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I have a KM/SR Brute myself. She's level 37, and not yet softcapped (Around 32% defense... working on that) but I have a level 50 build planned for her. Even at that defense though she can handle EBs and tough groups and once tanked for an ITF (Due to the lack of an actual TANK) so she's capable.
End is an issue, but I'm expecting it to clear up as I IO my defenses and attacks and slot in sets. Already starting on Touch of Death for melee. -
My SD/SS Tanker run Assault, mostly for the extra kick. She also uses Manuvers for extra defense to softcap. She's great solo, and helps stack Leadership bonuses in teams.
What more can you ask for? -
If I were to proliferate Ninjitsu I would replace Hide with something more like Cloaking Device from the devices set for starters, but leave it as the first power to maintain the 'ninja' feel.
Smoke Flash will need to be removed, as will Caltrops. I would propose Caltrops be replaced with a Palm Strike attack that does very minor damage, but offered a mag 2 or 3 hold or disorent, and Smoke Flash with a salt throwing power that did a decent to hit debuff to a single target.
I think the end result would be mostly balanced, although it may need tweaks. -
The high recharge is there because she is a speedster, hence the high rate of recharge.
Adapted the build a bit still, moved slots from Superior Conditioning to three slot Tough with Steadfast (HP Bonus), and Combat Jumping. CJ and the three Passives are all trip slotted with LoTG for even more HP bonuses.
Still, good advice. -
Now if only one of the devs like Castle were to pop in, muse over it and add his own suggestion...
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Took Granite Agent's build and remade it for my own toon.
Pyre Mastery was dropped, Energy Mastery just fits my concept better, as does adding Flight. Maneuvers was dropped for room for flight (Agian, concept. If I hate the concept no point in playing), and for the ideal build I STILL need the 3% Def PVP IO, but with time and Hero Merits I can get it. Attacks have had their slotting increased. The +HP Bonus wasn't going any higher so I adjusted the slotting of Quick Recovery to pump out more End. Added slots to a couple of the toggles to reduce end use. Took out the Hami-Os, don't use them personally. Once the PvP IO is in S/L is softcaped, everything else nearly so. Even then the defenses are very high.
I think I like it more than what I started with.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Infinite Glory: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(11), Numna-Heal/Rchg:50(17), S'fstPrt-ResDam/Def+:30(17)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(11), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
Level 2: Fast Healing -- Heal-I:50(A), Heal-I:50(7), Heal-I:50(43)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(25), Mako-Acc/EndRdx/Rchg:50(34)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(37), LkGmblr-EndRdx/Rchg:50(48)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/Rchg:50(9), Numna-Regen/Rcvry+:50(46), Numna-EndRdx/Rchg:50(46), Numna-Heal/EndRdx/Rchg:50(50)
Level 10: Hover -- LkGmblr-Rchg+:50(A)
Level 12: Quick Recovery -- P'Shift-EndMod/Rchg:50(A), EndMod-I:50(13), P'Shift-EndMod:50(13)
Level 14: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(15), RctvArm-ResDam/EndRdx:40(21), RctvArm-ResDam/Rchg:40(25)
Level 16: Taunt -- Mocking-Taunt/Rchg/Rng:50(A)
Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(43)
Level 20: Fly -- Winter-ResSlow:50(A)
Level 22: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Mako-Acc/EndRdx/Rchg:50(40), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(34)
Level 26: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), Mako-Acc/EndRdx/Rchg:50(37), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
Level 28: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Mako-Acc/EndRdx/Rchg:50(42)
Level 30: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-EndRdx/Rchg:50(42), Aegis-ResDam/EndRdx/Rchg:50(45)
Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(43)
Level 35: Rage -- GSFC-Build%:50(A), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/Rchg:50(45), GSFC-ToHit:50(48), GSFC-ToHit/EndRdx:50(50)
Level 38: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(48)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(46), P'Shift-End%:50(50)
Level 47: Resurgence -- RechRdx-I:50(A)
Level 49: Strength of Will -- GA-3defTpProc:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(27), Heal-I:50(27)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(15), P'Shift-EndMod/Acc:50(21)
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 29.13% Defense(Smashing)
- 29.13% Defense(Lethal)
- 10.38% Defense(Fire)
- 10.38% Defense(Cold)
- 10.38% Defense(Energy)
- 10.38% Defense(Negative)
- 6% Defense(Psionic)
- 22.25% Defense(Melee)
- 12.88% Defense(Ranged)
- 10.06% Defense(AoE)
- 27% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 42.5% Enhancement(RechargeTime)
- 20% FlySpeed
- 400.58 HP (21.38%) HitPoints
- 20% JumpHeight
- 20% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 24.75%
- MezResist(Stun) 2.2%
- 5% (0.084 End/sec) Recovery
- 64% (5.007 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 25% RunSpeed
- 2.5% XPDebtProtection
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In the end Devices can be considered both the best and the worst secondary power for Blasters. It all depends on the player. I love it, others hate it, and others take a stance between the two.
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This I ALSO like. It fits the spear theme nicely since a normal melee attack is 8 foot a 10 foot melee attack with repel to 10 feet sounds awesome. Just so long as they don't go flying back several feet.
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Notes: I'm building foe defense first, recover and regen second, resistance third. I'm also planning on setting the PvP +3 Def into Strength of Will, it's not there yet because I know it'll be a LONG time before I can use it.
Boxing was slotted for both set bonuses and may as well use it if you have it since I took Tough and Weave.
Edited the build a bit for better defense and using Boxing as an actual attack.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Infinite Glory: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(3), Heal-I:50(5), S'fstPrt-ResDam/Def+:30(40)
Level 1: Jab -- KntkC'bat-Dmg/EndRdx:35(A), KntkC'bat-Acc/Dmg:35(21), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(48), Acc-I:50(48)
Level 2: Mind Over Body -- TtmC'tng-EndRdx:40(A), TtmC'tng-ResDam:40(9), TtmC'tng-ResDam/Rchg:40(11), TtmC'tng-EndRdx/Rchg:40(27), TtmC'tng-ResDam/EndRdx/Rchg:40(27), TtmC'tng-ResDam/EndRdx:40(42)
Level 4: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Acc-I:50(46)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(7), LkGmblr-Def/EndRdx:50(7), LkGmblr-Def/Rchg:50(43), LkGmblr-EndRdx/Rchg:50(43), LkGmblr-Def/EndRdx/Rchg:50(43)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/EndRdx/Rchg:50(17), Numna-Heal/Rchg:50(17)
Level 10: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), Acc-I:50(13), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(48)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13)
Level 14: Fast Healing -- Heal-I:50(A), Mrcl-Heal:40(15), Mrcl-Rcvry+:40(15), RgnTis-Regen+:30(50)
Level 16: Hover -- LkGmblr-Rchg+:50(A)
Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/Rchg:50(40), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), Mako-Acc/EndRdx/Rchg:50(45), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Acc-I:50(50)
Level 24: Tough -- TtmC'tng-ResDam/EndRdx/Rchg:50(A), TtmC'tng-ResDam/EndRdx:50(25), TtmC'tng-EndRdx/Rchg:50(25), TtmC'tng-ResDam/Rchg:50(37), TtmC'tng-ResDam:50(37), TtmC'tng-EndRdx:50(42)
Level 26: Resurgence -- RechRdx-I:50(A)
Level 28: Rage -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(29), GSFC-ToHit:50(29), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-Rchg/EndRdx:50(37)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/Rchg:50(33), LkGmblr-Def/EndRdx/Rchg:50(33)
Level 32: Strength of Will -- ImpArm-ResPsi:40(A)
Level 35: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/Rchg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(39), Oblit-Dmg:50(39), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(40), Oblit-%Dam:50(50)
Level 41: Fly -- Winter-ResSlow:50(A)
Level 44: Hasten -- RechRdx-I:50(A)
Level 47: Conserve Power -- EndRdx-I:50(A)
Level 49: Physical Perfection -- Heal-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(5), Heal-I:50(46)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(3)
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 27.38% Defense(Smashing)
- 27.38% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 23.63% Defense(Melee)
- 5.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 6% Enhancement(Heal)
- 36% Enhancement(Accuracy)
- 42.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 274.08 HP (14.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 13.75%
- MezResist(Immobilize) 17.05%
- MezResist(Sleep) 4.4%
- MezResist(Stun) 6.6%
- 5% (0.084 End/sec) Recovery
- 54% (4.225 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 6.125% Resistance(Psionic)
- 5% RunSpeed
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I haven't gone through the thread much, but I think increasing the duration of some buffs, like Force Fields two main shields, to something like 10 minutes would be nice. Just so you don't need to worry about reappling them mid-fight.
More powerful buffs? Yeah, keep them as is. -
I like the - Speed/Recharge idea, but if Polearms were to have an extended range over other melee types I would only have it by one or two feet to avoid making it too potentially powerful.
And I do realise this would take the devs a LOT of work to implement, but I think it would be worth it in the end. Obviously this isn't something I'd expect to come out on i20, but maybe something to hope for down the line, like i24. -
I know people have asked time and agian for staffs to be a powerset, and while I think that would be awesome we also have to think about Shield Defense users. Which is where this idea crops up; Polearms. Bladed/pointy Polearms such as spears, nagatas, halaberds, pikes ect, ect, ect. It could be used by all melee sets, as well as Shield Defense users.
On non-shield users it would have a flashy martial arts feel with the weapon being spun about before striking. WITH Shield Defense, however, the character fights more like a Spartan; much more conservative strikes, leading with the shield then striking with the weapon. I'd think the powers would be like this, all leathal damage and using Broadsword as a concept base...
Thrust: Moderate Damage with either a -Def debuff or a -Dam debuff.
Stab: High Damage with -Def or -Res.
Pole Arc: Moderate or less damage with -Def or -Dam in a cone. Like Slice, only slightly less damage and a wider arc.
Build Up: Build Up.
Spin Deflection: Minor Damage with a plus defense to everything but Psionic, but rather than 15% as in Parry it should be between 2.5% and 5%. MAYBE 7%, but that's a strech.
Whirling Demise: High Damage, 180 Degree Cone attack (Rather than a PBAoE) with -Def. Higher damage than Whirling Sword
Blunt Strike: Superior Damage, knockdown, -Res. Animation would be smacking the person with the blunt end of the staff unless you are using Shield Defense, then it becomes a mighty smack with the shield. Only power in the set to do Smashing damage.
Run Through: Extreme Damage, 20 degree arc, knockdown, DoT effect. Can effect up to 3 foes.
I think if the devs even DID a powerset like this it they would change the powers around a bit, maybe make it -def, -res or -dam for all the powers, but I think it's an interesting start. -
Maybe have a Fear based power in place of a hold? Just another suggestion.
Also maybe a bolo for an immobilize power or a thrown net. -
Quote:Pretty much.Shield brutes are most definitely squishy until you can start layering defenses and building some set bonuses. The best thing you can do in lower levels is to always enter every mission with tons of Lucks.
It gets better!
I have an SD/SS tank at 50 who's near (Not at, just near) the Softcap. She whoops ***. There was rough spots moving up there, yes, but she whips ***.
I also have a KM/SR Brute at level 36 with defenses around 35% at the moment. She also kicks loads of ***, although she tends to get smacked now and agian.
Defense based toons take a while to develop and need a lot of love and care to grow into the badasses we all know and love. -
This is based on a Speedster concept I had awhile back that's up to level 36 now. I am not a min/maxer and while I do try to get the best out of my toons I don't obsess over everything.
In general I wanted to take all the primary attacks (Some people might argue agianst it, that's fine), all the SR abilities then worry about, in order, defense, recharge, recovery, regen, damage, acc and resistance. Tough was taken but not weave as it was unneeded. I didn't have the space to take Aid Self, but I'm planning to have a very green tray. Softcap has been reached and res is up to just over 14% for S/L.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
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Mach Four: Level 50 Science Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Quick Strike -- T'Death-Dam%:40(A), T'Death-Dmg/EndRdx/Rchg:40(7), T'Death-Dmg/Rchg:40(19), T'Death-Acc/Dmg/EndRdx:40(27), T'Death-Dmg/EndRdx:40(27), T'Death-Acc/Dmg:40(37)
Level 1: Focused Fighting -- RedFtn-EndRdx:50(A), RedFtn-Def:50(3), RedFtn-Def/EndRdx/Rchg:50(9), RedFtn-EndRdx/Rchg:50(11), RedFtn-Def/Rchg:50(15), RedFtn-Def/EndRdx:50(17)
Level 2: Focused Senses -- RedFtn-EndRdx:50(A), RedFtn-Def:50(3), RedFtn-Def/Rchg:50(9), RedFtn-EndRdx/Rchg:50(15), RedFtn-Def/EndRdx/Rchg:50(17), RedFtn-Def/EndRdx:50(19)
Level 4: Body Blow -- T'Death-Dam%:40(A), T'Death-Dmg/EndRdx/Rchg:40(7), T'Death-Acc/Dmg/EndRdx:40(25), T'Death-Dmg/Rchg:40(25), T'Death-Dmg/EndRdx:40(45), T'Death-Acc/Dmg:40(45)
Level 6: Agile -- DefBuff-I:50(A), LkGmblr-Def:50(43), LkGmblr-Rchg+:50(46)
Level 8: Smashing Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(29), C'ngImp-Dmg/EndRdx/Rchg:50(29), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Acc/Dmg/Rchg:50(39)
Level 10: Practiced Brawler -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 12: Power Siphon -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(13), GSFC-ToHit/Rchg/EndRdx:50(13), GSFC-Rchg/EndRdx:50(21), GSFC-ToHit/Rchg:50(21), GSFC-ToHit:50(23)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34), RechRdx-I:50(50)
Level 16: Dodge -- DefBuff-I:50(A), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(46)
Level 18: Repulsing Torrent -- Det'tn-Dmg/EndRdx/Rng:50(A), Det'tn-Acc/Dmg/EndRdx:50(40), Det'tn-Dmg/EndRdx:50(40), Det'tn-Dmg/Rchg:50(40), Det'tn-Acc/Dmg:50(43)
Level 20: Evasion -- RedFtn-Def:50(A), RedFtn-EndRdx:50(31), RedFtn-Def/EndRdx:50(31), RedFtn-Def/Rchg:50(31), RedFtn-EndRdx/Rchg:50(34), RedFtn-Def/EndRdx/Rchg:50(36)
Level 22: Burst -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Dmg/Rchg:50(23), Sciroc-Acc/Rchg:50(36), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg:50(37)
Level 24: Super Speed -- Winter-ResSlow:50(A)
Level 26: Focused Burst -- Ruin-Acc/Dmg/Rchg:40(A), Ruin-Acc/EndRdx/Rchg:40(37), Ruin-Dmg/Rchg:40(48), Ruin-Dmg/EndRdx:40(48), Ruin-Acc/Dmg:40(48)
Level 28: Lucky -- DefBuff-I:50(A), LkGmblr-Def:50(43), LkGmblr-Rchg+:50(46)
Level 30: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(39)
Level 32: Concentrated Strike -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Acc/Dmg:50(33), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Acc/Dmg/Rchg:50(34)
Level 35: Quickness -- Run-I:50(A)
Level 38: Boxing -- Empty(A)
Level 41: Superior Conditioning -- EndMod-I:50(A), EndMod-I:50(42), EndMod-I:50(42)
Level 44: Tough -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(50)
Level 47: Physical Perfection -- EndMod-I:50(A)
Level 49: Elude -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(11), RgnTis-Regen+:30(42)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(5), EndMod-I:50(5)
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Quote:I have a KM/SR Brute that's a lot of fun to play based on a Speedster concept. Took all the primary powers save taunt (Still with RT was knockdown...) and will take all the secondaries, plus Body Mastery for Superiors Conditioning and Physical Perfection. Toss in Hasten and Super Speed, Combat Jumping and Tough. No weave, no room and soft capped in mids with the right IOs.BassAckwards posted a DM/Invuln guide on here (or, really, her build over time) which had a lot of cool slotting for /Invuln on it. Worth a search on her user name.
I've debated a KM/Invuln cause I think it would look really cool and comic booky. But my inner min/maxer keeps saying to pair KM with SD ... and I already have enough SD toons .... Let me know how yours fares.
She's only 36 right now, but plenty of fun. -
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Exactly my point. Devices are avalable ONLY to blasters, so if you are going to compare the set to traps (Which many do) you also have to point out that blasters do not get traps and defenders, corruptors and masterminds do not get devices.
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Quote:Exactly. I said it before and here it is agian; Blasters are not defenders, corruptors or masterminds. Blaster do damage, damage and more damage. They may have some control and mitigation, but in the end it's all about damage.Fixed for you. As the original post of the thread implies, Devices haters need not apply. Some of us are trying to help fellow players re-evaluate characters that are collecting dust.
I'm not saying to go make a character with Devices. I like it, and for others that need help in making it work, talk to me. For those that say "just make traps!", I have Traps characters (yeah, plural!). Too bad we're discussing Blasters. -
plain guy, I'm not saying 'Traps suck' or 'Devices rule' I'm saying Devices is a good, soild set.
Also Softcapped means you are highly unlikely to get hit while going for the glowie, Smoke Grenade makes sure you don't even get shot at.
An Triage Beacon is great... until your forced to move out of it's range, which may or may not happen in a fight.
There is also one other point you didn't address: Devices are a blaster only set, meaning someone using it is doing so because they want to play a blaster and have the massive DPS they do. Defenders and trap defenders are great, no question, but they don't do the damage a blaster can. And if you want to play a blaster with devices over a defender with traps it's a fine choice. If you want to play a traps defender over a device blaster then it's also a fine choice.
Devices is a good set. Maybe not as great as it could or should be, but I'm happy with it. -
My DP/Dev is going Munitions, agian for theme reasons.
If you notice you have end problems then go for Munitions, Body Armour might not offer as much res but it costs no end to use. Surv is good for -res, meaning more damage, and LRM is a good way to say 'Hello badguys.'
Ice and Primal I can't really comment on. -
Most blasters I've made I've either deleted or abandoned for a number of reasons. My DP/Dev is the only blaster of mine that has broken level 30, and I like it for both sets. DP needs some buffs, yes, but it's a fun set and is good for both ST and AoE, but that's not the point of this topic.
Dev I find is great for the Cloaking Device and Smoke Grenades. Sure a Traps defender MIGHT be able to use a Stealth IO and Super Speed or a Concealment power to set up bombs and traps, but what if you just want to grab a glowie or shoot an object surrounded by baddies? Smoke Grenade works wonders.
Trip Mine stacked a few times over is great for pesky hard targets, a tought looking group or if you know for a fact an ambush is coming.
Targeting Drone has a lower end cost (Not that much lower, but worth mentioning) and almost double the to hit bonus than Tactics. Sure you don't share it with the team, but that's life.
At the end of the day I do have to admit Dev offers little defense and Smoke Grenades's to hit debuff can't match FFG's defense bonus, but that just means Dev isn't perfect.
Also Dev is a BLASTER only power choice while Traps is avalable to Defenders, Corruptors and Masterminds and all three of them are more about buffs and debuffs. A Blaster is about doing damage, damage and more damage. You have Targeting Drone to make sure your attacks always hit, Trip Mine to lure foes into and Caltrops to keep them out of melee. Cloaking Device and Smoke Grenade offers some defense, but it's all about damage. Defenders cannot do the kind of damage a blaster can, a Mastermind needs his or her minions for damage and a Corruptor can't do Blaster level damage until Scourge kicks in. -
I have a level 35 KM/SR Brute who's very fun to play (Speedster concept). The attacks, as already said, aren't slow but they seem that way do to the motions made.
I still took Repulsing Torrent which is a nice attack except for that pesky knockBACK effect. With luck it'll be changed to knockDOWN at some point. -
Also, once you get your Alpha I suggest Cardiac for the Resistance boost. It'll boost up your resistances in Deflection/True Grit and bump up Tough a bit more.