Consider this Brute


Amy_Amp

 

Posted

Quote:
Originally Posted by BillZBubba View Post
I don't think Bill Z can handle multiple AVs without aid self. But I'd like to try. Is there an arc already built for this test?
No published arc no. I just load them up to practice with Saint or Technogeist and usually run a test, This character has just been created though. I still have my Corrupter project to finish anyway. Soo much fun stuff I just can't get it all in

Thanks everyone for your input. I'll try to get some time at work today to look closely at what everyone's said and the different builds posted.

As for endurance management, I'll try to fit Dark Consumption in. That would solve any endurance woes, but I still need to get a viable attack chain in there.


 

Posted

I'm going to break my rule of not posting builds. I've been playing with willpower brute builds lately. I was actually looking at claws willpower for I16, but my general plan actually fits better on dark.

I don't have the rough edges worked out and the order of power choice was pretty random. I haven't done chain calculations yet to see what recharge is optimal, there's just a lot in the build.

The big thing to note here is no Fitness.

edit:... the aegis in tough should be the PvP +def IO.

2nd edit:... I haven't figured out all the tricks of these new boards yet so my post looks like junk. To sum it up quickly the highlights are :
46.2% or better defense to all 6 damage types, (27.2 to psi)
62.5 global recharge,
hasten,
2200 hp,
476% regen with 1 target in range...
47% resists to smashing/lethal.

It doesn't fully capitalize on the potential +regen and hp of willpower... but compared to other powersets with soft-capped defenses, the regen and hp are superior.

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

Click this DataLink to open the build!

Level 50 Technology Brute
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Smite -- Mako-Acc/Dmg/EndRdx/Rchg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Dmg/EndRdx(27), Hectmb-Dam%(31)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(5), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(11)
Level 2: Shadow Maul -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(7), C'ngBlow-Dmg/Rchg(9), Erad-Acc/Rchg(9), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37)
Level 4: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(48)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), HO:Enzym(13)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 14: Super Jump -- EndRdx-I(A)
Level 16: Rise to the Challenge -- Heal-I(A), Heal-I(17)
Level 18: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), Heal-I(23)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(25)
Level 22: Tough -- Aegis-ResDam/Rchg(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), HO:Enzym(27)
Level 26: Fast Healing -- Heal-I(A)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), HO:Enzym(29)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), HO:Enzym(31)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34), GravAnch-Acc/Rchg(34)
Level 35: Soul Drain -- Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(46), Mocking-Taunt/Rng(48), Mocking-Rchg(48)
Level 38: Dark Consumption -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
Level 47: Super Speed -- Run-I(A)
Level 49: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury



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I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
.
The big thing to note here is no Fitness.
I had this exact thought on the way to work. I really won't have the time to explore this until much later tonight.

I was trying to decide what to drop to get Dark Consumption into the build and I began to wonder if it would return more endurance than Quick Recovery, which led to wondering about dropping Stamina. I'll investigate this but If I dump the whole fitness pool that also opens up the build to adding Hasten. I don't particularly like Hasten unless I can get it's downtime to under 20 seconds or so but it bears looking into.

Thanks for posting the build Shredder! I'll look very closely at it tonight.


 

Posted

Quote:
Pull 3 slots from stamina. You will be ok with just the +end proc slotted there
Can someone please explain this to me.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

ok so i dont have access to mids right now. what are the numbers on those builds? I could probably start messin with this combo when I get home. But jeezz... Dark this, Dark that, Dark everywhere... ;-)


 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
I'm going to break my rule of not posting builds. I've been playing with willpower brute builds lately. I was actually looking at claws willpower for I16, but my general plan actually fits better on dark.
You may not know from you lack of experience with posting builds, but the "Official forums / UBB.threads" formatting code no longer works on the new boards. Repost that using the "phpBB / Zetaboards" formatting code if you want to make it decently legible.


 

Posted

Quote:
Originally Posted by Umbral_NA View Post
You may not know from you lack of experience with posting builds, but the "Official forums / UBB.threads" formatting code no longer works on the new boards. Repost that using the "phpBB / Zetaboards" formatting code if you want to make it decently legible.
fixed.. thanks.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Powerforge View Post
I had this exact thought on the way to work. I really won't have the time to explore this until much later tonight.

I was trying to decide what to drop to get Dark Consumption into the build and I began to wonder if it would return more endurance than Quick Recovery, which led to wondering about dropping Stamina. I'll investigate this but If I dump the whole fitness pool that also opens up the build to adding Hasten. I don't particularly like Hasten unless I can get it's downtime to under 20 seconds or so but it bears looking into.

Thanks for posting the build Shredder! I'll look very closely at it tonight.
Depending on what you want to consider "normal playstyle", Stamina could easily have been the better option for you, especially considering that you weren't particularly set up for recharge, which is what makes DC so potent.

Consider this:

With 95% recharge from slotting and the 42.5% global +rech from slotting (127.5% total +rech), DC would have been available once every 80 seconds. Assuming you slotted it for something other than end mod (which is generally a waste, considering what it does with multiple targets), against a single target, that would only be a 95% chance for 25 end every 80 seconds for .296875 end/sec. Against more targets (re: enough to get 5 with every application and a tiny chance of missing that many), that's 110 end (cuz you're gonna get the accolades, right?) every 80 seconds, for 1.375 end/sec.

Now, consider Stamina: assuming you use the same slotting as you did for QR, that's 1.16 end/sec (Perf Shifter adds another .22 end/sec). 1.16 end/sec v. .296875-1.1375 end/sec.

Honestly, because you're not packing any decent amount of recharge, you're best bet is to stick with Stamina simply because you need to constantly be fighting a glut of targets for it to be better. As soon as you drop down to a single target, you're not really going to be getting much out of it.


 

Posted

Quote:
Originally Posted by Da_Captain View Post
Quote:
Pull 3 slots from stamina. You will be ok with just the +end proc slotted there
Can someone please explain this to me.
The Perf Shifter proc provides more end/sec benefit than anything else you can slot into Stamina. Anything. I go into it in a bit more detail in this thread, but suffice it to say that the math is there.

As to the actually meaning of the original quote, it's not really true. The build is generating a crazy huge amount of end consumption. When I ran the numbers, even with Stamina, it was generating a net loss of endurance.


 

Posted

Quote:
Originally Posted by Umbral_NA View Post
Depending on what you want to consider "normal playstyle", Stamina could easily have been the better option for you, especially considering that you weren't particularly set up for recharge, which is what makes DC so potent.

Consider this:

With 95% recharge from slotting and the 42.5% global +rech from slotting (127.5% total +rech), DC would have been available once every 80 seconds. Assuming you slotted it for something other than end mod (which is generally a waste, considering what it does with multiple targets), against a single target, that would only be a 95% chance for 25 end every 80 seconds for .296875 end/sec. Against more targets (re: enough to get 5 with every application and a tiny chance of missing that many), that's 110 end (cuz you're gonna get the accolades, right?) every 80 seconds, for 1.375 end/sec.

Now, consider Stamina: assuming you use the same slotting as you did for QR, that's 1.16 end/sec (Perf Shifter adds another .22 end/sec). 1.16 end/sec v. .296875-1.1375 end/sec.

Honestly, because you're not packing any decent amount of recharge, you're best bet is to stick with Stamina simply because you need to constantly be fighting a glut of targets for it to be better. As soon as you drop down to a single target, you're not really going to be getting much out of it.
But by dropping the fitness pool he can pick up hasten and slot differently to pick up more recharge... my posted build has DC recharging in 57 seconds with hasten up. Endurance does worry me though.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
But by dropping the fitness pool he can pick up hasten and slot differently to pick up more recharge... my posted build has DC recharging in 57 seconds with hasten up. Endurance does worry me though.
Yeah, with 57 second recharge, that would allow him to get 23.75-110 end back every 58 seconds for .41-1.93 end/sec, but that's also adding the additional problem of Hasten uptime (which is important for long recharging powers like DC because it's not actually going to be up that fast all the time because Hasten isn't perma) and Hasten endurance costs (15 endurance every Hasten cycle). With your build, Hasten is up once every 141 seconds which is an uptime of 85% for an average contribution of 59.5% +rech and a cost of .106 end/sec. Add that in to the 79.79% +rech you've got in DC and that 62.5% +rech you've got from set bonuses and that gives you DC with a recharge of 59.6 seconds so that you can use it once every ~61 seconds. 23.75-110 end every 61 seconds would amount to .39-1.8 end/sec.

Even including DC's contribution, you're still going to be hemorraging endurance with a constant attack string. With 3.41 end/sec without DC (passive + .22 for the Perf Shifter proc), you'd get 5.21 end/sec recovery with 1.75 end/sec consumption from toggles and Hasten. That gives you 3.46 end/sec to use for attacks. The optimal attack string while Hasten is up for your build is Gloom>Smite>MG>Gloom>Smite>Siphon which burns 3.99 end/sec. So it's not even sustainable under optimal DC conditions to run at full tilt.


 

Posted

[QUOTE=Umbral_NA;2080556]The Perf Shifter proc provides more end/sec benefit than anything else you can slot into Stamina. Anything. I go into it in a bit more detail in this thread, but suffice it to say that the math is there.
QUOTE]

Just checked that proc out on paragonwiki, and I will be putting that in my build when I get home tonight in both stamina and QR on my MA/WP tonite.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Quote:
Originally Posted by Umbral_NA View Post
Yeah, with 57 second recharge, that would allow him to get 23.75-110 end back every 58 seconds for .41-1.93 end/sec, but that's also adding the additional problem of Hasten uptime (which is important for long recharging powers like DC because it's not actually going to be up that fast all the time because Hasten isn't perma) and Hasten endurance costs (15 endurance every Hasten cycle). With your build, Hasten is up once every 141 seconds which is an uptime of 85% for an average contribution of 59.5% +rech and a cost of .106 end/sec. Add that in to the 79.79% +rech you've got in DC and that 62.5% +rech you've got from set bonuses and that gives you DC with a recharge of 59.6 seconds so that you can use it once every ~61 seconds. 23.75-110 end every 61 seconds would amount to .39-1.8 end/sec.

Even including DC's contribution, you're still going to be hemorraging endurance with a constant attack string. With 3.41 end/sec without DC (passive + .22 for the Perf Shifter proc), you'd get 5.21 end/sec recovery with 1.75 end/sec consumption from toggles and Hasten. That gives you 3.46 end/sec to use for attacks. The optimal attack string while Hasten is up for your build is Gloom>Smite>MG>Gloom>Smite>Siphon which burns 3.99 end/sec. So it's not even sustainable under optimal DC conditions to run at full tilt.

Not trying to downplay your math or anything, but what if he gets both accolades that increase his end bar a total of 10% wouldn't that increase the values of all the recovery to the point where he would actually be recovering more end than consuming?


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Quote:
Originally Posted by Da_Captain View Post
Not trying to downplay your math or anything, but what if he gets both accolades that increase his end bar a total of 10% wouldn't that increase the values of all the recovery to the point where he would actually be recovering more end than consuming?
Already factored in homie.


 

Posted

Quote:
Originally Posted by Umbral_NA View Post
Already factored in homie.
Wow that is a lot of consumption. How is it that you found out how much total he was using with his powers per sec?

Did you Add together all the end usage of the powers, divide the end reduction of the powers, and then divide that sum of all the cast times?


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Quote:
Originally Posted by Da_Captain View Post
Wow that is a lot of consumption. How is it that you found out how much total he was using with his powers per sec?

Did you Add together all the end usage of the powers, divide the end reduction of the powers, and then divide that sum of all the cast times?
Mids already has the end reduction of all of the powers factored in. I simply took those values, added them up and then divided them by the total animation time of the attack string.


 

Posted

Quote:
Originally Posted by Umbral_NA View Post
Yeah, with 57 second recharge, that would allow him to get 23.75-110 end back every 58 seconds for .41-1.93 end/sec, but that's also adding the additional problem of Hasten uptime (which is important for long recharging powers like DC because it's not actually going to be up that fast all the time because Hasten isn't perma) and Hasten endurance costs (15 endurance every Hasten cycle). With your build, Hasten is up once every 141 seconds which is an uptime of 85% for an average contribution of 59.5% +rech and a cost of .106 end/sec. Add that in to the 79.79% +rech you've got in DC and that 62.5% +rech you've got from set bonuses and that gives you DC with a recharge of 59.6 seconds so that you can use it once every ~61 seconds. 23.75-110 end every 61 seconds would amount to .39-1.8 end/sec.

Even including DC's contribution, you're still going to be hemorraging endurance with a constant attack string. With 3.41 end/sec without DC (passive + .22 for the Perf Shifter proc), you'd get 5.21 end/sec recovery with 1.75 end/sec consumption from toggles and Hasten. That gives you 3.46 end/sec to use for attacks. The optimal attack string while Hasten is up for your build is Gloom>Smite>MG>Gloom>Smite>Siphon which burns 3.99 end/sec. So it's not even sustainable under optimal DC conditions to run at full tilt.
yeah... I hadn't gone through the chain math yet... but really I wasn't looking at dark at all until I saw this post. Been trying to do soft-capped claws/willpower instead... one of the reasons being the low endurance chains from claws. Although dark consumption goes a long way toward making it work. Fire has some lower recharge chains that also are interesting options I'm exploring.

A DM/Willpower tank could probably hit all my defensive goals and they get conserve power as an option plus better values from the +defense powers themselves. I just don't enjoy playing tanks... they don't kill fast enough.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Rieze View Post
I can't jump on mids right now but from what I see, you can change the order of some powers to enable you to 6 slot tactics with GFC. Pull 3 slots from stamina. You will be ok with just the +end proc slotted there. That should get you closer to the soft cap.
This is a common mistake. GFC is great for positional defense, but for typed defense rectified recticle is much better. GFC provides 1.25 lethal/smashing for 6 slots, RR provides 1.88 for 2 slots. The bonus fire/energy/cold/negative defense from GFC doesn't help because willpower is already very high on those and can get more easily.


 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
yeah... I hadn't gone through the chain math yet... but really I wasn't looking at dark at all until I saw this post. Been trying to do soft-capped claws/willpower instead... one of the reasons being the low endurance chains from claws. Although dark consumption goes a long way toward making it work. Fire has some lower recharge chains that also are interesting options I'm exploring.

A DM/Willpower tank could probably hit all my defensive goals and they get conserve power as an option plus better values from the +defense powers themselves. I just don't enjoy playing tanks... they don't kill fast enough.
One of the big things about Brutes that makes most Scrappers stumble is something that I remarked upon earlier on in the thread: end redux is significantly more important for Brutes than it is for Scrappers. Because Brutes use Fury to provide most of their damage capabilities, slotting for damage becomes less valuable than getting significant end redux. On a Scrapper, the difference between 75% +dam from enhancement and 95% +dam from enhancement is nearly 10% in end damage. On a Brute, assuming a decent level of Fury like 75%, the difference between 75% +dam and 95% +dam from slotting is only a 5% difference in end damage. Where Brutes are concerned, it's better to bring end redux up to respectable levels than try to bring dam slotting up to the redzone, as Scrappers tend to do. It's a completely different slotting mentality that places much more emphasis on end reduction (for better Fury generation and sustainability) than most Scrappers are used to.


 

Posted

OK, Lots to look at here. Thanks very much to everyone (Umbral teh math Sensei). I just got home and, sadly, received some bad news. My step children's Grandfather passed away). They are already off to their Dad's house but it's a rather somber night here.

I'll look at this more later, thanks again.


 

Posted

I am sorry to hear of the loss to your family.

Concerning the build, I wouldn't be too quick to throw out the tank option. Shadow punch serves quite well as a set mule for kinetic combat, and the rest of the tanker build falls out pretty easily. If you think a tanker can produce the DPS to do the job, it wasn't much effort to hit the soft cap, especially after picking up a few hints from shred monkey's build (thank you).

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

Click this DataLink to open the build!

Level 50 Technology Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: High Pain Tolerance -- ResDam-I(A), ResDam-I(5), Heal-I(7), Heal-I(7)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 2: Mind Over Body -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(40)
Level 4: Fast Healing -- Mrcl-Rcvry+(A)
Level 6: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Rchg+(21), LkGmblr-Def/EndRdx(48)
Level 8: Rise to the Challenge -- Heal-I(A), Heal-I(50)
Level 10: Smite -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(11), Hectmb-Dmg/Rchg(11), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(46), EndMod-I(46)
Level 14: Shadow Maul -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(21), Erad-Acc/Dmg/Rchg(27), Insult-Taunt(34), Insult-Taunt/Rchg(37), Insult-Dsrnt%(40)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34), Heal-I(34)
Level 18: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(19)
Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(27), Empty(40)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Hurdle -- Jump-I(A)
Level 28: Soul Drain -- Mocking-Taunt/Rchg(A), Mocking-Acc/Rchg(29), Mocking-Rchg(29), Mocking-Taunt/Rchg/Rng(31), Mocking-Taunt(31), Mocking-Taunt/Rng(31)
Level 30: Health -- Numna-Regen/Rcvry+(A)
Level 32: Stamina -- P'Shift-End%(A)
Level 35: Dark Consumption -- Mocking-Rchg(A), Mocking-Taunt/Rng(36), Mocking-Taunt(36), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(37)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/Rchg(43), GravAnch-Acc/Rchg(43)
Level 41: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42), LkGmblr-Rchg+(42), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 49: Conserve Power -- RechRdx-I(A)
------------
Level 1: Brawl -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(17), P'ngS'Fest-Dmg/Rchg(17)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 27.4% Defense(Smashing)
  • 27.4% Defense(Lethal)
  • 12.4% Defense(Fire)
  • 12.4% Defense(Cold)
  • 13% Defense(Energy)
  • 13% Defense(Negative)
  • 3% Defense(Psionic)
  • 15.2% Defense(Melee)
  • 12.7% Defense(Ranged)
  • 12.4% Defense(AoE)
  • 5.4% Max End
  • 55% Enhancement(RechargeTime)
  • 15% Enhancement(Accuracy)
  • 5% FlySpeed
  • 196.8 HP (10.5%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 13.2%
  • 5% (0.08 End/sec) Recovery
  • 48% (3.76 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 5% RunSpeed



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Posted

I had some time to re-evaluate this concept tonight. I also took the time to actually develop an attack chain and figure endurance consumption.

Talk about a balancing act.

We've lost a bit with the new build but gained a good bit too I think. I now have a gapless attack chain of MG>S>SL>G>S I believe. Endurance also appears to be under control. If my calculations are right the attack chain will burn 27.63 end every 8.048 seconds or 3.43 eps. Recovery is at 3.07 eps with Tactics turned off (Tactics is essentially a mule here for the S/L defense but I also like having the +perc. This power could be dumped for something more useful if I can make up the defense).

This means a net loss of endurance of .36/eps. Out of gas in 111.8 end/.36eps = 310 sec. or 5 minutes 17 sec.

But we now have Dark Consumption. Available every 76 seconds it will yield 43 end against one target alone. This equates to 43/76 = .56eps extra if I am figuring this out correctly.

Soooo recovery is actually 3.07+.56 = 3.63. That's .2eps more than my attack chain costs so it should run indefinitely.

Still a very respectable 35%-39% defense to all types.
Over 2500 HP!
Regenning 72.9 hps with one foe in range and 118 hps with 10
Siphon life healing 221 hps every 5 seconds
51% res to S/L
and acceptable acc against +4s even with SD down.

I'll continue to look at this more. If someone would please double check my figures and perhaps figure the dps on the attack chain with one foe?

Thanks for the advice!

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

Click this DataLink to open the build!

Mr. Graves: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), SipInsght-Acc/EndRdx/Rchg(37)
Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-ResDam(3), Numna-Heal(5), Numna-Heal/EndRdx(7)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-EndRdx(9), S'fstPrt-ResDam/Def+(21), Empty(23)
Level 4: Shadow Maul -- Erad-Dmg(A), Erad-%Dam(21), Erad-Acc/Rchg(31), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11)
Level 8: Siphon Life -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/Heal(13), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(19), Mrcl-Heal(27)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/Rchg(31)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Ksmt-ToHit+(33)
Level 20: Stamina -- EndMod-I(A), EndMod-I(25)
Level 22: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(25)
Level 24: Super Jump -- Winter-ResSlow(A)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(34)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-EndRdx(39)
Level 32: Midnight Grasp -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40), SipInsght-Acc/EndRdx/Rchg(40)
Level 35: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 38: Dark Consumption -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(43), P'Shift-EndMod/Rchg(45), P'Shift-Acc/Rchg(50)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(45)
Level 44: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), EndRdx-I(50)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury



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Posted

Quote:
Originally Posted by Powerforge View Post
I had some time to re-evaluate this concept tonight. I also took the time to actually develop an attack chain and figure endurance consumption.

Talk about a balancing act.

We've lost a bit with the new build but gained a good bit too I think. I now have a gapless attack chain of MG>S>SL>G>S I believe. Endurance also appears to be under control. If my calculations are right the attack chain will burn 27.63 end every 8.048 seconds or 3.43 eps. Recovery is at 3.07 eps with Tactics turned off (Tactics is essentially a mule here for the S/L defense but I also like having the +perc. This power could be dumped for something more useful if I can make up the defense).

This means a net loss of endurance of .36/eps. Out of gas in 111.8 end/.36eps = 310 sec. or 5 minutes 17 sec.

But we now have Dark Consumption. Available every 76 seconds it will yield 43 end against one target alone. This equates to 43/76 = .56eps extra if I am figuring this out correctly.

Soooo recovery is actually 3.07+.56 = 3.63. That's .2eps more than my attack chain costs so it should run indefinitely.

Still a very respectable 35%-39% defense to all types.
Over 2500 HP!
Regenning 72.9 hps with one foe in range and 118 hps with 10
Siphon life healing 221 hps every 5 seconds
51% res to S/L
and acceptable acc against +4s even with SD down.

I'll continue to look at this more. If someone would please double check my figures and perhaps figure the dps on the attack chain with one foe?

Thanks for the advice!

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

Click this DataLink to open the build!

Mr. Graves: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), SipInsght-Acc/EndRdx/Rchg(37)
Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-ResDam(3), Numna-Heal(5), Numna-Heal/EndRdx(7)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-EndRdx(9), S'fstPrt-ResDam/Def+(21), Empty(23)
Level 4: Shadow Maul -- Erad-Dmg(A), Erad-%Dam(21), Erad-Acc/Rchg(31), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11)
Level 8: Siphon Life -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/Heal(13), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(19), Mrcl-Heal(27)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/Rchg(31)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Ksmt-ToHit+(33)
Level 20: Stamina -- EndMod-I(A), EndMod-I(25)
Level 22: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(25)
Level 24: Super Jump -- Winter-ResSlow(A)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(34)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-EndRdx(39)
Level 32: Midnight Grasp -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40), SipInsght-Acc/EndRdx/Rchg(40)
Level 35: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 38: Dark Consumption -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(43), P'Shift-EndMod/Rchg(45), P'Shift-Acc/Rchg(50)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(45)
Level 44: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), EndRdx-I(50)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury



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For some reason I can't open your build in mid's... but at quick glance I noticed you slotted 3 Performance shifters in Q-Recovery, but not the proc. And 2 IO endmod's in stamina.

I'd recommend the proc in both (it's not unique)... and then the P-shift EndMod, and a IO EndMod in each. I believe that's the best way to get end from those 2 powers. It takes 1 more slot then you have.. .you might be able to steal something form your defense powers that are 4 slotted.

Another slightly more endurance efficient trick would be to slot tough in the most endurance effiecient slotting of your resistance sets (since it costs the most endurance of those powers).... I'd slot it with the 2 uniques and 3 aegis there, choosing 3 aegis that give good endurance reduction since the uniques already will give extra +resistance.

I wouldn't give up on trying to find more +defense. I got may Claws/Willpower build completed.. it's at 45+ across the board and has the endurance game balanced to be infinately sustainable. I think DM can do it, too. However, you have more hp and regen then my claws build.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

I woulnd't focus too much on regen if I were to do this. First thing I look at is the damage, and I think you got that covered. Then go for defense, in this case, since I know you can cap it would go for that. Then go for HP, followed by regen. You do have the self heal to help your regen up.



jeezzz I forgot I was suppose to work on build for this combo...


 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
For some reason I can't open your build in mid's... but at quick glance I noticed you slotted 3 Performance shifters in Q-Recovery, but not the proc. And 2 IO endmod's in stamina.

I'd recommend the proc in both (it's not unique)... and then the P-shift EndMod, and a IO EndMod in each. I believe that's the best way to get end from those 2 powers. It takes 1 more slot then you have.. .you might be able to steal something form your defense powers that are 4 slotted.

Another slightly more endurance efficient trick would be to slot tough in the most endurance effiecient slotting of your resistance sets (since it costs the most endurance of those powers).... I'd slot it with the 2 uniques and 3 aegis there, choosing 3 aegis that give good endurance reduction since the uniques already will give extra +resistance.

I wouldn't give up on trying to find more +defense. I got may Claws/Willpower build completed.. it's at 45+ across the board and has the endurance game balanced to be infinately sustainable. I think DM can do it, too. However, you have more hp and regen then my claws build.
Well I gots a question about this. Normally I would always slot the End proc but this time I actually played around with it im Mids, taking it out and swapping it in. Unless I am remembering incorrectly or Mids figures the end return from the proc wrong, it was better to go without it if I hadn't already entered the "red zone" on the powers end return. In other words, I was getting better numbers in Mids slotting to get the most end return from the power itself since I hadn't reached the cap. As for stealing a slot from the defense powers, I'd be up for that as they're overslotted for effectiveness, but it's helping with my accuracy, which this build is just a tad short on for my tastes.