Seeing as the guide section is broken SS/WP ??


Alpha_A

 

Posted

The guides are broken so I'm going to start a thread. My SS/WP brute has just hit 38 and I'm looking into IOs now and I've come up with a few questions.

Powers: Hurl vs. Hand clap - Right now I'd like both of these but my build needs are leaving Hurl until lvl 49 and hand clap at 30. I've never been over whelmed by hurl on paper I'm looking at it as just another single target attack. Is the range really that game changing? I'm looking at Hand Clap for Stun and some added agro control. Slot with Mocking Beratement for recharge? need six slots though. Or slot for stun.

Stamina - is it still necessary once i start slotting for EndRed, I've found that it is still necessary right now. SS is a bit of an End hog.

Rage - <sigh> I know it supposed to be one of the Jewels of the set, but the crash kills me. Is the set damages vs. others sets designed around having rage up? Or can i live without it?

Air Superiority - I took it because I always do. I consider it the best all round attack in the game ( including the lvl it's available at, all arch types .....) But i could live without it.

Any other advise and/or comments would be appreciated. Also any holes in the WP set I haven't found that I need to fill in?

(You know this is one thing I don't like about IO sets. There too expencive to really just experiment with and figure things out your self.)

Thanks,
Charlie


 

Posted

Mid's is your friend, can experiment all you want without spending a penny, at least statistically anyway. Cohplanner.com

Rage you need. Stam as well. Handclap is good for mitigation, problem is with WP, you need the mobs next to your for RttC to work. The knockback in handclap is not your friend. Hurl is nice for runners, and is good for knocking folks out of the air, but the animation time is long. If you really want a ranged attack that is sexy, go four Gloom in Soul Mastery, it is fast and does a LOT of damage for what it is. I do like Air Superiority, but with SS, it is really more of a luxury.


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.

 

Posted

Hey Charlie,
I personally dislike handclap in any build, but especially in willpower and invuln builds. It'll be knocking those mobs out of your RTTC, which means less regen. If it's really part of your concept or you just really want it in case of too much aggro then by all means , grab it. You should definitely slot it for stun, though. That's really the only way to get something out of that power.

On to hurl. Again, pretty much a 'meh' power for me. The animation it painfully long for not doing that much compared to your heavy hitters in SS. Like Deth said, if you want a ranged attack, look no further than Gloom. It can easily become part of your attack chain. The rest of the Soul powers are good as well, so there's no loss there.

I've always taken stamina. Even with QR, it's just too good to pass up. It really helps with things like rage and hasten crashes, but also allows you to turn on things like Darkest Night and not worry about it for a little bit.

Yeah, rage is really that good. A perma double-stacking buff that makes you hit harder AND more accurately? Sign me up! Once you get yourself slotted up, you really don't notice it anymore. At the low levels the crash is very frustrating, but once you get to 50 you hardly notice it. You can just time attacks around it and use a vet reward power (if you have it) to still dish out damage while you're debuffed. You can live without it, I guess, but it really is great once you get used to it.

Finally, Air Sup. I really like this power, but I just couldn't fit it in on my final build. It's a good filler at the lower levels when you struggle for an attack chain, but once you hit 50, it's complete. You can definitely still use it if you have room, though.

All thats left to say is that you are going to dish out a lot of damage and can take your share of it too, but under normal (normal being non-expensive builds) circumstances, you're not really great at soaking up alpha. To fill that small gap, you can take tough, weave, and go for s/l defense set bonuses. And as always, go for recharge in your build to maximize the ss/wp powerhouse.

Good Luck!

-Alpha

*edit* Were you looking for a build as well, or just answers to make your own?? *edit*



"People are like stained-glass windows.
They sparkle and shine when the sun is out,
but when the darkness sets in their true beauty is revealed only if there is
light from within
"

 

Posted

Quote:
Originally Posted by Alpha_A View Post
Hey Charlie,
I personally dislike handclap in any build, but especially in willpower and invuln builds. It'll be knocking those mobs out of your RTTC, which means less regen. If it's really part of your concept or you just really want it in case of too much aggro then by all means , grab it. You should definitely slot it for stun, though. That's really the only way to get something out of that power.

On to hurl. Again, pretty much a 'meh' power for me. The animation it painfully long for not doing that much compared to your heavy hitters in SS. Like Deth said, if you want a ranged attack, look no further than Gloom. It can easily become part of your attack chain. The rest of the Soul powers are good as well, so there's no loss there.

I've always taken stamina. Even with QR, it's just too good to pass up. It really helps with things like rage and hasten crashes, but also allows you to turn on things like Darkest Night and not worry about it for a little bit.

Yeah, rage it really that good. A perma double-stacking buff that makes you hit harder AND more accurately? Sign me up! Once you get yourself slotted up, you really don't notice it anymore. At the low levels the crash is very frustrating, but once you get to 50 you hardly notice it. You can just time attacks around it and use a vet reward power (if you have it) to still dish out damage while you're debuffed. You can live without it, I guess, but it really is great once you get used to it.

Finally, Air Sup. I really like this power, but I just couldn't fit it in on my final build. It's a good filler at the lower levels when you struggle for an attack chain, but once you hit 50, it's complete. You can definitely still use it if you have room, though.

All thats left to say is that you are going to dish out a lot of damage and can take your share of it too, but under normal (normal being non-expensive builds) circumstances, you're not really great at soaking up alpha. To fill that small gap, you can take tough, weave, and go for s/l defense set bonuses. And as always, go for recharge in your build to maximize the ss/wp powerhouse.

Good Luck!

-Alpha
Pretty much... this. ^

Just as a side note about the Hurl thing. Range is a luxury and shouldn't be a huge issue. Also, Gloom has a very high damage per activation. It's one of the best attacks you can add, and it has absolutely nothing to do with it being a ranged power. I use it in my attack chain if my target is in my face or running away. It's just that good. Mu lightening isn't too shabby either due to the fast animation, but it's no Gloom.


 

Posted

My WP/SS tank hit 50 yesterday, and I have 50 SS/fire and SM/WP brutes, so I have some idea about how to build this

Question, what's your budget ?

Stamina - you probably need it unless you have a decent number of cash and/or merits
Hurl/handclap - I have neither

Endurance I handled tank side by taking QR, slotting a miracle unique and a performance shifter chance of +end, then taking epic conserve power.

I went for softcapped exotic defence, and upping my S/L defence, which would be much more difficult on brute numbers. Kinetic combats are fairly expensive, but should be your priority for smash/lethal def. I actually use the kin combat proc (knockdown) for extra mitigation in the attacks that don't already do it.

The rage crash is not a big deal, particularly as the -def goes away as soon as you reactivate it. To that end I slot 2 force feedback chance of +rech (one in footstomp, one in my epic energy torrent), and this tends to get rage back before it drops if you're fighting large groups without spending a fortune on +recharge. Never having taken handclap, I'm not sure what sets it takes, but if you do take it and it takes KB sets, then the 5 non proc stupefies and a force feedback proc would seem to be the right slotting.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

How does this look?

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(I can't get the in post view to work from mids export.)

I'm not sold on the fighting pool. The increase in resistance for Smash/Leathal is nice, but weave seems kinda tame for a whole power selection.

Charles


 

Posted

Hmm... I'm not really sure what it is that you're going for in this. You seem to be trying to slot for ranged defense, but /WP gives none to work off of. One huge no-no for me is slotting that numi unique in anything but a passive. The first thing that I would do is take that out of there and put it in fast healing or health.
Right off the bat I see that HPT is under slotted. I like around 2 health and 2 resistance IOs in there, but that's personal taste.
Strength of Will definitely does not deserve more than one slot, let alone 6.

If you could give me more of an idea as to what you're going for in this build I could help you more, but right now, I don't really see it. With all of your set bonuses, you only end up getting 17.5 ranged def and 14 s/l.

-Alpha



"People are like stained-glass windows.
They sparkle and shine when the sun is out,
but when the darkness sets in their true beauty is revealed only if there is
light from within
"

 

Posted

I hit Lv50 with my SS/WP a few months back, but since then I haven't been playing. I lost my old mids files when I reinstalled my OS due to virus issues, so now I'm trying to come up with a build from scratch, more or less. I don't even remember what order he took his powers in.

I need a build to work towards. Price is no object, because hey, the more expensive, the build, the longer it'll take me to reach the goal and the longer I'll stay interested in the character

But yeah... What I want, ideally, is perma-hasten, and good survivability. I'm sure the build I had designed before was ok, but I don't have it anymore so...

Right now he's IO'd out, but I haven't started getting sets yet. His build is something like this:

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

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting

Villain Profile:
Level 1: Punch -- Acc-I(A), Acc-I(3), EndRdx-I(3), EndRdx-I(5), RechRdx-I(5), RechRdx-I(7)
Level 1: High Pain Tolerance -- ResDam-I(A), ResDam-I(7), ResDam-I(9), Heal-I(9), Heal-I(11), Heal-I(11)
Level 2: Haymaker -- Acc-I(A), Acc-I(13), EndRdx-I(13), EndRdx-I(15), RechRdx-I(15), RechRdx-I(17)
Level 4: Mind Over Body -- ResDam-I(A), ResDam-I(17), ResDam-I(19), EndRdx-I(19), EndRdx-I(21), EndRdx-I(21)
Level 6: Air Superiority -- Acc-I(A), Acc-I(23), EndRdx-I(23), EndRdx-I(25), RechRdx-I(25), RechRdx-I(27)
Level 8: Knockout Blow -- Acc-I(A), Acc-I(27), EndRdx-I(29), EndRdx-I(29), RechRdx-I(31), RechRdx-I(31)
Level 10: Indomitable Will -- EndRdx-I(A), EndRdx-I(31), EndRdx-I(33)
Level 12: Swift -- Flight-I(A)
Level 14: Health -- Heal-I(A), Heal-I(50)
Level 16: Rise to the Challenge -- Heal-I(A), Heal-I(33), Heal-I(33), ToHitDeb-I(34), ToHitDeb-I(34), Taunt-I(34)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(36), EndMod-I(37)
Level 22: Stamina -- EndMod-I(A), EndMod-I(37), EndMod-I(37)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 26: Boxing -- Acc-I(A)
Level 28: Heightened Senses -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(40), EndRdx-I(40), EndRdx-I(40), EndRdx-I(42)
Level 30: Tough -- ResDam-I(A), ResDam-I(42), ResDam-I(42), EndRdx-I(43), EndRdx-I(43), EndRdx-I(43)
Level 32: Foot Stomp -- Acc-I(A), Acc-I(45), EndRdx-I(45), EndRdx-I(45), RechRdx-I(46), RechRdx-I(46)
Level 35: Weave -- DefBuff-I(A), DefBuff-I(46), DefBuff-I(48), EndRdx-I(48), EndRdx-I(48), EndRdx-I(50)
Level 38: Fast Healing -- Heal-I(A), Heal-I(50)
Level 41: Resurgence -- RechRdx-I(A)
Level 44: Strength of Will -- ResDam-I(A)
Level 47: Fly -- Flight-I(A)
Level 49: Hurl -- Acc-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Fury


I'm willing to change powers around to a certain extent (I know, obviously, if I replace two powers with the single target and AoE ranged powers from a patron pool, for instance, that I could fit two more purple sets into a build), but I do like him the way he is (For having no sets at all he's pretty tough).

Like I said, basically what I want out of the build is perma-hasten and a strong defense. Damage output isn't really a problem, he's an SS Brute after all. I've been working on set builds, but nothing quite seems to appeal. For instance, I've got hasten down to 127.4 second recharge, but that's still 7.4 seconds too long to perma it.

This is the best I've been able to put together so far, and I'm not sure if I really like it:

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

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5)
Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(5), Aegis-ResDam(23), TtmC'tng-ResDam/EndRdx(23), ImpArm-ResDam/EndRdx(25)
Level 2: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9)
Level 4: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam(11), TtmC'tng-ResDam/EndRdx(11), ImpArm-ResDam/EndRdx(15)
Level 6: Air Superiority -- Mako-Dam%(A), T'Death-Dam%(13), Mako-Acc/Dmg(13), Mako-Acc/EndRdx/Rchg(15)
Level 8: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(21), Hectmb-Dam%(21)
Level 10: Indomitable Will -- EndRdx-I(A), EndRdx-I(25), EndRdx-I(31)
Level 12: Swift -- Flight-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), RechRdx-I(43), RechRdx-I(43), RechRdx-I(45)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(29), Numna-Regen/Rcvry+(31)
Level 18: Rage -- GSFC-ToHit(A), GSFC-Rchg/EndRdx(27), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(50)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc(39), P'Shift-End%(39)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- P'Shift-EndMod(A)
Level 26: Boxing -- Acc-I(A)
Level 28: Heightened Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), LkGmblr-Rchg+(40)
Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A)
Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), LkGmblr-Rchg+(37)
Level 38: Fast Healing -- Heal-I(A)
Level 41: Mu Lightning -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(48), Apoc-Dam%(48)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(46), Ragnrk-Acc/Dmg/Rchg(46), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), Ragnrk-Knock%(50)
Level 47: Electrifying Fences -- Acc-I(A)
Level 49: Fly -- Frbd-Stlth(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury


So any help would be appreciated.

Thanks!


 

Posted

Hey Paladin, this is just a quick post to let you know that I'll post a build tomorrow. It's way too late here and I have to get up at 5 AM tomorrow.

-Alpha



"People are like stained-glass windows.
They sparkle and shine when the sun is out,
but when the darkness sets in their true beauty is revealed only if there is
light from within
"

 

Posted

I greatly appreciate it. Squeezing the last few seconds off Hasten is driving me mad.


 

Posted

Okay, so here's the build. I've gotten hasten down to 117.4 seconds, so you are going to be a foot-stomping machine.
I kept the powers that it seemed like you wanted, such as hover and fly.
I've tried Mu in the past, but I didn't like the fact that it stops Foot Stomp's knockdown. That's why I put in Soul. Great damage and some good debuffs in DN. You really don't notice the end cost after a while, but it does boost your survivability.
Now this build will be VERY expensive but, once you have it, you will be amazing.

Just let me know if you wanted anything else in the build or if you want some things moved around.

-Alpha

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

Click this DataLink to open the build!

Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(43)
Level 1: High Pain Tolerance -- ResDam-I(A), ResDam-I(3), Heal-I(3), Heal-I(5), S'fstPrt-ResDam/Def+(5)
Level 2: Haymaker -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg/Rchg(7), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(15), Hectmb-Dmg(15)
Level 4: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(43), Aegis-ResDam/Rchg(46), Aegis-EndRdx/Rchg(46), Aegis-ResDam/EndRdx/Rchg(46)
Level 6: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(7)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 10: Indomitable Will -- EndRdx-I(A), EndRdx-I(13), LkGmblr-Rchg+(50)
Level 12: Swift -- Run-I(A)
Level 14: Health -- RgnTis-Regen+(A)
Level 16: Rise to the Challenge -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39)
Level 18: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(19), AdjTgt-Rchg(21), AdjTgt-ToHit(23)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21)
Level 22: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25), RechRdx-I(27), RechRdx-I(27), RechRdx-I(50)
Level 26: Boxing -- Dmg-I(A)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-EndRdx/Rchg(29), Aegis-ResDam(34), Aegis-ResDam/EndRdx/Rchg(37)
Level 30: Weave -- RedFtn-Def(A), RedFtn-EndRdx(31), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(39)
Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34)
Level 35: Heightened Senses -- RedFtn-Def(A), RedFtn-EndRdx(36), RedFtn-Def/EndRdx(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
Level 38: Hover -- LkGmblr-Rchg+(A)
Level 41: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Acc/Rchg(43)
Level 44: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(45), DarkWD-ToHitDeb(45)
Level 47: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
Level 49: Fly -- Frbd-Stlth(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 12.4% Defense(Fire)
  • 12.4% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Ranged)
  • 12.4% Defense(AoE)
  • 68% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 95% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 118.1 HP (7.88%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 8.8%
  • MezResist(Terrorized) 2.2%
  • 14.5% (0.24 End/sec) Recovery
  • 16% (1 HP/sec) Regeneration
  • 11.3% Resistance(Fire)
  • 11.3% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 15% RunSpeed
  • 5% XPDebtProtection



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"People are like stained-glass windows.
They sparkle and shine when the sun is out,
but when the darkness sets in their true beauty is revealed only if there is
light from within
"

 

Posted

I didn't actually have hover... I took fly because I had Air Superiority as a major part of my attack chain, so it seemed silly to take another travel pool.

Mu I took for concept reasons, despite the fact I know it's sub-optimal compared to Soul... I can see him tossing lightning bolts Captain Marvel style, but dark powers kind of don't fit him (He's flashy).

But now that I have a perma-hasten build to work from, I can probably tweak in those couple changes and get it just right. So thanks!

EDIT: What do you think of this build... I put Air Sup back in (I just like the juggle capacity), switched back to Mu, just for concept, and managed to dig up a slot to put the FF chance for recharge reduction into Foot Stomp.

Hasten is perma (If only barely) before counting the FF proc, so it should be very reliable even if I'm only getting a second or two of the FF proc bonus each time I use it... Foot Stomp should be nearly machinegun speed, and defenses are still ok:

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

Click this DataLink to open the build!

Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(43)
Level 1: High Pain Tolerance -- ResDam-I(A), ResDam-I(3), Heal-I(3), S'fstPrt-ResDam/Def+(5), Heal-I(50)
Level 2: Haymaker -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg/Rchg(7), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(15), Hectmb-Dmg(15)
Level 4: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(43), Aegis-ResDam/Rchg(46), Aegis-EndRdx/Rchg(46)
Level 6: Air Superiority -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(48), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 10: Indomitable Will -- EndRdx-I(A), EndRdx-I(13), LkGmblr-Rchg+(50)
Level 12: Swift -- Run-I(A)
Level 14: Health -- RgnTis-Regen+(A)
Level 16: Rise to the Challenge -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39)
Level 18: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(19), AdjTgt-Rchg(21), AdjTgt-ToHit(23)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21)
Level 22: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25), RechRdx-I(27), RechRdx-I(27), RechRdx-I(46)
Level 26: Boxing -- Dmg-I(A)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-EndRdx/Rchg(29), Aegis-ResDam(34), Aegis-ResDam/EndRdx/Rchg(37)
Level 30: Weave -- Ksmt-Def/EndRdx(A), Ksmt-Def/Rchg(31), Ksmt-EndRdx/Rchg(31), Ksmt-Def/EndRdx/Rchg(31), Ksmt-ToHit+(34), LkGmblr-Rchg+(39)
Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FrcFbk-Rechg%(50)
Level 35: Heightened Senses -- RedFtn-Def(A), RedFtn-EndRdx(36), RedFtn-Def/EndRdx(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
Level 38: Fast Healing -- Heal-I(A)
Level 41: Mu Lightning -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Acc/Rchg(43)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(48)
Level 47: Electrifying Fences -- Acc-I(A)
Level 49: Fly -- Frbd-Stlth(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury


 

Posted

Quote:
I didn't actually have hover... I took fly because I had Air Superiority as a major part of my attack chain, so it seemed silly to take another travel pool.
Wow, sorry 'bout that. I just remembered seeing the flight pool when I was making that build.

Quote:
Mu I took for concept reasons, despite the fact I know it's sub-optimal compared to Soul... I can see him tossing lightning bolts Captain Marvel style, but dark powers kind of don't fit him (He's flashy).
Oh, okay, I didn't think about that. I've never built a toon around a specific concept before, so I'm just used to maximizing performance

As for the build that you posted, it looks good. I only have 2 suggestions:
One is to slot Air Sup with Kinetic Combat instead to get a little extra defense (since that Crushing Impact wasn't really doing anything.)
The other is to get rid of Elec Fences since it looks like you won't use it anyway. I would put hover in as an IO mule instead, just drop a LoTG rech+ in there and you have a little extra recharge to help just in case you get debuffed.
It'll look like this
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(43)
Level 1: High Pain Tolerance -- ResDam-I(A), ResDam-I(3), Heal-I(3), S'fstPrt-ResDam/Def+(5), Heal-I(50)
Level 2: Haymaker -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg/Rchg(7), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(15), Hectmb-Dmg(15)
Level 4: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(43), Aegis-ResDam/Rchg(46), Aegis-EndRdx/Rchg(46)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 10: Indomitable Will -- EndRdx-I(A), EndRdx-I(13), LkGmblr-Rchg+(50)
Level 12: Swift -- Run-I(A)
Level 14: Health -- RgnTis-Regen+(A)
Level 16: Rise to the Challenge -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39)
Level 18: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(19), AdjTgt-Rchg(21), AdjTgt-ToHit(23)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21)
Level 22: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25), RechRdx-I(27), RechRdx-I(27), RechRdx-I(46)
Level 26: Boxing -- Dmg-I(A)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-EndRdx/Rchg(29), Aegis-ResDam(34), Aegis-ResDam/EndRdx/Rchg(37)
Level 30: Weave -- Ksmt-Def/EndRdx(A), Ksmt-Def/Rchg(31), Ksmt-EndRdx/Rchg(31), Ksmt-Def/EndRdx/Rchg(31), Ksmt-ToHit+(34), LkGmblr-Rchg+(39)
Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FrcFbk-Rechg%(50)
Level 35: Heightened Senses -- RedFtn-Def(A), RedFtn-EndRdx(36), RedFtn-Def/EndRdx(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
Level 38: Fast Healing -- Heal-I(A)
Level 41: Mu Lightning -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Acc/Rchg(43)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(48)
Level 47: Hover -- LkGmblr-Rchg+(A)
Level 49: Fly -- Frbd-Stlth(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:
  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 6.75% Defense(Smashing)
  • 6.75% Defense(Lethal)
  • 12.4% Defense(Fire)
  • 12.4% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 4.88% Defense(Melee)
  • 3% Defense(Ranged)
  • 12.4% Defense(AoE)
  • 4% Enhancement(Heal)
  • 98.8% Enhancement(RechargeTime)
  • 68% Enhancement(Accuracy)
  • 5% FlySpeed
  • 118.1 HP (7.88%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 1.65%
  • MezResist(Immobilize) 9.35%
  • MezResist(Terrorized) 2.2%
  • 13.5% (0.23 End/sec) Recovery
  • 16% (1 HP/sec) Regeneration
  • 10.1% Resistance(Fire)
  • 10.1% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 15% RunSpeed
  • 6.5% XPDebtProtection

My only question is how much do you really use Air Sup? I liked using it as a filler while I was leveling, but once I hit 50 and got slotted, my chain was complete. Especially with all of this recharge, you'll never be left without an attack



"People are like stained-glass windows.
They sparkle and shine when the sun is out,
but when the darkness sets in their true beauty is revealed only if there is
light from within
"

 

Posted

I really like Air Sup. I mean, I could probably drop it and take SS instead of Fly as a travel, but I really like Air Sup for juggling really problematic mobs. It has a higher chance to knockdown than any of the actual SS attacks, so against a Boss or even Elite Boss that's smacking me a bit harder than I'm comfortable with, I can use it to keep him off his feet. Also good for knocking flyers down to where the whole team can deal with them.

I did remove Electric Fences from the build though... I realized I was probably never going to use it, considering I didn't have slots to devote to it anyway, and I don't want to use a root that blocks my knockdown anyway. Rather than Hover, I placed Resurgence, because I like having a self-rez on hand. It's not essential, but it's handy sometimes.

If it turns out that I end up not using Air Superiority (Or at least, not really needing it) in this build, I can probably remove Air Sup, Fly, and Resurgence, switch my travel power to SS, and take Aid Self.

But that's all pretty much squeezing tiny bits of performance out. The main idea of the build is definitely there I think


 

Posted

Quote:
Originally Posted by Alpha_A View Post
Hmm... I'm not really sure what it is that you're going for in this. You seem to be trying to slot for ranged defense, but /WP gives none to work off of. One huge no-no for me is slotting that numi unique in anything but a passive. The first thing that I would do is take that out of there and put it in fast healing or health.
Right off the bat I see that HPT is under slotted. I like around 2 health and 2 resistance IOs in there, but that's personal taste.
Strength of Will definitely does not deserve more than one slot, let alone 6.

If you could give me more of an idea as to what you're going for in this build I could help you more, but right now, I don't really see it. With all of your set bonuses, you only end up getting 17.5 ranged def and 14 s/l.

-Alpha
Sorry for the delay. RL is very busy right now.

I was looking to maximize Survivability. My understanding of how defense works is that and attack has two parts. Damage type (fire, energy, smashing...) and attack type (Range, AoE, melee) and both parts have to make it past each defense type separately. A ranged fire attack must succeed vs. Fire defense and Range defense. So i thought raising the attack type defenses would give me more bang for my buck. A fire defense of 35% is better than a Range defense of 20%, but only vs. Fire attacks. So I slotted to try and bring those defenses up the most.

The six slots in Strength of Will were to get the recharge down. I thought that the special IO's with -recharge worked even if the regular -recharge IO's didn't. Am I wrong?

I left HPT at the one slot because with 3 slots added to it it, 2 Res and 2 Heal, gives increase of a little over 1.36% to resistance over just the one Res IO and a whole 120 HP at lvl 50. I thought the three slots would better serve in attacks. I'm going to play with it a bit. I see that there are a couple of builds in this thread now and I'll take a look there. Maybe tweak them for myself.

Thanks for the help so far Alpha.

Charlie


 

Posted

That's not actually how it works. Attacks have two components (Or more, if they have multiple damage types) but it's only rolled against the highest of the applicable defenses you have.

So if an attack is ranged/fire, it will be checked against whichever of your defenses is higher, ranged, or fire. It is NOT checked against both. Ever.