Elec Resistance over Recharge build


Finduilas

 

Posted

I'm currently running a 'recharge' build of an stone/elec brute. For the most part this works well, though I find myself unable to tank against some Hero's / AV's like my shields / invul breatheren can. I'm looking for advice on how to (a) improve my current build and (b) come up with an alt build that is resistance based. I've read about this in the forums but have yet to come across a resistance build that is affordable (not all purples). Any suggestions on either would be welcome. I prefer teaming, and have the funds to purchase 1 set of purples, but not full purples in all powers. I'm enjoying power surge at the moment, but am not totally sold on it yet. The crash can suck - for the most part it's manageable, but when it catches you unawares the result is usually terminal.

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

Click this DataLink to open the build!

Spacecakes Jane (Final): Level 50 Magic Brute
Primary Power Set: Stone Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Flight

Villain Profile:
Level 1: Stone Fist -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(9), TtmC'tng-ResDam/EndRdx/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(11), ImpArm-ResDam/EndRdx(15)
Level 2: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 4: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(17), TtmC'tng-EndRdx(25), ImpArm-ResDam/EndRdx(29), ImpArm-ResDam/EndRdx/Rchg(43)
Level 6: Super Speed -- Zephyr-ResKB(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx(50), AdjTgt-Rchg(50)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(27), Mrcl-Heal(33), RgnTis-Regen+(46)
Level 16: Static Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(17), TtmC'tng-EndRdx(25), ImpSkn-ResDam/EndRdx(29), ImpSkn-EndRdx/Rchg(34), ImpSkn-ResDam/EndRdx/Rchg(36)
Level 18: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), Mako-Acc/Dmg(23), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Grounded -- Aegis-Psi/Status(A)
Level 26: Fault -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(34), Amaze-EndRdx/Stun(37), Amaze-ToHitDeb%(37)
Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(37), Dct'dW-Rchg(39)
Level 30: Boxing -- P'ngS'Fest-Dmg/Rchg(A), P'ngS'Fest-Dmg/EndRdx(48)
Level 32: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 35: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(36), EndRdx-I(36), ResDam-I(40)
Level 38: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(43)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(45), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(46), Sciroc-Dam%(46)
Level 47: Air Superiority -- P'ngS'Fest-Dmg/Rchg(A), P'ngS'Fest-Dmg/EndRdx(48)
Level 49: Power Surge -- ResDam-I(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury

* Just to note: my actual build has fault 3 slotted: 1x Perfect Zinger, 1x Recharge, 1x Accuracy and my Powersurge is also 3 slotted: 3x Recharge


 

Posted

Not sure what you mean by "resistance based". Electric Armor is, of course, an all resistance set, but the ability to significantly increase the amount of damage resistance from IOs or other sources besides Tough is extremely limited. Purples are certainly not going to help with that to any degree.

For melee characters, the most common way to make a character more durable is to add defense, since you can build in significant amounts of defense using IO uniques and bonuses. Is that what you're talking about?

It's really impossible to tell what your goal is from build you've posted, since the slotting and bonuses are all over the place. Could you clarify what you're looking for?


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

I'm looking for suggestions on how to optimise my build for maximum resistance.


 

Posted

Well, one thing I noticed in the build you posted is that Tough is underslotted for resistance, you need to add another level 50 common IO to get it up to the ED cut-off. Grounded is also underslotted; slotting it for resistance will increase your total Energy resists (which you don't need) and Neg Energy resists (which you do).

Speaking of ED, it's worth noting that your main resistance powers are overslotted, especially Static Shield. Because of ED, the only benefit of devoting more than 4 slots to them (besides the set bonuses) is an increase in end reduction, and it's more end reduction than you really need. If you really want to slot that way for set bonuses, that's fine, but be aware that those slots might be better used elsewhere.

But other than slotting the Electric Armor shields properly and adding Tough, there's not a lot you can do to increase the amount of resistance you have. Set IO bonuses for additional resistance are small, uncommon and often are for only one resistance type, or a IO type that wouldn't be used by a brute, anyway.

Here's a helpful Paragon Wiki page, look for the "Sets that improve XXXX resistance" listing and click on it to see the sets and bonuses they offer.

http://paragonwiki.com/wiki/Category:Invention_Sets

Given that it usually takes several slots to get even a 2% increase in resistance for a single damage type, you can see why almost no one bothers. And I mentioned in my previous post, it *is* possible to accrue useful amounts of defense using set bonuses, that is the option most go for. (Each 1% of defense is generally considered to be worth 2% of resistance, and there are fewer types to slot for, which makes it easier to get significant amounts through set bonuses.)


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Excellent response, much appreciated.


 

Posted

If you want to stack resistance, the sad truth is that you simply need purples and a 1 billion infamy PvP IO to do it well because resistance bonuses outside of psionic are so rare, of such low value, and often are not paired. Being able to get 12.5% fire/cold by stacking slot three from purples is sadly one of the best available options for gaining resistance. A value of 3% resistance to all can be had from Shield Wall's unique.

Sirocco's Dervish is also a great set for receiving negative energy resistance at slot 3. ELA is weak to negative, so this can be quite useful. Winter's Gift grants 5% cold at just slot 2, but that's not as useful as fire resistance would be.

If you can afford one set of purples, and really want to gain resistance, use 3 parts of the hold set in Power Surge and 3 parts of the stun set in Fault. You can work to save for 5 of each, because they are cheaper thane Melee and PBAoE, to gain 20% recharge and 5% fire/cold.


 

Posted

More excellent advice, cheers!

If I was going to slot some defense in there as well, what powers / sets would you recommend for the maximum defense bonus?


 

Posted

Just a quick addendum, With Power Surge running my resistances are all capped. I have enough recharge that I only have about 1:30 downtime before I can pop power surge again. So i'm thinking it might be better to concentrate on getting some +def which will help me tank when PS is running, and make me more survivable when it's not.

I'm not really sure what sort of percentage def against each damage type I should be aiming for, nor the best way to achieve it?


 

Posted

S/L damage is by far the most common in the game, with Energy a distant third. Since Electric has capped Energy resistance, S/L is the way to go, IMO.

Some sets to look for with S/L def bonuses: Kinetic Combat, Smashing Haymaker, Reactive Armor, Rectified Recticle, Mocking Beratement, Perfect Zinger, and others you can find through the link I posted earlier. You also definitely need to get the Steadfast +Def unique and Weave; CJ is also helpful.

A cautionary FYI: Kinetic Combat has a very high S/L def set bonus, and consequently they are quite expensive and hard to find, especially red-side from what I understand. (I haven't shopped for them red-side for some time.) You might want to save your merits and get them that way if you decide to go the S/L def route.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
Gah! Given how rare NE, Fire and Cold damage are, I don't see how the benefit of this could conceivably be worth the cost. Maybe if you could get substantial amounts of S/L resistance...
Yeah-- it's only worth it if you are purpling your character anyway. The Fire/Cold resistance is basically a freebie before 10% recharge and 15% Accuracy. Ironically, especially in relation to the post title, a high end recharge build with five stacks of 10% values will also have some of the best resistances. It's not a give-and-take only because resistance, outside of Psionic and Toxic, is practically non existent in the IO system.


 

Posted

I've attempted to take on board all advice. Here's what I came up with:

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

Click this DataLink to open the build!

Spacecakes Jane RevD: Level 50 Magic Brute
Primary Power Set: Stone Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership

Villain Profile:
Level 1: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 1: Charged Armor -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/EndRdx/Rchg(11), ImpArm-ResPsi(15)
Level 2: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 4: Conductive Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/EndRdx/Rchg(25)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Fault -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(9), Amaze-Acc/Rchg(9), Amaze-EndRdx/Stun(15), Amaze-ToHitDeb%(27)
Level 10: Super Speed -- Run-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Numna-Regen/Rcvry+(37), Numna-Heal(37), RgnTis-Regen+(43)
Level 16: Static Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResPsi(42)
Level 18: Seismic Smash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(43)
Level 22: Grounded -- Aegis-Psi/Status(A), ResDam-I(23)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Kick -- P'ngS'Fest-Dmg/EndRdx(A), P'ngS'Fest-Dmg/Rchg(27)
Level 28: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(29), ImpArm-ResPsi(29), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(40)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31), Ksmt-ToHit+(33)
Level 32: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(40), Oblit-Acc/Dmg/EndRdx/Rchg(48)
Level 35: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(36), Dct'dW-Heal/EndRdx(36), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37)
Level 38: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(46)
Level 41: Power Surge -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dam%(46), Sciroc-Acc/Rchg(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(48), EndRdx-I(50)
Level 49: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury


My resistances are better than they were in my original post. Plus I have 21.6% Smashing & Lethal defense. Only concern is that mids tells my my end usage is 1.88/s (recovery is 192%). Running tough + weave + tactics + maneuvers + my regular shields might tire me out

Hows this look to y'all?


 

Posted

If you want to stack Smashing/Lethal defense, you need to just go for it. Your Mallet attacks will absolutely need better numbers, thus the frankenslotting.

Here are some quick adjustments I made. I'd personally reorder some of your skills and get Build Up earlier (firstly taking that instead of Tactics). Moving Sockets from Maneuvers to Kick, and taking Combat Jumping instead actually grants you more Smashing/Lethal defense through Kinetic Combat, a viable attack (you will need it because you only have 3 ST attacks), less endurance cost, and the maneuverability of CJ.

Lightning Field should always have Endmod as well as accuracy/damage. Also, avoid going for set bonuses at the detriment of slots and total enhancement value. 6 slots to make a full set of end mod in Stamins or Power Sink is NEVER worth it. The only reason to keep Health as it is is because of the bug with the uniques, which I assume you are aware of-- the 25% and 20% from Numina's and Regnerative Tissue are enhanced by socketed +health, nearly doubling in value.


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Posted

Quote:
Originally Posted by McVoodoo View Post
My resistances are better than they were in my original post. Plus I have 21.6% Smashing & Lethal defense. Only concern is that mids tells my my end usage is 1.88/s (recovery is 192%). Running tough + weave + tactics + maneuvers + my regular shields might tire me out

Hows this look to y'all?
First of all, S/L def is surely the way to go to for AV tanking and such. High levels of recharge *can* help a bit, getting your heal up faster, possibly even "perma" allowing the regen boost to be almost always on, but that is still tricky if you can't avoid enough damage for your resistances to cover what you do get hit by.

The problem with defense, however, is that small amounts statistically don't help as much as you'd think. I'm not a math whiz, for sure, but I've read a guide or two on these forums and others that pretty much gave me the impression that defense doesn't really start to gain much value till you get near the 30% mark, growing in value almost exponentially from there. There's a quote out there that says (paraphrased, I'm sure) "How valuable is the last 5% def (to 45%)? As valuable as the first 40%."

So, your 22% or so def, while a bit helpful for sure, won't make as huge a difference in survival as you'd like, especially against hard hitters like AV/Heroes, who also generally have a level advantage and built in accuracy buffs which can negate that defense. It's not bad, but not quite as good as you seem to be looking for, sadly.

I took a look at your build, and made a few minor modifications to push the defense up to 28%. Small increase, I know, but enough that you are reaching the point where you notice not getting hit nearly as often. You also maintain a small, but still decent, recharge bonus, to help with getting that heal/regen back quicker. I also tried to work in +HP and +Regen, as additional HP is a double boost to survival, effectively adding resistance, as well as letting you get more HP back per regen tick, negating more incoming damage. The HP also boosts the effectiveness of the 30s regen buff from Energize, further helping to negate incoming damage.

Here's what I came up with.

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

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Stone Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping

Villain Profile:
Level 1: Stone Mallet
  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (3) Kinetic Combat - Damage/Recharge
  • (5) Kinetic Combat - Damage/Endurance/Recharge
  • (13) Focused Smite - Accuracy/Damage
Level 1: Charged Armor
  • (A) Reactive Armor - Endurance
  • (15) Reactive Armor - Resistance
  • (15) Reactive Armor - Resistance/Endurance
  • (25) Reactive Armor - Resistance/Endurance/Recharge
Level 2: Heavy Mallet
  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (7) Kinetic Combat - Damage/Endurance/Recharge
  • (13) Focused Smite - Accuracy/Damage
Level 4: Conductive Shield
  • (A) Reactive Armor - Endurance
  • (27) Reactive Armor - Resistance
  • (27) Reactive Armor - Resistance/Endurance
  • (37) Reactive Armor - Resistance/Endurance/Recharge
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO
  • (40) Recharge Reduction IO
Level 8: Fault
  • (A) Stupefy - Accuracy/Stun/Recharge
  • (9) Stupefy - Stun/Range
  • (9) Stupefy - Accuracy/Endurance
  • (11) Stupefy - Endurance/Stun
  • (11) Stupefy - Accuracy/Recharge
Level 10: Super Speed
  • (A) Run Speed IO
Level 12: Hurdle
  • (A) Jumping IO
Level 14: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (50) Numina's Convalescence - Heal
Level 16: Static Shield
  • (A) Reactive Armor - Endurance
  • (17) Reactive Armor - Resistance
  • (17) Reactive Armor - Resistance/Endurance
  • (25) Reactive Armor - Resistance/Endurance/Recharge
Level 18: Seismic Smash
  • (A) Kinetic Combat - Accuracy/Damage
  • (19) Kinetic Combat - Damage/Endurance
  • (19) Kinetic Combat - Damage/Recharge
  • (21) Kinetic Combat - Damage/Endurance/Recharge
  • (21) Focused Smite - Accuracy/Damage/Recharge
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (42) Performance Shifter - EndMod
  • (42) Performance Shifter - EndMod/Recharge
  • (42) Performance Shifter - EndMod/Accuracy
Level 22: Grounded
  • (A) Steadfast Protection - Resistance/Endurance
  • (23) Steadfast Protection - Resistance/+Def 3%
  • (23) Steadfast Protection - Knockback Protection
Level 24: Lightning Reflexes
  • (A) Run Speed IO
Level 26: Kick
  • (A) Empty
Level 28: Tough
  • (A) Reactive Armor - Resistance
  • (29) Reactive Armor - Resistance/Endurance
  • (29) Reactive Armor - Resistance/Endurance/Recharge
  • (34) Reactive Armor - Endurance
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Gift of the Ancients - Defense/Endurance/Recharge
  • (31) Gift of the Ancients - Defense/Endurance
Level 32: Tremor
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (33) Scirocco's Dervish - Chance of Damage(Lethal)
  • (33) Scirocco's Dervish - Damage/Endurance
  • (33) Scirocco's Dervish - Damage/Recharge
  • (34) Cleaving Blow - Accuracy/Damage
  • (34) Cleaving Blow - Damage/Recharge
Level 35: Energize
  • (A) Doctored Wounds - Heal
  • (36) Doctored Wounds - Endurance/Recharge
  • (36) Doctored Wounds - Heal/Recharge
  • (36) Doctored Wounds - Heal/Endurance/Recharge
  • (37) Doctored Wounds - Recharge
Level 38: Power Sink
  • (A) Efficacy Adaptor - EndMod/Endurance
  • (39) Efficacy Adaptor - EndMod/Accuracy
  • (39) Efficacy Adaptor - Accuracy/Recharge
  • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (40) Efficacy Adaptor - EndMod/Recharge
  • (40) Efficacy Adaptor - EndMod
Level 41: Power Surge
  • (A) Reactive Armor - Resistance
  • (43) Reactive Armor - Resistance/Recharge
  • (43) Reactive Armor - Resistance/Endurance/Recharge
  • (43) Reactive Armor - Endurance/Recharge
  • (46) Recharge Reduction IO
Level 44: Lightning Field
  • (A) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (45) Scirocco's Dervish - Chance of Damage(Lethal)
  • (45) Scirocco's Dervish - Damage/Endurance
  • (45) Scirocco's Dervish - Accuracy/Damage
  • (46) Cleaving Blow - Accuracy/Damage
  • (46) Cleaving Blow - Damage/Endurance
Level 47: Build Up
  • (A) Adjusted Targeting - Recharge
  • (48) Adjusted Targeting - To Hit Buff/Endurance
  • (48) Adjusted Targeting - Endurance/Recharge
  • (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (50) Adjusted Targeting - To Hit Buff/Recharge
Level 49: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Fury
------------
Set Bonus Totals:
  • 4.5% DamageBuff(Smashing)
  • 4.5% DamageBuff(Lethal)
  • 4.5% DamageBuff(Fire)
  • 4.5% DamageBuff(Cold)
  • 4.5% DamageBuff(Energy)
  • 4.5% DamageBuff(Negative)
  • 4.5% DamageBuff(Toxic)
  • 4.5% DamageBuff(Psionic)
  • 20.5% Defense(Smashing)
  • 20.5% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 11.8% Defense(Melee)
  • 6.13% Defense(Ranged)
  • 3% Defense(AoE)
  • 27% Enhancement(Accuracy)
  • 3% Enhancement(Stun)
  • 4% Enhancement(Heal)
  • 36.3% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 163 HP (10.9%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 13.8%
  • MezResist(Terrorized) 2.2%
  • 12% (0.2 End/sec) Recovery
  • 62% (3.88 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 7.51% Resistance(Negative)
  • 5% RunSpeed




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I took out Maneuvers/Tactics, because IMO they are a waste on Melee ATs. The buff is too minor compared to the significant endurance cost. Tactics as you had it was giving a 10% tohit bonus, which while helpful, isn't really beneficial to you. It won't negate the annoying def buffs some enemies have (I think; I may be wrong on this). Build Up is so much more beneficial to you, IMO. The tohit buff is higher, so you can use it when you need to hit things like Earth Thorn Casters and such, and the damage boost can be helpful for alpha strikes when you don't have Fury built up, like after a Pre-AV/Hero buffing session. By the time the buff runs out, your Fury should be up high enough to maintain good damage values. It can also come in handy against enemies that have natural resistances to Smash damage, to help counter that resistance.

One other thing. You mentioned being worried about endurance costs? You're an /Elec Brute. After level 40, elec brutes almost *never* worry about endurance. By that point Power Sink is usually on a 30s timer or so, and more than capable of filling your blue bar with 1-2 enemies in range. Energize carries with it an almost 60% global endurance cost reduction that lasts for 30s, so once its recharge gets down to around a minute recharge, it's effectively a 30% global endurance reduction, providing you use it every time it's up. Even if you don't, you can always pop it in time of blue bar needs, even if you don't necessarily need the heal/regen at that moment. It'll likely be back quick enough that you'll have it when you do need the heal.

Also, don't forget that Power Surge itself offers a *huge* recovery buff. Chances are likely that if you *are* having recovery issues that Energize and Power Sink just aren't solving, using Surge would be a good idea, since if you have that much endurance issues going on (carnie masks can cause issues in large numbers, even with your resistance to end drain and -recov) it's usually a good time to pop Surge because you will probably be having even more green bar issues.

Hope this post isn't too "TLR" for you, and really hope it helps you out.

~WP


Just my opinion, feel free to disregard...

 

Posted

OP. You pretty much want to look at what JS did. Look closely...


 

Posted

Just home from watching Avatar (second time!), will have an in depth look tomorrow - once again, thank you all for the advice and taking the time to point out where improvements can be made, it's appreciated.


 

Posted

I would go for positional defense. zephyr in LR/hurdle/travel power and others you can get it in give you some nice ranged/aoe defense gausians in tactics or build up is good too.


 

Posted

Quote:
zephyr in LR/hurdle/travel power
Just a quick note that Blessing of the Zephyr cannot be slotted into Auto +speed powers, nor can it be slotted into Sprint or any of it's variants. This is to prevent "overpowered" effects like you mentioned, as well as to prevent Vet players from having an advantage, particularly in PvP, because IIRC the 12 month vet reward gives you access to the Prestige Sprint powers, which would allow those players to get the full 5 set bonuses without having to take a bunch of extra travel powers.


Just my opinion, feel free to disregard...

 

Posted

Quote:
Originally Posted by W Peace View Post
Just a quick note that Blessing of the Zephyr cannot be slotted into Auto +speed powers, nor can it be slotted into Sprint or any of it's variants. This is to prevent "overpowered" effects like you mentioned, as well as to prevent Vet players from having an advantage, particularly in PvP, because IIRC the 12 month vet reward gives you access to the Prestige Sprint powers, which would allow those players to get the full 5 set bonuses without having to take a bunch of extra travel powers.
u just brk my hrt and cut off my rgt hnd


 

Posted

Will Winters Gift: Slow Resistance slot into swift? Seeing as I already get verticle movement with Combat Jumping and Super Jump, picking up swift over hurdle and stuffing it with the Winters Gift unique might be a good idea. Only asking because I just came across one and I can't see any downside to switching hurdle for swift.


 

Posted

Any Travel Power or Universal Travel Power IO will only socket in Hover, CJ, SS, SJ, Fly, Group Fly, Teleport, and Group Teleport. They can also be placed in skills like Elude and Kuji-in-Godmode.


 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
Any Travel Power or Universal Travel Power IO will only socket in Hover, CJ, SS, SJ, Fly, Group Fly, Teleport, and Group Teleport. They can also be placed in skills like Elude and Kuji-in-Godmode.

This is true, but there's more. Jump Set and Run Set IOs can also be slotted into Sprint and it's variants. Only the Universal Travel Sets are restricted from the Sprint Powers. All Travel Set IOs are restricted from auto +speed powers (Swift, Hurdle, Quickness, and Lightning Reflexes). A lot of people like to slot either Celerity +Stealth or Unbounded Leap +Stealth into Sprint (Or whatever variant they use most) so they can get the stealth bonus when they want it, instead of every time they use their chosen travel power.

~WP


Just my opinion, feel free to disregard...

 

Posted

Well I've respec'd into the build posted by JuliusSeizure (Post #13) and my initial impressions is of a fairly decent improvement all round - survivability, damage and general 'tankability'. I'm hoping to get a decent crack this weekend to see how I go against different enemy types & different sized mobs. Will report back once I do.

In total I probably spent about 1b to get the bits I needed for this build - I had quite a few of the uniques already and a few reward tickets saved up. By far the hardest and most expensive to get were the Kinetic Combats. There are bugger all available on red side and they go for a mint...and I needed 4 of each!

Once again, thank you to all those who posted with suggestions. I've learnt something and I have a build that I'm very happy with. If you see Spacescakes Jane running around GV (on virtue) send me a tell, I'm always looking for someone to team with, or maybe we could do an ITF...