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Posts
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Joined
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[ QUOTE ]
Wait. You think slotting Darkest Night for ToHit Debuff is worthless, but you slot Enforcers for DefDebuff.
I don't see the logic.
Oh, and take Shadow Fall.
[/ QUOTE ]
Well there is great logic in it:
First of all I don't have Shadowfall, so there is no
Defense to stack the To Hit Debuff with.
Then there is the Defense Debuff in Enforcers, and I
decided on the Defense Debuff because:
1: I don't know how well Defense Buff in Enforcers will
benefit, but I do know it'll only benefit my henchmen, so
I'll let that be.
2: I don't know how well To Hit Buff in Enforcers will
benefit, but I do know it'll only benefit my henchmen, so
I'll let that be.
3: I don't know how well Defense Debuff will benefit, but I
know that less Defense on targets, means better hit chance
for all team members, and I need to put something in that
last slot, so I took Defense Debuff.
Why should I take Shadow Fall?
I didn't have much use for it on my former Necro/Dark,
except for excessive end usage, compared to what it offers.
And I don't like end-heavy builds...
I don't know if you've understood my intentions with this
build, but I'll qoute myself:
[ QUOTE ]
My plan is to have both Enforcers in Bodyguard Mode, and
only actively controlling the Bruiser.
That should give me more time and focus, to help my team
more with healings and debuffs, than if I had the Thugs.
[/ QUOTE ]
I don't wanna play this like all other Masterminds, and
just be a force of deadly henchmen, and only do the odd
healing and buff/debuff here and there. I wanna focus more
on that stuff, and less on henchmen management. -
[ QUOTE ]
- Darkest Night: take much earlier and slot 3 tht_debuf 1-2 endrdx
[/ QUOTE ]
Well taking it earlier, would mean I had to take Howling
Twillight later, and I'm not a big fan of that idea,
especially because people tend to die more in the lower
levels, than in the higher.
About the slotting, I've checked with Mid's and it's only
6,5% more ToHit Debuff when slotted with three level 50 IO
enhancements, which isn't worth the 3 slots in my opinion.
[ QUOTE ]
- Tar Patch: slot a 3rd rechg
[/ QUOTE ]
Good idea. I'll do that through the levels.
(The build above is level 47 respec build, so a third slot will only enhance the recharge with around 5 seconds.)
[ QUOTE ]
- Equip Thugs: 1 endrdx is all you need
[/ QUOTE ]
One of the things I personally dislike when teaming with
Masterminds, is the time it takes to set up pets, and one
thing I really hate, is running out of Endurance.
Of course you couldn't know that.
[ QUOTE ]
- Howling Twilight: wouldn't bother with anything else besides rechgs
[/ QUOTE ]
Again with the Endurance issue... Without EndRedux in it,
it takes away 1/3rd of your endurance bar.
[ QUOTE ]
- Enforcers: slot def_buf and acc first, then dmg.
[/ QUOTE ]
I don't know how much defense, the Enforcer's Maneuvers
provide without slotting defense, and I don't know how much
it will improve by slotting in a Def enhancement, so I went
for the safe choice; Def Debuff.
[ QUOTE ]
- Upgrade Eqpt: 1 endrdx 1 rechg is enough really
[/ QUOTE ]
Again with the setup and endurance issue I suffer from,
although I might skip one Rech and one EndRedux, and put
them somewhere else.
[ QUOTE ]
- Shadow Fall is very handy if you micro-manage your thugs.
[/ QUOTE ]
I've had some difficulties deciding wether I should take
this power or not, and I decided to go without.
The endurance it costs, plus running both Tactics and
Assault, would make it a very End-heavy build, and I don't
like that.
Micromanaging is also what I try to avoid, so I can help
team more with debuffs, buffs, etc.
[ QUOTE ]
- taking a patron AoE immob (and maybe shield) is quite helpful
[/ QUOTE ]
Yeah it would, but then I would miss out on either Recall
Friend or Vengeance, and I couldn't take Empty Clips (which
isn't a huge loss).
I appreciate all your thoughts and advice on the matter,
and I'll certainly keep you updated if my build works, when
I hit level 27 and respec Thugs out... -
To be honest the only two secondaries I like, are Poison
and Dark Miasma, and as I only roll concept characters, I
would rather not roll a Mastermind, than going with a
secondary or unfitting concept. -
Hey all... Not often I post, but I could use some opinions
and advice on this...
I've tried to make a couple of Masterminds through my
villain career; Level 31 Necro/Dark, Level 26 Thugs/Poison,
Level 20 Ninja/Poison.
Every single time I've suddenly come to the conclusion that
I hate playing Masterminds, and then they get deleted...
Now I've found out why; it's those stupid Tier 1 pets!
They almost constantly need healing, re-summoning and
buffing, and it takes alot of time, concentration and
Endurance. And they are squishy aggro-magnets on top of
that...
So I've decided to give Masterminds a final chance, and
come up with a build that doesn't include Tier 1 pets (in
this case Thugs).
Villain Plan by Mids' Villain Designer 1,4006
http://www.cohplanner.com/
Shadow Bullet: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Leadership
Villain Profile:
Level 1: Pistols -- Acc-I:50(A), Acc-I:50(3), EndRdx-I:50(7), Dmg-I:50(34), Dmg-I:50(43), Dmg-I:50(48)
Level 1: Twilight Grasp -- Acc-I:50(A), Acc-I:50(3), EndRdx-I:50(5), RechRdx-I:50(9), Heal-I:50(9), Heal-I:50(11)
Level 2: Tar Patch -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 4: Dual Wield -- Acc-I:50(A), Acc-I:50(5), EndRdx-I:50(7), Dmg-I:50(17), Dmg-I:50(43), Dmg-I:50(50)
Level 6: Swift -- Run-I:50(A)
Level 8: Combat Jumping -- DefBuff-I:50(A)
Level 10: Equip Thugs -- RechRdx-I:50(A), EndRdx-I:50(11), RechRdx-I:50(40), EndRdx-I:50(42)
Level 12: Call Enforcer -- Acc-I:50(A), Dmg-I:50(13), Dmg-I:50(13), Acc-I:50(15), Dmg-I:50(15), DefDeb-I:50(50)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Heal-I:50(A)
Level 18: Gang War -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19), Acc-I:50(34), Dmg-I:50(34), Dmg-I:50(36)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Fearsome Stare -- Acc-I:50(A), Acc-I:50(23), EndRdx-I:50(23), RechRdx-I:50(25), Fear-I:50(36), Range-I:50(36)
Level 24: Howling Twilight -- EndRdx-I:50(A), EndRdx-I:50(25), RechRdx-I:50(42), RechRdx-I:50(43)
Level 26: Call Bruiser -- Acc-I:50(A), Dmg-I:50(27), Dmg-I:50(27), Acc-I:50(29), Dmg-I:50(29), Dsrnt-I:50(50)
Level 28: Petrifying Gaze -- Acc-I:50(A), Acc-I:50(31), EndRdx-I:50(31), RechRdx-I:50(37), Hold-I:50(37), Hold-I:50(37)
Level 30: Darkest Night -- EndRdx-I:50(A), EndRdx-I:50(31)
Level 32: Upgrade Equipment -- RechRdx-I:50(A), RechRdx-I:50(33), EndRdx-I:50(33), EndRdx-I:50(33), RechRdx-I:50(40), EndRdx-I:50(40)
Level 35: Recall Friend -- RechRdx-I:50(A)
Level 38: Dark Servant -- Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39), Hold-I:50(46), Heal-I:50(48)
Level 41: Assault -- EndRdx-I:50(A), EndRdx-I:50(42)
Level 44: Empty Clips -- Acc-I:50(A), Acc-I:50(45), EndRdx-I:50(45), Dmg-I:50(45), Dmg-I:50(46), Range-I:50(46)
Level 47: Tactics -- EndRdx-I:50(A), EndRdx-I:50(48)
Level 49: Vengeance -- DefBuff-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Supremacy
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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My plan is to have both Enforcers in Bodyguard Mode, and
only actively controlling the Bruiser.
That should give me more time and focus, to help my team
more with healings and debuffs, than if I had the Thugs.
So now after all this comes the questions;
Do you think it'll work?
Will it be totally gimped without the Thugs?
Anyone seen or have experience with Tier 1 pet-less builds?
Any advice/suggestion/opinion/etc. will be very
appreciated...
Thanks in advance! -
I don't know if anyone else have this problem, or even have
noticed, but especially I notice it on my Stone/Willpower
Brute.
The buff icons for Strength of Will and Inspirations
disappear before their time are up...
My Strength of Will blinks and disappears around 30 sec to
a minute before time, and I can thereby not see when it
really ends.
With Inspirations I normally pop two defense Inspirations,
and one of them disappear when only half it's duration is
over, while the other continues until it's intended time is
over.
If I only use one, it too disappears before time. -
If I go with Shiver instead of Recall Friend, then I'm
going to slot it with 2 Acc, 1 EndRed, 1 Slow and 1 Range, so the range adds up to around 75, which is the about the same range as my attacks...
So the attack-chain would be something like this I think:
Start at 70-ish feet -> Shiver -> Fire Ball -> Run to around 30-ish feet -> Fire Breath -> Blaze on Boss/Lieutenant -> Run in the middle of group with Chilling Embrace -> Ice Patch -> Rain of Fire -> Defeat rest with what is active
I guess that by using Shiver, it would give me a better control of the group, to use Fire Breath and later Ice Patch...
But is it really that good? I would like to hear your thoughts about how to use it properly...
On the other hand... As you can see from the build, it's majorily offense, with a couple control powers and then some emergency-support from Resuscitate and Stimulant, which will be a nice addition with Recall Friend. -
Currently my Fire/Ice Blaster is level 12, and I'm playing with a build that let's me get to 22 pretty fast solo, but still works in teams...
When I hit level 22 I'm going to respec into my final build, which is going to be one below, maybe with some minor changes depending on your comments and suggestions, and I would really like some thoughts on it...
As a small note I should say that I absolutely hate melee on my ranged toons...
In the first build I've taken all Fire Blast powers except for Blazing Bolt, and I've only taken a handful of Ice Manipulation powers besides Chillblain; Chilling Embrace for when baddies get too close, Build Up to activate with Aim, and of course Ice Patch so I can use my AoEs to their fullest...
Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php
Double Season: Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Ice Manipulation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Medicine
Power Pool: Teleportation
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Acc-I:50(A), EndRdx-I:50(3), Acc-I:50(7), Dmg-I:50(31), Dmg-I:50(39), Dmg-I:50(43)
Level 1: Chilblain -- Acc-I:50(A), EndRdx-I:50(11), Acc-I:50(11)
Level 2: Fire Blast -- Acc-I:50(A), EndRdx-I:50(3), Acc-I:50(7), Dmg-I:50(34), Dmg-I:50(39), Dmg-I:50(43)
Level 4: Fire Ball -- Acc-I:50(A), EndRdx-I:50(5), Acc-I:50(5), Dmg-I:50(17), Dmg-I:50(37), Dmg-I:50(40)
Level 6: Swift -- Flight-I:50(A)
Level 8: Rain of Fire -- Acc-I:50(A), EndRdx-I:50(9), Acc-I:50(9), Dmg-I:50(31), Dmg-I:50(37), Dmg-I:50(40)
Level 10: Hover -- EndRdx-I:50(A), Flight-I:50(15), Flight-I:50(15), Flight-I:50(17)
Level 12: Aim -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Fly -- Flight-I:50(A), Flight-I:50(25), Flight-I:50(31)
Level 16: Health -- Heal-I:50(A)
Level 18: Blaze -- Acc-I:50(A), EndRdx-I:50(19), Acc-I:50(19), Dmg-I:50(25), Dmg-I:50(37), Dmg-I:50(40)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Ice Patch -- EndRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
Level 24: Chilling Embrace -- EndRdx-I:50(A)
Level 26: Build Up -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
Level 28: Fire Breath -- Acc-I:50(A), EndRdx-I:50(29), Acc-I:50(29), Dmg-I:50(34), Dmg-I:50(39), Dmg-I:50(43)
Level 30: Stimulant -- EndRdx-I:50(A)
Level 32: Inferno -- Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(34), RechRdx-I:50(46)
Level 35: Aid Self -- RechRdx-I:50(A), Heal-I:50(36), Heal-I:50(36), Heal-I:50(36), IntRdx-I:50(48), IntRdx-I:50(50)
Level 38: Recall Friend -- RechRdx-I:50(A)
Level 41: Char -- Acc-I:50(A), EndRdx-I:50(42), Acc-I:50(42), Hold-I:50(42), Hold-I:50(46), Hold-I:50(46)
Level 44: Fire Shield -- EndRdx-I:50(A), ResDam-I:50(45), ResDam-I:50(45), ResDam-I:50(45)
Level 47: Rise of the Phoenix -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48), Heal-I:50(50), EndMod-I:50(50)
Level 49: Resuscitate -- EndRdx-I:50(A)
------------
I've read that some people say that Shiver is a good power, and I could probably fit it in by skipping Recall Friend, but I have absolutely no slots left to put in it, as the build is now...
I _could_ take a Recharge away from Ice Patch and Inferno, but that could also be a mistake, especially from Ice Patch...
But anyhow... What do you think and what do you suggest? -
I think you're right MaX...
Only just noticed that duration was around 10 seconds, so removed 1 Resistance from High Pain Tolerance and made the other into a Heal. Removed two from Health, and then took all three slots into Fault for Disorient Duration, kicking it up to around 19 seconds instead...
I think the improved duration will give me a better advantage, than the extra regen from Health did... -
Thanks for your thoughts guys... I've chosen to go Stone Melee/Willpower for my troll toon...
For those that are curious about what I've come up with, read the following...
This is what my plan looks like:
From level 1 to 25 I'll be using the following build, solo-stealthing papers, as it's a fast way to get to 25...
Picture Clicky
Then at 25 I use one of my Vetspecs on this build, as it's better for survival and the occasional teaming...
Picture Clicky
Then I'll use my last Vetspec into my final build at 42. This is mostly to rearrange some powers and slots for any kind of Malefactor, and over-all performance. But also to get rid of Resurgence (as I don't think I'll die very often at this point), and get Hasten into the build again.
Picture Clicky
Any ideas/comments on the builds is appreciated, although I won't change the following things:
Fitness (I really, really hate running out of end, and it gives a better Recovery against end drainers)
Fighting (Unless you can come up with something really good to replace it) -
Ok here's how it is;
I'm trying to decide wether to take Super Strength or Stone Melee for my up-coming Willpower Brute...
These are the two final builds I'm trying to choose amongst...
Super Strength:
Picture Clicky
Stone Melee:
Picture Clicky
The reasons why I have trouble decide:
1) Stone Melee does more base damage than Super Strength, but Super Strength have Rage, which make Knockout Blow and Footstomp do more damage than Stone Melee's counterparts. Rage gives additional Accuracy to all powers too...
2) SM looks awesome, and some of the animation times are shorter, except for Tremor, that not only takes ages to execute, but also does around 25% less damage than Footstomp. SS on the other hand looks terrible and clumsy, except for Footstomp.
3) I've never really tried SS before, and have no clue to, how well Rage does, compared to Build Up. But on a Willpower Brute, I could imagine that the -Def in the downtime, could be a real pain in the butt...?
I'm making a troll concept toon, and both primaries fit that concept, but can someone who have a SM or SS Brute give a little info on playability? I mean like recharge, secondary effects, endurance drain and how the powerset work in general...
Hope someone can help me a bit here...
Thanks in advance -
I'm planning to roll my first and only PvP toon...
I'm going for PvE soloing, and Zone Duelist PvP (Mostly SC and WB I think, but occasionally RV... Maybe)...
If it's any good for it, I might try 1v1 Arena from time to time...
I've only tried a single Stalker to level 22, and an MM to 41, so I know the two playstyles, more or less...
I'm a complete newbie when it comes to PvP, and the only knowledge I have, is the scarce things I've read on forums...
Any way, I've tried to come up with a build on the following two: Spines/Ninjitsu/Mace Mastery Stalker and Ninjas/Poison/Soul Mastery Mastermind.
I would really like some thoughts and/or pointers on the two builds, so here it goes:
Level 50 Mutation Stalker
Primary Power Set: Spines
Secondary Power Set: Ninjitsu
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Lunge -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(13), Dmg-I(15), Acc-I(27)
Level 1: Hide -- EndRdx-I(A)
Level 2: Spine Burst -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(13), Dmg-I(15), Acc-I(19)
Level 4: Danger Sense -- EndRdx-I(A)
Level 6: Assassin's Impaler -- Acc-I(A), Acc-I(7), Dmg-I(7), Dmg-I(9), Dmg-I(9), Acc-I(19)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A), Jump-I(40), Jump-I(43)
Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Health -- Heal-I(A), Heal-I(46), Heal-I(50)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Kuji-In Sha -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23), Heal-I(27), Heal-I(34), Heal-I(37)
Level 24: Placate -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Acrobatics -- EndRdx-I(A)
Level 28: Impale -- Acc-I(A), Acc-I(29), Dmg-I(29), Dmg-I(31), Dmg-I(31), Acc-I(31)
Level 30: Stealth -- EndRdx-I(A)
Level 32: Ripper -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(34), Acc-I(34)
Level 35: Blinding Powder -- Acc-I(A), Acc-I(36), Acc-I(36), RechRdx-I(36), RechRdx-I(37), RechRdx-I(37)
Level 38: Kuji-In Retsu -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), DefBuff-I(39), DefBuff-I(40), DefBuff-I(40)
Level 41: Mace Blast -- Acc-I(A), Acc-I(42), Dmg-I(42), Dmg-I(42), Dmg-I(43), Acc-I(43)
Level 44: Web Cocoon -- Acc-I(A), Acc-I(45), Acc-I(45), RechRdx-I(45), Hold-I(46), Hold-I(46)
Level 47: Teleport Foe -- Acc-I(A), Acc-I(48), Acc-I(48), Range-I(48), Range-I(50), Range-I(50)
Level 49: Caltrops -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Assassination
-----------------------------------------------------------------------------------------
Level 50 Science Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Poison
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin -- EndRdx-I(A), Acc-I(3), Acc-I(3), Dmg-I(5), Dmg-I(5), Dmg-I(7)
Level 1: Alkaloid -- EndRdx-I(A), EndRdx-I(9), RechRdx-I(9), Heal-I(11), Heal-I(11), Heal-I(17)
Level 2: Envenom -- Acc-I(A), Acc-I(19), Acc-I(25)
Level 4: Weaken -- Acc-I(A), Acc-I(19), Acc-I(25)
Level 6: Train Ninjas -- EndRdx-I(A), RechRdx-I(7), EndRdx-I(46)
Level 8: Swift -- Run-I(A)
Level 10: Combat Jumping -- DefBuff-I(A)
Level 12: Call Jounin -- EndRdx-I(A), Acc-I(13), Acc-I(13), Dmg-I(15), Dmg-I(15), Dmg-I(17)
Level 14: Super Jump -- Jump-I(A), Jump-I(34), Jump-I(36)
Level 16: Health -- Heal-I(A), Heal-I(40), Heal-I(40)
Level 18: Smoke Flash -- EndRdx-I(A), EndRdx-I(34), RechRdx-I(50)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Neurotoxic Breath -- Acc-I(A), Acc-I(23), Acc-I(23)
Level 24: Assault -- EndRdx-I(A)
Level 26: Oni -- EndRdx-I(A), Acc-I(27), Acc-I(27), Dmg-I(29), Dmg-I(29), Dmg-I(31)
Level 28: Paralytic Poison -- Acc-I(A), Acc-I(31), Acc-I(31), Hold-I(37), Hold-I(37), Hold-I(37)
Level 30: Tactics -- EndRdx-I(A), ToHit-I(43), ToHit-I(43), ToHit-I(43)
Level 32: Kuji In Zen -- EndRdx-I(A), RechRdx-I(33), RechRdx-I(33), RechRdx-I(33), EndRdx-I(34)
Level 35: Poison Trap -- Acc-I(A), Acc-I(36), Acc-I(36)
Level 38: Noxious Gas -- EndRdx-I(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(39), EndRdx-I(40)
Level 41: Dark Embrace -- EndRdx-I(A), ResDam-I(42), ResDam-I(42), ResDam-I(42)
Level 44: Soul Tentacles -- Acc-I(A), Acc-I(45), Acc-I(45), Dmg-I(45), Dmg-I(46), Dmg-I(46)
Level 47: Teleport Foe -- Acc-I(A), Acc-I(48), Acc-I(48), Range-I(48), Range-I(50), Range-I(50)
Level 49: Teleport -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
I will only be choosing one of the two, and keep in mind they're intentioned for Solo PvE and Zone Duelist PvP...
If you can give the following, ranks from 1-10 it would be great...
Fun-factor: 1 being extremely boring, 10 being extremely fun
Difficulty PvE: 1 being peace of cake to play, 10 being hard to play
Difficulty PvP: 1 being peace of cake to play, 10 being hard to play
Team-factor: 1 being very bad for teaming, 10 being very good
Thanks in advance... -
Sorry for the late reply but thanks again
-
Thanks alot guys... I've decided no tleport pool and go for Medicine instead.
And I've decided to get MM Ancillary... -
[ QUOTE ]
As far as I know you can't any more, same with the acid mortar in traps
[/ QUOTE ]
What part of no guessing didn't you get?
Sorry if it sounds a little harsh, but I'm about to use my only respec (when I get it that is), and I would really like to make a good build in Hero Designer, long before I do it, so I have time to "play" around with the powers...
Can anyone say FOR SURE that you can't us Recall Friend on your Auto Turret? -
I hope some of you guys in here can help me with a few questions...
I know that you once could teleport your Auto Turret around with Recall Friend, but I don't know if you still can.
Does anyone know for sure (read: no guessing!)?
Another thing while I have your attention; does the Cryo Freeze Ray, Sleep Grenade and LRM Rocket show the stupid Assault Rifle animation, or do they have different firing animations? For an example does the LRM Rocket show a bazooka-type weapon like some council have?
Again, please no guessing... Only reply if you're sure...
That would be all from me for now... Have a nice day... -
Greetings to everyone who reads this...
Rogue Isles Elites is a fairly new SG, for all level 40+ characters, and their alternate characters.
We have a simple promotion system, no pressure on how often you play or on prestige collection.
The concept with this SG, is to have an SG, where you can choose when or if you want to collect prestige, and doesn't get kicked from the SG if you're offline* for a month or two...
(*If someone is offline for more than 90 days, they're considered to have left the game, but will be sent an in-game email, in case they should return)
Although there is an SG leader, every member, no matter the rank, have something to say. If someone is tired of the SG colors, the base layout, or whatever there may be, we vote about it at the next SG meeting...
Promotion System:
The promotion system is simple. The more prestige you gather*, the higher your rank will become.
Initiate: -
Member: 25K Prestige
Uprising: 50K Prestige
Elite: 150K Prestige + Elite Test**
Elite Overseer: 600K Prestige + SG approval
(*Keep in mind that there is no pressure on collecting prestige. You choose when, or if you want to collect. It is however advisable, that characters below level 28 stay in SG mode, as it doesnt affect Infamy.)
(**The Elite Test can be almost anything. So far I'm thinking about getting a certain badge, or defeating an equal leveled character in an arena match, which could be either regular or gladiator. For people that aren't online much, the prestige collecting itself may be enough, or if you help your SG mates alot.)
Alternate Characters:
This SG is for level 40+ members, but every member may have between 1 and 3 alts in the SG, depending on their level.
Main is level 40-44: 1 level 1-39 alt
Main is level 45-49: 2 level 1-39 alts
Main is level 50: 3 level 1-39 alts
For every level 40+ character you have in the SG, besides your main, you may have 1 extra level 1-39 alt. So if you have a level 50 and another level 40+ in the SG, you may have 4 level 1-39 alts in total.
As a bonus, all your characters will have the same rank, as the highest ranking character you have. This doesnt apply to Elite Overseers though. In that case, your other characters will have the Elite rank instead, until theyve earned the right amount of prestige.
The Base:
I've planned the base in Excel, written down all the equipment and prestige needed, so it's easier to to get an overview on.
Here is the drawings of the base:
Picture Clicky
Green Circle With P: This is the entrance.
Blue Circle: This is the portal room.
White Box With Red Cross: This is the medical bay.
Grey Box: This is the storage room.
Orange Box With W: This is the workshop.
Purple C: This is the control room.
Yellow Lightning: This is the power room.
Unmarked Big Room: This is the meeting room.
This base will cost around 1,5 million prestige, and will be the base that we're aiming for to start with. If we include decorations it will probably be around 1,7 or 1,8 million prestige.
The base will be tech-style, unless the SG votes for sewer/magic layout instead.
SG Costume:
For those who want it, we have an SG costume. You arent expected to have it, although it would be nice if you did.
The SG costume is actually pretty simple. The Vanguard costume set is used for all places, where it can be applied, and the rest is described below:
Face: Free option
Ears: Free option
Shoulders: Option between Vanguard 1 or 2
Chest Detail: Option between Vanguard 1 or 2
Gloves: Option between Vanguard Big or Small
Boots: Option between Vanguard or Vanguard w/ Pad
Back Detail: Free option
Auras: Free option
If you think that all this sounds good, and want to join, you can get in contact with me by sending an in-game email to Energizer 3000, or by sending a tell to @Gammabot 3000.
Any questions or comments is very welcome in this post... -
First of all, I would like to thank you guys for the comments and replies...
[ QUOTE ]
Well then the end slot in CJ is definately making no difference!
[/ QUOTE ]
After looking through the build, I must admit, that I've completely missed that, and just thinking it was around 0,3 Endurance per tick...
[ QUOTE ]
1 slotted CJ gives you 8.0% 3 slotted gives you 8.6% I dont see the profit for slots.
[/ QUOTE ]
The power itself 1-slotted is 2,35% and 3-slotted is 2,97%... And after thinking it through, I've come to the same conclusion as you...
[ QUOTE ]
1 slotted Grounded gives you 33.2% negative resistance 3 slotted gives 35.7%, again I dont see the profit for slots.
[/ QUOTE ]
The power itself is 9,4% as 1-slotted and 11,9% as 3-slotted, against Negative Energy damage. It's 2,5% extra resistance to that type, which is one of the few resistances that doesn't cap in /Electric Armor - Power Surge. I think it's worth taking, but that's just me maybe?
Taking your comments into consideration, I've decided to make a few changes in the builds.
This is what have changed:
Second Accuracy enhancements in attack powers comes earlier.
Damage enhancements comes earlier.
3 slots removed from Combat Jumping.
3 slots added to Aid Self.
Resistance enhancements in Grounded comes much later.
Defense enhacements in Weave comes a little later.
This is how the changed builds look like:
Level 1-36 Build Picture Clicky
Level 1-37 Recpec Picture Clicky
Level 1-50 Build Picture Clicky
[u]!These 3 builds is ment to replace the ones in the guide![u]
I hope the build makes more sense now, and is slightly more attractive... -
I've made a new and improved guide. You can see it here:
Link Clicky -
I've made a new and improved guide. You can see it here:
Link Clicky -
This is my new, improved and most likely last Energy Melee/Electric Armor Brute Guide
In this guide you will find a lot of what I wrote in the last, but dont stop reading now, as I got a lot of other things to tell. I will go more in depth of the powers, why Ive taken the powers I did, how you level fast and a lot more.
This build does very well in PvE and PvP, no matter if youre soloing or teaming. Its what I call a single-target Brute, and the build has no AoE attacks at all.
------------------------------------------------------------------------------------------------------------------------
Before I get to the guide itself, Ill just spend a few lines, to tell you what this build can do
Ive spent 6x1 hour doing paper missions, to gather statistics for this guide. The first 3 hours I gathered Infamy, and the next 3 hours I gathered Prestige. I wrote down the most essential stuff, added it together, and divided it by 3 both times. So the numbers youre going to see, is the average, and may vary depending on play style and luck.
1 Hour of level 50 Paper Mishing on Relentless Reputation:
Missions Completed: 9 (Thats around 6½ minute pr. mission, including the time to get there)
Power Surge Used: 1 time (I only use it against Master Illusionist)
Rest Used: 1 time (I only use it after Power Surge)
Green Inspirations Used: 13 (Its not often I use them, but I use a few against Master Illusionists)
Blue Inspirations Used: 0 (Power Sink takes care of any Endurance problem I may encounter)
Deaths: 0 (This brute-build, almost never die)
Infamy Gathered: 1.392.000 Infamy
Enhancement Gained: 3 (46.000 Infamy)
Salvage Found: 23 (13.000 Infamy)
Recipes Earned: 7 (562.000 Infamy)
Total Infamy: 2.013.000 Infamy
Prestige Gathered: 11000 Prestige
Enhancement Gained: 4 (54.000 Infamy)
Salvage Found: 25 (13.000 Infamy)
Recipes Earned: 7 (579.000 Infamy)
Total Infamy: 646.000 Infamy
As you can see, it goes pretty fast getting around 2 million Infamy or around 11.000 Prestige.
------------------------------------------------------------------------------------------------------------------------
Pros and Cons:
Ill just take a moment, to point out 4 good and bad things about this Energy/Electric Brute, before I get to the build.
Pros:
1. You can solo all Elite Bosses, although Mynx, Valkyrie and Silver Mantis can be hard, and may take a couple of tries.
2. Its possible to become level 50 in around 100 hours of gameplay. It took me two weeks in RL to get there, and IIRC it took around 103 hours.
3. When you hit level 37, you will never run out of Endurance again.
4. When you hit level 17, your Endurance cant be drained. Well it can of course be drained a little, but its nothing to take notice from.
Cons:
1. There is no healing power in Electric Armor set.
2. You have no resistance to Toxic damage, Fear and Confuse.
3. You will have Endurance problems until level 21-22.
4. You dont have any AoE attacks, so multiple enemies may take longer to defeat.
------------------------------------------------------------------------------------------------------------------------
And now for the build itself:
The first build goes from level 1, and all the way to level 36. When you hit level 37, you Respec your powers.
The green numbers in the build, is the level of the slot, and should be followed as it says, to get the best results.
This is how the build looks like, when you get to level 36:
Picture Clicky
When you hit level 37, you should Respecialize your build, so it looks like this:
Picture Clicky
There have been quite a few changes in the build, after your Respec. Youve gotten rid of Conserve Power, and you got Energy Transfer instead. Aid Other and Aid Self is coming a power slot earlier than before, and some of your slots have been relocated to other powers.
Its very important that you Respec Conserve Power out of your build, as Power Sink cover all Endurance problems you may encounter. It recharges so fast, that you at most get down to half Endurance, if you use it right.
This is actually the only time you have to Respecialize your Brute, as from now on, you just add the correct power, and the Enhancement slots the right places.
Your final Energy Melee/Electric Armor Brute, will look like this:
Picture Clicky
The blue 50, means its a level 50 Invention Origin Enhancement.
You just have to look at the green numbers, to see at what level the slot should placed, in the specific power.
------------------------------------------------------------------------------------------------------------------------
Now Ill go through the build with you, tell a little about some of them and try to explain my choices.
Attacks:
All my attacks are slotted with 1 Accuracy, 1 Endurance Reduction, 3 Damage and then 1 Accuracy again.
I do it like this, because I focus more on defense/resistance in the start, and less about dealing damage. Some would say that the Endurance Reduction should be replaced by a Recharge Reduction instead, but unless Im slowed in some way, all my attack powers recharge fast enough, for me to use at least one of them at all times.
Some people say that Barrage isnt worth taking, and it should be Energy Punch, Bone Smasher and Whirling Hands instead, but with this build you have no need for an AoE power, and there will be times, where you dont have at least one attack power recharged.
Shields:
All my shields are slotted with 1 Endurance Reduction and 3 Resist Damage or 3 Defense Buff.
I try to slot my shields as early as possible, so I got maximum resistance and defense. I believe that if you can survive longer, then damage in the early levels isnt so important. Your Fury builds up anyway, and then you do more damage.
There is a lot of opinions about slotting Combat Jumping and taking Weave. Some say that its a waste of slots and a power slot. What most doesnt realise, is that added together with level 50 Invention Origins, they give almost 9% defense, and if you combine that with all your resistances, it lets you live longer in the end.
If I were to get rid of Weave, and didnt slot Combat Jumping, I would set 3 more slots into Aid Self and 3 more slots into Power Surge. Instead of Weave I would take Conserve Power, as it can be used with a blue Inspiration after Power Surge is over, to get your shields up and running faster, and then use Power Sink on nearest enemy.
Other Powers:
As I said before, there is no need for Conserve Power, as long as you have Power Sink. When slotted with 3 Recharge Reduction and 3 Endurance Modifiers, you get down to half Endurance at most. But it doesnt only give you Endurance, it also drains a fairly large amount of Endurance from the enemies you use it on. A level 50 Minion get drained around 3/4th of his Endurance, Lieutenants around 2/3rd and Bosses around ½ of their Endurance.
I have only slotted Power Surge with 3 Recharge Reduction, because its amazing even when not slotted with Resist Damage enhancements. It caps all but Negative Energy, Psionic and Toxic damage. When active, it still offers around 80% resistance to Negative Energy damage, and around 50% resistance to Toxic damage.
Many people ask why I only slot Aid Self with 3 Healing enhancements, but the way I play, I rarely use it in the middle of a fight. I use it in between fights, or if Im up against a single enemy. When I use it against a single enemy, I wait until hes stunned or right after his attack. By doing so, I dont need any Interrupt enhancements in the power, and thereby I have those 2 or 3 slots available other places.
------------------------------------------------------------------------------------------------------------------------
Enhancements, Infamy and Other Things:
You start out with using Training Origins, but when you hit level 12, you can start using Dual Origins. If you dont have a higher level character, a friend or some other means to get yourself a lot of extra Infamy, I would suggest you dont use Dual Origins, as they arent that much better than Training Origins. When you get to level 22, you begin to replace your Training Origins with Single Origins. When you hit level 32, Invention Origins begin to have better % than Single Origins, but this again cost a lot of money, compared to Single Origins.
When I made my Brute, the Invention System wasnt introduced yet, so I had to find other means of getting Infamy, than selling Recipes and Salvage. The way I did it, was to sell all enhancements I got, and only buys new ones at every 5 levels (level 7, 12, 17, 22 and so on). I also soloed most of the time, which in the end gives more Infamy.
I played on Villainous until I reached level 16, then I began doing missions with Viscious reputation, and finally I started on Relentless at level 23. When I got to a mission with an Arch-Villain, I would set the reputation on Villainous, so it would only be an Elite Boss. I only played missions from the Paper, to get a new contact, and always played Mayhem Missions on Villainous, so I was sure to get the Temporary Powers.
Now the Invention System is here, and people have a lot more Infamy in general, than when I made my Brute. My advice, if you want to earn the loot, is to compare the prices on the Black Market, with the prices your contact/quartermaster can offer, and sell it to the highest bidder of those two. Usually I just sell everything to a contact/quartermaster. The only thing I sell on the Black Market is some of the Invention category Recipes, that is worth more than a contact/quartermaster will give, and those Salvage pieces I know is expensive.
------------------------------------------------------------------------------------------------------------------------
Character Planning:
Ive used a variety of character planners while playing CoH/CoV. The best one Ive ever tried is Mids Hero Designer, for both Heroes and Villains. It can be really helpful to have a character planner, as you can compare builds, re-slot and Respec your build, before doing it in the game. If you are in doubt if a build will work, you can always copy your character to the Test Room Server, and try out the Respecced build there, before doing it on the Live Servers.
Clicky to Mid's Hero Designer
This is the code for my final build. The way you do it, is highlighting the code, copy it, then press Import From Forum Post and voila! Now you have the build on your screen.
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;2819;586;784;|
>-K=EMN*VS`0AN\#>8<\0!>D&?E$KW9)RK8T-Z'TWCB*8TCLQ0=HBM"S5Y)E9R&C9</N57'LD$^3.?R
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/3JN_U4;:R[M6WJJ]EUZF?,G^IZE)MY;XJJEJ:@?+8.S*LMGG7R_:R7#`U79'2CT6A0 4.LA69:9`;J3
;W?[?\8BCA14'I]+JUA-B-QRY`1++X-(B(3A[L4[!/)F,;73G;K_&RH$/-?21J3-/5E<G<3Q?(/%4O8
8?I&L6B>$"@6/Z58[GJ*KFB]&VIK$$T&D5<C,3=0:B1D9ISH*:1$Z4BP[`TYK/P8D",C2^3TE.`0PK[
UW`C)`Y',H%[+P]-P.%C.9B[NXS!'0Q,-["3Z,9Q?;$;7_R(!S8>$WENDN/-'5AC1.`YA[S,Q6K@,GV
5^LE5<%T1"P92&WEOFN@A.W6VSMU8P6V4D!A;"XP76& lt;4S-40@L6?CD23IU$]#M',1R`IR2C=S:=BTJC
F-FXII9%.!QD'NWB5^QM]I#,MG854UWT@S=0F0T'"^T!:>4ZDBK3NZ`\$'5729VO=KZ2 8E0!'@4YL1L
"^$XA/TNGIBO--1N,TKS-,C'DH6=\.2)+.@C6?!;4=_-@`@S;3D"32:A<TH$#BIQ)_:A8A,J=`:807*
G%<G=W$N<.H$947LZOR>`>Q*O15<#H+:#R6 `\XAG=;?[*BYG%#]/OAU>?_Y<L%_\`BS##>P``
|-----------------------------------------------------------------------------|
------------------------------------------------------------------------------------------------------------------------
The End:
I hope you enjoyed the reading, and that the guide may be useful to you
If you have any questions or commentaries, feel free to reply. -
Sorry for the late reply, but I believe that you can get your answers, in my other thread, which is more detailed...
Clicky -
[ QUOTE ]
1. 3 extra slots in CJ, 2 in Grounded and Health, before your attacks are 6 slotted? Surely you'd get better performance sticking recharge and damage in the attacks first?
2. Personally speaking, I don't find KB too tedious til mid 20s, so I'd be tempted to fit TF in at 18 and leave Grounded til 22/24 ish.
3. Postponing ET til 41???
p.s. oh, yes, the numbers on CJ according to my planner, 2.25% with default slot as defence, 2.93% defence 3 slotted for defence. Must be a better place to stick those slots...
p.p.s prime candidate for extra slots being interrupt red/ recharge in Aid Self?
[/ QUOTE ]
Thanks for your thoughts Bob...
1: All three powers you mention, can really make a difference. Especially in the lower levels. Grounded gives good resistance to both energy and negative energy, and besides that, immobilize is a pain for brutes, as it slows down our momentum, in other words our Fury.
If the Fury is high, the slots for faster/harder attacks isn't so important, as keeping yourself alive and going.
Health regeneration, obviously keeps the need to use green inspirations down, and thereby you have them for boss-fights and for those situations where you really need them.
Combat Jumping gives around 3% defense yes, but every little thing helps...
2: Again... Grounded is more for the Immobilize and Energy/Negative Energy resistance.
3: This is a mistake from my side... Boxing and Energy Transfer should swap places...
P.S.: When Combat Jumping gets stacked with Weave, it gives a total of 8,9% Defense, when you have level 50 IO's in them... That, stacking with all your resistances, lets you live longer, and you don't have to heal as often.
P.P.S.: I only use Aid Self between fights, or if the opponent(s) are stunned by my attacks. If I get in a situation were it's necessary to heal in a fight, I usually use 2 green inspirations... As a level 50 I always carry 12 greens, 4 blues, and a res combo (1 green, 1 blue, 1 breakfree and an awaken)...
Hope the answer is good enough... If not, ask some more... -
This is a guide, for all of you who want an Energy Melee/Electric Armor Brute, and for you who already have one
The guide will show you how to make an Energy Melee/Electric Armor Brute, with one build that does extremely well, both in PvE and PvP, no matter if youre teaming or soloing
Its what I call a single-target Brute, and the build has no AoE attacks at all.
I soloed my brute all the way to level 50 in two weeks (103 hours if I remember correct), and rarely teamed up
Before I get to the guide itself, Ill just spend a few lines, to tell you what this build can do
Today I spent 3x1 hour doing paper missions, to gather statistics for this guide. I wrote down the most essential stuff, added it together, and divided it by 3. So the numbers youre going to see, is the average, and may vary depending on play style and luck.
1 Hour of level 50 Paper Mishing on Relentless Reputation:
Missions Completed: 9 (Thats around 6½ minute pr. mission, including the time to get there)
Power Surge Used: 1 time (I only use it against Master Illusionist)
Rest Used: 1 time (I only use it after Power Surge)
Green Inspirations Used: 13 (Its not often I use them, but I use a few against Master Illusionists)
Blue Inspirations Used: 0 (Power Sink takes care of any Endurance problem I may encounter)
Deaths: 0 (This brute-build, almost never die)
Infamy Gathered: 1.392.000 Infamy
Enhancement Gained: 3 (46.000 Infamy)
Salvage Found: 23 (13.000 Infamy)
Recipes Earned: 7 (562.000 Infamy)
Total Infamy: 2.013.000 Infamy
As you can see, it goes pretty fast getting a couple of million Infamy.
For those who want to powerlevel friends, I have good news This build can solo level 50 Relentless missions, while up to 2 friends, stay still and do nothing.
Well enough about that Lets get to the guide itself
The first 21 levels of almost any Brute (and most other Archtypes), is the most boring/irritating/hard You will run into Endurance problems, and thats no fun at all Well I always have around ½ of my Inspiration slots, filled with blue Inspirations and the rest with greens, until I have Stamina 3-slotted.
The first build goes all the way to level 36. When you hit level 37, you Respecialize your build.
You start out with using Training Origins of course, but when you hit level 12, you can start using Dual Origins. If you dont have a higher level character, a friend or some other means to get yourself a lot of extra Infamy, I would suggest you dont use Dual Origins, as they arent that much better than Training Origins.
I didnt have any extra Infamy, so I didnt use Dual Origins, and it didnt slow me down at all
The way I made Infamy, was by selling all Enhancements I got, and bought fresh ones every 5 levels (7, 12, 17, and so on), and I soloed a lot, which in the end gives more Infamy, than if you are teaming.
When you get to level 22, you begin to replace your Training Origins with Single Origins, and suddenly you are very dangerous, as youve gotten 3-slotted Stamina, in the past level.
The green numbers in the build, is the level of the slot, and should be followed as it says, to get the best results.
This is how the build looks like, when you get to level 36:
Picture
Keep in mind that the Training Origins, should be replaced with Single Origins at level 22.
When you hit level 37, you should Respecialize your build, so it looks like this:
Picture
(Sorry for the missing Enhancements in Brawl, Sprint and Rest, but they should be the same as above).
The only real change to the build is that Conserve Power has been removed, but its very important, as Power Sink covers all Endurance problems you may encounter. It recharges so fast, that you at most get down to half Endurance.
This is actually the only time you have to Respecialize your Brute, as from now on, you just add the correct power, and the Enhancement slots the right places.
Your final Energy Melee/Electric Armor Brute, will look like this:
Picture
The blue 50, means its a level 50 Invention Origin Enhancement. Im currently replacing all my level 50++ Single Origin Enhancements with these, and only need 38 more to replace.
You just have to look at the green numbers, to see at what level the slot should placed, in the specific power.
Some people want Hasten and Conserve power, but those are a waste of 2 power slots (and a Pool Power).
Lightning Reflexes gives around 20% improved recharge, and unless you're Slowed, all your punches will recharge fast enough to use them all the time. So the only thing Hasten actually is useful for is recharging your Power Surge.
Conserve Power is just pointless after you get slotted your Power Sink. As I said earlier, it recharges so fast, that you at most is down on half Endurance, before it's useable again. It drains around 2/3rd of a normal enemy's Endurance, and a single enemy is enough to fill more than half your Endurance bar.
For all of you who are interested, in using the same character planner as I did, you can download it here:
Mids' Hero/Villain Designer
And here is the code for the final build:
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;2821;586;784;|
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=:WEV-P\2Y[Z["9)[/G\I@'\B'T97`\`VA,E@/.0)7FWZ9A;;Q0_3_X<W]_]+EHN_EL3$0```
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Any comments on the build/guide is much appreciated -
2 weeks after launch, I had myself a level 50 Energy Melee/Electric Armor brute (103 hours if I remember correct)...
It is to date, the most efficient damagedealer I've ever tried (not saying it is the best, but to me it is)...
A few people have asked me how my build looks like, after playing with them, so I thought I would post it here, so other people might get some use out of it...
Here's a little short info before I come to the build itself...
I solo Relentless missions in 6-7½ minute, and earning about 1-1,3 million Infamy in about an hour.
My Fury gets to the top after 2-4 enemies, depending on what enemy it is.
I almost never use greens, blues or other Inspirations. (Master Illusionists can give some trouble, but nothing more than Power Surge and a couple of greens can deal with).
I can easily solo most Elite Bosses.
Energy Melee/Electric Armor is more a "One Vs. One" build, where Electric Melee/Electric Armor is a "One Vs. Many" build. In this build you will find no AoE powers.
Now for the build itself:
Villain Plan by Mids' Villain Designer 1,20
http://www.honourableunited.org.uk/mhd.php
Energizer 3000: Level 50 Technology Brute
Primary Power Set: Energy Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Villain Profile:
Level 1: Barrage <ul type="square">[*] (A) Accuracy IO: Level 50[*] (3) Endurance Reduction IO: Level 50[*] (25) Damage Increase IO: Level 50[*] (31) Damage Increase IO: Level 50[*] (37) Damage Increase IO: Level 50[*] (46) Accuracy IO: Level 50[/list]Level 1: Charged Armor <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (5) Resist Damage IO: Level 50[*] (7) Resist Damage IO: Level 50[*] (9) Resist Damage IO: Level 50[/list]Level 2: Energy Punch <ul type="square">[*] (A) Accuracy IO: Level 50[*] (3) Endurance Reduction IO: Level 50[*] (25) Damage Increase IO: Level 50[*] (33) Damage Increase IO: Level 50[*] (40) Damage Increase IO: Level 50[*] (46) Accuracy IO: Level 50[/list]Level 4: Conductive Shield <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (5) Resist Damage IO: Level 50[*] (7) Resist Damage IO: Level 50[*] (9) Resist Damage IO: Level 50[/list]Level 6: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 8: Bone Smasher <ul type="square">[*] (A) Accuracy IO: Level 50[*] (11) Endurance Reduction IO: Level 50[*] (29) Damage Increase IO: Level 50[*] (34) Damage Increase IO: Level 50[*] (40) Damage Increase IO: Level 50[*] (46) Accuracy IO: Level 50[/list]Level 10: Static Shield <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (11) Resist Damage IO: Level 50[*] (13) Resist Damage IO: Level 50[*] (13) Resist Damage IO: Level 50[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (15) Defense Buff IO: Level 50[*] (15) Defense Buff IO: Level 50[*] (23) Defense Buff IO: Level 50[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping IO: Level 50[*] (50) Jumping IO: Level 50[*] (50) Jumping IO: Level 50[/list]Level 16: Grounded <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (17) Resist Damage IO: Level 50[*] (17) Resist Damage IO: Level 50[/list]Level 18: Health <ul type="square">[*] (A) Healing IO: Level 50[*] (19) Healing IO: Level 50[*] (19) Healing IO: Level 50[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[/list]Level 22: Total Focus <ul type="square">[*] (A) Accuracy IO: Level 50[*] (23) Endurance Reduction IO: Level 50[*] (29) Damage Increase IO: Level 50[*] (34) Damage Increase IO: Level 50[*] (40) Damage Increase IO: Level 50[*] (43) Accuracy IO: Level 50[/list]Level 24: Lightning Reflexes <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 26: Build Up <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (27) Recharge Reduction IO: Level 50[*] (27) Recharge Reduction IO: Level 50[/list]Level 28: Aid Other <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 30: Aid Self <ul type="square">[*] (A) Healing IO: Level 50[*] (31) Healing IO: Level 50[*] (31) Healing IO: Level 50[/list]Level 32: Boxing <ul type="square">[*] (A) Accuracy IO: Level 50[*] (33) Endurance Reduction IO: Level 50[*] (33) Damage Increase IO: Level 50[*] (34) Damage Increase IO: Level 50[*] (39) Damage Increase IO: Level 50[*] (50) Accuracy IO: Level 50[/list]Level 35: Power Sink <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (36) Recharge Reduction IO: Level 50[*] (36) Recharge Reduction IO: Level 50[*] (36) Endurance Modification IO: Level 50[*] (37) Endurance Modification IO: Level 50[*] (37) Endurance Modification IO: Level 50[/list]Level 38: Power Surge <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (39) Recharge Reduction IO: Level 50[*] (39) Recharge Reduction IO: Level 50[/list]Level 41: Energy Transfer <ul type="square">[*] (A) Accuracy IO: Level 50[*] (42) Endurance Reduction IO: Level 50[*] (42) Damage Increase IO: Level 50[*] (42) Damage Increase IO: Level 50[*] (43) Damage Increase IO: Level 50[*] (43) Accuracy IO: Level 50[/list]Level 44: Tough <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (45) Resist Damage IO: Level 50[*] (45) Resist Damage IO: Level 50[*] (45) Resist Damage IO: Level 50[/list]Level 47: Weave <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (48) Defense Buff IO: Level 50[*] (48) Defense Buff IO: Level 50[*] (48) Defense Buff IO: Level 50[/list]Level 49: Taunt <ul type="square">[*] (A) Accuracy IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO: Level 50[/list]Level 1: Sprint <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 1: Fury
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
Some people want Hasten and Conserve power, but those are a waste of 2 powerslots.
Lightning Reflexes gives around 20% improved recharge, and unless you're Slowed, all your punches will recharge fast enough to use them all the time. So the only thing Hasten actually is useful for, is recharging your Power Surge.
Conserve Power is just pointless after you get slotted your Power Sink. It recharges so fast, that you at most is down on half Endurance, before it's useable. It drains around 3/4 of a normal enemy's Endurance, and a single enemy is enough to fill more than half your Endurance bar.
This is a level 50 respec build, and shouldn't be followed precisely as it is written, if used for leveling.
If people want, I can make a guide to the builds I used from level 1 to this level 50 build. -
If you want you can try out my build... How to make a good all-around healer...
You just switch the secondary power out with your secondary powers of choice...