Thoughts: DM/Regen Build
other than it doesnt scan to mids - nothings wrong with it :P
*nerf* Darn! Oh well.. I will just have to rebuild. Ah.. this works *nerf*
Darn it.. well I will rebuild again.. oh this might *nerf*
Grr.. this is getting annoying.. rebuild agai- *nerf*
I wasn't even finished rebuilding the las- *nerf* But.. *nerf* I *nerf* ......*nerf* *nerf* *nerf*
Other than that, damn, that's pretty awesome.
Edit: Whoa, whoa, whoa, no reconstruction?! What in ze hell are you thinking?! One of the reasons for having such insane recharge would be for an insanely-fast recharging Reconstruction, wouldn't it? Unless you play your way differently than I play mine. I could understand running this kind of a build with Siphon Life, but having nothing but DP to ease the burst damage that is so detrimental to regens, it seems like it would be great for one group and during the fight, but the next would bring you way down (in large groups anyways).
I never use(d) Reconstruction. I usually plow into a fight, hit Dull Pain during the initial surge of damage, and I'll use IH if things still seem dangerous after that.
I kept Reconstruction in my tray through several respecs, but I never used it.
I do see the point of using it here - with only a few slots, it's almost 700hp every 20 seconds - but I'm not sure what I'd get rid of to make room for it.
In my expert opinion, it's decent but not great. Sure, you're managing impressive levels of recharge (though perma Hasten through crazy overslotting of Hasten isn't really all that impressive since it's burning 3 slots for a tiny benefit) but completely forgoing some of the best things about said recharge: namely MG>Smite>Siphon>Smite and grotesquely high uptime ratios/cycle speed on your click powers. You're not even achieving all that impressive a level of DPS (thanks to a lack of a real attack string) or survivability (thanks to low mitigation and electing out of Reconstruction). It's like all you cared about was getting perma-Hasten.
First off, the entire point of getting stupidly high recharge on a DM/Regen (from an optimization standpoint) is two fold: so you can use all 4 of your click powers more often (Revive doesn't count because it's friggin' bad and friggin' stupid) and so that you don't need to have Shadow Punch around pulling down your DPS (MG>Smite>Siphon>Smite is what you should be aiming for) just to fill out your attack string. You elected out of both of those.
Something more like this build would be a better expenditure of all of that expensiveness. It'll cost pretty much the same and give you much better returns, both in survivability and damage.
Hero Plan by Mids' Hero Designer 1.401
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+def concept: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(46)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dam%(11)
Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15)
Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(48)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(21)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46)
Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(15), Zephyr-Travel/EndRdx(27)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(17), Numna-Heal(27)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(37), Aegis-Psi/Status(39)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(45)
Level 35: Stealth -- LkGmblr-Rchg+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(48)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Build%(45), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50)
Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(48)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), Empty(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
You're not even achieving all that impressive a level of DPS (thanks to a lack of a real attack string) or survivability (thanks to low mitigation and electing out of Reconstruction).
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I really need to try out Reconstruction, since I've obviously not taken advantage of it in the past, and I hadn't properly considered getting MoG down to a once-every-few-mobs. I need to play with both of those.
Thanks for your build. I'm not sure I want to trade ~10% Def for the tighter endurance (I hate DC) and the loss of Regen, but I can see that choice coming down to playstyle (and not necessarily what's "better"). Is your build intended to be out-and-out Def for a DM/Regen?
I'm coming off an awkward MG>SP>Smite>SP buzzsaw build. The attack string I had in mind was MG>Smite>SP>Smite, which has a better DPS on paper than MG>Smite>Siphon>Smite, but it might not play smoother. Siphon also has a high DPE cost, which is why I disliked it when I used it in earlier levels and never bothered with it again. At 50, end isn't an issue, so the added-heal totally swings the argument.
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Thanks for your build. I'm not sure I want to trade ~10% Def for the tighter endurance (I hate DC) and the loss of Regen, but I can see that choice coming down to playstyle (and not necessarily what's "better"). |
As to including the Fitness pool (if that's your thing), you could always get rid of the Concealment pool and Super Speed. You'd have the extra slots for Stamina by pulling them out of Super Speed. Of course, you could also replace Invisibility with Conserve Power for another option.
Is your build intended to be out-and-out Def for a DM/Regen? |
As to where endurance powers fit in to that, it's not really all that important. Once you become endurance sustainable, anything over that is simply a buffer zone to make you happier. My feeling was that I should simply achieve sustainability without going over because it would bring down either my DPS, my survivability, or both.
This is a recharge-focused dream build, with perma-hasten and perma-DP. Soul Drain is one second off of perma (so essentially perma in play). IH is up half of the time.

I'd love opinions in case I missed something obvious. Thanks!
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Weapon Mastery
Hero Profile:
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Level 1: Shadow Punch
(A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(3) Mako's Bite - Damage/Recharge
(3) Mako's Bite - Accuracy/Damage
(5) Mako's Bite - Chance of Damage(Lethal)
(5) Touch of Death - Chance of Damage(Negative)
(7) Cloud Senses - Chance for Negative Energy Damage
Level 1: Fast Healing
(A) Doctored Wounds - Heal/Endurance/Recharge
(40) Doctored Wounds - Heal/Endurance
(42) Doctored Wounds - Heal/Recharge
(42) Numina's Convalescence - Heal
(43) Doctored Wounds - Heal
(43) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Smite
(A) Mako's Bite - Damage/Recharge
(7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(9) Mako's Bite - Chance of Damage(Lethal)
(9) Crushing Impact - Damage/Recharge
(11) Crushing Impact - Accuracy/Damage/Recharge
(11) Cloud Senses - Chance for Negative Energy Damage
Level 4: Quick Recovery
(A) Performance Shifter - Chance for +End
(17) Performance Shifter - EndMod
(39) Performance Shifter - EndMod/Recharge
Level 6: Hasten
(A) Recharge Reduction IO
(19) Recharge Reduction IO
(21) Recharge Reduction IO
(21) Recharge Reduction IO
(23) Recharge Reduction IO
(42) Recharge Reduction IO
Level 8: Boxing
(A) Absolute Amazement - Stun/Recharge
(13) Absolute Amazement - Accuracy/Stun/Recharge
(13) Absolute Amazement - Accuracy/Recharge
(15) Absolute Amazement - Chance for ToHit Debuff
(15) Absolute Amazement - Endurance/Stun
Level 10: Dull Pain
(A) Doctored Wounds - Endurance/Recharge
(25) Doctored Wounds - Heal/Recharge
(25) Doctored Wounds - Heal/Endurance/Recharge
(31) Doctored Wounds - Heal/Endurance
(31) Doctored Wounds - Heal
Level 12: Hurdle
(A) Jumping IO
Level 14: Tough
(A) Steadfast Protection - Resistance/+Def 3%
(17) Steadfast Protection - Resistance/Endurance
Level 16: Integration
(A) Doctored Wounds - Heal
(19) Doctored Wounds - Heal/Endurance/Recharge
(37) Doctored Wounds - Heal/Endurance
(37) Doctored Wounds - Endurance/Recharge
(37) Doctored Wounds - Heal/Recharge
Level 18: Health
(A) Doctored Wounds - Heal/Endurance
(39) Doctored Wounds - Heal
(43) Doctored Wounds - Endurance/Recharge
(46) Doctored Wounds - Heal/Recharge
(46) Doctored Wounds - Heal/Endurance/Recharge
Level 20: Super Speed
(A) Celerity - +Stealth
Level 22: Weave
(A) Luck of the Gambler - Recharge Speed
(23) Luck of the Gambler - Defense/Endurance
(39) Luck of the Gambler - Defense/Endurance/Recharge
Level 24: Stamina
(A) Performance Shifter - Chance for +End
(36) Performance Shifter - EndMod
(50) Performance Shifter - EndMod/Recharge
Level 26: Soul Drain
(A) Armageddon - Damage/Recharge
(27) Armageddon - Chance for Fire Damage
(27) Armageddon - Accuracy/Damage/Recharge
(29) Armageddon - Accuracy/Recharge
(29) Armageddon - Damage/Endurance
(40) Eradication - Chance for Energy Damage
Level 28: Instant Healing
(A) Doctored Wounds - Recharge
(34) Doctored Wounds - Heal/Endurance
(34) Doctored Wounds - Endurance/Recharge
(36) Doctored Wounds - Heal/Recharge
(36) Doctored Wounds - Heal/Endurance/Recharge
Level 30: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(31) Luck of the Gambler - Defense
Level 32: Midnight Grasp
(A) Hecatomb - Damage/Recharge
(33) Hecatomb - Damage/Endurance
(33) Hecatomb - Accuracy/Damage/Recharge
(33) Hecatomb - Accuracy/Recharge
(34) Hecatomb - Chance of Damage(Negative)
(40) Mako's Bite - Damage/Recharge
Level 35: Revive
(A) Recharge Reduction IO
Level 38: Moment of Glory
(A) Luck of the Gambler - Recharge Speed
Level 41: Super Jump
(A) Jumping IO
Level 44: Web Grenade
(A) Gravitational Anchor - Immobilize/Recharge
(45) Gravitational Anchor - Accuracy/Immobilize/Recharge
(45) Gravitational Anchor - Accuracy/Recharge
(45) Gravitational Anchor - Chance for Hold
(46) Gravitational Anchor - Immobilize/Endurance
Level 47: Shuriken
(A) Apocalypse - Damage/Endurance
(48) Apocalypse - Damage/Recharge
(48) Apocalypse - Accuracy/Damage/Recharge
(48) Apocalypse - Chance of Damage(Negative)
(50) Apocalypse - Accuracy/Recharge
Level 49: Targeting Drone
(A) Gaussian's Synchronized Fire-Control - Chance for Build Up
(50) Endurance Reduction IO
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Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Critical Hit
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