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Posts
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Good feedback thanks!
Quote:Good call. I had grown accustomed to just dumping those into health without thinking of the value. If there were plenty of slots, 2-3 Healing IO + procs would be worth the effort, but just one or two means stick with commons. This will help with saving INF for sure.Regen Tisse's proc is +25% regen, a common health IO would be +17%. If you're considering the cost (as you imply), I would hesitate to sink the effort/inf in for that +8% on a relatively low - hp AT.
Quote:The procs you have in ID will just act as set bonuses. You get them all the time as long as you're at least (the enhancement's level - 3) and have the power.
Quote:What power picks are you really devoted to here? If you can do it you should really go for soft capped S/L defense. I'd rather have that with Weave than Acrobatics, for example. Super Speed AND Super Jump?
Super jump is intended to be the primary travel power. Super speed is there for stealth capability for those teams that like to skip mobs. As a travel power I rather dislike it, but the side benefits are worth the extra power pick given the fluff at the end being tossed in. Super Jump (vice Inertial Reduction) provides access to Acrobatics. This is one thing I found with my previous Kinetic Defender, it was vital to have some knockback protection as well as any status protection possible. Kinetic gets the most rewards from being in melee range and having these sorts of protection is exactly what is needed to survive there (pre soft-cap S/L days at least). Having softcap S/L might make these obsolete but going from some Hold protection to none is difficult after seeing how useful it is.
Quote:I probably wouldn't use the Lockdown proc in such a high recharge hold.
Quote:Here's one idea. Quite a bit more expensive (as soft capping S/L often is). I replaced the Disruptor with Web Envelope, Stealth with a Stealth IO in Super Speed, and Super Jump/Acrobatics with Boxing Tough and Weave.
Overall, the S/L cap is probably worth it but I do like having some actual danger in playing. Both builds look cheap enough with the suggested changes that I can have both I think and I can see which is more effective and fun.
Quote:I believe the rest of the power picks were left alone. The slotting in Screech and Dreadful Wail could still use another look. This isn't optimal, to be sure. If you're considering spending the time and dough someone here (myself, if no one more apt pipes in) to make these power sets work well together with most of your picks in tact. As many as are possible to keep, anyway.
Quote:Seriously though, if you're going to invest in a support build for S/L defense, I would really consider going to the softcap. It will be a world of difference in what sort of things you can handle. S/L capped support toons are often just mind boggling awesome on things like speed ITFs. That's just one example among many.
Thanks for the comments. -
Quote:Compared to 8 Corruptors? 8 Defenders? 8 Controllers? 8 MM? 8 Dominators?Wouldn't this make all Stalker teams insanely good? 8 players layering on the debuff on an AV so that everyone ends up with something like 40% to critical?
8 brutes and tankers don't stack too well but everything else does. -
The one suggestion is to remove team based critical percentage and flip it around a bit.
Give all attacks by the Stalker an automatic unenhanceable inherent stacking debuff that increases critical chance on that mob. Have each hit last 10 seconds or so to prevent ridiculous levels of damage to allow "Corruptor-lite" type abilities on teams.
Like this: each normal attack provides a debuff that gives them +1% chance to be crit, assassin's strike would be 2% chance.
This would give some visual feedback to others on the team that stalkers do something useful instead of the "I guess we see less annoying lts and such...?" mechanic now.
Balancing would probably reduce these crits to 1.5 damage though to prevent 10,000+ damage Greater Fire Swords or something.
With this, nothing else should change, not health, defenses, or powers. But you now have something that can assist in taking down the bosses quicker on average on teams. -
Been leveling my Sonic/Kinetic Corruptor lately and having a good time. Damage per endurance currently seems a bit low at 25 but will improve as I add slots during leveling for endurance reduction and get stamina.
This is for I19, but as I haven't yet found an updated Mid's I just put the slots for health and stamina into brawl. I'm expecting to put one slot in health one in stamina. Health will likely have a Numina and Regenerative Tissue procs, Stamina with a Performance shifter proc and Performance shifter endmod for an extra bit of run speed (why not?).
Getting additional defense is a problem. Most sets were of the form big bonus (position), small bonus (type). Those don't really mesh nicely with Scorpion Shield's S/L/E defense.
27% S/L/E is pretty good though, easily enough to survive in teams. I don't really intend to go for solo AV kills or anything.
I'm not sure if all those procs work in Increase Density though. The extra status resistance is quite helpful as Kinetic since you get the best returns in melee range. Mid's seems to think I have to activate the power to gain the bonus though. Still mag 2 hold protection with 85% resist is quite good. About 25% for the rest isn't super amazing but better than nothing.
The only other thing is that this a dirt cheap build, probably around 400 million or so with most of that tied to the LotG, Numina, and Regenerative Tissue which are very easy to grab via AMerits.
I think I like the idea of 6 slot Screech over 6 slot Siren's Call. The 7 second recharge and 20 second duration can stun bosses permanently which for soloing will be quite useful and with Hasten/Siphon Speed Siren't call can permanently sleep stuff out of the box. Lethargic Response has some decent defense but I lose a lot of stun capability. Not sure if it's worth it at my levels of defense however.
Disruptor Bot is probably a decent idea to have if I need something to take the first hit from a spawn and with 3 second Transfusion should keep it alive pretty well. I was running out of things to take at this point though.
Acrobatics was taken as early as possible to help with the mez problems inherent in attempting to fight in melee range.
I haven't really done much to make this build Exemplar friendly, but that just entails getting the lowest level proc as possible right? Normal enhancements provide their regular benefits all the way back to 1, just at reduced percentage but you lose set bonuses if you are below 5 levels. This is my understanding, is it correct?
Anyway, this is my current plan. Any thoughts?
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Shriek -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(15), Dev'n-Acc/Dmg/EndRdx/Rchg(21), Dev'n-Hold%(45)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(19), Nictus-Acc/EndRdx/Rchg(29), Nictus-%Dam(45)
Level 2: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(43)
Level 4: Siphon Power -- Acc-I(A), Acc-I(7), RechRdx-I(19), RechRdx-I(27)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(9), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(17), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Hold%(45)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(21), RechRdx-I(27)
Level 12: Scream -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(13), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(15), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Hold%(46)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 18: Stealth -- EndRdx-I(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Sirens Song -- Acc-I(A)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40), Aegis-Psi/Status(46), ImpSkn-Status(50)
Level 28: Super Speed -- EndRdx-I(A)
Level 30: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(46)
Level 32: Dreadful Wail -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 44: Web Cocoon -- Lock-%Hold(A)
Level 47: Summon Disruptor -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50), BldM'dt-Dmg(50)
Level 49: Amplify -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A), Empty(23), Empty(23)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Scourge
Level 2: Ninja Run
------------
Set Bonus Totals:- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 6.75% Defense(Fire)
- 6.75% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 14.3% Defense(Psionic)
- 3% Defense(Melee)
- 13% Defense(Ranged)
- 7.69% Defense(AoE)
- 2.25% Max End
- 43.8% Enhancement(RechargeTime)
- 5% Enhancement(Heal)
- 6% Enhancement(Stun)
- 18% Enhancement(Accuracy)
- 144.6 HP (13.5%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 7.5%
- MezResist(Held) 17.4%
- MezResist(Immobilize) 9.7%
- MezResist(Sleep) 7.5%
- MezResist(Stun) 9.15%
- MezResist(Terrorized) 7.5%
- 12% (0.2 End/sec) Recovery
- 46% (2.06 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 3.75% Resistance(Negative)
- 3.13% Resistance(Toxic)
- 3% Resistance(Psionic)
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Arcanaville, where did you determine the 30 frames per second value?
It certainly looks like it works in the data sets you provide, but the initial look at seeing how the game protocol looks indicates a 10 per second update rate from the client to the server for power activations, position updates and so on.
I don't have any reason to doubt 30/sec, just that the numbers from client to server don't match up nicely to 30. They are a multiple so it would work out nicely as they collate date to generate the next frame or combat tick.
I did not see an obvious pattern for server to client, it looked to be on an as needed delta basis. -
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I'm still not convinced on the average is the most useful measure for these kinds of tests.
The discrete nature of the events implies some clustering around specific frame or combat tick counts plus or minus a few ms either direction depending on where you initiate the event from the two clocks.
Now, if the server sent 32 updates per second, this would be much easier... -
Going by your stated data:
11944 ms = 358.16 frames. Since this is a discrete system, I'd expect that your data points don't really have Gaussian distribution, and that they more likely have several minimum values, each with an exponential, Poisson or some other decay function following it. So your minimum value is the "zero" and has the largest probability. As you go higher, that probability falls off until you hit the next discrete step, where it again goes to maximum.
11944 ms should snap to 358 frames
11972 ms should snap to 359 frames
12011 ms should snap to 360 frames
Going to the original data posted in the powers, 2.5 seconds for animation, 9.2 for recharge.
2.5s is a nice value because the combat clock is exactly in synchronization with frame clock in that case. 2.s5 = 20 combat ticks, 75 frames. 9.2s = 73.6 combat ticks, 276 frames.
Of the expected 358 minimum total, 351 are accounted for. The remaining deltas of 7, 8 and 9 frames reek suspiciously of trying to resynchronize the combat tick with frame ticks at some point during the activate/finish/beginrecharge/endrecharge sequence. 7.5 frames correspond to exactly 2 combat ticks. One presumed to be at the end of activation based on initial analysis. The second in some other unknown position.
I can come up with a theory for 6 of the mystery frames like so (forgive formatting):
A + Animation + B + Recharge + C
Animation = 20 combat, 75 frame
Recharge = 73.6 combat, 276 frame
A probably is zero
B likely needs to resynchronize the clocks after 1 combat tick of wait time to indicate next state ready
C likely needs to resynchronize the clocks again to let combat engine know that the power is ready.
Frames: 0 + 75 + 3.75 + 276 + 2 = 356.75 (~357 -> 11.9s)
Combat: 0 + 20 + 1 + 73.6 + 0.4 = 95 (95 -> 11.875s)
Need to find that last frame. 3.75 is assumed to be rounded to 4 in the 11.9s resulting time. Likewise, the 0.4 at the end of combat is assumed to be the remainder adding to create an integer number of combat ticks. -
Well that just about answers it after some details fill in. The recharge time is based on server frame ticks based upon your three peaks separated by ~33 milliseconds.
Based upon this and figuring that there are 4 spots where extra frames can be put in to allow for resynchronization with combat ticks take place potentially explains the differences between theory and actual measurements.
4 spots as I see them:
- Beginning of power activation
- End of power activation
- Beginning of recharge
- End of recharge.
Between the end of power activation and the start of recharge seems the likeliest place of where extra frames get dumped though. And depending on where you are in the frame count versus the combat tick you should get presumably 4 nice peaks as there are 3.75 server ticks per combat tick, though your data suggests only 3 because of rounding. -
Arcanaville, do you have all your tests on perhaps a Google docs spreadsheet that is readable by others?
I'd like to see what data you generated via your tests if possible.
EDIT: Or rather what is the variance of values for your measured cycle duration for each power? That would be far more useful and something you probably already have. -
Probably already accounted for, but you are including latency and server combat clock ticks in your analysis right?
For example, if you start your timer based on when you press the button for an action it then goes to the server (probably 0.150 seconds on average depending on location) then the server receives this packet, and must wait until the beginning of one combat tick in order to begin processing the animation (up to another 0.132 seconds) assuming there is less then a one tick lag between receive and action, otherwise add ticks as appropriate.
Server load may also increase this time though I'd expect that these tests are performed under as ideal of circumstances as possible (instanced map cleared of enemies with lowest graphics settings) to remove any possible sources of variability. -
I play as an Axe/WP brute and hit 50 a while back. This character is quite strong but reading through here and with my own observations I can see the issues with fury building.
Primarily with slow sets like Axe, fury builds very slow on just my attacks. Normally this isn't a problem because other enemies are attacking me helping maintain high fury levels, but single targets aren't so hot relative to the buzzsaw builds that just attack every 2 seconds.
I have brawl set on autofire but each animation just takes way too long to consistently build fury without the enemies assist, plus the secondary knockdown effects.
Is there any belief that fury per attack could be modified to take into account power activation time or perhaps (base) endurance usage?
Seems dumb to have a 40 damage brawl build the same amount of fury as a 400 damage cleave. -
I as well am looking forward to your guide so I can better squander, er... spend my ill gotten gains.
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Haha, holy crap lucky.
Although it's a bit cheesy because I could see you weren't going to hit the low end, I'll certainly make use of 800 million plus given my current assets.
Thanks! -
842,420,326
Looked like a hole and with your... difficulties I'm going to lean on the high side of average.
Assuming I'm not too late.
Just a guess from a ~80 million net worth player. -
Putting in some numbers:
My Kinetic defender can maintain about 3 stacks of Siphon power, and 2 stacks of Fulcrum Shift. Against a single target thats 25% * 3 + (50% + 25%) * 2 = 225% damage while reducing damage output of the AV by a significant amount.
Adding in base plus enhanced, everyone is operating at 425% damage. Good, not capped though.
Add in Sonic debuffs and that goes to (4.25) * (1 + 0.2 * [debuff count])
With just 2 Sonic debuffs, you can get to ~600% damage for every attack.
Can other sets reach this level on just a single target? -
*/* means whatever for either primary or secondary. Either of those ATs are just absolute beasts at damage cap regardless of powerset.
Corrupter and Defender do get an nuke at 38 that will just wipe a spawn out every 2-3 minutes or so assuming Hasten and Siphon Speed. Controllers do provide a lot of things but their controls actually hurt the Brute's fury generation so that needs to be balanced into your thinking as well.
Also you don't really need super high survivability in the Brute. Kinetic heal is insane and recharges really quickly. At 50 you can have a 500 HP area effect heal up every 5 seconds or so along with the melee players means they aren't going to die unless something truly bad occurs. Far more likely that the Kinetic will get a boss on them and get one shot to be honest. -
Kinetic/Sonic Corrupter or Defender
*/* Brute
*/* Scrapper -
After a few years of not playing I came back for issue 18 and have been having fun.
Still the same problems as before though, smash and lethal damage is heavily penalized which makes me sad as an Axe/Willpower brute. Now that I hit 45 however, the villain confirmation mission is filled with Crey tanks, only the bosses aren't ridiculously resistant to lethal. I think smash has been improved, but lethal sure sucks against everything not Carnies and CoT.
Any chance this will improve? -
Willpower.
If this is for primarily team play you probably want to grab taunt as Willpower's inherent aura is pretty lackluster for keeping mobs attacking you.
But, Willpower has essentially the most difficult to find abilities in the game, healing. It's a regeneration set so any damage is healed through rather than avoided or reduced. Add in any team buff from another player and you instantly become much harder to kill.
Maneuvers, SoA maneuvers, shields, sonic, et cetera. Essentially every single set goes well in providing additional defenses for the willpower regeneration to stack on top of. For the other defense sets, there ends up a lot of overlap with defense or resistance that those sets have plenty of already so adding more doesn't do much (e.g. Shield Defense + Force Field/Cold/Sonic, or Resist set + Fire).
These sets are all designed to make solo play viable but when you start adding independent defenses on top of insane regeneration makes you pretty much unstoppable.
The only bad pairing is with Empathy/Pain. They only do direct heals which are pretty pointless in most cases because with willpower you are gonna live through it or you die instantly. Adding more healing is not going to do anything in those cases, you have to reduce incoming damage which Empathy/Pain really sucks at.
Regen beats anything in normal gameplay. If you need to tank Hamidon or whatever you need a specialized character. AV's, giant monsters, all no problem with appropriate backup.
Except Positron, he is mean.
One other thing worth a mention: Soft cap what ever is just dumb in a team context. These are solo players wanting to spend a lot of influence so they can attempt solo runs at AV/GM or whatever. There is no need in normal play for that at all.
tl;dr
Willpower plus anything becomes amazing. Resist or defense based sets plus anything leads to more chances for significant overlap with no benefits. For Willpower anything you add fills weaknesses, other sets only have a smaller subset of power choices that can mitigate weaknesses. -
Quote:Wow that's awesome. I always hated the "requirement" (*) for Fitness in every character I've played when the game came out. I can certainly pick new powers but it will cause slot problems I think. I'm still stuck in the non-set thinking though, but I'll get over it.The market wil never be flooded. With hte newly announced change to making fitness inherent so every one gets them for free at level 2, you suddenly have hundreds of thousands of characters wanting the numina and miracle uniques because htey have free slots to put them in. Simultaneously all those characters have three free power choices that used to be swift/hurdle, health and stamina. It is very safe to assume that A LOT of people will go concealment and slot the luck of the gambler x3 one each in stealth, invisibility, and phase.
You want to be rich in three months? Get a private supergroup. Stash away luck of the gambler, numina and miracle's. When i19 hits list them at 1.5x the rate from the day before.
One follow up question with regards to sets: does the set all need to be slotted into a single power to have the set bonuses?
* - required in the sense that it prevents just standing around moments which I rather dislike. -
Quote:Guess I'll have to live with low resist on elemental. Can't be invulnerable to everything!You won't be able to fill a resist hole like that with sets. However, I believe the most noticeable hole in Willpower is Lethal and Energy defense, because those are the two types most associated with -defense. So if a few of those go out, all you're left with is the resists which are pretty weak (as you say) against F/C/E/N and Toxic.
Between Quick Recovery, Stamina, Superior Conditioning and Physical Perfection, you probably don't have to worry a ton about End drain. Just make sure to take out Sappers first.
Kinetic Combat is an awesome set for melee characters working on S/L defense. It's only 4 slots for 3.75%. That's why it's so expensive on the market, however. Plus if you put the proc into your knock down attacks, they will occasionally (rarely & randomly) become knockback. It's a little annoying when you're not expecting it.
Once the market is saturated with set pieces that used to be expensive and can be bought with Villain Merits, it may become easier for you to buy the pieces you need. Mako's Bite is a 6 piece melee set for adding ranged, E/NE defense that can be bought, for example.
I can't remember off hand which healing procs are available, but those would be good to throw into health.
On a build that's pre-IO I would say that's pretty good.
Get the Steadfast Protection +defense proc and put it in High Pain Tolerance. It's a little expensive on your budget, but of the sets/procs that could help a lot, I bet it's the cheapest.
I messed around with Mid's and Kinetic Combat looks good to 4 slot in as many attacks as possible along with some accuracy IOs. Good suggestion. Previously I was trying to find other good ones like Mako's Bite or similar which are also ridiculously expensive and don't really provide a huge amount of defensive capability while losing the accuracy I have come to get used to with double slotted (10-40 randomish normal) accuracy enhancements.
Hit 42 just a while ago. +1/x5 is tough, especially when you end up fighting +2 2x Heroes, 2x Nullifier Longbow packs. Freakshow and 5th Column are hilariously easy relative to everything else. By far the worst is Tsoo though... The minions with Siphon Power get like 6-7 stacked of the buff and everything just wrecks you.
All the good IOs appear to be so very very expensive. Steadfast proc was like 20 million plus! Such a huge disparity in usefulness and cost of all the various IOs. Wish there was less of the economic metagame that seems to be a requirement in MMOs -
Ah, that's much better then the article on paragonwiki. I'll have to see what the contact for Going Rogue has to say about these. I think I might be in the wrong alignment right now, as I did the rogue alignment mission earlier.
This does sound like a good way to purchase valuable IOs. Need to get on this quickly before the value goes down if the intent is to sell the +recharge IO before the market is flooded. -
Quote:I don't see the difference between them on paragonwiki. Villain merits appear to be worth 50 regular merits or something, but the article doesn't really give much information on the usefulness relative to each other.Use Villain mertis not real merits. You can get one every four days. period, full stop. No exceptions. Run 5 missions log off. Run 6 missions log off. Run 5 missions log off. Run 6 missions, buy your gambler, log off. Done.
It takes like 200 + 150 + 120x4 or something for the full set of Orange IO recipes (Numina and LotG). Right now I have about 60 of these things with no other obvious usage for them. Should I be saving these for something else? -
Yes, not a very common combination but I rather enjoy it!
Anyway, I'm new to coming back and have hit 40 so far using approximately this build. My goal is to try and cover the holes in Willpower as best I can at 50, namely F/C/E/N resist, S/L defense, and Endurance drainers (hence the +3.something net gain). The only major difference is an expected respec at 50 removing Beheader for Chop. I've not done checks for Malefactor or whatever, that's for later.
I tried to look around Mid's for finding what recipes might do the trick but finding stuff that is affordable is difficult. I only have about 30 million INF right now but I have a lot of relatively expensive rare salvage that I can sell plus some merits. I've just been away too long to really know about all the ways of building INF or the recipes. Any suggestions to improve the holes that give me trouble?
I normally play +1/x4 though I could probably do +1/x5 without a huge deal of effort. Is this about right for a Brute?
I know Luck of the Gambler is hideously expensive but that one I think I can do via merits if I can figure out a good way to gain enough.
Thoughts?
Also, why is Focused Accuracy so ridiculously expensive as a toggle? 0.5 end/sec with a IO End Reduction?! It only provides +5% to-hit!
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Battle Axe
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Chop -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(7), EndRdx-I(11), RechRdx-I(19)
Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(15), Heal-I(25), ResDam-I(43), ResDam-I(43), ResDam-I(45)
Level 2: Gash -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(7), EndRdx-I(13), RechRdx-I(19)
Level 4: Fast Healing -- Heal-I(A), Heal-I(36), Heal-I(36)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Swoop -- Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(11), EndRdx-I(13), RechRdx-I(34)
Level 10: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(15), TtmC'tng-EndRdx/Rchg(29), TtmC'tng-ResDam/EndRdx/Rchg(29), TtmC'tng-ResDam(46), TtmC'tng-EndRdx(50)
Level 12: Indomitable Will -- EndRdx-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Rise to the Challenge -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(45), Dct'dW-Rchg(45)
Level 18: Swift -- Run-I(A)
Level 20: Whirling Axe -- Acc-I(A), Acc-I(21), Dmg-I(21), Dmg-I(31), EndRdx-I(40), RechRdx-I(40)
Level 22: Quick Recovery -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Health -- Heal-I(A), Heal-I(50), Heal-I(50)
Level 26: Cleave -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(37), EndRdx-I(40), RechRdx-I(43)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), LkGmblr-EndRdx/Rchg(37), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(46), LkGmblr-Rchg+(46)
Level 30: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 32: Pendulum -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), EndRdx-I(34), RechRdx-I(34)
Level 35: Boxing -- Acc-I(A)
Level 38: Tough -- EndRdx-I(A), ResDam-I(39), ResDam-I(39), ResDam-I(39)
Level 41: Weave -- EndRdx-I(A), DefBuff-I(42), DefBuff-I(42), DefBuff-I(42)
Level 44: Superior Conditioning -- EndMod-I(A)
Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(48), Heal-I(48), Heal-I(48)
Level 49: Strength of Will -- ResDam-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 2: Ninja Run