Crab build - need feedback


Biowraith

 

Posted

Well, as many others, I'd like some feedback on my crab build. Toon is just recently created but I want it done! I aimed for defenses, ranged and AoE not far from soft-cap. Second-hand I aimed for recharge rate. Here is the build:

Villain Plan by Mids' Villain Designer 1,601
http://www.cohplanner.com/

Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
------------
Level 1: Channelgun
(A) Decimation - Accuracy/Damage: Level 40
(3) Decimation - Accuracy/Endurance/Recharge: Level 40
(3) Decimation - Damage/Recharge: Level 40
(5) Decimation - Damage/Endurance: Level 40
(5) Decimation - Accuracy/Damage/Recharge: Level 40


Level 1: Crab Spider Armor Upgrade
(A) Aegis - Resistance/Endurance: Level 50
(7) Aegis - Resistance/Recharge: Level 50
(7) Aegis - Endurance/Recharge: Level 50
(9) Aegis - Resistance/Endurance/Recharge: Level 50
(9) Aegis - Resistance: Level 50


Level 2: Longfang
(A) Thunderstrike - Accuracy/Damage: Level 50
(11) Thunderstrike - Damage/Endurance: Level 50
(11) Thunderstrike - Damage/Recharge: Level 50
(13) Thunderstrike - Accuracy/Damage/Recharge: Level 50
(13) Thunderstrike - Accuracy/Damage/Endurance: Level 50
(15) Thunderstrike - Damage/Endurance/Recharge: Level 50


Level 4: Combat Training: Defensive
(A) Defense Buff IO: Level 50
(17) Defense Buff IO: Level 50
(17) Karma - Knockback Protection: Level 30


Level 6: Swift
(A) Run Speed IO: Level 50


Level 8: Suppression
(A) Detonation - Accuracy/Damage: Level 50
(19) Detonation - Damage/Endurance: Level 50
(19) Detonation - Damage/Recharge: Level 50
(21) Detonation - Damage/Range: Level 50
(23) Detonation - Accuracy/Damage/Endurance: Level 50


Level 10: Tactical Training: Maneuvers
(A) Red Fortune - Defense/Endurance: Level 50
(15) Red Fortune - Defense/Recharge: Level 50
(21) Red Fortune - Endurance/Recharge: Level 50
(23) Red Fortune - Defense/Endurance/Recharge: Level 50
(25) Red Fortune - Defense: Level 50
(25) Red Fortune - Endurance: Level 50


Level 12: Venom Grenade
(A) Positron's Blast - Accuracy/Damage/Endurance: Level 50
(27) Positron's Blast - Accuracy/Damage: Level 50
(27) Positron's Blast - Damage/Endurance: Level 50
(29) Positron's Blast - Damage/Recharge: Level 50
(29) Positron's Blast - Damage/Range: Level 50


Level 14: Hurdle
(A) Jumping IO: Level 50


Level 16: Wolf Spider Armor
(A) Steadfast Protection - Resistance/+Def 3%: Level 30
(31) Steadfast Protection - Knockback Protection: Level 30


Level 18: Frag Grenade
(A) Positron's Blast - Accuracy/Damage: Level 50
(31) Positron's Blast - Damage/Endurance: Level 50
(31) Positron's Blast - Damage/Recharge: Level 50
(33) Positron's Blast - Damage/Range: Level 50
(33) Positron's Blast - Accuracy/Damage/Endurance: Level 50


Level 20: Stamina
(A) Endurance Modification IO: Level 50
(33) Endurance Modification IO: Level 50
(34) Endurance Modification IO: Level 50


Level 22: Mental Training
(A) Run Speed IO: Level 50


Level 24: Fortification
(A) Aegis - Resistance/Endurance: Level 50
(34) Aegis - Resistance/Recharge: Level 50
(34) Aegis - Endurance/Recharge: Level 50
(36) Aegis - Resistance: Level 50
(36) Aegis - Resistance/Endurance/Recharge: Level 50


Level 26: Tactical Training: Leadership
(A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
(36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
(37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
(37) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
(37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
(39) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50


Level 28: Serum
(A) Doctored Wounds - Heal/Endurance: Level 50
(39) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(39) Doctored Wounds - Heal/Recharge: Level 50
(40) Doctored Wounds - Heal: Level 50
(40) Doctored Wounds - Recharge: Level 50


Level 30: Hasten
(A) Recharge Reduction IO: Level 50
(40) Recharge Reduction IO: Level 50


Level 32: Maneuvers
(A) Serendipity - Defense: Level 40
(42) Serendipity - Defense/Endurance: Level 40
(42) Serendipity - Endurance: Level 40
(42) Serendipity - Defense/Recharge: Level 40
(43) Serendipity - Defense/Endurance/Recharge: Level 40


Level 35: Summon Spiderlings
(A) Call to Arms - Endurance/Damage/Recharge: Level 30
(43) Call to Arms - Accuracy/Damage/Recharge: Level 30
(43) Call to Arms - Accuracy/Damage: Level 30
(45) Call to Arms - Accuracy/Recharge: Level 30


Level 38: Call Reinforcements
(A) Expedient Reinforcement - Accuracy/Recharge: Level 50
(45) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
(45) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
(46) Expedient Reinforcement - Accuracy/Damage: Level 50


Level 41: Electrifying Fences
(A) Detonation - Accuracy/Damage: Level 50
(46) Detonation - Damage/Endurance: Level 50
(50) Detonation - Accuracy/Damage/Endurance: Level 50
(50) Detonation - Damage/Recharge: Level 50
(50) Detonation - Damage/Range: Level 50


Level 44: Ball Lightning
(A) Detonation - Accuracy/Damage: Level 50
(46) Detonation - Damage/Endurance: Level 50
(48) Detonation - Damage/Recharge: Level 50
(48) Detonation - Damage/Range: Level 50
(48) Detonation - Accuracy/Damage/Endurance: Level 50


Level 47: Tactical Training: Assault
(A) Endurance Reduction IO: Level 50


Level 49: Aim
(A) Recharge Reduction IO: Level 50


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Run Speed IO: Level 50


Level 2: Rest
(A) Empty


Level 1: Conditioning
------------
------------
Set Bonus Totals:
7,5% DamageBuff(Smashing)
7,5% DamageBuff(Lethal)
7,5% DamageBuff(Fire)
7,5% DamageBuff(Cold)
7,5% DamageBuff(Energy)
7,5% DamageBuff(Negative)
7,5% DamageBuff(Toxic)
7,5% DamageBuff(Psionic)
4,25% Defense(Smashing)
4,25% Defense(Lethal)
17,1% Defense(Fire)
17,1% Defense(Cold)
9,25% Defense(Energy)
9,25% Defense(Negative)
3% Defense(Psionic)
5,5% Defense(Melee)
11,8% Defense(Ranged)
21,8% Defense(AoE)
2,25% Max End
4% Enhancement(Heal)
28% Enhancement(Accuracy)
41,3% Enhancement(RechargeTime)
9% FlySpeed
56,2 HP (5,25%) HitPoints
9% JumpHeight
9% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Confused) 2,5%
MezResist(Held) 2,5%
MezResist(Immobilize) 7,45%
MezResist(Sleep) 7,45%
MezResist(Stun) 2,5%
MezResist(Terrorized) 4,7%
13,5% (0,24 End/sec) Recovery
4% (0,21 HP/sec) Regeneration
5,67% Resistance(Fire)
5,67% Resistance(Cold)
5,63% Resistance(Energy)
19% RunSpeed
8% XPDebtProtection






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Posted

Looks solid to me.

At first glance, only things I would change is take something else instead of Wolf Spider Armour (it's an argument from another thread so obviously there's other opinions on the subject, but I reckon the extra +mez is overkill in the vast majority of PvE) - Combat Jumping maybe? Slot the defense -KB IO in there (if you think you need it, I'm happy with just one), and move the slot and the Steadfast 3% Def to Crab Upgrade.

Also maybe swap one of those basic End Mods in Stamina for the Performance Shifter +End proc - although perhaps less reliable/consistent, over a long period of time it works out as mathematically superior.

There's probably other tweaks could be made, but you have all the key powers and can't go wrong with all that defense, so eh.


 

Posted

Quote:
Originally Posted by Biowraith View Post
Looks solid to me.

At first glance, only things I would change is take something else instead of Wolf Spider Armour (it's an argument from another thread so obviously there's other opinions on the subject, but I reckon the extra +mez is overkill in the vast majority of PvE) - Combat Jumping maybe? Slot the defense -KB IO in there (if you think you need it, I'm happy with just one), and move the slot and the Steadfast 3% Def to Crab Upgrade.

Also maybe swap one of those basic End Mods in Stamina for the Performance Shifter +End proc - although perhaps less reliable/consistent, over a long period of time it works out as mathematically superior.

There's probably other tweaks could be made, but you have all the key powers and can't go wrong with all that defense, so eh.

Bout the Wolf Spider Armor; I did read the thread you are refering to but in my case whether I pick CJ or Wolf armor, it's only about, a toggle that provides minor defense, which brings me to softfcap vs ranged or a passive which gives me more S/L resists, I didn't pick Wolf Armor because of the mez protection. But I'm not sure what would be the best, really.


 

Posted

I'm not sure if this is the current wisdom, but certainly back when I still paid attention the idea was that 1% of +def was very roughly equivalent to 2% of +res. Furthermore, once you already have a decent amount of (non-capped) defense, each point added is more significant than the last: 45% defense gets hit ~33% less often than 42.5% defense.

If it's just for damage mitigation, CJ's 2.5% defense to everything beats Wolf Spider Armour's 3% resistance to a small number of types.

But it doesn't have to be CJ, there's other possibilities, e.g. stacking in pool Assault for even more damage (though admittably getting kinda heavy on the toggle drain there), or a travel power for convenience, or Health for somewhere to put one of the rather nice healing set uniques, and so on. It's not that any of the alternative choices would be a huge boost, I just think they'd be a bigger small boost than Wolf Armour offers.


 

Posted

The build looks pretty good overall. Personally, I would pickup CJ over the wolf armor if you had a choice. The extra resistance won't make much of a difference and even though CJ only adds a little defense, it's great to slot a LotG in and I love it for maneuvering alone. I went in a little different direction with my Crab, I focused on ranged defense then recharge afterwards.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

Thanks for the replies, ditched the Wolf Armor and put CJ in and so on. Anything else?


 

Posted

i played around with the build and tweaked it a bit, actually hit the softcap on range, and made the build a bit more offensive.

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

Click this DataLink to open the build!

Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Channelgun

  • (A) Decimation - Accuracy/Damage
  • (3) Decimation - Accuracy/Endurance/Recharge
  • (3) Decimation - Damage/Recharge
  • (5) Decimation - Damage/Endurance
  • (5) Decimation - Accuracy/Damage/Recharge
Level 1: Crab Spider Armor Upgrade
  • (A) Aegis - Resistance/Endurance
  • (7) Aegis - Resistance/Recharge
  • (7) Aegis - Endurance/Recharge
  • (9) Aegis - Resistance/Endurance/Recharge
  • (9) Aegis - Resistance
Level 2: Longfang
  • (A) Thunderstrike - Accuracy/Damage
  • (11) Thunderstrike - Damage/Endurance
  • (11) Thunderstrike - Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Endurance
  • (15) Thunderstrike - Damage/Endurance/Recharge
Level 4: Combat Training: Defensive
  • (A) Karma - Knockback Protection
  • (17) Gift of the Ancients - Defense
  • (17) Gift of the Ancients - Defense/Endurance
  • (37) Luck of the Gambler - Recharge Speed
Level 6: Swift
  • (A) Run Speed IO
Level 8: Suppression
  • (A) Detonation - Accuracy/Damage
  • (19) Detonation - Damage/Endurance
  • (19) Detonation - Damage/Recharge
  • (21) Detonation - Damage/Range
  • (23) Detonation - Accuracy/Damage/Endurance
Level 10: Tactical Training: Maneuvers
  • (A) Red Fortune - Defense/Endurance
  • (15) Red Fortune - Defense/Recharge
  • (21) Red Fortune - Endurance/Recharge
  • (23) Red Fortune - Defense/Endurance/Recharge
  • (25) Red Fortune - Defense
  • (25) Red Fortune - Endurance
Level 12: Venom Grenade
  • (A) Positron's Blast - Accuracy/Damage/Endurance
  • (27) Positron's Blast - Accuracy/Damage
  • (27) Positron's Blast - Damage/Endurance
  • (29) Positron's Blast - Damage/Recharge
  • (29) Positron's Blast - Damage/Range
Level 14: Hurdle
  • (A) Jumping IO
Level 16: Wolf Spider Armor
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (31) Steadfast Protection - Knockback Protection
Level 18: Heavy Burst
  • (A) Positron's Blast - Accuracy/Damage
  • (31) Positron's Blast - Damage/Endurance
  • (31) Positron's Blast - Damage/Recharge
  • (33) Positron's Blast - Damage/Range
  • (33) Positron's Blast - Accuracy/Damage/Endurance
Level 20: Stamina
  • (A) Endurance Modification IO
  • (33) Endurance Modification IO
  • (34) Endurance Modification IO
Level 22: Mental Training
  • (A) Run Speed IO
Level 24: Fortification
  • (A) Aegis - Resistance/Endurance
  • (34) Aegis - Resistance/Recharge
  • (34) Aegis - Endurance/Recharge
  • (36) Aegis - Resistance
  • (36) Aegis - Resistance/Endurance/Recharge
Level 26: Frenzy
  • (A) Cleaving Blow - Accuracy/Damage
  • (36) Cleaving Blow - Damage/Endurance
  • (37) Cleaving Blow - Damage/Recharge
  • (37) Cleaving Blow - Accuracy/Recharge
Level 28: Maneuvers
  • (A) Red Fortune - Defense/Endurance
  • (39) Red Fortune - Defense/Recharge
  • (39) Red Fortune - Endurance/Recharge
  • (39) Red Fortune - Defense
  • (40) Red Fortune - Defense/Endurance/Recharge
  • (40) Red Fortune - Endurance
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
Level 32: Omega Maneuver
  • (A) Detonation - Accuracy/Damage
  • (42) Detonation - Damage/Endurance
  • (42) Detonation - Damage/Recharge
  • (42) Detonation - Accuracy/Damage/Endurance
  • (43) Detonation - Damage/Endurance/Range
Level 35: Summon Spiderlings
  • (A) Call to Arms - Endurance/Damage/Recharge
  • (43) Call to Arms - Accuracy/Damage/Recharge
  • (43) Call to Arms - Accuracy/Damage
  • (45) Call to Arms - Accuracy/Recharge
Level 38: Call Reinforcements
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (45) Expedient Reinforcement - Endurance/Damage/Recharge
  • (45) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (46) Expedient Reinforcement - Accuracy/Damage
Level 41: Electrifying Fences
  • (A) Detonation - Accuracy/Damage
  • (46) Detonation - Damage/Endurance
  • (50) Detonation - Accuracy/Damage/Endurance
  • (50) Detonation - Damage/Recharge
  • (50) Detonation - Damage/Range
Level 44: Ball Lightning
  • (A) Detonation - Accuracy/Damage
  • (46) Detonation - Damage/Endurance
  • (48) Detonation - Damage/Recharge
  • (48) Detonation - Damage/Range
  • (48) Detonation - Accuracy/Damage/Endurance
Level 47: Tactical Training: Assault
  • (A) Endurance Reduction IO
Level 49: Aim
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 1: Conditioning
------------


 

Posted

I am not sure I like the idea of ditching Serum and Tactics. I am though, after the posts above remade some few things and ranged and aoe hit soft-cap. Also, picking up frenzy doesn't really seem nessecary with the amount of attacks I already will have (including epic-pools), especially with the smal 8' radius it has. Here is my build with a few changes:
Villain Plan by Mids' Villain Designer 1,601
http://www.cohplanner.com/

Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
------------
Level 1: Channelgun Decim-Acc/Dmg:40(A), Decim-Acc/EndRdx/Rchg:40(3), Decim-Dmg/Rchg:40(3), Decim-Dmg/EndRdx:40(5), Decim-Acc/Dmg/Rchg:40(5)
Level 1: Crab Spider Armor Upgrade Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(7), Aegis-EndRdx/Rchg:50(7), Aegis-ResDam/EndRdx/Rchg:50(9), Aegis-ResDam:50(9), S'fstPrt-ResDam/Def+:30(31)
Level 2: Longfang Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(11), Thundr-Dmg/Rchg:50(11), Thundr-Acc/Dmg/Rchg:50(13), Thundr-Acc/Dmg/EndRdx:50(13), Thundr-Dmg/EndRdx/Rchg:50(15)
Level 4: Combat Training: Defensive DefBuff-I:50(A), DefBuff-I:30(17)
Level 6: Swift Run-I:50(A)
Level 8: Suppression Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(19), Det'tn-Dmg/Rchg:50(19), Det'tn-Dmg/Rng:50(21), Det'tn-Acc/Dmg/EndRdx:50(23)
Level 10: Tactical Training: Maneuvers RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(15), RedFtn-EndRdx/Rchg:50(21), RedFtn-Def/EndRdx/Rchg:50(23), RedFtn-Def:50(25), RedFtn-EndRdx:50(25)
Level 12: Venom Grenade Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(27), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(29), Posi-Dmg/Rng:50(29)
Level 14: Hurdle Jump-I:50(A)
Level 16: Combat Jumping Krma-ResKB:30(A), ULeap-Stlth:50(17)
Level 18: Frag Grenade Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(31), Posi-Dmg/Rng:50(33), Posi-Acc/Dmg/EndRdx:50(33)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(33), EndMod-I:50(34)
Level 22: Mental Training Run-I:50(A)
Level 24: Fortification Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(34), Aegis-EndRdx/Rchg:50(34), Aegis-ResDam:50(36), Aegis-ResDam/EndRdx/Rchg:50(36)
Level 26: Tactical Training: Leadership GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(39)
Level 28: Serum Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/EndRdx/Rchg:50(39), Dct'dW-Heal/Rchg:50(39), Dct'dW-Heal:50(40), Dct'dW-Rchg:50(40)
Level 30: Hasten RechRdx-I:50(A), RechRdx-I:50(40)
Level 32: Maneuvers S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(42), S'dpty-EndRdx:40(42), S'dpty-Def/Rchg:40(42), S'dpty-Def/EndRdx/Rchg:40(43)
Level 35: Summon Spiderlings C'Arms-EndRdx/Dmg/Rchg:30(A), C'Arms-Acc/Dmg/Rchg:30(43), C'Arms-Acc/Dmg:30(43), C'Arms-Acc/Rchg:30(45)
Level 38: Call Reinforcements ExRmnt-Acc/Rchg:50(A), ExRmnt-EndRdx/Dmg/Rchg:50(45), ExRmnt-Acc/Dmg/Rchg:50(45), ExRmnt-Acc/Dmg:50(46)
Level 41: Electrifying Fences Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(46), Det'tn-Acc/Dmg/EndRdx:50(50), Det'tn-Dmg/Rchg:50(50), Det'tn-Dmg/Rng:50(50)
Level 44: Ball Lightning Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(46), Det'tn-Dmg/Rchg:50(48), Det'tn-Dmg/Rng:50(48), Det'tn-Acc/Dmg/EndRdx:50(48)
Level 47: Tactical Training: Assault EndRdx-I:50(A)
Level 49: Aim RechRdx-I:50(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Run-I:50(A)
Level 2: Rest Empty(A)
Level 1: Conditioning
------------



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Posted

you have to go with what you like, im just not seeing how a heal on a 180 second timer with all the recharge reduction you have is really going to be that big of a deal with all the defense you have, and with being able to manage your insps. With frenzy, the chances of you always staying at range are nil, you are gonna get charged, that just gives you an option up close. As far as maneuvers, with your slotting and set bonuses, kinda seem s redundant, but again you have to play what you like and enjoy, so whatever "floats your boat" so to speak!


 

Posted

Serum is valuable not just for the heal, but for the +HP.

Its a Dull Pain equivalent power. Adding 55-60% of your HP really adds to the survivability with the def that is running.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617