Will I have endurance issues with my SS/SD?


cold_chillin

 

Posted

I'm looking at putting together a SS/SD. My concern is that rage is going to give me end problems. This is my proposed build:

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: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Punch -- Acc/Dmg/EndRdx-S:40(A), Dmg/Rchg-S:40(3), Dmg/EndRdx-S:40(3), Acc/Dmg-S:40(5), Dam%-S:40(5), Dmg/EndRdx/Rchg-S:40(7)
Level 1: Deflection -- Rchg+-S:50(A), Def-S:40(17), Def/EndRdx-S:40(40), Def/EndRdx-S:50(42)
Level 2: Haymaker -- Acc/Dmg/EndRdx-S:40(A), Dmg/Rchg-S:40(7), Dmg/EndRdx-S:40(9), Acc/Dmg-S:40(9), Dam%-S:40(11), Dmg/EndRdx/Rchg-S:40(11)
Level 4: True Grit -- ResDam/Def+-S:30(A), ResDam/EndRdx-S:30(46), Heal-S:40(50), Heal/EndRdx-S:40(50)
Level 6: Hurdle -- Empty(A)
Level 8: Knockout Blow -- Acc/Rchg-S:50(A), Acc/Dmg/Rchg-S:50(13), Dmg/Rchg-S:50(13), Dam%-S:50(15), Dmg/EndRdx-S:50(15)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 12: Active Defense -- RechRdx-I:50(A)
Level 14: Super Speed -- Travel-S:50(A), ResKB-S:50(19), Travel/EndRdx-S:50(19)
Level 16: Health -- Rcvry+-S:40(A), Regen/Rcvry+-S:50(21)
Level 18: Rage -- Rchg/EndRdx-S:50(A), ToHit/Rchg/EndRdx-S:50(21), ToHit/Rchg-S:50(23), ToHit-S:50(23), Build%-S:50(25), ToHit/EndRdx-S:50(25)
Level 20: Stamina -- Acc/Rchg-S:50(A), EndMod/Acc/Rchg-S:50(27), EndMod/Rchg-S:50(27), EndMod/Acc-S:50(29), EndMod-S:50(29), End%-S:50(31)
Level 22: Against All Odds -- EndRdx-I:50(A)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- ResDam/EndRdx/Rchg-S:40(A), ResDam/EndRdx-S:40(31)
Level 28: Weave -- EndRdx-S:50(A), Def/Rchg-S:50(31), Def-S:50(33), Def/EndRdx-S:50(33), EndRdx/Rchg-S:50(33), Def/EndRdx/Rchg-S:50(34)
Level 30: Combat Jumping -- Travel-S:50(A), ResKB-S:50(34), Travel/EndRdx-S:50(36)
Level 32: Foot Stomp -- %Dam-S:50(A), Rechg%-S:50(34), Acc/Dmg/EndRdx/Rchg-S:50(36), Acc/Rchg-S:50(36), Dmg/Rchg-S:50(37), Acc/Dmg/Rchg-S:50(37)
Level 35: Shield Charge -- %Dam-S:50(A), Acc/Dmg/Rchg-S:50(37), Acc/Dmg/EndRdx/Rchg-S:50(39), Dmg-S:50(39), Acc/Rchg-S:50(39), Dmg/Rchg-S:50(40)
Level 38: Phalanx Fighting -- Rchg+-S:50(A), Def/EndRdx-S:50(40), Def/EndRdx-S:40(43), Def-S:40(43)
Level 41: Battle Agility -- Rchg+-S:50(A), Def-S:40(42), Def/EndRdx-S:40(42), Def/EndRdx-S:50(43)
Level 44: Gloom -- Dmg/EndRdx/Rchg-S:50(A), Acc/Dmg/EndRdx-S:50(45), Acc/Dmg-S:50(45), Dmg/EndRdx-S:50(45), Dmg/Rchg-S:50(46), Acc/Dmg/Rchg-S:50(46)
Level 47: Dark Obliteration -- Acc/Rchg-S:50(A), Acc/Dmg/Rchg-S:50(48), Dmg/Rchg-S:50(48), Dmg/EndRdx-S:50(48), Knock%-S:50(50)
Level 49: One with the Shield -- ResDam-I: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">[*]18% DamageBuff(Smashing)[*]18% DamageBuff(Lethal)[*]18% DamageBuff(Fire)[*]18% DamageBuff(Cold)[*]18% DamageBuff(Energy)[*]18% DamageBuff(Negative)[*]18% DamageBuff(Toxic)[*]18% DamageBuff(Psionic)[*]9.88% Defense(Smashing)[*]9.88% Defense(Lethal)[*]8.94% Defense(Fire)[*]8.94% Defense(Cold)[*]12.4% Defense(Energy)[*]12.4% Defense(Negative)[*]3% Defense(Psionic)[*]16.8% Defense(Melee)[*]18% Defense(Ranged)[*]14.9% Defense(AoE)[*]55% Enhancement(Accuracy)[*]57.5% Enhancement(RechargeTime)[*]14% FlySpeed[*]101.2 HP (6.75%) HitPoints[*]14% JumpHeight[*]14% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 5.5%[*]MezResist(Immobilize) 7.7%[*]MezResist(Stun) 4.4%[*]27.5% (0.46 End/sec) Recovery[*]30% (1.88 HP/sec) Regeneration[*]6.3% Resistance(Fire)[*]6.3% Resistance(Cold)[*]14% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Touch of Death[u]
(Punch)<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]Luck of the Gambler[u]
(Deflection)<ul type="square">[*] 10% (0.63 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Gift of the Ancients[u]
(Deflection)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list][u]Touch of Death[u]
(Haymaker)<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[*] 3% Defense(All)[/list][u]Miracle[u]
(True Grit)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Hecatomb[u]
(Knockout Blow)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/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]Gaussian's Synchronized Fire-Control[u]
(Rage)<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]Impervium Armor[u]
(Tough)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/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]Blessing of the Zephyr[u]
(Combat Jumping)<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]Obliteration[u]
(Foot Stomp)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Obliteration[u]
(Shield Charge)<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]Luck of the Gambler[u]
(Phalanx Fighting)<ul type="square">[*] 10% (0.63 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Gift of the Ancients[u]
(Phalanx Fighting)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list][u]Luck of the Gambler[u]
(Battle Agility)<ul type="square">[*] 10% (0.63 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Gift of the Ancients[u]
(Battle Agility)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list][u]Thunderstrike[u]
(Gloom)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[*] 7% Enhancement(Accuracy)[*] 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight[*] 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)[/list][u]Ragnarok[u]
(Dark Obliteration)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list]


I guess I do have 1 more question. Is that -Def. in rage crash going to really mess up my soft cappienes? Does any one have one that can comment?


 

Posted

ss/sd is an end hog by nature, so you should be worried about end.

but i would worry more about OwtS crash more than Rage crash. most /sd builds dont even have OwtS, i got rid of it on my first respec and don't miss it.

the -def penalty from a rage crash can be negated with perma-rage. a second rage erases the -def penalty.


 

Posted

[ QUOTE ]
he -def penalty from a rage crash can be negated with perma-rage. a second rage erases the -def penalty.

[/ QUOTE ]

I thought that, I just wasn't sure.

OwtS is just kinda a toss in power. I didn't need grant cover for the LotG +rech, so I wasn't sure what else to put in its place. I think for the final build I will most likely put SJ in for vert travel. Unless, anyone else has a better idea for the power slot.

As far as mid's goes I'm running 3.3 end/s for recovery and usage is at 0.83 end/s. I was mainly wondering if I will be able to substain a constant attack chain of punch-haymaker-KoB for a decent amount of time.


 

Posted

It's more about end recovery vs the cost of your attacks + the cost of the toggles.

There are certainly a few points you can improve in your build, but the main thing I see instantly that gonna destroy your endurance is your Foot Stomp slotting.

Only spamming Foot Stomp while Hasten is up will burn 15.6/6.3 = 2.47, that is almost your whole endurance recovery minus the toggles. If you count the FF proc, you might fall out of endurance only with this attack (that is if you spam it non-stop of course).

And that doesnt even count your other single target attacks or AoEs you gonna of course use in the meanwhile. If we just add KO Blow to the equation, and you use it with FS everytime it's up, 13.9/7.88 = 1.77 end/sec, your overall end/sec consumption - recovery is around 1.72 end/sec. You'll be out of endurance in approx 58 sec (less than that with the bonus of the FF proc), and with only 2 attacks.

Note that I don't take the Rage crash into account : it's only -25 endu every 120 sec (if you don't stack it : that means less crash time and no crash malus when you relaunch it just when it wears down, I prefer this solution). Those 25/120 are 0.21 end/sec, the cost of a toggle. And tenfold less than what FS or KO Blow gonna cost you if you spam it (what SS brutes want to do usually) ! Many people believe that the rage crash is what drains their endurance the most, but that's a misconception. It's almost insignificant compared to the cost of the attacks. It's just that if you're running low on endurance, the rage crash may detoggle you and that's often lethal if you happen to be in the middle of a big spawn.

So, the solutions :
- Nothing better than a good frankenslotting for FS : something like 20% acc, 80-90% dam, 80% end+, 80% rech+ and the FF proc that is awesome ofc ! (you can use Multi Strike, Obli and Scirocco parts for that, also the FF Rech/End IO can help here). (Just for information, Foot Stomp is maybe the only power in the game I constantly frankenslot on my toons because I consider its slotting being more important than the set bonuses it can give to the whole build)
- You dont need to multi-slot Phalanx Fighting, just a lotg rech in it will do the job, the basic defense bonus it gives you out of any teamate close to you is unenhanceable.
- Use those free slots to put an end red IO in KO Blow 6th slot (your second end hog after FS if you use it everytime it's up), and a 3rd recharge in Hasten.

You can also gain slots from your defense toggles, 3 lotg in each is enough. Membranes in Weave can also do the job pretty well.

On a SD brute, tanker or scrapper I like to slot Health and True Grit to the max I can, as it gonna give you a huge regen (up to 30-35 hp/sec on a brute and more with the hp accolades) : that means you can go endlessly without needing Aid Self or green inspis in most circumstances.

Just for info, one of the best slotting you can get to max your regen (and your recovery) is :
- True Grit x6 : Numix3 heal, heal/rech, heal/end, Rege Tissue unique and 2 Heal IOs.
- Health x6 : Numix3 unique, heal, heal/end, and Miraclex3 unique, heal, heal/end.

Just try this one on Mids and check in View Totals the difference in Regeneration (right click on it to read the hp/sec). Of course it's hard to get exactly there on a brute or scrapper as alot of slots are already devoted toward capping defense, it's easier on tankers. So don't take it necessarily as a goal in itself, but rather as an option to improve your survivability beyond the soft capping.

Sorry, it's a bit long to completely review a build and modify it, while keeping the original intent of the player who made it. I quite didnt completely make this effort, but still gave you a few hints