Defense levels for SD without IO sets?
with combat jumping and weave along with the rest of the shield defense power. Normal slotting and no IO sets you have around 30% defense to all positional defenses.
I'm working on an elec/SD brute now, and I was wondering what amount of defense someone could get with just the standard slotting, without bonuses from IO sets, etc. Is it even remotely close to softcap, or is this something I'm going to end up having to spend hundreds of millions on IO sets?
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When all hope seems to have drifted away.. and the shadows of death creep closer. Do not fear or cower.. do not make peace or seek salvation. For I will be there, supporting your movement. So give me your pain, weakness, despair, fear and doubt.. The Light will grant you another stand.
~6% from Weave
~2% from CJ
3.75% from Phalanx Fighting
~16% from Deflection/Battle Agility
Comes out to a little less than 28% before IO sets.
What about with cheap IO sets? (i.e non purples)
Only one purple set gives any sort of defense. I believe it is confuse or sleep.
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I don't see how that helps a Brute much, but at least I added to my post count while pretending to address something mentioned in the thread.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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If you don't plan to IO out the shield def, then you will have a rough time. I would reccomend choosing another power set.
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If you're on a budget, at least focus on melee defense. You can get by with so-so ranged and especially AoE defense, but you're going to spend most of your time in melee, so work on that. And the Steadfast Protection +3% unique IO is mandatory, plan on getting that.
One thing that can really help is to put your bids in way early. Like now, before you start even leveling your SD. By being patient you can get your Touch of Death, Obliteration and Gaussian sets for way less than the "buy it now" prices. And bid on recipes, not IOs.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
Here is a Elm/SD brute build I came up with. The two most expenisive IOs will be the Perf Shift +end and the StdFst Prot +3%, and even then you should be able to get them for no less then 20 mil (total), I have the Regen Tissue unique slotted but obviously that is not needed. The rest are fairly cheap IOs.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Laxx IO Def Capped: Level 50 Mutation Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Charged Brawl
(A) Kinetic Combat - Accuracy/Damage
(3) Kinetic Combat - Damage/Endurance
(5) Kinetic Combat - Damage/Recharge
(17) Kinetic Combat - Damage/Endurance/Recharge
(34) Call of the Sandman - Chance of Heal Self
Level 1: Deflection
(A) Red Fortune - Defense/Endurance
(7) Red Fortune - Defense/Recharge
(7) Red Fortune - Endurance/Recharge
(15) Red Fortune - Defense
(31) Red Fortune - Endurance
(39) Red Fortune - Defense/Endurance/Recharge
Level 2: Havoc Punch
(A) Crushing Impact - Accuracy/Damage/Endurance
(3) Crushing Impact - Damage/Endurance/Recharge
(5) Crushing Impact - Accuracy/Damage/Recharge
(17) Crushing Impact - Damage/Recharge
(37) Crushing Impact - Damage/Endurance
Level 4: True Grit
(A) Steadfast Protection - Resistance/+Def 3%
Level 6: Combat Jumping
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(9) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 8: Thunder Strike
(A) Multi Strike - Accuracy/Damage
(9) Multi Strike - Damage/Endurance
(11) Multi Strike - Damage/Recharge
(25) Multi Strike - Accuracy/Endurance
(27) Multi Strike - Accuracy/Damage/Endurance
(29) Multi Strike - Damage/Endurance/Recharge
Level 10: Active Defense
(A) Recharge Reduction IO
(11) Recharge Reduction IO
Level 12: Battle Agility
(A) Red Fortune - Defense/Endurance
(13) Red Fortune - Defense
(13) Red Fortune - Endurance
(15) Red Fortune - Defense/Recharge
(31) Red Fortune - Endurance/Recharge
(39) Red Fortune - Defense/Endurance/Recharge
Level 14: Swift
(A) Run Speed IO
Level 16: Health
(A) Regenerative Tissue - +Regeneration
Level 18: Chain Induction
(A) Crushing Impact - Damage/Endurance/Recharge
(19) Crushing Impact - Accuracy/Damage/Endurance
(19) Crushing Impact - Accuracy/Damage/Recharge
(23) Crushing Impact - Damage/Recharge
(25) Crushing Impact - Damage/Endurance
Level 20: Stamina
(A) Performance Shifter - Chance for +End
(21) Performance Shifter - EndMod/Accuracy
(21) Performance Shifter - EndMod
(43) Performance Shifter - EndMod/Recharge
(45) Performance Shifter - Accuracy/Recharge
(45) Performance Shifter - EndMod/Accuracy/Recharge
Level 22: Against All Odds
(A) Endurance Reduction IO
(23) Endurance Reduction IO
Level 24: Phalanx Fighting
(A) Defense Buff IO
Level 26: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 28: Grant Cover
(A) Endurance Reduction IO
(29) Endurance Reduction IO
Level 30: Build Up
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(46) Gaussian's Synchronized Fire-Control - Chance for Build Up
(46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(50) Gaussian's Synchronized Fire-Control - Recharge/Endurance
Level 32: Lightning Rod
(A) Multi Strike - Accuracy/Damage
(33) Multi Strike - Damage/Endurance
(33) Multi Strike - Accuracy/Endurance
(33) Multi Strike - Damage/Recharge
(34) Multi Strike - Accuracy/Damage/Endurance
(34) Multi Strike - Damage/Endurance/Recharge
Level 35: Shield Charge
(A) Multi Strike - Accuracy/Damage
(36) Multi Strike - Damage/Endurance
(36) Multi Strike - Damage/Recharge
(36) Multi Strike - Accuracy/Endurance
(37) Multi Strike - Accuracy/Damage/Endurance
(37) Multi Strike - Damage/Endurance/Recharge
Level 38: Boxing
(A) Razzle Dazzle - Accuracy/Recharge
(39) Razzle Dazzle - Endurance/Stun
(40) Razzle Dazzle - Accuracy/Endurance
(40) Razzle Dazzle - Stun/Range
(40) Razzle Dazzle - Accuracy/Stun/Recharge
(45) Razzle Dazzle - Chance of Immobilize
Level 41: Electrifying Fences
(A) Enfeebled Operation - Accuracy/Recharge
(42) Enfeebled Operation - Endurance/Immobilize
(42) Enfeebled Operation - Accuracy/Endurance
(42) Enfeebled Operation - Immobilize/Range
(43) Enfeebled Operation - Accuracy/Immobilize/Recharge
(43) Enfeebled Operation - Accuracy/Immobilize
Level 44: Tough
(A) Empty
Level 47: Weave
(A) Red Fortune - Defense/Endurance
(48) Red Fortune - Defense/Recharge
(48) Red Fortune - Defense
(48) Red Fortune - Endurance
(50) Red Fortune - Endurance/Recharge
(50) Red Fortune - Defense/Endurance/Recharge
Level 49: One with the Shield
(A) Empty
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Fury
------------
Set Bonus Totals:
11% DamageBuff(Smashing)
11% DamageBuff(Lethal)
11% DamageBuff(Fire)
11% DamageBuff(Cold)
11% DamageBuff(Energy)
11% DamageBuff(Negative)
11% DamageBuff(Toxic)
11% DamageBuff(Psionic)
16.1% Defense(Smashing)
16.1% Defense(Lethal)
9.88% Defense(Fire)
9.88% Defense(Cold)
11.1% Defense(Energy)
11.1% Defense(Negative)
3% Defense(Psionic)
19.9% Defense(Melee)
19.3% Defense(Ranged)
16.8% Defense(AoE)
3% Enhancement(Immobilize)
28.8% Enhancement(RechargeTime)
2% Enhancement(Stun)
14% Enhancement(Accuracy)
10% FlySpeed
134.9 HP (9%) HitPoints
10% JumpHeight
10% JumpSpeed
MezResist(Immobilize) 13.8%
MezResist(Sleep) 4.95%
MezResist(Stun) 4.95%
7% (0.12 End/sec) Recovery
6.62% Resistance(Fire)
6.62% Resistance(Cold)
1.88% Resistance(Negative)
10% RunSpeed
------------
Set Bonuses:
Kinetic Combat
(Charged Brawl)
MezResist(Immobilize) 2.75%
22.5 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Red Fortune
(Deflection)
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)
Crushing Impact
(Havoc Punch)
MezResist(Immobilize) 2.2%
16.9 HP (1.13%) HitPoints
7% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
Steadfast Protection
(True Grit)
3% Defense(All)
Blessing of the Zephyr
(Combat Jumping)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Multi Strike
(Thunder Strike)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Red Fortune
(Battle Agility)
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)
Crushing Impact
(Chain Induction)
MezResist(Immobilize) 2.2%
16.9 HP (1.13%) HitPoints
7% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
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)
Blessing of the Zephyr
(Super Jump)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Gaussian's Synchronized Fire-Control
(Build Up)
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)
Multi Strike
(Lightning Rod)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Multi Strike
(Shield Charge)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Razzle Dazzle
(Boxing)
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)
Enfeebled Operation
(Electrifying Fences)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.75% Enhancement(RechargeTime)
3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Red Fortune
(Weave)
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)
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Active 50s:
Zero Defex: DP/MM//Mace Blaster
Mutant X-7: Fire/MM//Mace Blaster
Running my Kin/EA gloriously
Come on I21!!!
Sure, the devs are supposed to listen to their customers, mister business 101 out there. And if I decide to start suggesting that the devs change the game from being about superheroes and supervillains to being about clowns that is my right as well, and technically Paragon Studios is supposed to pay attention to me. But I hope strongly that they assume a meth-head somehow managed to hack into my forum account and make paper airplanes out of my posts, because I hope they recognize stupid when they see it. I assume they will recognize futile just as accurately.
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Kinetic Combats are anything but cheap. Not purple expensive, but I spent around 50-75mil for each set. That was over the last couple weeks.
And you can get your defense pretty close to cap with just SOs, but the build would be wonky as all hell.
IOs are your friend.
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
Reverend: I found that for /shields, a quick and effective compromise is to just get your melee/ranged defense to about 33% or so. I believe I did this by getting a cheap touch of death set, a couple two piece zephyr sets (really cheap now if you don't get the knockdown one), and a gaussian's set. Even simpler would be just getting a steadfast protection and a gaussian's set. Once at 33%, the soft cap is a luck away.
Popping a level 1 luck every minute or so isn't really that much of an inconvenience. A tray of lucks lasts 20 minutes if you just need one every minute. As you kill things, you can turn inspirations you get into more lucks and keep going for pretty much forever.
As you rely on lucks to be very survivable, you can slowly build your character further using the inf and drops you get until you only need lucks for the rare massive debuffer. At that point, you can turn your inspirations into respites and the odd blue (presuming you also funnel money into building for +recovery). Or you can BE A MAN and turn all your inspirations into enrages.
Edit: Also, you can pretty much neglect AOE defense, unless you're placing arbitrary restrictions on yourself. I like to get my AOE defense up to 35% or so, just so that it's in one luck/small buff/phalanx saturation territory to hit the cap. In an awful lot of the game's content, there just isn't a huge threat from AOE damage.
Here's my build.
Softcapped to Melee and Ranged, decent regen. Except for the uniques and Hamis, which are absurdly expensive, it didn't really cost me that much to slot it over the course of about a week of patient bidding - I'm guessing ~200M inf (basically one lucky gold roll and the inf you naturally get on the way to 50). Depending on luck and patience and inflation since then I'm guessing ~300M inf.
It plays like magic - I easily solo spawns of 52 bosses in AE mishes and have, with insps, done crazy-*** stuff like had my team wipe around me on 2 spawns of 54 bosses and duoed them with the surviving dom, or kowabungaed into the bowl on RWZ raids and survived long enough for the rest of the raid to decide to join me.
If you have a ton of money, replace the Crushing Impact and a Positron with purple sets to help with recharge.
Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Well, I don't think the OP was really looking for a neato IO build, or to see our Mid's skills.
But since we all can't help ourselves, if you are gonna go, go deep.
This will run between 500mil and 1bil, depending on patience, and how lucky you are with drops.
Now, bear in mind, this is made for AoE.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Tobey Torres: Level 50 Natural Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), S'fstPrt-ResDam/Def+(11)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(9)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(5), Numna-Regen/Rcvry+(11), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(17)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(7), Zephyr-ResKB(7)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Swift -- Flight-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(19), Numna-Heal(19), Numna-Heal/EndRdx(37), Numna-Heal/Rchg(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(27), P'Shift-EndMod/Acc(27), P'Shift-End%(34)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Chain Induction -- Mako-Dam%(A), Mako-Acc/Dmg(25), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(46)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 41: Taunt -- Zinger-Taunt(A), Zinger-Dam%(42), Zinger-Taunt/Rchg(42)
Level 44: Electrifying Fences -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/Rng(45), Posi-Dmg/EndRdx(46)
Level 47: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- RechRdx-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:
- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 8.94% Defense(Fire)
- 8.94% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 4.88% Defense(Psionic)
- 16.8% Defense(Melee)
- 15.5% Defense(Ranged)
- 14.9% Defense(AoE)
- 2.25% Max End
- 57.5% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 10% FlySpeed
- 224.9 HP (15%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 3.3%
- MezResist(Immobilize) 6.6%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 2.75%
- 12.5% (0.21 End/sec) Recovery
- 74% (4.63 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 10% RunSpeed
Set Bonuses:
Mako's Bite
(Havoc Punch)
- MezResist(Immobilize) 3.3%
- 22.5 HP (1.5%) HitPoints
(Deflection)
- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Deflection)
- 3% Defense(All)
(Battle Agility)
- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(True Grit)
- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Combat Jumping)
- 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)
(Thunder Strike)
- 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)
(Super Jump)
- 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)
(Health)
- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(Stamina)
- 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)
(Phalanx Fighting)
- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Chain Induction)
- MezResist(Immobilize) 3.3%
- 22.5 HP (1.5%) HitPoints
- 3% DamageBuff(All)
(Tough)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
(Weave)
- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Lightning Rod)
- 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)
(Shield Charge)
- 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)
(Build Up)
- 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)
(Taunt)
- MezResist(Terrorized) 2.75%
- 10% (0.63 HP/sec) Regeneration
(Electrifying Fences)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Ball Lightning)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
I'm working on an elec/SD brute now, and I was wondering what amount of defense someone could get with just the standard slotting, without bonuses from IO sets, etc. Is it even remotely close to softcap, or is this something I'm going to end up having to spend hundreds of millions on IO sets?