Fury Flechette

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  1. Quote:
    Originally Posted by Lillika View Post
    Oh wow awesome. Those were some things I wasn't even thinking about. Thank you for the time you spent putting that together, this is really filling me with hope for Lill yet. Now just going to work on the money part to get this done.
    You're welcome. See the guide in my sig for a way to make some of that influence.
  2. I made some small tweaks and got your smash/lethal defense to 24%. That along with your resists will be very noticeable and make your blaster far more hardy.

    Changes
    - Took away a slot from Power Thrust. You have 43% worth of global accuracy bonuses so the extra acc in there isn't needed. Plus you still have aim / build up when you just have to hit that target.
    - Added an Nucleous Exposure HO to each attack, slightly lowering their accuracy (see above about global bonuses) but maxing out their damage.
    - Changed slotting for aim and build up to add in two Rectified Recticles which provide 1.88% smash/lethal defense - this is more than the 1.25% smash/lethal defense provided by 6 slotting Gaussians. Gaussians do provide 2.5% *positional* defense (range/melee/aoe) but far less bonus to smash/lethal.
    - Changed slotting to Temp Invuln to 4 Reactive Armor for the smash/lethal defense bonus
    - Added a Defense LoTG to Combat Jumping. Added a Karma -kb IO to Combat Jumping.
    - Changed slotting of Force of Nature to 2 x Res/Rech and 1 Recharge IO. That puts you at the 75% resistance cap when it's active and sets its enhancment value at 91.78% - which is fairly close to the ED cap to not make much difference.

    Modified Build below:

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Lillika: Level 50 Science Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Force Mastery
    Hero Profile:
    Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(34)
    Level 1: Power Thrust -- Acc-I(A)
    Level 2: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(40)
    Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(40)
    Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(42)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(23), HO:Nucle(37)
    Level 12: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(31), HO:Nucle(37)
    Level 14: Fly -- Flight-I(A)
    Level 16: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(17), Numna-Regen/Rcvry+(31), Numna-Heal(46)
    Level 18: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), AdjTgt-Rchg(25), AdjTgt-ToHit/Rchg(29)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Acc/Rchg(43), P'Shift-End%(46)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
    Level 24: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27), AdjTgt-ToHit/Rchg(42), AdjTgt-Rchg(48)
    Level 26: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(42)
    Level 28: Power Boost -- RechRdx-I(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), Krma-ResKB(43)
    Level 32: Nova -- Oblit-Acc/Rchg(A), Oblit-Dmg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), HO:Nucle(37)
    Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), HO:Nucle(40)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 44: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(46)
    Level 47: Force of Nature -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(48), RechRdx-I(48)
    Level 49: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 6: Ninja Run

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  3. There's no way I'd play a build with attacks slotted with only 23% accuracy. Frankly, I don't think you're doing your friend any favors.
  4. Not a bad build but problematic.

    1. You don't have any -kb protection in your build. That would be very frustrating in a character that's weaving in and out of melee.

    2. You're over the 5 bonus limit for +6.25% bonuses. See http://paragonwiki.com/wiki/Rule_of_...e_Law_of_Fives

    3. I'd try to build in some defense to complement your resistance. Having 20+ defense, especially smash/lethal defense along with temp invulnerability would add a lot to your survivability and add some inherent protection against mezzing attacks. To do that consider slotting Kinetic Combat or their cheaper (although less effective) alternative, Smashing Haymaker, into your melee attack, slot 2 Rectified Recticle into aim / build up and consider taking maneuvers (or fighting pool).
  5. Fury Flechette

    Sonic/sonic corr

    Not a good build.

    I think you've skipped some of the best sonic blast powers. Scream is a must. It's your best attack by far. I'd also take howl because it's nice to apply a -res to an entire group. Shout is your heaviest hitter. It can be skipped in builds with high recharge, but should be considered if you don't. Shockwave is a decent soft control but unimpressive as an attack. It doesn't have good damage.

    Your sonic resonance powers are oddly slotted too. You overslotted some, underslotted others. I'd slot sonic dispersion heavily and take slots from maneuvers, amplify, the two ally shields. Disruption field needs to be heavily slotted for end redx - at least 2 end redx.

    As for general slotting, you're all over the place as well too. Powers with Posi's Blast set is generally 5 slotted for the +6.25% recharge. Powers with purple sets are likewise 5 slotted to get the +10% recharge bonus. You should look at the actual enhancement values in the powers you have 6 slotted. They're way over ED limits. I rarely 6 slot powers unless I'm going for some sort of defensive bonuses. Other bonuses for 6 slots aren't generally worth it.

    What I've done in mine is to max out personal resistance so I ended up taking fighting pool. Fighting pool's tough + sonic dispersion + patron shield = a corruptor with around 68 - 70% smash/lethal resistance. Get around 30% ranged defense and you have a very hardy corruptor.
  6. Quote:
    Originally Posted by Santorican View Post
    OMG lol I just realized I didn't take shield charge in that build rofl!

    Okay edited build I had to drop GFS
    Oh? I thought you did that by design. Some sort of single target super pylon crusher.
  7. That build looks solid. Expensive, but solid.
  8. Sant,

    Turn on Combat Jumping. Build is soft capped.
  9. I kind of agree with Mauk2. Depending on when you left, you may be for a bit of a shock as to how much a baseline build costs. I guess what we need to know is whether you left before or after the inventions era.
  10. Quote:
    Originally Posted by Ranil View Post
    Thanks for the great builds Flechette. I'm just getting back into CoX after being away for a while, and stumbled upon this thread while trying to figure out what I was going to roll up after I resubbed. I decided to give Elec/SD a try since I only ever really played 1 scrapper before and he stagnated at level 30 or so. Since I'm starting fresh (for the most part), I'm using your cheap build and more or less following it to the letter as I level (I took chain induction way earlier than you suggest because I don't really need a travel power right now what with having temps, but otherwise it's spot on)

    I do, however, have a question. Would it be feasable (and moreover, wise) to replace Manuvers with Hasten? I'm sort of a noob when it comes to IO sets, so I don't really know how important the set you have in Manuvers is. If I can't drop manuvers, can I drop something else, or is Hasten just not that important? I remember back when no build did without it, but I'm not sure if things have changed.

    Thanks in advance, and thanks again for the great build advice already given out in this thread. Labor of love, clearly.
    Yes. Quite viable to drop maneuvers actually. You'll notice that in the more expensive builds, it isn't there. However, it will significantly add cost to your build since you'll have to make up the defenses lost through global bonuses. See the last few builds in this thread where other posters and I dropped manuevers on a cheaper build to see how it was done.

    Hasten is a great choice electric/sd since anything that brings your two nukes up faster makes it far more powerful.
  11. Quote:
    Originally Posted by Smurphy View Post
    Life's too short to think "why" on posts like this. Please respond if you know a way to fulfill the original poster's inquiry.

    Also, do you know a way for Chrome to disable signature pictures in a similar way that Greasemonkey works for Firefox?
    I don't know how to disable just the pictures, but you can disable signatures altogether via your User CP settings.
  12. All scrappers can do decently at the end game, but kat/sr will be more potent and able to pump out more dps than the ma/regen. Both can be made rather tough: you can soft cap the kat/sr and you can provide around 25% defense to the regen.
  13. Far cheaper version of the build above. Replace healing uniques for plain health IOs or SOs to drive down cost even more.

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  14. Quote:
    Originally Posted by Oedipus_Tex View Post
    Thanks very much for the feedback guys.

    I tried playing with some builds, and mainly just created a train wreck. I really have no idea what I'm doing with a Scrapper (or even a damage dealer, since I've always played support Controllers).

    I looked at the suggested build (my eternal thanks for posting) and decided I'm really not comfortable without Rise of the Phoenix.

    I don't know. It could just be my lack of experience with Scrappers but the more I look at potential builds and their associated costs the more it seems to me that this character is a money sink with far lower payoffs than a lot of other Scrappers might be. Do you think that is a correct assessment or am I being unfair?
    Feedback:
    1. Rise of the Phoenix presupposes that you will die. If you don't die easily it's a wasted power pick. I only take it if the build is loose and there aren't better choices available. In your build, there are plenty of better choices. For rez powers, it's one of the best out there, but then again, it's a rez power, and I tend to be a lot more optimistic.

    2. Best bang for your buck is to either add a little 20%+ of melee or smash/lethal defense to your build. This can be done cheaply. 4 sets of Smashing Haymaker provides 1.88% smash/lethal defense and a cheap alternative to Kinetic Combat. Reactive Armor (4 slots), Rectifield Recticle (2 slots!) also give bonuses for this. 20% defense stacked with parry will make you immimently more survivable without much alteration in your build. And it can be done cheaply.

    3. Ranged defense or defense to fire/cold/energy/neg energy are nice to haves but they will cost you. You can probably get around 20% or more of this by slotting sets, but don't go overboard if you're limited on budget, focus on either melee or smash/lethal. Remember, you still have your heal, which recharges fast.

    4. Make sure healing flames has the fastest recharge possible. 6 slotting with Numina is expensive and does not have the best native recharge for the power. I realize you're going for the range defense bonus, but only use this slotting if you can get plenty of other ranged defense bonuses. Otherwise, it's needlessly expensive and suboptimal to boot.

    5. I suggested slotting with Eradication in the posted build for the ranged/energy/neg energy defenses. You can subsitute with cheaper alternatives. Consider going with multi-strike. Obliteration is the best choice in a couple of your powers but it's expensive and you can have a good build without it.

    Finally, if you enjoy your character, a little investment in it to make it far sturdier is well worth it.
  15. dm/sr or kat/wp - both are capable of doing it. Both can be built with a budget build and still be formidable.
  16. Okay, I'll get in game in a few and then send you an in-game email.
  17. Quote:
    Originally Posted by Smurphy View Post
    I spent, or my brother spent, or somebody spent a bunch of my Influence while I wasn't paying attention. Maybe I misplaced it. Whatever the cause is I cannot find as much Influence as I'd like.

    Through Monday your Influence to my Infamy at 1 to 1.
    I'd like to take you up on that offer. Can you do 1B influence (mine) for 1B infamy?
  18. Here's a quick cut at it. It's far from optimized so tweak with it until you get what you like. It has 37% lethal defense with one application of parry plus 30% energy/neg energy defense. I didn't worry too much about fire/cold defense. Smash/lethal resists are 52.8%. And you'd still have healing flames to fall back on.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    BS-Fire Armor: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery
    Hero Profile:
    Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(19), HO:Nucle(40)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(31), S'fstPrt-ResKB(40)
    Level 2: Slice -- Erad-Dmg(A), Erad-Dmg/Rchg(3), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(19), M'Strk-Acc/Dmg/EndRdx(40)
    Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(43), Dct'dW-Rchg(43)
    Level 6: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(43)
    Level 8: Parry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(37), HO:Nucle(46)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(15)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Plasma Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(17), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam(46)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-End%(21), P'Shift-EndMod/Rchg(46)
    Level 22: Whirling Sword -- Erad-Dmg(A), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(25), M'Strk-Acc/Dmg/EndRdx(31)
    Level 24: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), AdjTgt-Rchg(31), AdjTgt-ToHit/Rchg(36)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(42)
    Level 28: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(29), Efficacy-EndMod/Rchg(29), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(42)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Head Splitter -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), M'Strk-Acc/Dmg/EndRdx(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Weave -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 6: Ninja Run

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    EDIT: I liked your concept very much.
  19. It's very possible to get a significant amount of defense, either melee (which would stack with parry) or smash/lethal. That would make you far more rugged.
  20. Quote:
    Originally Posted by GrantAnderson View Post
    Thanks for the advice!

    I've been trying some builds out in Mids - it looks pretty easy to cap S/L and E/N defence, and Cold resistance gets maxed out without even trying. I can go for a Boxing/Tough/Weave package or Air Sup/Aid Other/Aid Self (or possibly add in Hand Clap and/or Hurl, although I'm not that impressed by those two at the moment).

    It looks like I'm going to be fairly weak to Fire, though, which seems intended. Is it worth trying to plug that hole, or am I better off just sucking it up and using Hoarfrost and Aid Self to deal with it?
    You still have tanker hitpoints, and it's pretty easy to get enough defense to fire that you won't worry about it. Once I got my defenses to a certain level (30%+ on all types, 40%+ smash/lethal), I dropped aid self from my build. Your vulnerability to fire is pretty trivial. Your biggest hole will be to psi, and there hitpoints and some spot healing will be more than enough.
  21. Ice/SS is fantastic! The sets complement each other very well. Ice provides a taunt/slow aura, a self heal/hitpoint boost, defense and almost unlimited endurance while super strength provides the ability to not miss, a significant damage bonus and footstomp.

    There's really no downsides to this build and I've taken mine to every end game TF as a lead tank without issue.

    It also has great upsides with IOs. It can be made very sturdy with a little investment, extremely tough with a huge investment. Mine is IOed with mostly cheap sets and at the soft cap for everything with one application of energy absorption.

    It's a good soloer too though admittedly it won't become really good until you're able to grab rage, KO blow and energy absorption.
  22. BillZ: Oh, no, my young friend. You will find that it is you who are mistaken... about a great... many... things.

    Umbral: ...

    BillZ: Ah yes, Super Strength. Much like Fire Melee. By now you must know your Fire Melee can never be returned to just Tankers. So will it be with Super Strength!

    BillZ: Perhaps you refer to the imminent rage that will be on forums? I assure you, we are quite safe from your friends here!

    Umbral: Your overconfidence is your weakness.

    BillZ: Your faith in your friends is yours!

    Umbral: You're gravely mistaken, you won't convert me as you did other forumites.

    BillZ: Good... your hate has made you powerful. Argue with me with all your hatred and your journey towards the dark side will be complete.
  23. I moved around a few slots and lowered your endurance consumption to .76 end/sec. Basically, I just swapped the slotting for Weave and Combat Jumping since 6 slotted Red Fortune has much better end redx than 4 slotted Gift of the Ancients. Otherwise the build looks great.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Electric-Shield-Cheap-Fly: Level 50 Technology Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery
    Hero Profile:
    Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(33)
    Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def/EndRdx(19), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResDam/EndRdx(46)
    Level 2: Jacobs Ladder -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(7), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(23), M'Strk-Acc/EndRdx(42)
    Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(19), RedFtn-EndRdx(42), RedFtn-Def(46)
    Level 6: True Grit -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(11), H'zdH-Heal/Rchg(40), H'zdH-Heal/EndRdx/Rchg(43), H'zdH-EndRdx/Rchg(46)
    Level 8: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Dmg/EndRdx/Rchg(13), M'Strk-Acc/Dmg/EndRdx(17), M'Strk-Acc/EndRdx(31)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Air Superiority -- Acc-I(A)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(40)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-EndMod(21), P'Shift-End%(43)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(39), GSFC-Build%(43)
    Level 26: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(42)
    Level 28: Combat Jumping -- GftotA-Def/EndRdx(A), GftotA-Def(29), GftotA-Def/Rchg(29), GftotA-Def/EndRdx/Rchg(45)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 35: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 38: Tough -- S'fstPrt-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(39), TtmC'tng-ResDam/EndRdx(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- EndMod-I(A), P'Shift-EndMod(45), P'Shift-End%(50)
    Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 49: Phalanx Fighting -- DefBuff-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 2: Ninja Run

    Code:
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    |-------------------------------------------------------------------|
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  24. Below is an electric/shield/mu brute slotted with SOs. You'll notice one IO in the build, a Steadfast Res/Def that is standard in just about any decent shield build. Level of the IO doesn't matter, and you can pick up a low level one usually for fairly cheap.

    As I explained in game, the build isn't soft capped, but hopefully, the slotting will give you an idea of how to make your IO based build.

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    SO-Electric-Shield Brute: Level 50 Technology Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery
    Villain Profile:
    Level 1: Charged Brawl -- Acc(A), Acc(3), Dmg(3), Dmg(19), Dmg(23), RechRdx(50)
    Level 1: Deflection -- EndRdx(A), DefBuff(7), DefBuff(13), DefBuff(17), S'fstPrt-ResDam/Def+(31)
    Level 2: Battle Agility -- EndRdx(A), DefBuff(13), DefBuff(15), DefBuff(23)
    Level 4: Jacobs Ladder -- Acc(A), Acc(5), Dmg(5), Dmg(7), Dmg(19), EndRdx(46)
    Level 6: True Grit -- Heal(A), Heal(11), Heal(39), ResDam(40), ResDam(40), ResDam(46)
    Level 8: Thunder Strike -- Acc(A), Acc(9), Dmg(9), Dmg(15), Dmg(17), EndRdx(29)
    Level 10: Active Defense -- RechRdx(A), RechRdx(11)
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Hurdle -- Jump(A)
    Level 18: Health -- Heal(A), Heal(37)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Against All Odds -- EndRdx(A)
    Level 24: Build Up -- RechRdx(A), RechRdx(25), RechRdx(25), ToHit(31)
    Level 26: Chain Induction -- Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(31), EndRdx(34)
    Level 28: Boxing -- Acc(A)
    Level 30: Tough -- EndRdx(A), ResDam(40), ResDam(43), ResDam(43)
    Level 32: Lightning Rod -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34), RechRdx(34)
    Level 35: Shield Charge -- Acc(A), Acc(36), Dmg(36), Dmg(36), Dmg(37), RechRdx(37)
    Level 38: Weave -- EndRdx(A), DefBuff(39), DefBuff(39), DefBuff(50)
    Level 41: Electrifying Fences -- Acc(A), Acc(42), Dmg(42), Dmg(42), Dmg(43), EndRdx(48)
    Level 44: Ball Lightning -- Acc(A), Acc(45), Dmg(45), Dmg(45), Dmg(46), EndRdx(50)
    Level 47: Hasten -- RechRdx(A), RechRdx(48), RechRdx(48)
    Level 49: Phalanx Fighting -- DefBuff(A)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- EndRdx(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Fury
    Level 6: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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