My dm/shield build-melee and ranged softcapped...
the base defense of phalanx is unenhanceable. remove the defbuff you have in there and stick a kismet +acc.
you arent actually softcapped. phalanx only gives you 3.7somethingorother% defense. mids calculates it as if there is another person in range at all times, and it enhances the base defense value which is unenhanceable. yo uare at around 42/43/37% give or take some rounding
No travel power eh?
One question to shield users... Can you farm boss maps? Is the defense good enough to survive 10-16 bosses on you?
[ QUOTE ]
No travel power eh?
One question to shield users... Can you farm boss maps? Is the defense good enough to survive 10-16 bosses on you?
[/ QUOTE ]
pretty sure that depends on the bosses. the set is still weak to defense debuffs unless they use hammi-o's and double stack active defense - which is like 200+% recharge needed to maintain according to another thread.
the real question is - what brute secondary outside of granite can survive an 8 man map of super arachnoids? they debuff defense not just from melee attacks but from poison attacks, they shut down regen and they can shut down recharge.
i think super arachnoid bosses are the hardest of the dev created content in the game. sure some other bosses have tohit buffs, or pop things like a cage and dispersion bubble. but super arachnoids are just nasty. any brute i seroiusly play now i always end up making a test map with nothing but super arachnoid bosses set for three people (5 bosses per spawn). so far the results havent been encouraging.
i'm looking forward to my new dm/sr though. 60% defense to recharge debuffs, run speed debuffs and 95% reisistance to defense debuffs the way i have it slotted out and it wont cost as much as my sm/wp did to build.
I more or less completely forgot about this. I don't traverse the forums much.
No travel power, because quite honestly in CoV you can get away without it, especially because the build for dm/shield is so tight. You NEED every power from shield except for your tier9 which is meh. With the combat jumping and blessing of the zephyr you get a fantastic ghetto SJ.
...with 40.88% AOE defense. Absolutely fantastic and fun to play. Note that I added the Hecatomb in for Midnight Grasp for kicks-I really couldn't find another melee set in there, and there's just a crushing impact in that I have for no particular reason. Has a great balance of tearing stuff up and survival.
My biggest concerns were obviously raising defense, with a secondary goal of recharge.
This guy is pretty fun for farming IMO, and is absolutely fun to play.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Dr. Von Havencrabs: Level 50 Technology Brute
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(42), RedFtn-EndRdx(43)
Level 2: Battle Agility -- RedFtn-Def(A), RedFtn-EndRdx(13), RedFtn-Def/EndRdx(15), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(46)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-%Dam(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Acc/Dmg/Rchg(31)
Level 6: True Grit -- Mrcl-Heal/EndRdx(A), Mrcl-Rcvry+(15), Mrcl-Heal(37), Mrcl-EndRdx/Rchg(40), Mrcl-Heal/Rchg(46)
Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(13), Mako-Dam%(19), Mako-Acc/Dmg/EndRdx/Rchg(19)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(34), Zephyr-ResKB(50)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(31)
Level 24: Phalanx Fighting -- DefBuff-I(A)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 28: Boxing -- RechRdx-I(A)
Level 30: Tough -- EndRdx-I(A)
Level 32: Midnight Grasp -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(34), Hectmb-Dam%(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def/Rchg(40), RedFtn-EndRdx(40)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Touch of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(45), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-Acc/Rchg(45), SipInsght-%ToHit(46), SipInsght-Acc/EndRdx/Rchg(50)
Level 47: Gloom -- Decim-Build%(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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[u]Set Bonus Totals:[u]<ul type="square">[*]20.5% DamageBuff(Smashing)[*]20.5% DamageBuff(Lethal)[*]20.5% DamageBuff(Fire)[*]20.5% DamageBuff(Cold)[*]20.5% DamageBuff(Energy)[*]20.5% DamageBuff(Negative)[*]20.5% DamageBuff(Toxic)[*]20.5% DamageBuff(Psionic)[*]9.38% Defense(Smashing)[*]9.38% Defense(Lethal)[*]4.38% Defense(Fire)[*]4.38% Defense(Cold)[*]7.19% Defense(Energy)[*]7.19% Defense(Negative)[*]13.1% Defense(Melee)[*]14.4% Defense(Ranged)[*]8.75% Defense(AoE)[*]2.25% Max End[*]48.8% Enhancement(RechargeTime)[*]51% Enhancement(Accuracy)[*]5% Enhancement(Heal)[*]4% FlySpeed[*]101.2 HP (6.75%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 14.9%[*]MezResist(Stun) 6.6%[*]8% (0.13 End/sec) Recovery[*]10% (0.63 HP/sec) Regeneration[*]6.3% Resistance(Fire)[*]6.3% Resistance(Cold)[*]5% Resistance(Toxic)[*]4% RunSpeed[*]2% XPDebtProtection[/list]