Need help with a Fire/sd build please.


Da_Captain

 

Posted

I am trying to get this toon to the softcap but keep falling short of it. This is the build that i have come up with so far. I am not dead set on Mu, just went with it cause it provided more AoE damage. this is a pve build and any help in getting it softcapped is appreciated.


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

Click this DataLink to open the build!

Crematorria build 1: Level 50 Mutation Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(46)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx(7), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(40)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(7), LkGmblr-Rchg+(15)
Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-EndRdx/Rchg(5)
Level 6: Super Speed -- Empty(A)
Level 8: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(43)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Hasten -- Empty(A), Empty(13), Empty(13)
Level 14: Swift -- Empty(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Breath of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Health -- Numna-Regen/Rcvry+(A)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(39), P'Shift-End%(39)
Level 26: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(40)
Level 28: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: One with the Shield -- S'fstPrt-ResDam/Def+(A)
Level 41: Electrifying Fences -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury



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Posted

You probably won't like this suggestion, but the simplest way is to drop Maneuvers and pick up the Fighting Pool. Of course, you'll have to drop two other powers--ones that don't provide defense or defense set bonuses--but it'll get you there.

Here's an alternative with the power picks you have: scrounge two slots for SS; one from Hasten and the Endurance slot from Deflection is what I'd recommend, and three slot SS with BotZ. (sorry, I know the BotZ -KB is super expensive!)

Then replace the Eradication set in FSC with a full set of Multi Strike. Finally, replace the Positron's Blast in one of the Targeted AoE with 5 slots of Detonation for a little more AoE def. By my calculations, that puts you at exactly 45% for all three positions. It ain't pretty, but it works.

Personally, I think the Fighting Pool option is a better one. Fewer attacks (you have plenty!) will free up some slots to enhance resistance in Deflection and True Grit; that combined with Tough will give you a little resistance to fall back on. Oh, BTW, just Weave will leave you a little short on AoE def, but a set of Aegis in Tough or Detonation in one of the Targeted AoEs will take care of that.


My Characters

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

 

Posted

Drop the patron. You've got friggin shield charge, which will on its own decimate most spawns very quickly. Shield Charge +FSC on a clustered mob with saturated AAO and build up will destroy everything that isn't a boss, which is when you want to be using your single target attacks anyway. Its not neccesary to build a full AoE attack chain, as the difference it makes is miniscule.

I can't for the life of me figure out how to change your build, so I'll just post one of my own.

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Alot of differences you notice, not the least the cost to put together. Fire/SD is built to farm, if you're not farming **** with it you're doing something wrong, so you'll get purple drops and can use them or sell them as needed.

Took taunt, you can switch that out for a patron (I'd suggest web envelope, as none of your powers to knockback, only knock down). Shield charge is down to 30 seconds, which will pretty much let you open spawns with it. Fire Breath is down to 3 seconds, which means you can use it, use FSC, use it, then a single target on the boss thats still standing. Thats more than plenty AoE to work with, you don't need patrons.

I switched the power order a bit, and I took grant cover. You don't need one with the shield, but thats another you could put where taunt is if you felt like it, which would also let you move three slots around my build if you wanted. You don' have aid self, which I don't like, but you've got hasten.

Being short on AoE defense isn't a huge deal, AoEs hit considerably lighter than single target attacks, especially at higher levels. My build is only a point light, and it looks like ranged isn't softcapped, but there's a bug where phalanx fighting doesn't give its bonus to ranged, so you're actually 3% short of where you should be showing on ranged.

You've got the damage, you've got the recharge, you can drop LOTGs or add them as you please, but this is a softcapped build not too far off your own that will destroy +0x8 and probably two or three levels above that without a kin.


 

Posted

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: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(21)
Level 4: True Grit -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-ResDam(5), Mrcl-Rcvry+(7), Mrcl-Heal(7), Heal-I(9)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
Level 8: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
Level 14: Swift -- Empty(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46)
Level 18: Against All Odds -- EndRdx-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(50)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Boxing -- Empty(A)
Level 26: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(36)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(43)
Level 35: Shield Charge -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(37)
Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 41: Mu Lightning -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob(46), Enf'dOp-Acc/Immob/Rchg(46)
Level 47: Summon Striker -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50)
Level 49: Maneuvers -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:

  • 13% DamageBuff(Smashing)
  • 13% DamageBuff(Lethal)
  • 13% DamageBuff(Fire)
  • 13% DamageBuff(Cold)
  • 13% DamageBuff(Energy)
  • 13% DamageBuff(Negative)
  • 13% DamageBuff(Toxic)
  • 13% DamageBuff(Psionic)
  • 13.9% Defense(Smashing)
  • 13.9% Defense(Lethal)
  • 15.8% Defense(Fire)
  • 15.8% Defense(Cold)
  • 17.7% Defense(Energy)
  • 17.7% Defense(Negative)
  • 3% Defense(Psionic)
  • 21.1% Defense(Melee)
  • 19.3% Defense(Ranged)
  • 21.1% Defense(AoE)
  • 3.6% Max End
  • 33.8% Enhancement(RechargeTime)
  • 7% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 9% FlySpeed
  • 253 HP (16.9%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 11.6%
  • MezResist(Immobilize) 11.6%
  • MezResist(Stun) 1.65%
  • 8.5% (0.14 End/sec) Recovery
  • 52% (3.25 HP/sec) Regeneration
  • 1.88% Resistance(Negative)
  • 14% RunSpeed
  • 4% XPDebtProtection


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Quote:
Originally Posted by Da_Captain View Post
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build![/list]
OP, I want to call your attention to something using the post above as an example. This build is objectively terrible. Its expensive as hell with 4 LOTGs, it requires you to take both fighting and leadership to softcap (missing hasten or aid self, which increase the AoE damage or make you immortal respectively), it has terrible recharges on several key powers (43 second shield charge, 10 second fire sword circle). The build has **** for both haste and global accuracy, and has about half of the defense debuff resistance /SD can have.

Thats what taking patrons can cost you. No travel power, sub par damage from everything in your primary, forced to take two power pools exclusively to add to defense numbers, and hoping that the patron powers fill the holes.

They don't.


 

Posted

Quote:
Originally Posted by spiritfox View Post
OP, I want to call your attention to something using the post above as an example. This build is objectively terrible. Its expensive as hell with 4 LOTGs, it requires you to take both fighting and leadership to softcap (missing hasten or aid self, which increase the AoE damage or make you immortal respectively), it has terrible recharges on several key powers (43 second shield charge, 10 second fire sword circle). The build has **** for both haste and global accuracy, and has about half of the defense debuff resistance /SD can have.

Thats what taking patrons can cost you. No travel power, sub par damage from everything in your primary, forced to take two power pools exclusively to add to defense numbers, and hoping that the patron powers fill the holes.

They don't.
1. Don't ever down my build like that ever, don't ever put me down like that for my opinion. I respect criticism, but I will not let you ridicule my work. I would never say anything anyone did is stupid or terrible, that is just showing others respect, for the time that they take out to help others, there is always a right way to say something.

2. You talk about terrible recharges, but yours aren't better by that much, wow 3 secs on Fire Sword Circle, after SC and the initial FSC most minions should be dead and you can work on the LT's and bosses with ST attacks while FSC recharges and SC should be up for the next group.

Also faster attacks means using more end and Hasten comes with a crash, just an FYI

3. Travel powers are overrated. I would say more but I feel that is enough

4. You talk about price and you have a purple set and hami's, at least everything I have up there can be purchased with merits and not cost a dime. Also you can easily take out that recharge in Active Defense and put that hami in there for more def debuff resistance easily.

5. You talk about subpar damage and yours isn't that much greater than mine plus most of my procs are energy based (less resisted) and your are S/L (Heavily resisted).

6. The build is not forced to take maneuvers (This is how I can tell you didn't take your time to look at my build)
Phalanx Fighting was not turned on, with Phalanx Fighting on and without maneuvers I still get well above the softcap in all areas and you aren't even reaching in ranged and AoE

7. I'm going to do you one better here is the revised build with Phalanx Fighing on, Ball of lightning for more AoE and a pet to set back and shoot, while going above softcap in all areas, with good accuracy, decent global recharge, and here's the best part I left one open power choice and 2 slots.



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: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(21)
Level 4: True Grit -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-ResDam(5), Mrcl-Heal(7), Mrcl-Rcvry+(7), Heal-I(9)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
Level 8: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
Level 14: Swift -- Empty(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46)
Level 18: Against All Odds -- EndRdx-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(46)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Boxing -- Empty(A)
Level 26: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(36)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(43)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 41: Mu Lightning -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Summon Striker -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50)
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:
  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 11.8% Defense(Smashing)
  • 11.8% Defense(Lethal)
  • 14.3% Defense(Fire)
  • 14.3% Defense(Cold)
  • 14.6% Defense(Energy)
  • 14.6% Defense(Negative)
  • 3% Defense(Psionic)
  • 20.5% Defense(Melee)
  • 17.7% Defense(Ranged)
  • 18% Defense(AoE)
  • 1.8% Max End
  • 25% Enhancement(Accuracy)
  • 41.3% Enhancement(RechargeTime)
  • 9% FlySpeed
  • 219.3 HP (14.6%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 11.6%
  • MezResist(Immobilize) 11.6%
  • MezResist(Stun) 3.85%
  • 11% (0.18 End/sec) Recovery
  • 52% (3.25 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 14% RunSpeed
  • 2% XPDebtProtection

Personally, I wasn't going for a personal build, I just wanted to get what the OP wanted, and that was softcap with patron powers, just letting the OP know that they can have their cake and eat it too.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Both of you need to chill. The purpose of this forum is to offer advice to others, which I think somehow you both forgot in practice.

1) Travel Powers for SD brutes/scrappers are mostly useful because of BoTZ. With ninja run and the raptor pack, it's easier than ever to get around CoH. In addition, redside is substantially smaller (excluding nerva). Therefore, it makes sense to pick up travel powers if you are progressing to the soft-cap.
2) DDR only matters if your enemies debuff defense. If you aren't going to farm Cimerora, PPD, or Shivans, you aren't going to notice it that much.
3) High-End Solo Farming is inspiration driven for efficiency. Aid Self slows you down.
4) The more AoE-centric a build can be, the faster it can kill while soloing x/8 difficulty.
5) Gloom and Mu Lightning are excellent Single-Target attacks, which substantially add to ST DPS if that is your focus. Elec Fences/Ball Lightning or Dark Oblit (and to-hit debuff!) substantially increases your AoE DPS, although has a high endurance price tag. In the end, rolling fire/sd/blaze scrapper is the best choice.
6) Ad Hominem attacks do not win arguments.


 

Posted

I agree with everything said Tonality,

I usually do the travel power on toons that don't have much room for slots and need some quick high defenses.

But for this build, I kinda wanted to get everything the OP wanted and since it is real easy to get a sheilder to hit the Softcap, I got the OP plenty of ST attacks for bosses and such, also wanted to fit in that ball of lightning, but the pet could easily be replaced with a travel power and slotted for Zypher's and save some slots, but me personally I find the pet more helpful.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp