with Performance Shifter if at all possible, for the set bonuses.
With that in mind, what would be the most efficient use of those 5 slots for recovery?
Thanks for your help. -
Quote:I went and pulled out the Golgi and added a second L50 End Mod IO to STA in Mids to see how it worked out.Okay, personally, I think your recharge between IOs and Hasten is perfectly fine. As such, I'd pull out the Force Feedback proc, and the Golgi in RTTC.
Drop both slots into Stamina and put common EndMod IOs in there. That'll significantly boost your recovery, and more than offset the loss of the Golgi.
I gained .16/s recovery and lost 4 hp per second regen. Depending on which you prize more, it seems like a wash. I suppose I'll choose between the two after I play on test with both and see which I prefer.
If my current planned build allows for sustained AoE attacks with all toggles running, I'll probably stick with the extra regen as small as it may be.
Quote:As for the loss of FF proc, I'd say that it doesn't fire off regularly enough to really account for the slot it consumes.
The extra recovery should help offset the rage and hasten crashes while your recharge stays decent.
I will say that the times when I use it, is when I'm totally surrounded by enemies. Which is the prime focus of this build.
On solo maps at +1 or +2 x8 I find the proc goes off quite regularly as I'm generally surrounded by 10~16 enemies nearly constantly (I solo with extremely low downtime).
In groups it tends to be a similar situation, however there are more incidences where the group is fighting a single target (AV/Hero) where obviously it doesn't come into play at all.
Again, I think I'll see how the build performs before I fully decide. That being said, if I were to drop the FF proc, wouldn't I get more mileage out of slotting Oblit's 6th slot with a straight End Rdx?
EDIT: build updated. -
Alright, I've come up with a revision. Beware, wall of text incoming.
I wanted to keep Combat Jumping. Combined with Hurdle it's basically a mini-travel power and was part of my compromise from one of my much earlier build versions (the one I'm playing on live) that will see me losing my beloved Super Jump - pure fun factor, trading it out for performance.
I also chose CJ over SoW as I became fixated on 30% Def vs. SM/L/Fire/Cold, and because the only reason I use SoW is during Cascading Def Failure moments - which is the main reason I wanted Darkest Night in the first place. It's not a perfect, or total solution vs. Def Failure, but it does help significantly from my test runs on test vs. +0x8 Cims.
Seeing as it's only significantly useful against SM/L, can basically be made up for with judicious use of med oranges (plentiful and cheap) and often gets me into as much trouble as it gets me out of with it's crash - I decided I'd remove that instead and keep my extra mobility and defense.
The recovery component is largely superfluous, or at least should be with this build.
However that meant I needed to shave more another slot to squeeze in the Steadfast 3%.
I like W_Peace's slotting of HPT better than mine, but I just couldn't make it work.
I focused on more End Discount slotting as W_Peace recommended in my attacks and other places, though I haven't worked out the numbers for the new attack chain yet.
Although I kept Oblit slotted in Foot Stomp, I'll frankenslot it the way W_Peace did if it seems to be an issue when I get this on the test server.
I don't think the attack chain will be dramatically different and I think I have a solid gap between my End Recovery and End Drain (gap of 3.21) with all toggles active, including Darkest Night (gap of 2.88). Although it's not as good a gap as W_Peace had slotted (3.45 & 3.12 w/ Darkest Night - an advantage of .24 per second), the advantage in his build comes primarily from more outright recovery (difference of .23) than from overall better End Drain (difference of .01).
I could probably squeeze out even more, Weave for example could get a slightly different slotting, but I'm not sure it's necessary and I'll wait til I try this build on test to see how it works out.
My only lingering question is how to slot STA. I only allocated one slot, a straight L50 End Mod IO (as I have it slotted now) or a Perf'Shifter proc?
I have the proc already, but I don't know which is better.
Here's the build:
EDIT Oct 8th: Swapped out the DEF/END LoTG in Weave & Heightened Senses for Cytoskeleton Exposure. It increased the gap between my End Drain and End Recovery to a total of 2.91. I figured I should be alright without the accuracy from the 4th LoTG due to rage and the other accuracy bonuses I have.
Whether I can actually get my hands on them redside is another story entirely, I'm also not convinced they'll be worth the cost - anywhere from 15 - 100 million per single Cytoskeleton Exposure for a reduction of .03 end drain.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Maelgrim SS_WP w Soul revision 2: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (3) Kinetic Combat - Damage/Endurance: Level 35
- (3) Kinetic Combat - Damage/Recharge: Level 35
- (5) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (5) Mako's Bite - Damage/Recharge: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (7) Numina's Convalescence - Heal/Endurance: Level 50
- (7) Numina's Convalescence - Heal/Recharge: Level 50
- (37) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (9) Kinetic Combat - Damage/Endurance: Level 35
- (9) Kinetic Combat - Damage/Recharge: Level 35
- (11) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (11) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (36) Force Feedback - Recharge/Endurance: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (13) Numina's Convalescence - Heal/Endurance: Level 50
- (13) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (15) Miracle - Heal: Level 40
- (15) Miracle - +Recovery: Level 40
- (17) Regenerative Tissue - +Regeneration: Level 30
- (A) Reactive Armor - Resistance: Level 40
- (17) Reactive Armor - Resistance/Endurance: Level 40
- (19) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (19) Reactive Armor - Endurance: Level 40
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (21) Kinetic Combat - Damage/Endurance: Level 35
- (21) Kinetic Combat - Damage/Recharge: Level 35
- (23) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (23) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (25) Force Feedback - Recharge/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (25) Luck of the Gambler - Defense/Endurance: Level 50
- (27) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (27) Recharge Reduction IO: Level 50
- (29) Recharge Reduction IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (31) Numina's Convalescence - Heal/Endurance: Level 50
- (31) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (31) HamiO:Golgi Exposure
- (A) Rectified Reticle - To Hit Buff: Level 20
- (33) Rectified Reticle - To Hit Buff/Recharge: Level 20
- (A) Performance Shifter - EndMod: Level 50
- (33) Performance Shifter - EndMod/Recharge: Level 50
- (33) Performance Shifter - EndMod/Accuracy: Level 50
- (34) Performance Shifter - Chance for +End: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (34) Numina's Convalescence - Heal/Endurance: Level 50
- (34) Numina's Convalescence - Heal/Recharge: Level 50
- (A) Endurance Modification IO: Level 50
- (A) HamiO:Cytoskeleton Exposure
- (36) Luck of the Gambler - Defense: Level 50
- (36) Luck of the Gambler - Defense/Endurance: Level 50
- (50) Luck of the Gambler - Recharge Speed: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Obliteration - Damage: Level 50
- (37) Obliteration - Accuracy/Recharge: Level 50
- (37) Obliteration - Damage/Recharge: Level 50
- (39) Obliteration - Accuracy/Damage/Recharge: Level 50
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (39) Force Feedback - Chance for +Recharge: Level 50
- (A) Reactive Armor - Resistance: Level 40
- (40) Reactive Armor - Resistance/Endurance: Level 40
- (40) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (40) Reactive Armor - Endurance: Level 40
- (A) HamiO:Cytoskeleton Exposure
- (42) Luck of the Gambler - Defense: Level 50
- (42) Luck of the Gambler - Defense/Endurance: Level 50
- (42) Luck of the Gambler - Recharge Speed: Level 50
- (A) Devastation - Damage/Endurance: Level 50
- (43) Devastation - Damage/Recharge: Level 50
- (43) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Devastation - Accuracy/Damage/Recharge: Level 50
- (45) Dark Watcher's Despair - Recharge/Endurance: Level 50
- (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
- (A) Positron's Blast - Damage/Endurance: Level 50
- (45) Positron's Blast - Damage/Recharge: Level 50
- (46) Positron's Blast - Accuracy/Damage: Level 50
- (46) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (46) Positron's Blast - Chance of Damage(Energy): Level 50
- (48) Dark Watcher's Despair - Recharge/Endurance: Level 50
- (A) Dark Watcher's Despair - To Hit Debuff: Level 50
- (48) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
- (48) Dark Watcher's Despair - Recharge/Endurance: Level 50
- (50) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
- (50) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
Level 1: Brawl- (A) Recharge Reduction IO: Level 50
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 18.6% Defense(Smashing)
- 18.6% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 7.06% Defense(Energy)
- 7.06% Defense(Negative)
- 3% Defense(Psionic)
- 10.8% Defense(Melee)
- 7.38% Defense(Ranged)
- 3% Defense(AoE)
- 18% Enhancement(Accuracy)
- 46.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 337.3 HP (22.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 10.5%
- MezResist(Stun) 2.2%
- 10% (0.17 End/sec) Recovery
- 90% (5.63 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Kinetic Combat
(Punch)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(High Pain Tolerance)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(High Pain Tolerance)- 3% Defense(All)
(Haymaker)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Fast Healing)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(Fast Healing)- 2.5% (0.04 End/sec) Recovery
(Mind Over Body)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Knockout Blow)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Indomitable Will)- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Super Speed)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Rise to the Challenge)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(Rage)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Quick Recovery)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Health)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(Heightened Senses)- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Foot Stomp)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Gloom)- 12% (0.75 HP/sec) Regeneration
- 33.7 HP (2.25%) HitPoints
- 3% DamageBuff(All)
(Gloom)- 22.5 HP (1.5%) HitPoints
(Dark Obliteration)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Darkest Night)- 22.5 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
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Some other thoughts.
1) When I rage crash, I continue to cycle foot stomp for the mitigation when it's necessary and I then chain Brawl & Punch. I have brawl slotted with rech rdx, and thought it's ridiculously minimal, are there any procs I would be better off using for Brawl? Perhaps something I could even work into my regular chain?
2) I changed the slotting on Dark Oblit, and took the proc from positron and dropped the damage/range as damage was capped and Dark Oblit will be used point blank nearly all of the time anyway.
3) I think I would be able to (with a bit of work) aquire at least one purple set. My candidate would be Foot Stomp, Gloom or Dark Oblit. Would it be worth it?
Looking back, I don't think I actually changed too much from my first build (sorry W_P), but I was convinced that I do need STA in the build. I'll take it for a test drive, and see if it needs more work from there. -
Thanks Bill Z! [
]
Quote:Ok, so taking what Bill Z laid out for me, this is what I came up with for a ST/AoE mixed attack chain. I left out KO Blow and Gloom as those I use situationally, and less as any part of a consistent chain as both are a waste on minions IMO.I am by no means an expert at that. Maybe we can summon TopDoc to come along and help with that. But basically, you have to add the cast time of the power with the recharge time, then try to figure out a sequence of attacks that will allow you to have a steady attack chain with powers ready as soon as you need them. One thing to remember is that the recharge of a power can *never* be lower than the cast time of the power, regardless of how much recharge you have. Keep this in mind to prevent over slotting recharge into powers, because you can end up with wasted recharge enhancement if you have a significant amount of global recharge.
I calculated using arcanatime, and active hasten. I didn't calculate for the FF proc, as I wouldn't know where to begin.
If some math guru 8-| wants to figure out what the average overall rech boost the FF proc would give, assuming 8 mobs in range of footstomp on a constant cycle with a casttime+rech of 9.33s I won't complain... :P
So does this chain look about right?
Foot Stomp > Dark Oblit > Punch > Haymaker > Punch
Quote:To calculate chain EPS:
Add up end costs of attack chain and divide by sum of cast times.
It'd be nice if it was that simple, but it isn't.
Quote:Originally Posted by Bill Z BubbaTo get the damage for each attack you'll have to start averaging out. I use 90% fury.
Total damage = base damage *(1+buffs)
So if you have 95% damage enhancement slotted and add in fury it works out to:
Total Damage = base * (1+1.8+.95)
Hope that helps some.
Do I need to work out the damage for each attack individually, or can I just set fury to 90% in mids and trust the numbers it gives me? -
Quote:Only the ITF gives me occaisional trouble on my /WP brute. He's SS/WP with about 20-25% to all typed defenses. Looking at about 100-130 HP per second regen. The SS side aids with mitigation, but you should get good results from WM I imagine (I have no experience playing WM).Just curious as to what people think.
Should i add more defense at the expense of regen or is 25%-ish to most damage types good enough? I mean I could have chosen Invulnerability or Energy but i wanted to take up the challenge of creating sick WP toon.
I know how good defense is, i personally favour it over a resist power set but having basically zero DDR (17.3% i believe) sounds to me like a nightmare, especially with the amount of defense debuffs in the game.
With smart use of oranges and purples (I generally carry about 8 of each, medium sized) you'll be fine. The only time you'll really see an issue is in the first mish, particularly if your team is composed of nearly all melee or if the squishies can't keep pace on a speed run.
You'll be laughing during the cyst mission, and the LGTF for that matter.
Quote:With the way it is now, i can see it would be a roller coster ride for the health bar but could i effectively tank a fire/cold/eng/neg eng damage dealin AV without eating too much dirt?
Also how would it fair ina Hami Raid or a LRSF?
LRSF you'll have no problems really, but don't expect to tank Statesman solo with no support of any kind.
That being said, my planned respec will see me at 25% - 30% to all typed defenses, if you can stuff a bit more defense in all the better.
I would definitely make the +HP & + END accolades top priority.
I've recently gotten a good dose of help for my SS/WP planned respec, feel free to poach ideas. You can see the build and advice given HERE. -
Question: How do you calculate the endurance per second cost of an attack chain?
-
Quote:I just want to say thanks for all the work, I really appreciate the response.Heh, surprised no one else has come along yet. I've spent the last 20-30 minutes working on some numbers for your build, as well as some changes to slotting that I'd make.
I'll post my rework of your build in a minute, but first, some numbers:
Quote:...That you are having endurance issues, then, must come from the combination Rage/Hasten crashes and also from subpar slotting of end redux.
I've noticed a trend in your build, to focus on enhancing the recharge values of powers to the detriment of endurance reduction. Even more damning of this approach is that with your global recharge and Hasten, the minor increase you get by enhancing recharge hurts your sustainable endurance when compared to slotting for more end redux. You just aren't getting that much of a value slotting so heavily for recharge in powers that already have a relatively low recharge.
Quote:Take Punch, for example. Punch's base values for recharge and endurance are 4 seconds and 5.2 endurance. A 25% reduction in recharge will net you a .82s reduction, while a 25% reduction in endurance cost will get you a 1.06% reduction. The reduction in recharge will make no major functional difference in your damage over time (especially as you gain more recharge from Hasten and set bonuses), while reducing the endurance cost of a fast firing attack will drastically reduce the amount of endurance consumed over time. Also, almost every AT looks for enough recharge, from set bonuses/hasten and slotting, to make for a sustainable attack chain. Any more recharge than that, and you will be likely to have powers recharged while you are using other powers, which is just wasted recharge.
Quote:Good Luck, and I really hope this helps you! If you have any questions, post em up here or send me a tell in game @W Peace.
~WP
There's so much info in the post that I want to take a bit of time to load up the build and digest it all. Even if I don't end up using all of the suggestions, there's definitely some great ideas there that I think will definitely improve the build.
I'll probably buy all the IOs on live then do a copy to test to play around with it.
As a side note, where are the emoticons on these boards O.o
Quote:Originally Posted by DoomguideThere is no link or data chunk included in W Peace's post/build ... and I was curious and had the time. So I believe the following is as intended or at least very close: -
First I'd like to say thanks for helincarnate who laid out a huge chunk of the build, which I've been playing and have made some of my own tweaks to.
Second, I'll probably post this in the scrapper forums as well, to try and get as much help as I can.
Now the problem.
I'm currently playing my SS/WP brute on live with Mu mastery and I'm planning a respec into Soul Mastery.
The problem is I want Gloom, Dark Oblit & Darkest Night.
I did a respec on the training room server, but it required a heavy sacrifice - I had to cut STA out of the build. Madness, I know.
What I'm looking for is to maintain the build's current 1200% regen, 30% Def vs. SM/L/F/C.
I'd also like to avoid drastic changes, as I have 90% of the IO's already slotted.
But I'd also like to fit darkest night into the build and have it be somewhat sustainable, which at the moment it isn't.
Between the end cost of SS attacks, rage crash, hasten crash, the cost of constantly cycling Footstomp & Dark Oblit, 7 toggles and now Darkest Night's high end cost it just isn't very sustainable at all.
I'm not opposed to using blues here and there to keep the whole thing running, but all of my test drives have me needing a blue nearly every pack of mobs (+1x8 solo)
Why did I cut stamina? The only other possible cuts were Combat Jumping & SoW.
CJ is my 4th LoTG 7.5. My recharge isn't so great to begin with and I personally enjoy being very mobile so Hurdle + CJ is a must. Losing this is a last ditch option.
SoW would be easier to cut out and I'm sure I could find a slot somewhere to stick the steadfast into HPT. However I use it fairly often though and wanted to keep it.
Sta seemed like an easier option as I already have QR. But this build is pretty END intensive, and now I'm not so sure.
Here's the build.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Dmg/EndRdx/Rchg:50(31)
Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(23), Numna-Heal/Rchg:50(23)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Dmg/EndRdx/Rchg:40(34), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(25), Numna-Regen/Rcvry+:50(25), Mrcl-Rcvry+:40(43), Mrcl-Heal:40(43), RgnTis-Regen+:30(43)
Level 6: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam/Rchg:40(37)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(31), C'ngImp-Dmg/EndRdx/Rchg:50(31), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 10: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13), LkGmblr-Def/EndRdx:50(13), LkGmblr-Def/EndRdx/Rchg:50(37)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(27)
Level 16: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(17), Numna-Heal/Rchg:50(17), HO:Golgi(19)
Level 18: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(19)
Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(46)
Level 22: Hurdle -- Jump-I:50(A)
Level 24: Health -- Numna-Heal:50(A), Numna-Heal/Rchg:50(27), Numna-Heal/EndRdx:50(34)
Level 26: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 28: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx:50(29), LkGmblr-Def/EndRdx/Rchg:50(37)
Level 30: Boxing -- Empty(A)
Level 32: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), FrcFbk-Rechg%:50(40)
Level 35: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam/Rchg:40(36)
Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(39)
Level 41: Gloom -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Dmg/EndRdx:50(42), Dev'n-Dmg/Rchg:50(42), Dev'n-Acc/Dmg/Rchg:50(42), DarkWD-ToHitdeb/Rchg/EndRdx:50(46), DarkWD-Rchg/EndRdx:50(50)
Level 44: Dark Obliteration -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46), RechRdx-I:50(48)
Level 47: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx:50(A), DarkWD-Rchg/EndRdx:50(48), DarkWD-ToHitDeb/EndRdx:50(48), DarkWD-ToHitDeb:50(50), EndRdx-I:50(50)
Level 49: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
------------
Level 1: Brawl -- RechRdx-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 18.6% Defense(Smashing)
- 18.6% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 7.06% Defense(Energy)
- 7.06% Defense(Negative)
- 3% Defense(Psionic)
- 10.8% Defense(Melee)
- 7.38% Defense(Ranged)
- 3% Defense(AoE)
- 45% Enhancement(Accuracy)
- 46.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 337.3 HP (22.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 10.5%
- MezResist(Stun) 2.2%
- 10% (0.17 End/sec) Recovery
- 90% (5.63 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 5% RunSpeed
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Quote:Don't worry, /WP is awesome. Just not right away.I went with MA/WP and am i missing something? im currently level 12 and i basically run out of health and endurance after every fight. My first toon was a claws/regen an this was not the case at all..
Quote:ok! thx for advice. i think ima take RTTC at 16 then an hold off stamina a lil while...
Also, plan to add 2 slots to RttC at 17 and 2 slots to QR at 21.
From there I'd feel it out for when you want Stamina (if at all), just remember you need to take Swift/Hurdle and Health first.
Good luck. -
Quote:Well to each their own, but I'm quite fond of the patron system as it nets you a respec.Personally, my problem isn't what to skip in the Primary or Secondary powersets for Villains, it's what to do with the slots I get at 41, 44, and 47. I really dislike the whole Patron system, and the powers in the sets. They should be more like the Ancilary pools from Heroes, and offer more choices and freedom. And no being forced to run an arc just to be able to use them.