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I put together a budget levelling build for my own fire/shield prior to respeccing into a much more expensive level 50 build, so it can be done on a relative shoestring. I've adjusted what I had on mids for inherent fitness for you, maybe it'll give you some help. I'd recommend cardiac alpha to make end use more manageable, and also to bolster your resistance. I'm not really sure how much this would cost, as prices are volatile so soon after DXP weekend but there's not much that usually costs a lot, and very few sets needing rare salvage if you're doing the crafting yourself.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(50)
Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(9), S'dpty-EndRdx(17), S'dpty-Def/EndRdx/Rchg(25), S'dpty-Def(25)
Level 2: Cremate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(15)
Level 4: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(11), S'dpty-EndRdx(19), S'dpty-Def/EndRdx/Rchg(23), S'dpty-Def(33)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7)
Level 8: True Grit -- Heal-I(A), Heal-I(11)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(13)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(21), M'Strk-Acc/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(23), M'Strk-Acc/Dmg/EndRdx(43)
Level 20: Phalanx Fighting -- DefBuff-I(A)
Level 22: Super Speed -- EndRdx-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(27), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29)
Level 28: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(31)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(34), RedFtn-EndRdx(39)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36)
Level 35: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(39)
Level 38: Maneuvers -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(40), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(50)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
Level 47: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx/Rng(48), Det'tn-Acc/Dmg/EndRdx(50)
Level 49: One with the Shield -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(39)
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I don't get an awful lot of time to play and consequently I often get caught by prices tanking on items I'm trying to sell, so it was a pleasant surprise to log in today to see that almost everything I had for sale, some of which has been up for a long time, has moved. I do feel a little sorry for the person who overbid by 300 million on a reactive armour triple though.
Overall my biggest DXP profits came from PVP IOs and Synthetic Hami-Os, bought a while back in expectation of prices rising significantly. All in all a very good weekend despite my lack of playing time. -
To an extent this depends on how your build is put together, but I'd tend to go for Rebirth destiny (the heal and +regen branch) to supplement the max HP boost from True Grit and One With The Shield, and Paralytic (radial) interface to stack with Against All Odds damage debuff. You could also go for Void judgement's debuff for an extra helping of -damage too.
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What you have there is very similar to my own DB/DA, main difference being that I took 1000 Cuts and Soul Transfer while you have picked Nimble Slash and Vengeance instead. I'd recommend considering swapping out nimble slash for 1000 Cuts to complete the Sweep combo, which adds some nice AOE damage and mitigation.
I only use Attack Vitals and Sweep, AV for small groups and single targets, and Sweep for large groups or when i need the extra survivability from the knockdown. Weaken and Empower just didn't seem to be worthwhile to me with such low buff and debuff numbers.
It's a fun pairing though, and as long as you're not facing heavy defense debuffs you should have all the survivability you'll need. -
I'm in favour of increasing the choices available to players, not reducing them.
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Quote:These numbers strike me as strange - I'm guessing that tactics is toggled on, so is showing the effects of the Build Up proc in your totals there.Compared to yours (GinZen) it has:
- No Shadow Maul (useless unless you PvP)
- Slightly less endu use and end rec (actually its so close its not worth mentionning)
- 56% toHit vs 0
- 36% accuracy vs 45%
- 134% dmg buff vs 40% (which can not be meaningfull if you reach often 400% teaming with Kins)
- No heal in Siphon Life but a def PvP IO would allow me frankenslot SL.
- Slots into Fire Blast (which is arguably usefull but I find it worth it even if it doesnt enter my melee cycle)
- No "wasted" slots in stamina
- I belive mine is slightly less expensive due to very less usage of HO, tho I m planing on going for it whenever I can score a +def PvP unique. -
Martial Arts for Tankers. I just really want to be able to make a little old guy with a beard in a tattered robe who can hold off an entire army using only his fists and feet.
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I just skimmed through the build, but one area I'd recommend changing is the slotting for the defensive passives. All 3 need to be slotted to, or close to, the ED cap for defense because thats where you get your defense debuff resistance from, and with those fully slotted you'll have 95% DDR.
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Thanks, that gives me some food for thought. I had the regen. tissue IO in a previous version of this build and removed it as not worth it's place, but I'll take another look at it.
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I'm updating the build on my shield/mace tank which has been a little neglected of late. I respecced it hastily to take advantage of inherent fitness in the midst of trying to respec multiple characters and have never been entirely happy with how this one turned out.
In particular I feel that I lack survivability in the incarnate TFs, now I know shield will never be as robust as other sets but hopefully by increasing my HP and resistances, in addition to soft-capped defence, I can get as much durability as possible out of it and still have solid offence. With this in mind, I wonder if anyone has any opinions on this proposed build. I'd prefer not to use PVP or purple sets, but apart from that I'm happy to look at any other options if there is a way to improve it. Thanks in advance to anyone who takes the time to look at it.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), TtmC'tng-ResDam/EndRdx(5), TtmC'tng-ResDam/Rchg(46), TtmC'tng-ResDam(46)
Level 1: Bash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(11)
Level 4: Jawbreaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15)
Level 6: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal(15), Numna-Heal/Rchg(17), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam(19), TtmC'tng-ResDam/Rchg(46)
Level 8: Active Defense -- HO:Membr(A), HO:Membr(19), HO:Membr(21)
Level 10: Against All Odds -- EndRdx-I(A)
Level 12: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 14: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(21), Zinger-Taunt/Rchg/Rng(23), Zinger-Acc/Rchg(23)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 18: Super Speed -- Clrty-Stlth(A)
Level 20: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45), DefBuff-I(50)
Level 24: Boxing -- Empty(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
Level 28: Whirling Mace -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34)
Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(34), TtmC'tng-ResDam/Rchg(36)
Level 32: One with the Shield -- S'fstPrt-ResDam/Def+(A), Heal-I(36), ResDam-I(36)
Level 35: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(37), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/EndRdx(50)
Level 38: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(40), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/EndRdx(45)
Level 41: Weave -- LkGmblr-Rchg+(A), S'dpty-Def/EndRdx(42), S'dpty-Def(42), S'dpty-Def/EndRdx/Rchg(45)
Level 44: Aid Other -- Empty(A)
Level 47: Aid Self -- IntRdx-I(A), Numna-Heal/EndRdx(48), Numna-Heal(48), Numna-Heal/EndRdx/Rchg(48)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Cardiac Total Core Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(43), Numna-Heal/EndRdx(43), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(43)
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Looking at it, I think the unassigned slot was one I had pulled from maneuvers which I must have forgotten about, probably when I was trying to move slots about for fire shield. I was really just trying to illustrate where you could save slots and get more out of your power choices.
As far as the performance shifters go I'd say that for stamina you would be fine using 2 common end mod IOs and the perf. shifter chance for +end proc, and that for transference the slotting you have gives you pretty good accuracy, end mod and recharge enhancement values, which is the most important thing. You might want to consider efficacy adapters there as a cheaper alternative, with slightly more useful bonuses. -
Quote:I wouldn't say that you're trying to do too much - Mind Control has enough AOE control options to be an asset on teams and kinetics will always be in demand, and you should have no problems solo, especially with the fire epic to add some extra AOE damage. You can get more bang for your buck though with some changes in slotting, and I'd question the value of the concealment pool (except perhaps as holders for more LOTG +recharge IO) when there are other options available, like stealth IOs or temp powers.So ive been slowly levelling my mind/kin troller for a few years now (really slowly)
I think I have come up with my final build to be put in place as I hit my alpha.
First question: am I trying to be too many things? I am looking for group hold ability, buff ability, debuff ability, groupd usefullness and soloability for grinding hero merits (simple)
Thoughts on power choices and slotting especially desired. Thanks!
Going through slotting a few things stand out to me. You give quite a few powers full 6 slotted sets where the 5th or 6th slot bonuses are of little value, and don't do much to enhance the powers stats - transfusion, dominate, mass hypnosis, maneuvers, terrify and fire ball could all lose one or more slots which could be better spent elsewhere, or have other IOs slotted to enhance other attributes like damage.
I'd also be wary of slotting the full malaise set in your confuse powers (even though the ranged defense bonus is tempting) as the damage proc will draw aggro, and having an aggro free confuse is one of the great benefits of mind control in my opinion.
Finally as I said I'd probably drop stealth and invisibility, and try to pick up Mesmerize and the epic pool shield. Mesmerise in particular is a good attack and control, especially solo or exemped, it doesn't draw aggro from surrounding mobs, and it can control bosses, EBs and AVs with one application.
Here's an example build keeping most of your power selections and slotting intact which hopefully doesn't alter your budget too much.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Primary Hold: Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(11)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(9)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-Rchg/Hold(13), BasGaze-EndRdx/Rchg/Hold(15), Dmg-I(34), Dmg-I(36)
Level 4: Siphon Power -- RechRdx-I(A), Acc-I(17), Acc-I(50)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(19), Mlais-Acc/EndRdx(19), Mlais-Conf/Rng(21), Mlais-Acc/Conf/Rchg(21)
Level 8: Mass Hypnosis -- FtnHyp-Plct%(A), FtnHyp-Sleep/Rchg(23), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(25), FtnHyp-Sleep/EndRdx(27)
Level 10: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(23)
Level 12: Siphon Speed -- RechRdx-I(A), Acc-I(42), Acc-I(48)
Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 18: Fly -- Flight-I(A)
Level 20: Total Domination -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(31), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(33)
Level 22: Speed Boost -- Zephyr-ResKB(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def/Rchg(34)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), Fear-I(46)
Level 28: Tactics -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit(36), GSFC-ToHit/EndRdx(50)
Level 30: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(36), Mlais-Acc/EndRdx(37), Mlais-Conf/Rng(37), Mlais-Acc/Conf/Rchg(37)
Level 35: Transference -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(39)
Level 38: Fulcrum Shift -- RechRdx-I(A), Acc-I(39), Acc-I(40), RechRdx-I(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/Rchg(46)
Level 47: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(48), TtmC'tng-ResDam(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 50: Nerve Boost
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Acc(43)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1382;679;1358;HEX;| |78DA65935B4F134114C767B74568CBA56B29E562A1B45C8B2C34FA6E2242406942E| |283B70752E92293D42DD92E46DEFC0C46C54BBC828862D4C4EB17E01B7879F12B78| |89B7C4A77AFA3F03C5ECA69DDFEC7FFE3373E69C9DECC523F5425C3A24B4F058215| |72ACD8E156DD729160A9653975D7273AE2CDAF5338E3C9F73961393C542BE5608D1| |55356DFBCDACB4F3DB2FADBBC60F2FCDCF9BC7A46DB972AE644CD90B9663D9AEB9D| |D09CD1469F244419E5B7083E81F5FB4AC7C13BAD3562E6F39A505B968E07DCABE20| |4BF2AC2C4877D9185F9473E68474ACD96CAEE45ACE722B45D647FFC79A504FB946D| |C2664847E877117F0DF63DC07820F80F1EA2CBF88F82AD29E664614A86B61C48027| |64D7D426DA7B5D88B8A8FFC0F808347E02BAE3583DC598A0293ECC2BEBBE2148E17| |620C3D8A4B11A1545CD0FAD22EDFDC9F80534FF66FC019E525BABECB567F48AD472| |02683DC93805B49F0636C81E50F6C00AA15F04AF038D3780F04DA0E5163049F6908| |A36C4D10E7298238C00EDDD802C94B58628221A69069234D2C43BE94D3C75DF7F08| |91C160833052909ED1CC888A2EC2D9EBE4CC7672663B39B389BF38CC51B247D50AD| |1CF900C5A34C6F1E8318E271101BA0DE039B56DAA6A6D2FB16BE215D0FD1AD8FF06| |187ECB4802115AB6432DDBB18E9D526B40660398D22A717128F1185E5E50DBA50ED| |3C5854C71217BB8903D5CC81E2EE434B54995AFE4152CDA7795710DC892A1976BE1| |EBE514F67111FA15585CA3AF7340ED3BC0271CE4130EF209D37CB4F43B6095EC436| |CF70DAD720AD6188F3805EBC043F2992A05669A2B3D0C644C60B341885195825155| |69FFCE8DA21F3D225E55CA69CFE8A847C97894031EE5A04799F62833FE9DCB2A342| |88170E52272245F8234AAED1EFDE651BE7A94EF5545D75650A3FECB409A2BB6459F| |77860DE57F7C79F9C3| |-------------------------------------------------------------------|
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Quote:I've started a DB/SR Brute and I like the numbers on Mid's (soft-capped defenses without Elude or crazy-mad 'spensive IO Sets) however I have some questions for those more learned than myself:
1) I'm not that experienced with DB (one other Brute, lvl 32). For a good attack chain without too much juggling of the combination attacks what should I focus on?
2) I have only one other SR toon (Scrapper lvl 12) so no experience there to speak of. Same as above...what should I be focusing on for max survivability?
3) With Quickness and healthy but not insane IO sets (no purple plans yet) will I need Hasten?
4) Is a combination of Ninja Run, Quickness, Sprint and CJ a viable movement power? I don't like SS because it makes me move TOO fast in certain circumstances and my reflexes are not what they used to be...
5) If I get him to Incarnate which path will make me the most useful for the ever-growing Incarnate content?
Lots to ask I know but I want to see if I can make him viable without piling on tons of purple sets and jumping through hoops. Thanks in advance...
1) I'd recommend using Blinding Feint>>Attack Vitals combo for single targets and small groups of enemies for a chain that gives good damage for modest recharge requirements, and for larger groups of enemies use Blinding Feint>>Sweep combo, for nice PBAOE damage with the bonus knockdown effect of the combo giving some nice additional damage mitigation.
2) For SR, if you're soft capping then take everything except elude, and make sure you slot the toggles and passives to the ED cap for defense. You'll probably want fighting pool for tough, which gives you somewhere to slot the steadfast 3% def IO (and gladiator's armour if you wanted to) and adds to the scaling resistances SR gets from its passive powers, and also for weave. You might also want Combat Jumping as an easy way to get a little bit more def for little end cost, Aid Self is also very useful, and with one interrupt reduction IO can be used in combat pretty effectively. For IO bonuses, look for +regen and +max HP as the best way to increase survivability, and try to get the HP boosting accolades too if you can.
3) Optional, I'd say.
4) You'll be fine with no travel power. If you did want to take one, Super Jump is a good alternative to Super Speed for long distances. You'll be plenty fast enough in missions without it.
5) I'd echo Ultrawatt's opinion on alpha slots. In general I'd say to go cardiac if you find you have endurance issues, and spiritual if you don't. -
Quote:Selecting the first IO in a set and then clicking the scroll wheel button in the next slot will place the next IO in the set. If you are using common IOs, SOs, HOs etc. then the scroll wheel click will copy the previously placed IO, as Swift Frost says above.While we're on the subject, I vaguely recall someone describing a way you can get Mid's to pick the next IO in a set as you slot up a power, so that if you're slotting a set (as opposed to frankenslotting) you can place it faster without having to manually go find each IO and slot it. Is there such a thing, or am I misremembering?
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On the whole this looks pretty solid to me, but you could make a couple of changes. Elude will be practically useless to you as your defenses are high enough to make it redundant so I'd drop it and allocate the slots saved to footstomp and KO blow, or pick up something more useful, such as hasten.
I'd also recommend dropping hurl - it's just not a very good attack, and you could pick up Gloom from soul mastery instead which is far better if you want a ranged option. -
Quote:This sort of ties in with something I was thinking about for one of my other characters for issue 19 and the changes to fitness. I was considering trying to max out run speed on one of my scrappers and had noticed that quite a few of the sets I would be using also contained debt reduction bonuses, which got me thinking of the potential for a build designed around reducing debt and movement bonuses. Seeing this thread rekindled the idea so I played about with Mids a bit... and came up with this.It's one of those useless little "Why did they not put something else with it" set bonuses - Debt Protection. Admittedly they've done more to the game that makes debt even more of a non-issue since I9, but even when they were introduced, I don't think anyone was jumping for joy at seeing Debt Protection bonuses. (Especially at 1%.)
Still, out of curiosity (and boredom,) has anyone ever tried throwing together a "Debt protection" build - just to see how high you could get on it? (No, I don't think anyone would do this in game, this is more of a "Play with mids" item.)
(This uses Leandro's patched version of Mids found here)
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain RUN AWAY!!!: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(5)
Level 1: Bash -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/EndRdx(5), F'dSmite-Dmg/Rchg(40), F'dSmite-Acc/EndRdx/Rchg(40), F'dSmite-Acc/Dmg/Rchg(42)
Level 2: Dull Pain -- RgnTis-Heal/EndRdx/Rchg(A), RgnTis-Heal/Rchg(45), H'zdH-Heal/Rchg(45), H'zdH-Heal/EndRdx/Rchg(46)
Level 4: Jawbreaker -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/EndRdx(42), F'dSmite-Dmg/Rchg(42), F'dSmite-Acc/EndRdx/Rchg(43), F'dSmite-Acc/Dmg/Rchg(43)
Level 6: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam(9)
Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(9), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(13)
Level 10: Kick -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(11)
Level 12: Resist Energies -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(13), ImpSkn-ResDam/EndRdx/Rchg(23), ImpSkn-Status(23)
Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(15), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam(17)
Level 16: Build Up -- EncAcc-ToHit/Rchg(A), EncAcc-ToHit/Rchg/EndRdx(17), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(21), Winter-ResSlow(21)
Level 22: Resist Elements -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(31), ImpSkn-EndRdx/Rchg(33), ImpSkn-ResDam/EndRdx/Rchg(43)
Level 24: Invincibility -- Ksmt-Def/EndRdx(A), Ksmt-Def/Rchg(25), Ksmt-EndRdx/Rchg(25), Ksmt-Def/EndRdx/Rchg(27), GftotA-Run+(29)
Level 26: Weave -- Ksmt-Def/EndRdx(A), Ksmt-Def/EndRdx/Rchg(27), Ksmt-Def/Rchg(29), Ksmt-EndRdx/Rchg(31), GftotA-Run+(31)
Level 28: Whirling Mace -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34)
Level 30: Tough Hide -- GftotA-Run+(A)
Level 32: Unstoppable -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(34), Aegis-EndRdx/Rchg(37), Aegis-ResDam/EndRdx/Rchg(37)
Level 35: Shatter -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Crowd Control -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Stealth -- GftotA-Run+(A)
Level 44: Invisibility -- GftotA-Run+(A)
Level 47: Focused Accuracy -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/EndRdx(48)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A), Run-I(45)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift -- Run-I(A), Run-I(50), Run-I(50)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- RgnTis-Heal/EndRdx(A), RgnTis-Regen+(46)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
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Set Bonus Totals:- 15.6% Defense(Fire)
- 15.6% Defense(Cold)
- 9.38% Defense(Energy)
- 9.38% Defense(Negative)
- 4.69% Defense(Ranged)
- 7.81% Defense(AoE)
- 5.4% Max End
- 37% FlySpeed
- 182.7 HP (9.75%) HitPoints
- 37% JumpHeight
- 37% JumpSpeed
- MezResist(Confused) 14.1%
- MezResist(Held) 7.5%
- MezResist(Immobilize) 10.8%
- MezResist(Sleep) 11.9%
- MezResist(Stun) 7.5%
- MezResist(Terrorized) 7.5%
- 4.5% (0.08 End/sec) Recovery
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5% Resistance(Cold)
- 107.5% RunSpeed
- 30% XPDebtProtection
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Using SO's I'd suggest 1-2 resist damage and 2-3 recharge in Unstoppable, and wouldn't bother with end mods. From the fighting pool Tough and Weave are both good choices, and stack well with invulnerable. The prerequisite attacks (Boxing and Kick) are nothing special though.
Patron pools are personal choice if you have room or a hole in your build you want to fill, but have some very nice powers if you can fit them in. In particular, from Soul Mastery Gloom is an excellent single target ranged attack and Darkest Night is a toggle debuff that does -to hit and -damage, and Elec Fences and Ball Lightning from Mu are both good additional AOE attacks. You won't be losing out on much if you can't find room for them though. -
Your build as it stands seems a bit unfocused, with some good bonuses missed and some unnecessary ones gained. You could also get more out of the expensive purple sets by swapping the single aspect IO for the proc in each one (i.e. Hecatomb: Damage replaced by the Chance for Negative Energy Damage). A combination of max HP/regen and +recharge is a good idea but I'd try and get some defence bonuses as well, aiming for either smash/lethal or melee, to give you an extra layer of protection.
If you go for melee then Touch of Death and Obliteration in attacks and Titanium Coating in toggles would give good bonuses but need lots of slots, so smash/lethal might be a better option for you, using Kinetic Combats and Reactive Armour mainly. At around 25% defence you should start to see a large increase in your durability and with your budget you'll be able to get there and still get high recharge/regen/HP numbers (I'd highly recommend getting the +max HP accolades too).
I've tinkered with your build a bit to go for more S/L def and still keep similar levels of global recharge and regen.
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Fire Sword -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5)
Level 1: Fire Shield -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13)
Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 6: Blazing Aura -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(19), C'ngBlow-Acc/Dmg(19), C'ngBlow-Dmg/EndRdx(21)
Level 8: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(43)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), RgnTis-Regen+(39)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod(40), P'Shift-End%(40)
Level 22: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Rchg(43), Efficacy-EndMod(50)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 26: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(31), EndRdx-I(33)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(34)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), Ksmt-ToHit+(39)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 38: Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def/EndRdx(42)
Level 44: Electrifying Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
Level 47: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
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I had a look at this as I've been thinking about respeccing my own fire/regen (the first toon i ever made and one i don't play often enough). I managed to get your defence to 44.8% by reordering some things and picking up an immobilise from a patron pool but I wasn't happy with the way some powers were slotted, so I started again from scratch and came up with something I was happier with and also found room for hasten.
I'm not 100% convinced that it's not giving up too much potential +recharge for the defence though and it feels a bit like putting all your eggs in one basket by relying so heavily on the defence, but here it is.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(37), Numna-Heal/Rchg(37)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(37), F'dSmite-Acc/EndRdx/Rchg(48)
Level 4: Reconstruction -- S'fstPrt-ResDam/Def+(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5), Mrcl-Heal/Rchg(15), Dct'dW-Heal/Rchg(50)
Level 6: Quick Recovery -- EndMod-I(A), EndMod-I(7), P'Shift-End%(7)
Level 8: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(9), RechRdx-I(9)
Level 10: Dull Pain -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(11), Dct'dW-Heal/Rchg(11), Mrcl-Heal/Rchg(15)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(36)
Level 20: Hurdle -- Jump-I(A)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(34)
Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34), F'dSmite-Acc/EndRdx/Rchg(48)
Level 28: Instant Healing -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(29), Dct'dW-Heal/Rchg(29), Mrcl-Heal/Rchg(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 35: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(36), EndRdx-I(46)
Level 38: Moment of Glory -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(45), LkGmblr-Rchg+(45), RechRdx-I(50)
Level 41: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Targeting Drone -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
Level 47: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 49: Stamina -- EndMod-I(A), P'Shift-End%(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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For ranged damage there are 2 non-purple sets that have recharge bonuses, entropic chaos and decimation. Both give 6.25% for 5 slots, but decimation has better enhancement values due to having six IOs in the set compared to entropic's five, one of which is a chance for self heal proc.
With the only bonuses available in ranged damage sets being 6.25% (if you're not using purples), and many of the other potential sets you can slot in Mind's powers like Call of the Sandman, Glimpse of the Abyss and Malaise's Illusion also giving 6.25% you'll probably hit your maximum of 5 of these bonuses quickly though. -
Quote:As PowerLeveler says, aim for more recharge, and better enhancement in key powers like terrify and mesmerize. Terrify will be your main control power every fight, and one of your few sources of AOE damage so I'd probably go with 5 positron's blast there. Dark watcher's despair isn't doing much for you, as terrify has no -to hit component (I've no idea why it can be slotted with to hit debuff sets).I'm eventually going to use this Dom for the LRSF, but since I'm more versed in bruting and corruption, I would like a critique of my build if possible.
Mesmerize is great on the final mission of the LRSF for sleeping annoying AVs that get missed by mass hypnosis, and can be useful at other times even though the sleep is easily broken. I like 5 call of the sandman in this.
Consider changing the lockdown set in dominate for basilisk's gaze for some more recharge for only 4 slots, and kinetic crash in levitate instead of decimation which gives another 7.5% recharge bonus for 6 slots and frees up room for another 6.25% recharge bonus somewhere else.
I'd move the purple confuse set from mass confusion to confuse (5 slots, all but the confuse duration IO unless you want the big ranged def bonus) and 5 slot malaise's confusion in mass confusion (all but the damage proc). Confuse makes better use of the contagious confusion proc in my opinion, and 5 malaise's gives you that other 6.25% recharge bonus.
Total domination is good with the purple hold set but you can save a slot by dropping the hold duration IO. The final set bonus isn't that great, and you're at 90% hold enhancement without it. I'd also change the Apocalypse: Damage IO for the negative energy damage proc to get the most benefit from the set.
Touch of Death isn't doing a lot for you in total focus - crushing impact would be my choice for the recharge and accuracy bonuses, and you can save a slot here too.
I don't have much to say about Mu Mastery except that you could frankenslot power surge and save some slots there, and that power sink may not be very useful to you if you go for the high recharge perma-dom route because you get a refill to your end every time domination fires. Maybe Ball Lightning might be a better choice here to give more AOE options.
Lastly, telekinesis really needs more end redux if you're going to use it, . Personally I wouldn't take it at all as I find it to be difficult to use effectively and not worth the massive end drain, but that's only my opinion.
Here's an example of how your build might look with these changes, and telekinesis droppped in favour of combat jumping as a place to put an LOTG +recharge.
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Somniloquist: Level 50 Mutation Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Mesmerize -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(3), CSndmn-Acc/EndRdx(45), CSndmn-Sleep/Rng(46), CSndmn-Acc/Sleep/Rchg(46)
Level 1: Power Bolt -- Acc-I(A)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(13), BasGaze-Acc/EndRdx/Rchg/Hold(13)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Acc/Dmg/Rchg(40)
Level 6: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(15), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(37)
Level 8: Power Push -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(37)
Level 10: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(11), FtnHyp-Acc/Rchg(11), FtnHyp-Sleep/EndRdx(15), FtnHyp-Plct%(36)
Level 12: Confuse -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(43), CoPers-Conf%(46)
Level 14: Super Jump -- Jump-I(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17)
Level 18: Total Domination -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(27)
Level 20: Swift -- Run-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(50), Numna-Heal/EndRdx(50)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Rchg(25)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
Level 28: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34)
Level 35: Power Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(40), Apoc-Dmg/EndRdx(42)
Level 38: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
Level 41: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/EndRdx/Rchg(42)
Level 44: Surge of Power -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(45), RctvArm-ResDam/Rchg(45)
Level 47: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 0: Ninja Run
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One thing that leaps out at me is that you're taking Fearsome Stare a lot later than I would, and not enhancing it for to hit debuffs. For me, it's a key power in dark miasma, and the one I use first on every fight. I'd grab it as soon as it's available and prioritise accuracy, to hit debuff and recharge.