Before I sink a kajillion inf into this BS/Inv...
The only thing I see is anything that is ranged and NOT smashing or lethal will rip you to shreds. As in, if something agros on you and you're not in the middle of the spawn you will drop pretty quick. It happens more than you think.
High level demons with their ranged and AoE fire attacks will not be your friend. Scirocco in an STF will make short work of you.
What your build is good against it is REALLY good against (melee, smashing and lethal), and on the other side, what it is bad against it is REALLY bad against (ranged, AoE, anything NOT smashing or lethal. In the middle of a spawn you should be okay, but if you get caught by a barrage while you're out in the open (with nothing fueling Invincibility), you're going to be in trouble.
My only advice is not to ignore the other damage types, and defenses, because you WILL find yourself in situations where you'll wish you hadn't. I don't have enough experience with Invulnerability to give you specific advice, I was just noting that you left a pretty big hole in your defenses. I didn't even touch on Psionic because there isn't much you can do about that.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Below is a revised version of your build that takes away focus on S/L defense, it places it on filling up the rest of the holes in your defenses. I built around the assumption of 3 enemies in the Invincibility Aura, but obviously the values will be higher with more, such as a team setting.
Mostly, your powers will still be the same. I took away Confront, put it's slots in Parry, and replaced Confront with Resist Energies. These changes will increase your resistance to endurance draining abilities, keeping you in the fight longer against enemies like Carnies, Sappers, or anything that uses Electricity. Parry will help supplement your attack chain, and will boost your melee defense to above 50%, which is more than enough to dodge everything around you. You won't need to use it all the time, but you'll probably find you want to anyway as it helps supplement your single-target attack chain, and makes a good filler attack if you get slowed, or just find you have some gaps.
Beyond that, you have *very* good Fire/Ice defense (40%). You'll have about the same Energy/Negative Energy defense, but you'll also have more resistance to those damage types. Ranged and AOE defense will both be at about 20%, which will help you deal with Psionics a lot easier as well.
Global Recharge drops by 15%. Most your attacks will take between .1 and .3 seconds longer to recharge. If you can see the difference in that, you probably need to lay off the caffeine. Dull Pain will still remain perma. The only place you're kinda sacrificing is on Hasten and Conserve Energy. Hasten will take 5 seconds longer to come back, and Conserve Energy will take about 8. Overall that's a small sacrifice for all you've gained defensively.
You'll notice I moved an Achilles' Heel proc to Hack, so that you can still take advantage of the -res, and still keep the defense from a full set of Mako's Bite. Since Hack recharges faster anyway, you'll actually get *more* -res procs going off than before.
Finally, I'm not sure about Conserve Power. You aren't really burning much endurance, and you're still recovering a *lot* more than you use. With the addition of Resist Energies in your build, the need for it diminishes even further. I left it there as there's no reason really to not have it, but I might contemplate replacing it with Resist Elements. This will give you more resistances, and also give you 20% slow resistance. If you go this route, I'd only one slot Resist Elements, and put the left over slot in Combat Jump or Super Jump, and put in another Blessing of the Zephyr IO to further boost your absurd Fire/Ice defense and AOE defense.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Hopeling: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam/EndRdx/Rchg(9), Aegis-ResDam(9)
Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(34)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(11), AdjTgt-ToHit/Rchg(37)
Level 8: Combat Jumping -- LkGmblr-Def(A), Zephyr-ResKB(11), Zephyr-Travel/EndRdx(43)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 12: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam/Rchg(13), Aegis-ResDam(15), S'fstPrt-ResDam/Def+(46), Aegis-EndRdx/Rchg(46)
Level 14: Hurdle -- Jump-I(A)
Level 16: Unyielding -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(40)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(43)
Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(46)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dmg/Rchg(39), Mako-Dmg/EndRdx(39), Mako-Dam%(43)
Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(29), LkGmblr-Rchg+(31)
Level 30: Kick -- Acc(A)
Level 32: Head Splitter -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), Achilles-ResDeb%(34)
Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(36)
Level 38: Parry -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dmg/Rchg(48), Mako-Dmg/EndRdx(50), LkGmblr-Rchg+(50)
Level 41: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam/Rchg(42)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45)
Level 47: Resist Energies -- Aegis-Psi/Status(A)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Critical Hit
...could somebody check it over for me?
The goal is recharge and secondarily defense; as you can see, my budget is very high. I just want to see if there are some obvious improvements that I missed.
My ST attack chain would be HS -> Hack -> Dis -> (.32s pause) -> Hack.
The empty slot in TI is for the Gladiator unique.
Parry and Confront are just there for set bonuses, I don't really care about either one. I could drop one for Unstoppable, but I rarely use that in my current build, and this one would need it even less.
Anyway, here it is:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Hopeling: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9)
Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(34)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
Level 6: Build Up -- RechRdx-I(A), AdjTgt-ToHit/Rchg(11), AdjTgt-Rchg(37)
Level 8: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(11), DefBuff-I(43)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 12: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13), RctvArm-EndRdx(15), S'fstPrt-ResDam/Def+(46), Empty(46)
Level 14: Hurdle -- Jump-I(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(46)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(43)
Level 24: Super Jump -- Jump-I(A)
Level 26: Disembowel -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), Achilles-ResDeb%(43)
Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(29), LkGmblr-Rchg+(31)
Level 30: Kick -- Empty(A)
Level 32: Head Splitter -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), Achilles-ResDeb%(34)
Level 35: Tough Hide -- DefBuff-I(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 38: Parry -- LkGmblr-Rchg+(A)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Weave -- S'dpty-Def/EndRdx(A), RedFtn-Def/EndRdx(45), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45)
Level 47: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Critical Hit
Any comments or flames are welcome