My proposed DB/DA Build
Whenever I do builds I believe in targeting the natural costs and effects, lowering the costs, raising the effects and then getting the bonuses I want.
When I see Stamina slotted for Acc and Rechg I ordinarily assume that a certain amount of percentage bonus is lost to somewhere else in the build.
I am looking at it thinking "Is there another way?" but perhaps there isn't. Dual Blades/Dark Armour with fight pool is thirsty on slots. It doesn't have to be if you can get Attack Vitals as pretty much the only combo you need to know.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Huge endurance issues is what i see also you may want the bonus but ablating is your highest dpa attack in the primary and should be slotted as an attack.
With your low netgain and less endurance slotting in attacks it will go SCHLURP and your endurance is gone.
Thanks for all your feedback, and I have tweaked the build some in light of your advice.
Some good endurance reduction slotting in the blinding feint/attack vitals combo, another end/res HO slotted in tough, one more end/def debuff slotted in cloak of darkness and ablating slotted for damage and a chance for res debuff for good measure. The ranged and AoE defence drops by 2% in this build, so with one small luck would be hitting the cap for melee but just shy for ranged and AoE.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Hallowe'en Tank: Level 50 Science Brute
Primary Power Set: Dual Blades
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Power Slice -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(7), T'Death-Dmg/Rchg:40(7), T'Death-Acc/Dmg/EndRdx:40(9), T'Death-Dmg/EndRdx/Rchg:40(9), T'Death-Dam%:40(11)
Level 1: Dark Embrace -- Aegis-ResDam/EndRdx:42(A), Aegis-ResDam/EndRdx/Rchg:42(3), Aegis-ResDam:42(3)
Level 2: Ablating Strike -- C'ngImp-Dmg/EndRdx:42(A), C'ngImp-Dmg/Rchg:42(11), C'ngImp-Acc/Dmg/Rchg:42(13), C'ngImp-Acc/Dmg/EndRdx:42(13), C'ngImp-Dmg/EndRdx/Rchg:42(15), Achilles-ResDeb%:20(15)
Level 4: Murky Cloud -- Aegis-ResDam/EndRdx:42(A), Aegis-ResDam/EndRdx/Rchg:42(5), Aegis-ResDam:42(5)
Level 6: Typhoon's Edge -- Oblit-Dmg:42(A), Oblit-Acc/Rchg:42(37), Oblit-Dmg/Rchg:42(45), Oblit-Acc/Dmg/Rchg:42(46), Oblit-Acc/Dmg/EndRdx/Rchg:42(46), Oblit-%Dam:42(46)
Level 8: Blinding Feint -- Mako-Acc/Dmg:42(A), Mako-Dmg/EndRdx:42(34), Mako-Dmg/Rchg:42(43), Mako-Acc/EndRdx/Rchg:42(45), Mako-Acc/Dmg/EndRdx/Rchg:42(48), Mako-Dam%:42(50)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+:30(A)
Level 12: Combat Jumping -- Zephyr-Travel:42(A), Zephyr-Travel/EndRdx:42(17), Zephyr-ResKB:42(17), LkGmblr-Rchg+:42(43)
Level 14: Super Jump -- Zephyr-Travel:42(A), Zephyr-Travel/EndRdx:42(19), Zephyr-ResKB:42(19)
Level 16: Swift -- Run-I:40(A)
Level 18: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:42(29)
Level 20: Stamina -- P'Shift-EndMod:42(A), P'Shift-EndMod/Rchg:42(21), P'Shift-EndMod/Acc:42(21), P'Shift-End%:42(42)
Level 22: Vengeful Slice -- Mako-Acc/Dmg:42(A), Mako-Dmg/EndRdx:42(23), Mako-Dmg/Rchg:42(23), Mako-Acc/EndRdx/Rchg:42(40), Mako-Acc/Dmg/EndRdx/Rchg:42(40), Mako-Dam%:42(40)
Level 24: Dark Regeneration -- Armgdn-Acc/Rchg:50(A), HO:Golgi(25), Numna-EndRdx/Rchg:42(25), Numna-Heal/Rchg:42(39), Numna-Heal/EndRdx/Rchg:42(39)
Level 26: Sweeping Strike -- M'Strk-Acc/Dmg:42(A), M'Strk-Dmg/EndRdx:42(27), M'Strk-Dmg/Rchg:42(27), M'Strk-Acc/EndRdx:42(29), M'Strk-Acc/Dmg/EndRdx:42(37), M'Strk-Dmg/EndRdx/Rchg:42(39)
Level 28: Cloak of Darkness -- HO:Enzym(A), HO:Enzym(42)
Level 30: Death Shroud -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Dam%:50(31), Sciroc-Acc/Dmg/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(31)
Level 32: One Thousand Cuts -- Oblit-Dmg:42(A), Oblit-Acc/Rchg:42(33), Oblit-Dmg/Rchg:42(33), Oblit-Acc/Dmg/Rchg:42(33), Oblit-Acc/Dmg/EndRdx/Rchg:42(34), Oblit-%Dam:42(34)
Level 35: Oppressive Gloom -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(36), RzDz-Acc/EndRdx:30(36), RzDz-Immob%:30(36), RzDz-Acc/Stun/Rchg:30(37), RzDz-Stun/Rng:30(43)
Level 38: Boxing -- EndRdx-I:40(A)
Level 41: Tough -- HO:Ribo(A), HO:Ribo(42)
Level 44: Weave -- HO:Enzym(A), HO:Enzym(45)
Level 47: Mu Lightning -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Acc/Rchg:50(48), Apoc-Dmg/EndRdx:50(50), Apoc-Dam%:50(50)
Level 49: Soul Transfer -- RechRdx-I:40(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">[*]18.5% DamageBuff(Smashing)[*]18.5% DamageBuff(Lethal)[*]18.5% DamageBuff(Fire)[*]18.5% DamageBuff(Cold)[*]18.5% DamageBuff(Energy)[*]18.5% DamageBuff(Negative)[*]18.5% DamageBuff(Toxic)[*]18.5% DamageBuff(Psionic)[*]10.8% Defense(Smashing)[*]10.8% Defense(Lethal)[*]14.6% Defense(Fire)[*]14.6% Defense(Cold)[*]9.88% Defense(Energy)[*]9.88% Defense(Negative)[*]3% Defense(Psionic)[*]18.6% Defense(Melee)[*]16.8% Defense(Ranged)[*]16.8% Defense(AoE)[*]32.5% Enhancement(RechargeTime)[*]25% Enhancement(Accuracy)[*]2% Enhancement(Stun)[*]5% FlySpeed[*]208 HP (13.9%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 9.35%[*]MezResist(Immobilize) 11.6%[*]MezResist(Sleep) 1.65%[*]MezResist(Stun) 6.05%[*]8.5% (0.14 End/sec) Recovery[*]28% (1.75 HP/sec) Regeneration[*]0.95% Resistance(Fire)[*]0.95% Resistance(Cold)[*]15% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).
I highly recommend getting +Recovery bonuses. You are dealing with two sets that are endurance hogs, IMO.
[ QUOTE ]
Well, looking at his build, he's gottan ~20% positional defense to all three. And the performance shifter gives 3.13% aoe defense so i'm guessing he slotted it for that and not for acc and recharge.
[/ QUOTE ]
*cries*
I meant that I would aim to obtain the same thing but with not giving away buffs like acc and rechg to stamina, lets say you could get the same build but with more acc and rechg in some attack. I'd do that or gain another advantage somewhere else. He might be able to, I dunno, I didn't have time to look at it in detail then.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
[ QUOTE ]
I meant that I would aim to obtain the same thing but with not giving away buffs like acc and rechg to stamina, lets say you could get the same build but with more acc and rechg in some attack. I'd do that or gain another advantage somewhere else.
[/ QUOTE ]
I agree. Even with IO sets, Stamina and Health still get only 3 slots in my builds.
But I haven't payed much attention to the build either. I tried a Tanker with DB (cooupled with Willpower when it came out) and I planned to slot several Touch of Death.
I came up with a similar build now, I think this is min/maxxed to an intention well but could be slightly less expensive for unnoticeably little difference.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
[ QUOTE ]
...lets say you could get the same build but with more acc and rechg in some attack. I'd do that or gain another advantage somewhere else.
[/ QUOTE ]
[ QUOTE ]
I came up with a similar build now, I think this is min/maxxed to an intention well but could be slightly less expensive for unnoticeably little difference.
[/ QUOTE ]
What changes would you recommend?
@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).
Thanks all for the advice, and its made me think that maybe I need to try to approach what I want from a different angle.
What I have been trying to do is get some defence into my DB/DA build. So, instead of going the positional defence route I have done another build below boosting typed defence. The build below has 33% smashing/lethal (which is present in one form or another in 80% or so attacks in the game, either on its own or in a mix with another type, e.g. lethal/fire) and 31% energy/neg energy (which should as side effect help block most of the endurance draining attacks in the game as they tend to be pure energy based). One small luck should cap the former and almost cap the latter.
Fire/cold languishes at 18% because I couldn't see how to boost that without sacrificing something else.
Recharge is a modest 28.8% but to be honest more than half of this is LoTG so I'm not going to rely on that too much.
The basic enhancement numbers are also quite solid, with the attack vitals combos vengeful and sweeping attacks having 50-70% percent accuracy, endurance reduction and recharge with capped damage. Ablating is a bit aneamic on recharge, end red and damage but this was to fit in an achilles heel and keep accuracy in the 60s.
The sweep combo AoE attacks (1000 cuts and typhoon) have around 30-40% end reduction but high recharge, and I figure used on groups the efficiency of scale from AoEs shouldn't cause too much of a problem to the blue bar.
All sheilds have a 60-70% endurance reduction in them, shadow cloak has 33% endurance reduction slotted and death shroud has near capped end reduction and damage slotted.
Dark Regen has 80ish percent heal and endurance reduction and 70 odd percent recharge. Accuracy is only 33% though.
I have taunt now instead of blinding feint, and I dropped it because I thought that with fury up the difference blinding feint makes might be quite small to overall damage plus mocking beratement gives some rather nice bonuses. Also taunt is useful to get mobs to bunch up round me for the AoEs. However, blinding feint can be reinstated and not affect my smashing/lethal defence although I would lose some recharge bonus.
My endurance recovery bonus is 12% with almost 10% added to my blue bar. This is on top of the miracle and numina uniques, and the performance shifter proc.
Now all I have to do is pay for this thing....
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Hallowe'en: Level 50 Magic Brute
Primary Power Set: Dual Blades
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Power Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(27), F'dSmite-Acc/EndRdx/Rchg:40(43), F'dSmite-Acc/Dmg/Rchg:40(43)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-EndRdx:40(5)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Acc-I:50(40), Achilles-ResDeb%:20(43)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/Rchg:40(7), RctvArm-EndRdx:40(7)
Level 6: Typhoon's Edge -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(9), Erad-Acc/Dmg/EndRdx/Rchg:30(13), C'ngBlow-Dmg/EndRdx:42(17), C'ngBlow-Dmg/Rchg:42(17), C'ngBlow-Acc/Rchg:42(36)
Level 8: Combat Jumping -- LkGmblr-Rchg+:42(A)
Level 10: Obsidian Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(11), S'fstPrt-ResDam/Def+:30(13), S'fstPrt-ResDam/EndRdx:30(15)
Level 12: Swift -- Run-I:40(A)
Level 14: Super Jump -- Jump-I:40(A)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Heal:50(37), Numna-Regen/Rcvry+:50(46)
Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(27), F'dSmite-Acc/EndRdx/Rchg:40(29), F'dSmite-Acc/Dmg/Rchg:40(29)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:42(21), P'Shift-EndMod/Acc:42(21), P'Shift-End%:42(39)
Level 22: Dark Regeneration -- Armgdn-Acc/Rchg:50(A), Mrcl-Heal/EndRdx:40(23), Mrcl-Heal/EndRdx/Rchg:40(23), H'zdH-Heal/EndRdx:40(25), H'zdH-Heal/EndRdx/Rchg:40(25)
Level 24: Death Shroud -- M'Strk-Dmg/EndRdx:50(A), M'Strk-Acc/Dmg/EndRdx:50(36), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 26: Sweeping Strike -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(31), M'Strk-Acc/Dmg/EndRdx:42(31), M'Strk-Dmg/Rchg:42(34), M'Strk-Dmg/EndRdx/Rchg:42(36)
Level 28: Cloak of Darkness -- HO:Enzym(A)
Level 30: Boxing -- EndRdx-I:40(A)
Level 32: One Thousand Cuts -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(33), Erad-Acc/Dmg/EndRdx/Rchg:30(33), C'ngBlow-Dmg/EndRdx:42(33), C'ngBlow-Dmg/Rchg:42(34), C'ngBlow-Acc/Rchg:42(34)
Level 35: Oppressive Gloom -- RzDz-Acc/EndRdx:30(A), RzDz-Immob%:30(50)
Level 38: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam:40(39), RctvArm-EndRdx:40(46)
Level 41: Weave -- LkGmblr-EndRdx/Rchg:44(A), LkGmblr-Def/EndRdx:44(42), LkGmblr-Def/EndRdx/Rchg:44(42), LkGmblr-Rchg+:44(42)
Level 44: Mu Lightning -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(46)
Level 47: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(48), Mocking-Taunt/Rchg/Rng:50(48), Mocking-Acc/Rchg:50(48), Mocking-Taunt/Rng:50(50), Mocking-Rchg:50(50)
Level 49: Soul Transfer -- Amaze-Stun/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">[*]20.5% Defense(Smashing)[*]20.5% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]18.6% Defense(Energy)[*]18.6% Defense(Negative)[*]3% Defense(Psionic)[*]11.8% Defense(Melee)[*]10.8% Defense(Ranged)[*]4.56% Defense(AoE)[*]9.45% Max End[*]28.8% Enhancement(RechargeTime)[*]9% Enhancement(Accuracy)[*]5% FlySpeed[*]129.3 HP (8.63%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 17.6%[*]MezResist(Sleep) 3.3%[*]12% (0.2 End/sec) Recovery[*]32% (2 HP/sec) Regeneration[*]0.95% Resistance(Fire)[*]0.95% Resistance(Cold)[*]5% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).
The end comnsumption vs. the recovery seems decent, a bit on the edge but decent, you might get in trouble when using Dark Regeneration often. I personally use end/rchg enhancements on it since 2 - 3 foes in range should replenish your bar even if not slotted for Healing and they're usually cheaper.
I'd also use an Acc/End instead of a dmg/end Multi-Strike in Death Shroud to try boosting the accuracy a bit (113% acc seems too low).
I'd probably leave Power Slice and Vengeful Slice with the 4 Kinetic Combats and an Accuracy IO and use both the newly available slots, one in Death Shroud and the other one for a Kismet Unique in Combat Jumping.-
Love the defence figures btw
Ta for the advice, I have shifted around the slots as suggested and it looks good.
The extra slot in death shroud has been filled with an acc/dam scirocco to cap accuracy, damage and endurance red.
Thank you for your very helpful advice, now all i have to do is pay for it all....*boo hoo* I wish my alt-itis wasn't so bad
@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).
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...lets say you could get the same build but with more acc and rechg in some attack. I'd do that or gain another advantage somewhere else.
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I came up with a similar build now, I think this is min/maxxed to an intention well but could be slightly less expensive for unnoticeably little difference.
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What changes would you recommend?
[/ QUOTE ]
If I could've I would've already, but assuming your intentions I couldn't differ much but for making it slightly cheaper, between what you'd notice and what you wouldn't notice. The difference between having one of the IO set end mods and a plain end mod would of been 0.01 eps to start on the positional def build I looked at. You had min/maxxed to your intentions well I thought, that is if you were happy with the end gain - end drain difference. No point me repeating what others say.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I have been working on a new build for my DB/DA with the aim of building up defence to all positions and having a little bit of recharge. I have put together a build below with about 30% global recharge and 32-33% defence to melee, ranged and AoE (one small luck inspiration should cap me).
I would be grateful for any advice on this build and how I might improve it.
thanks.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Hallowe'en Tank: Level 50 Science Brute
Primary Power Set: Dual Blades
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Power Slice -- Mako-Acc/Dmg:42(A), Mako-Dmg/EndRdx:42(7), Mako-Dmg/Rchg:42(7), Mako-Acc/EndRdx/Rchg:42(9), Mako-Acc/Dmg/EndRdx/Rchg:42(9), Mako-Dam%:42(11)
Level 1: Dark Embrace -- Aegis-ResDam/EndRdx:42(A), Aegis-ResDam/EndRdx/Rchg:42(3), Aegis-ResDam:42(3)
Level 2: Ablating Strike -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(11), ShldBrk-Acc/Rchg:30(13), ShldBrk-DefDeb/EndRdx/Rchg:30(13), ShldBrk-Acc/EndRdx/Rchg:30(15), ShldBrk-%Dam:30(15)
Level 4: Murky Cloud -- Aegis-ResDam/EndRdx:42(A), Aegis-ResDam/EndRdx/Rchg:42(5), Aegis-ResDam:42(5)
Level 6: Typhoon's Edge -- Oblit-Dmg:42(A), Oblit-Acc/Rchg:42(37), Oblit-Dmg/Rchg:42(45), Oblit-Acc/Dmg/Rchg:42(46), Oblit-Acc/Dmg/EndRdx/Rchg:42(46), Oblit-%Dam:42(46)
Level 8: Blinding Feint -- Mako-Acc/Dmg:42(A), Mako-Dmg/EndRdx:42(34), Mako-Dmg/Rchg:42(43), Mako-Acc/EndRdx/Rchg:42(45), Mako-Acc/Dmg/EndRdx/Rchg:42(48), Mako-Dam%:42(50)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+:30(A)
Level 12: Combat Jumping -- Zephyr-Travel:42(A), Zephyr-Travel/EndRdx:42(17), Zephyr-ResKB:42(17)
Level 14: Super Jump -- Zephyr-Travel:42(A), Zephyr-Travel/EndRdx:42(19), Zephyr-ResKB:42(19)
Level 16: Swift -- Run-I:40(A)
Level 18: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:42(29)
Level 20: Stamina -- P'Shift-EndMod:42(A), P'Shift-EndMod/Rchg:42(21), P'Shift-EndMod/Acc/Rchg:42(21), P'Shift-Acc/Rchg:42(42), P'Shift-EndMod/Acc:42(42), P'Shift-End%:42(42)
Level 22: Vengeful Slice -- Mako-Acc/Dmg:42(A), Mako-Dmg/EndRdx:42(23), Mako-Dmg/Rchg:42(23), Mako-Acc/EndRdx/Rchg:42(40), Mako-Acc/Dmg/EndRdx/Rchg:42(40), Mako-Dam%:42(40)
Level 24: Dark Regeneration -- Armgdn-Acc/Rchg:50(A), HO:Golgi(25), Numna-EndRdx/Rchg:42(25), Numna-Heal/Rchg:42(39), Numna-Heal/EndRdx/Rchg:42(39)
Level 26: Sweeping Strike -- Oblit-Dmg:42(A), Oblit-Acc/Rchg:42(27), Oblit-Dmg/Rchg:42(27), Oblit-Acc/Dmg/Rchg:42(29), Oblit-Acc/Dmg/EndRdx/Rchg:42(37), Oblit-%Dam:42(39)
Level 28: Cloak of Darkness -- HO:Enzym(A), LkGmblr-Rchg+:42(43)
Level 30: Death Shroud -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Dam%:50(31), Sciroc-Acc/Dmg/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(31)
Level 32: One Thousand Cuts -- Oblit-Dmg:42(A), Oblit-Acc/Rchg:42(33), Oblit-Dmg/Rchg:42(33), Oblit-Acc/Dmg/Rchg:42(33), Oblit-Acc/Dmg/EndRdx/Rchg:42(34), Oblit-%Dam:42(34)
Level 35: Oppressive Gloom -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(36), RzDz-Acc/EndRdx:30(36), RzDz-Immob%:30(36), RzDz-Acc/Stun/Rchg:30(37), RzDz-Stun/Rng:30(43)
Level 38: Boxing -- EndRdx-I:40(A)
Level 41: Tough -- HO:Ribo(A)
Level 44: Weave -- HO:Enzym(A), HO:Enzym(45)
Level 47: Mu Lightning -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Acc/Rchg:50(48), Apoc-Dmg/EndRdx:50(50), Apoc-Dam%:50(50)
Level 49: Soul Transfer -- RechRdx-I:40(A)
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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">[*]21.5% DamageBuff(Smashing)[*]21.5% DamageBuff(Lethal)[*]21.5% DamageBuff(Fire)[*]21.5% DamageBuff(Cold)[*]21.5% DamageBuff(Energy)[*]21.5% DamageBuff(Negative)[*]21.5% DamageBuff(Toxic)[*]21.5% DamageBuff(Psionic)[*]11.4% Defense(Smashing)[*]11.4% Defense(Lethal)[*]16.4% Defense(Fire)[*]16.4% Defense(Cold)[*]11.8% Defense(Energy)[*]11.8% Defense(Negative)[*]3% Defense(Psionic)[*]19.9% Defense(Melee)[*]20.5% Defense(Ranged)[*]20.5% Defense(AoE)[*]32.5% Enhancement(RechargeTime)[*]38% Enhancement(Accuracy)[*]2% Enhancement(Stun)[*]5% FlySpeed[*]191.2 HP (12.8%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 12.4%[*]MezResist(Immobilize) 12.4%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 9.1%[*]MezResist(Terrorized) 2.5%[*]11% (0.18 End/sec) Recovery[*]28% (1.75 HP/sec) Regeneration[*]15% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).