Level 50 SS/WP - What To Do?


Kheldarn

 

Posted

I've had my SS/WP sitting at 50 for awhile now. I've thought about getting her IO Sets, but I just don't know what to focus on. Should I go for Mega Regen? Ultra Recovery? Super Recharge? Laser-Guided SMASH!!? Super Mega Ultra Hyper SMASH!!? Fallout Shelter*? I just don't know!

So, I'm asking for some input. Please give me some sample builds, and tell me what they excel at, i.e. farming the wall in Cim, AV Killing, EB SMASH!!ing, etc. If possible, I'd like builds that don't use Purple Sets, because I'm still relativly broke on Villains.

Thanks in advance!

* - Mega Regen, Ultra Recovery, and Super Recharge should be self explanatory. Laser-Guided SMASH!! is focusing on Accuracy and ToHit. Super Mega Ultra Hyper SMASH!! is focusing on Damage. Fallout Shelter is focusing on Defense and Resistance.




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Posted

Well, what do you want to do with your SS/WP? Once you decide that, then you can design a build that fits your taste.

Here are your options for what to prioritize:

1)HP/Regen
2)Defense
3)Recharge

The good thing about HP/Regen is some of those sets actually overlap with recharge. For example, crushing impact is a relatively inexpensive set that gives a 5% recharge bonus and a moderate health bonus.

If you want to look at increasing your survivability, stacking defense onto your build will work wonders. If you don't get hit as much, your regen is even more powerful - and helps reduce painful alpha strikes. For this set, you would go for typed positional damage- typically Smashing/Lethal and Energy/Negative only. Smashing/Lethal would be kinetic combats in single targets for 3.75% defense per slot (4 to slot) and reactive armor would give you 1.88% S/L/E/N defense for 4 slots as well. Stack a few of those up, and you can get some really nice numbers.

Then there's the purpled recharge build that well, has decided the best defense is a good offense. For brutes, it works wonders.

As I said, you just have to decide which build you want.


 

Posted

I guess that for now, I need something that can bring in the money, so that I can then decide on and set up a Sweet Pickle, er... Purple build. Maybe focus on Damage and Resistance/Defence, so that I can kill quickly, and survive the things that refuse to die fast.




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Posted

Well, here's a build very similar to the one my SS/WP has. I don't use this Brute much anymore since my SS/Fire outperforms it in a farm scenario (which is pretty much the only time I play a melee character), but in terms of general use it works just fine. Ran a few RSFs with few issues... Might consider swapping out the self-rez for Taunt, a few other tweaks to your liking. About 2400 HP, 85 HP/sec regen with 5 enemies in range of RttC, about 40% recharge and over 4 end/sec recovery with two Performance Shifter procs which helps offset Rage, Hasten, and SoW crashes.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

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SS-WP Brute: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: High Pain Tolerance -- ResDam-I(A), Numna-Heal(7), Numna-Heal/EndRdx(9), S'fstPrt-ResDam/Def+(19), Mrcl-Rcvry+(40), Mrcl-Heal(42)
Level 2: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(9), TtmC'tng-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/EndRdx(11)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(17), RgnTis-Regen+(17)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx/Rchg(23), FrcFbk-Rchg/EndRdx(50)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(21), LkGmblr-Def(23)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 14: Super Speed -- Run-I(A), EndRdx-I(25)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/EndRdx/Rchg(27), Dct'dW-Heal/EndRdx(43)
Level 18: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(27), GSFC-ToHit/Rchg(29), GSFC-Rchg/EndRdx(29), GSFC-ToHit(46)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(40)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(31), Heal-I(33)
Level 26: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(43)
Level 28: Heightened Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(36)
Level 30: Combat Jumping -- Ksmt-ToHit+(A)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), FrcFbk-Rchg/EndRdx(40)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 38: Strength of Will -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/EndRdx/Rchg(39)
Level 41: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/EndRdx/Rchg(42)
Level 44: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Resurgence -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
------------
Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 48% Enhancement(Accuracy)
  • 37.5% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 269.9 HP (18%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • MezResist(Immobilize) 11.6%
  • MezResist(Sleep) 6.6%
  • MezResist(Stun) 2.2%
  • 12.5% (0.21 End/sec) Recovery
  • 58% (3.63 HP/sec) Regeneration
  • 4.41% Resistance(Fire)
  • 4.41% Resistance(Cold)
  • 15% RunSpeed




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@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Ohh, nice! Thank you!

It looks like it might be pretty doable for me, with some tweaking. I'd swap the Rez for Taunt, Hurdle for Swift, and put the Chance for Knockdown from Kinetic Combat in Brawl.

I think I actually happen to have a Rectified Reticle: Increased Perception. Would it be good to stick that into Rage? (I'd move the Endurance Reduction slot in Super Speed to Rage) Or would I be better saving it for another character?




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Posted

OK, I fiddled with it, and made some tweaks. I had to go back and change things a few times because I discovered that you didn't have the character "at rest", as I call it - i.e. no Fury, no Accolades, and RttC with 0 foes in range. That's my prefered way of working.

I swapped some of the set pieces around/for other pieces, and replaced Resurgence with Taunt. I find that I use Taunt a whole lot more than I'd use the self-rez.

I also took the extra slot out of Super Speed, and placed it into Health. I then used that to slot 2 pieces of Triage for an additional +4% Regeneration. Originally, I was going to use the other slot to add a 2nd Kismet to Combat Jumping, but the +1.5% Recovery bonus isn't noticable. It brings Recovery up from 243% to 244%, recovering 24.5/s instead of 24.6/s.

I replaced Hurdle with Swift. Between Combat Jumping and Ninja Run, there aren't many places I can't get to, and if I can't reach it, I've always got a Raptor Pack. Also, with 1 Level 50 Run Common IO in Super Speed and Swift, and Sprint with just a Level 50 Endurance Reduction Common IO in it, you get capped for Run Speed. With the Set Bonuses, however, you can easily leave Hurdle there if you desire, because you'll still be capped.

I threw a Kinetic Combat: Chance For Knockdown into Brawl.

I changed the slotting for Strength of Will. IIRC, you had Titanium Coating Res/End, Res/End/Rech, and Resistance. I swapped the Res/End/Rech for Res/Rech because it gives a bigger Resistance enhancement. You can't enhance the Recharge Time for SoW, and the End it uses is negligable.

I think that's all I did. My end results give +4% more Regen via Set Bonuses than you had, and with Rise to the Challenge, you get +9% more Regen when you're "at rest" (693% instead of 684%), +11% more Regen with 5 foes in range (893% instead of 882%), and +16% more Regen with the max of 10 foes in range (1,144% instead of 1,128%).

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