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Posts
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Joined
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Looks like I'm not really going to need Hasten after IOs, but I'm not sure yet what I'll be replacing it with.
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With 1 enemy in range of Invincibility, my S/L defenses are each 35% and F/C/E/N are each 32%. My total end drain is 1.03 per second with a recovery rate of 2.86 per second.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Heavy Blow -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Dam%:50(43)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 2: Temp Invulnerability -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam/Rchg:40(34)
Level 4: Sweeping Cross -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(5), M'Strk-Dmg/Rchg:50(5), M'Strk-Acc/EndRdx:50(7), M'Strk-Acc/Dmg/EndRdx:50(7), M'Strk-Dmg/EndRdx/Rchg:50(36)
Level 6: Kick -- Acc-I:50(A)
Level 8: Rib Cracker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(9), Mako-Dmg/Rchg:50(11), Mako-Acc/EndRdx/Rchg:50(11), Mako-Acc/Dmg/EndRdx/Rchg:50(13), Mako-Dam%:50(40)
Level 10: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(48)
Level 12: Combat Readiness -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Tough -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(15), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam/Rchg:40(17)
Level 16: Unyielding -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(40), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/EndRdx/Rchg:40(50), RctvArm-ResDam/Rchg:40(50)
Level 18: Weave -- S'dpty-EndRdx:40(A), S'dpty-Def:40(19), S'dpty-Def/EndRdx:40(19), S'dpty-Def/EndRdx/Rchg:40(21), S'dpty-Def/Rchg:40(21)
Level 20: Spinning Strike -- Det'tn-Acc/Dmg:50(A), Det'tn-Acc/Dmg/EndRdx:50(39), Det'tn-Dmg/EndRdx/Rng:50(39), Det'tn-Dmg/EndRdx:50(39), Det'tn-Dmg/Rng:50(40)
Level 22: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(23), Dct'dW-Heal/Rchg:50(25), Dct'dW-Heal/EndRdx/Rchg:50(27), Dct'dW-Heal/EndRdx:50(27)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 26: Shin Breaker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(36), T'Death-Dmg/Rchg:40(36), T'Death-Acc/Dmg/EndRdx:40(37), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(37)
Level 28: Invincibility -- S'dpty-Def:40(A), S'dpty-EndRdx:40(29), S'dpty-Def/EndRdx:40(29), S'dpty-Def/Rchg:40(31), S'dpty-Def/EndRdx/Rchg:40(31), Taunt-I:50(50)
Level 30: Maneuvers -- S'dpty-EndRdx:40(A), S'dpty-Def:40(43), S'dpty-Def/EndRdx:40(45), S'dpty-Def/EndRdx/Rchg:40(45), S'dpty-Def/Rchg:40(45)
Level 32: Crushing Uppercut -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(33), T'Death-Dmg/Rchg:40(33), T'Death-Acc/Dmg/EndRdx:40(33), T'Death-Dmg/EndRdx/Rchg:40(34), T'Death-Dam%:40(34)
Level 35: Tough Hide -- DefBuff-I:50(A)
Level 38: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(43)
Level 41: Physical Perfection -- Numna-Regen/Rcvry+:50(A)
Level 44: Confront -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(46), Mocking-Taunt/Rchg/Rng:50(46), Mocking-Rchg:50(46), Mocking-Taunt/Rng:50(48)
Level 47: Super Jump -- Jump-I:50(A)
Level 49: Unstoppable -- RechRdx-I:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Heal-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(9)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 15.5% Defense(Melee)
- 13.94% Defense(Smashing)
- 13.94% Defense(Lethal)
- 11.13% Defense(Fire)
- 11.13% Defense(Cold)
- 11.13% Defense(Energy)
- 11.13% Defense(Negative)
- 3% Defense(Psionic)
- 13.63% Defense(Ranged)
- 14.56% Defense(AoE)
- 1.8% Max End
- 9% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
- 110.4 HP (8.25%) HitPoints
- MezResist(Held) 14.85%
- MezResist(Immobilize) 15.4%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 1.65%
- MezResist(Terrorized) 2.2%
- 12% (0.67 HP/sec) Regeneration
- 2.21% Resistance(Fire)
- 2.21% Resistance(Cold)
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
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I'm on Freedom @theunforgivn, and no, it won't let me mail it (again, because it's combined.)
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Going through base storage the other day and found where a long inactive player had left an Enzyme Exposure HO in the enhancement storage. Unfortunately, this person decided to double-combine this HO into a 50++, so I can't put it on the market.
Is anyone interested in this? Most recent sales for a level 50 enhancement like this are 400 mill, so that's all I'm going to ask. -
I reworked the build a bit. Numbers are more even across the positional defenses now (22-25%) and the endurance issues that you raised have (I think) been addressed. Should I one day come across the funds to afford one of the PvP +Def enhancements, I'll take the Def IO off of Combat Jumping and drop it onto Grounded.
Thanks again for your feedback.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(42)
Level 2: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(45)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-EndRdx/Rchg(5), RctvArm-ResDam(19), RctvArm-ResDam/EndRdx/Rchg(25)
Level 6: Swift -- Run-I(A)
Level 8: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(37)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-EndRdx/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(42)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(17)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Health -- Heal-I(A), Heal-I(17)
Level 18: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Boxing -- Stpfy-EndRdx/Stun(A), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(45), Stpfy-Acc/Rchg(45), Stpfy-KB%(46), Stpfy-Acc/Stun/Rchg(50)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-EndRdx/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 28: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(29), GftotA-EndRdx/Rchg(29), GftotA-Run+(31), GftotA-Def/EndRdx/Rchg(46)
Level 30: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31)
Level 32: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 35: Jacobs Ladder -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(40), Empty(46)
Level 41: Power Surge -- RechRdx-I(A)
Level 44: Lightning Field -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(48), M'Strk-Dmg/Rchg(48), M'Strk-Acc/EndRdx(48), M'Strk-Acc/Dmg/EndRdx(50), M'Strk-Dmg/EndRdx/Rchg(50)
Level 47: Mu Lightning -- Dev'n-Acc/Dmg(A)
Level 49: Ball Lightning -- Posi-Acc/Dmg(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 6: Ninja Run
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 15.5% Defense(Smashing)
- 15.5% Defense(Lethal)
- 10.2% Defense(Fire)
- 10.2% Defense(Cold)
- 12.7% Defense(Energy)
- 12.7% Defense(Negative)
- 3% Defense(Psionic)
- 17.7% Defense(Melee)
- 14.9% Defense(Ranged)
- 17.4% Defense(AoE)
- 1.8% Max End
- 3% Enhancement(Stun)
- 11.3% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 73.1 HP (4.88%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 8.25%
- MezResist(Immobilize) 10.5%
- MezResist(Sleep) 6.6%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 7.54% Resistance(Fire)
- 5.04% Resistance(Cold)
- 12.5% RunSpeed
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OK, I did some work in Mids' and came up with this build. I'm not sure yet how much the recipes will cost me (I have a ton of rare salvage from the 1800 or so Brain Storms from the several racks of base salvage that were sitting around), but the numbers seem to look good to me as far as character performance is concerned.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(19)
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(3), TtmC'tng-EndRdx/Rchg:50(3), TtmC'tng-ResDam/EndRdx/Rchg:50(25), TtmC'tng-ResDam:50(42), TtmC'tng-EndRdx:50(43)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(23)
Level 4: Conductive Shield -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(5), TtmC'tng-EndRdx/Rchg:50(5), TtmC'tng-ResDam/EndRdx/Rchg:50(25), TtmC'tng-EndRdx:50(42), TtmC'tng-ResDam:50(43)
Level 6: Swift -- Run-I:50(A)
Level 8: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(9), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(23), Oblit-%Dam:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(37)
Level 10: Static Shield -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(11), TtmC'tng-EndRdx/Rchg:50(11), TtmC'tng-ResDam/EndRdx/Rchg:50(31), TtmC'tng-ResDam:50(42), TtmC'tng-EndRdx:50(43)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(13), Zephyr-ResKB:50(17), DefBuff-I:50(19)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Health -- Heal-I:50(A), Heal-I:40(17)
Level 18: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
Level 24: Lightning Reflexes -- Run-I:50(A)
Level 26: Tough -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(27), TtmC'tng-EndRdx/Rchg:50(27), TtmC'tng-ResDam/EndRdx/Rchg:50(40), TtmC'tng-ResDam:50(40), TtmC'tng-EndRdx:50(45)
Level 28: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(29), GftotA-EndRdx/Rchg:40(29), GftotA-Run+:40(31), GftotA-Def/EndRdx/Rchg:40(46), GftotA-Def:40(46)
Level 30: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(31)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Jacobs Ladder -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-%Dam:50(36), Oblit-Dmg:50(36), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37)
Level 38: Energize -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(39), Dct'dW-Heal/Rchg:50(39), Dct'dW-Heal/EndRdx/Rchg:50(39), Dct'dW-Heal:50(40), Dct'dW-Rchg:50(50)
Level 41: Power Surge -- RechRdx-I:50(A)
Level 44: Lightning Field -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(48), Oblit-Dmg/Rchg:50(48), Oblit-Acc/Dmg/Rchg:50(48), Oblit-Acc/Dmg/EndRdx/Rchg:50(50), Oblit-%Dam:50(50)
Level 47: Mu Lightning -- Dev'n-Acc/Dmg:50(A)
Level 49: Ball Lightning -- Posi-Acc/Dmg:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Fury
Level 6: Ninja Run
------------
Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 28.6% Defense(Smashing)
- 28.6% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 34.6% Defense(Melee)
- 5.5% Defense(Ranged)
- 4.88% Defense(AoE)
- 1.8% Max End
- 25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 36% Enhancement(Accuracy)
- 5% FlySpeed
- 112.4 HP (7.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 13.2%
- MezResist(Immobilize) 8.25%
- MezResist(Sleep) 8.8%
- MezResist(Stun) 11%
- MezResist(Terrorized) 2.2%
- 2% (0.03 End/sec) Recovery
- 3.76% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Toxic)
- 3.76% Resistance(Psionic)
- 12.5% RunSpeed
Set Bonuses:
Kinetic Combat
(Charged Brawl)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Charged Armor)- MezResist(Sleep) 2.2%
- 22.5 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Havoc Punch)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Conductive Shield)- MezResist(Sleep) 2.2%
- 22.5 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Thunder Strike)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Static Shield)- MezResist(Sleep) 2.2%
- 22.5 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Combat Jumping)- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- Knockback Protection (Mag -4)
(Super Jump)- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
(Grounded)- 3% Defense(All)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Boxing)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Tough)- MezResist(Sleep) 2.2%
- 22.5 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Weave)- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
- 1.8% Max End
- MezResist(Held) 2.2%
- 2.5% Resistance(Psionic)
- 7.5% RunSpeed
(Build Up)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Lightning Rod)- MezResist(Stun) 2.2% (Exceeded 5 Bonus Cap)
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Jacobs Ladder)- MezResist(Stun) 2.2% (Exceeded 5 Bonus Cap)
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Energize)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
- 1.26% Resistance(Toxic,Psionic)
(Lightning Field)- MezResist(Stun) 2.2% (Exceeded 5 Bonus Cap)
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
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I just landed a nice purple IO and sold it for about 300 million, and now have the urge to respec my brother's elec/elec/mu brute into even more of a killing machine than he already is. The problem is that I am completely unaccustomed to having that much money available to play with, so I have little to no idea how to go about optimizing this build given my new budget. He's running around with Common IOs as it is, so any help you guys provide will do nothing but improve him.
Thanks in advance. -
Well, I hit 22, took Swap Ammo, and SO'ed up. While the damage output still feels underwhelming (my /Archery Defender feels much more powerful offensively), the powerset does feel much less craptacular now. Hopefully it keeps getting better from here.
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Quote:I actually skipped Swap Ammo in order to get myself to Stamina (to tide me over until I can use a vet-reward respec to get rid of it when I get Transference). Maybe if I trudge through a few more levels it will all even out.It's a set that was designed for AoE output. Leverage that. As with everything else, see how it feels with SOs next level.
My DP/Storm Cor is rather weak at the moment as well and she's level 19. Did you snag the Change Ammo power? The fire bullets help smooth it out some.
Thanks for the feedback, BillZ. -
I just got back into the game and rolled a Kinetics/DP Defender to see how it would work out, and while I have only played the character up to level 21 I must say that I have been quite underwhelmed by the Pistols set's offensive capabilities. Particularly troubling are the long attack animations that root me in place for several seconds to have the same or less damage payoff as similar attacks from other sets that have cast times half as long.
Am I missing something that changes the balance later, or is the Dual Pistols set really as wimpy as it seems to be? -
Defiance would be better if it also took into account the HP of teamates within assist range (like the Kheldian teammate bonuses). Of course, the bonus for teammate HP being low would be less than if your own were low, but comic-booky blasters DO sometimes go all out to save people other than themselves.