Could SM/SD handle the End use after IOs?


Ehina

 

Posted

Like the title says.. just thinking about an SM/SD but I'm worried the end use would be horrible. Any thoughts or opinions before I roll one would be greatly appreciated.


 

Posted

Well after IOs sure i think it would work. Not to sure how it will be in the start because i never have used it so that i can't help with.


 

Posted

I asked myself this question recently. I'm having so much fun leveling my Elec/SD I almost find she levels too fast. So I'm thinking about my next /SD brute.

I played SS/ so much I'd like to try something else. I have a 36-37 SM/WP that is much fun, but I suspect she would be even better as a SM/SD... that is if the endurance can follow^^

To run my SM/WP I had to Frankenslot her not to fall out of endurance : even Stamina and QR 3x slotted are not enough if you dont put end redx in your attacks !

So I think it's a more delicate case for SM/SD. Probably would have to Frankenslot even more toward end redx, add a miracle and perf shifter at mid levels so that she can be enjoyable.

On the good side I see a FF proc in both Fault and Tremor, so that Shield Charge should come back much faster

For the end build, no worry. You can always turn off any endurance issue. The problem is : it has a cost. When you need like 90% end reduction in each attack to run smooth, you end up frankenslotting and loosing set bonuses that could give you more recharge, regen, hps... etc.

I think it should be expensive at the end to work correctly (as is every brute), but it must work... and it must be Fun !


 

Posted

I have a lvl 50 SM/sd brute. I had capped ranged/melee def, some nice regen, 25hp/sec (not too bad) and a few LotG's on him. I had the miracle +recovery, and 4slotted stamina, so I could put 1 +end perf shifter. Sadly, even with every power IO'd, I couldnt maintain endurance on him. At least not with constant(brute like) fighting. With a kin, its a really fun and good build though. I really enjoyed playing it.

The problem with putting a FF+rech proc in tremor is you kinda need the slots to put in obliteration Unless you know an easier way to get 3.75% melee defense :P.

I didnt frankenslot my powers, because liek I said, I needed to put sets for defense and such, and its harder to do that when frankenslotting. Overall its a really fun build though. GL with it :P


 

Posted

[ QUOTE ]
The problem with putting a FF+rech proc in tremor is you kinda need the slots to put in obliteration Unless you know an easier way to get 3.75% melee defense :P.


[/ QUOTE ]

You kinda need to frankenslot Tremor here if you spam it often with the proc. I could make a SS/SD build on my Mids that is still softcap melee and range with Footstomp frankenslotted and a FF proc. So I think that's possible also with Stone Melee. The problem with Obli being that it's ridiculously low on end redx. So it's good on Shield Charge, but certainly not on Tremor.

Anyway I know that's not easy. SM/ single target chain consumes ALOT of endurance also.

The usual chain being SF->SM->HM->SS->Gloom (in no particular order) with a decent recharge, you need to focus for heavy end redx at least on SS and probably also on HM.

Furthermore, you kinda need all the uniques, and end accolades can help also.

Well, even with all those you may run out of end if you spam your single target chain non-stop. I have the same issue with my Fortunata, but still it's really manageable if you're not into AV or Pylon soloing. Pop a blue time to time

Just thinking for myself later btw, not criticizing your build or choices in any way


 

Posted

I was thinking of posting my SM/SD build on here anyway to see what people thought. I can tell you I have very little end issues. I slotted him so I didn't need CJ or any thing like that to soft cap, and put a lot of slots in to the toggles so it would be better on the end bar. I use tremor a lot, with the chance for +rech proc. and the little bit of +recharge I have its more then enough to recharge SC 2 times a mob or more. Tell me what you guys think........

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Magic Brute
Primary Power Set: Stone Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine

Villain Profile:
Level 1: Stone Mallet -- Mako-Dam%:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(3), Mako-Acc/Dmg:50(3), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(19)
Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(50)
Level 2: Heavy Mallet -- T'Death-Dam%:40(A), T'Death-Dmg/EndRdx/Rchg:40(7), T'Death-Acc/Dmg:40(7), T'Death-Dmg/EndRdx:40(9), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(17)
Level 4: True Grit -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(11), S'fstPrt-ResKB:30(11), Numna-Heal:50(13), Numna-Heal/EndRdx:50(13), Numna-Heal/EndRdx/Rchg:50(40)
Level 6: Hurdle -- Empty(A)
Level 8: Stone Fist -- RzDz-EndRdx/Stun:30(A), RzDz-Acc/EndRdx:30(19), RzDz-Stun/Rng:30(21), RzDz-Acc/Rchg:30(21), RzDz-Acc/Stun/Rchg:30(23), RzDz-Immob%:30(23)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
Level 12: Active Defense -- EndRdx-I:50(A), EndRdx-I:50(50)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(17), Numna-Heal:50(46)
Level 16: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(45), Zephyr-Travel/EndRdx:50(45)
Level 18: Seismic Smash -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(25), C'ngImp-Acc/Dmg:50(25), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Dmg/Rchg:50(27)
Level 20: Against All Odds -- EndRdx-I:50(A)
Level 22: Build Up -- GSFC-Rchg/EndRdx:50(A), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-ToHit/Rchg:50(29), GSFC-ToHit:50(31), GSFC-Build%:50(31), GSFC-ToHit/EndRdx:50(31)
Level 24: Stamina -- P'Shift-Acc/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(33), P'Shift-EndMod/Rchg:50(33), P'Shift-EndMod:50(33), P'Shift-End%:50(34), P'Shift-EndMod/Acc:50(46)
Level 26: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def:50(48)
Level 28: Phalanx Fighting -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
Level 30: Boxing -- T'Death-Dam%:40(A)
Level 32: Tremor -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-Dmg:50(36), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(37)
Level 35: Shield Charge -- Armgdn-Dam%:50(A), Armgdn-Dmg/EndRdx:50(37), Armgdn-Acc/Dmg/Rchg:50(37), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), FrcFbk-Rechg%:50(39)
Level 38: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-EndRdx/Rchg:40(43), RctvArm-ResDam/EndRdx:40(45), Aegis-ResDam/EndRdx:50(46)
Level 41: Weave -- RedFtn-Def:50(A), RedFtn-EndRdx:50(42), RedFtn-Def/EndRdx:50(42), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx/Rchg:50(43), RedFtn-Def/EndRdx/Rchg:50(43)
Level 44: Aid Other -- RechRdx-I:50(A)
Level 47: Aid Self -- Numna-Heal/Rchg:50(A), IntRdx-I:50(48)
Level 49: Grant Cover -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]15.5% DamageBuff(Smashing)[*]15.5% DamageBuff(Lethal)[*]15.5% DamageBuff(Fire)[*]15.5% DamageBuff(Cold)[*]15.5% DamageBuff(Energy)[*]15.5% DamageBuff(Negative)[*]15.5% DamageBuff(Toxic)[*]15.5% DamageBuff(Psionic)[*]10.5% Defense(Smashing)[*]10.5% Defense(Lethal)[*]9.25% Defense(Fire)[*]9.25% Defense(Cold)[*]10.2% Defense(Energy)[*]10.2% Defense(Negative)[*]3% Defense(Psionic)[*]16.1% Defense(Melee)[*]15.5% Defense(Ranged)[*]15.5% Defense(AoE)[*]2% Enhancement(Stun)[*]31% Enhancement(Accuracy)[*]55% Enhancement(RechargeTime)[*]10% FlySpeed[*]224.9 HP (15%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 6.05%[*]MezResist(Immobilize) 11.6%[*]MezResist(Stun) 2.2%[*]12.5% (0.21 End/sec) Recovery[*]54% (3.38 HP/sec) Regeneration[*]3.78% Resistance(Fire)[*]3.78% Resistance(Cold)[*]10% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Mako's Bite[u]
(Stone Mallet)<ul type="square">[*] MezResist(Immobilize) 3.3%[*] 22.5 HP (1.5%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[*] 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)[/list][u]Luck of the Gambler[u]
(Deflection)<ul type="square">[*] 10% (0.63 HP/sec) Regeneration[*] 16.9 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list][u]Touch of Death[u]
(Heavy Mallet)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 22.5 HP (1.5%) HitPoints[*] 2.5% DamageBuff(All)[*] MezResist(Held) 2.75%[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Steadfast Protection[u]
(True Grit)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 22.5 HP (1.5%) HitPoints[*] 3% Defense(All)[*] Knockback Protection (Mag -4)[/list][u]Numina's Convalescence[u]
(True Grit)<ul type="square">[*] 12% (0.75 HP/sec) Regeneration[*] 28.1 HP (1.88%) HitPoints[/list][u]Razzle Dazzle[u]
(Stone Fist)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 22.5 HP (1.5%) HitPoints[*] 2% Enhancement(Stun)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)[*] 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.75 HP/sec) Regeneration[/list][u]Blessing of the Zephyr[u]
(Super Speed)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Crushing Impact[u]
(Seismic Smash)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Gaussian's Synchronized Fire-Control[u]
(Build Up)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 28.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 28.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[/list][u]Luck of the Gambler[u]
(Battle Agility)<ul type="square">[*] 10% (0.63 HP/sec) Regeneration[*] 16.9 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Phalanx Fighting)<ul type="square">[*] 10% (0.63 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Obliteration[u]
(Tremor)<ul type="square">[*] 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)[/list][u]Armageddon[u]
(Shield Charge)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Reactive Armor[u]
(Tough)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[*] 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)[/list][u]Red Fortune[u]
(Weave)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)[/list][u]Luck of the Gambler[u]
(Grant Cover)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list]


 

Posted

My attack chain was more like Build up- Tremor - Shield Charge - Dark obliteration - Tremor - fault - tremor - Dark oblit - Fault - Tremor. Of course it varies, but with global recharge I had Tremor up very often, especially with the FF+recharge proc hitting in fault.

And yes the low end redux from oblit may have been part of my problem :P If I was only capping melee, it would have been quite easy, but to add in ranged and increasing regen, I found myself struggling to get in everything I wanted.

My brute was for grouping pretty much anytime I played him. If there was a lone guy sitting around in a fight, SS was going off, but I was mostly aoe.

If you can make it work w/o the Obliterations, more power to you Would also save you a nice bit of infamy, not having to buy an extra set of oblit :P