Claws/Dark Armor Feedback sought


Dunkelzahn_NA

 

Posted

I was wondering if someone can provide some feedback on my new claws/dark brute. To set the stage here are some of the things I have in mind:

1. I am generally not rich. I can usually afford a few pricier recipes (i.e. steadfast protection) but I never expect to have anything really valuable (no Purples, LotG, Miracle, etc.)
2. I play my characters from 1 to 50 and then I retire them. Honestly a lot of them don't even make it all the way up to 50. As such I consider the 41+ powers as situational; I'm just not going to spend enough time playing while I have them. You can see that in my build.
3. I plan on playing a tankish brute that can generally survive the aggro in a 6+ player team and that can survive long enough against an AV for the team to take him out.
4. I don't like defensive overkill which is why I didn't go into the fighting pool. If that means I will die a tad more I still have Soul Transfer in my back pocket.
5. I heard about the 'energy hole' of dark armor and my plan to plug it is through slotted Cloak of Darkness and Maneuvers + Combat Jumping + set bonusses to get to a resonable defense value for energy so that Def+Res+Dark Regen can keep me alive.
6. I want to slice 'n dice non-stop which is why the focus on my attacks is End/Rech before anything else.

Given that, can anyone have a peek at my build (please ignore the slot placement levels) and point me to some improvements? It would be very much appreciated.

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

Click this DataLink to open the build!

BT: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Strike

  • (A) Crushing Impact - Damage/Endurance/Recharge
  • (7) Crushing Impact - Accuracy/Damage/Endurance
  • (15) Crushing Impact - Accuracy/Damage/Recharge
  • (15) Crushing Impact - Damage/Recharge
  • (17) Crushing Impact - Damage/Endurance
  • (17) Focused Smite - Accuracy/Endurance/Recharge
Level 1: Dark Embrace
  • (A) Steadfast Protection - Resistance/Endurance
  • (39) Steadfast Protection - Resistance/+Def 3%
  • (39) Steadfast Protection - Knockback Protection
  • (40) Impervium Armor - Resistance/Endurance
  • (40) Impervium Armor - Resistance
Level 2: Slash
  • (A) Undermined Defenses - Recharge/Endurance
  • (3) Touch of Lady Grey - Recharge/Endurance
  • (3) Mako's Bite - Damage/Endurance
  • (5) Mako's Bite - Damage/Recharge
  • (5) Mako's Bite - Accuracy/Endurance/Recharge
  • (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 4: Murky Cloud
  • (A) Reactive Armor - Resistance/Endurance
  • (40) Reactive Armor - Resistance/Endurance/Recharge
  • (43) Reactive Armor - Resistance
  • (43) Titanium Coating - Resistance/Endurance
Level 6: Spin
  • (A) Cleaving Blow - Damage/Endurance
  • (13) Recharge Reduction IO
  • (48) Cleaving Blow - Damage/Recharge
  • (48) Cleaving Blow - Accuracy/Recharge
  • (50) Endurance Reduction IO
  • (50) Multi Strike - Damage/Endurance
Level 8: Follow Up
  • (A) Adjusted Targeting - Endurance/Recharge
  • (9) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (11) Mako's Bite - Accuracy/Endurance/Recharge
  • (11) Mako's Bite - Damage/Endurance
  • (13) Mako's Bite - Damage/Recharge
Level 10: Swift
  • (A) Run Speed IO
Level 12: Combat Jumping
  • (A) Red Fortune - Defense/Endurance
Level 14: Health
  • (A) Healing IO
Level 16: Obsidian Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (46) Reactive Armor - Resistance/Endurance/Recharge
  • (46) Reactive Armor - Resistance
  • (48) Titanium Coating - Resistance/Endurance
Level 18: Focus
  • (A) Force Feedback - Recharge/Endurance
  • (19) Kinetic Crash - Recharge/Endurance
  • (19) Thunderstrike - Accuracy/Damage/Recharge
  • (21) Thunderstrike - Accuracy/Damage/Endurance
  • (21) Thunderstrike - Damage/Endurance/Recharge
  • (23) Entropic Chaos - Damage/Endurance/Recharge
Level 20: Dark Regeneration
  • (A) Theft of Essence - Chance for +Endurance
  • (36) Theft of Essence - Accuracy/Endurance/Recharge
  • (37) Theft of Essence - Accuracy/Endurance/Healing
  • (37) Theft of Essence - Healing/Recharge
  • (37) Endurance Reduction IO
  • (39) Doctored Wounds - Heal/Endurance
Level 22: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (23) Efficacy Adaptor - EndMod/Recharge
  • (50) Efficacy Adaptor - EndMod/Accuracy
Level 24: Cloak of Darkness
  • (A) Red Fortune - Defense/Endurance
  • (25) Red Fortune - Defense/Endurance/Recharge
  • (25) Red Fortune - Endurance
  • (27) Red Fortune - Defense
  • (27) Red Fortune - Defense/Recharge
Level 26: Super Jump
  • (A) Springfoot - Endurance/Jumping
Level 28: Death Shroud
  • (A) Scirocco's Dervish - Chance of Damage(Lethal)
  • (29) Scirocco's Dervish - Damage/Endurance
  • (29) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (33) Scirocco's Dervish - Accuracy/Damage
  • (34) Endurance Reduction IO
Level 30: Cloak of Fear
  • (A) Cloud Senses - Accuracy/ToHitDebuff
  • (31) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (31) Cloud Senses - Accuracy/Endurance/Recharge
  • (31) Cloud Senses - Chance for Negative Energy Damage
  • (33) Endurance Reduction IO
  • (33) Dampened Spirits - To Hit Debuff/Endurance
Level 32: Eviscerate
  • (A) Cleaving Blow - Damage/Endurance
  • (34) Cleaving Blow - Damage/Recharge
  • (34) Cleaving Blow - Accuracy/Recharge
  • (36) Endurance Reduction IO
  • (36) Multi Strike - Damage/Endurance/Recharge
Level 35: Maneuvers
  • (A) Red Fortune - Defense/Endurance
  • (42) Red Fortune - Defense/Recharge
  • (42) Red Fortune - Defense/Endurance/Recharge
  • (42) Red Fortune - Defense
  • (43) Red Fortune - Endurance
Level 38: Soul Transfer
  • (A) Recharge Reduction IO
Level 41: Soul Tentacles
  • (A) Endurance Reduction IO
Level 44: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (45) Dark Watcher's Despair - Recharge/Endurance
  • (45) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (45) Dark Watcher's Despair - To Hit Debuff
  • (46) Dampened Spirits - To Hit Debuff/Endurance
Level 47: Shockwave
  • (A) Endurance Reduction IO
Level 49: Hasten
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Fury
------------
Set Bonus Totals:
  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 10.5% Defense(Energy)
  • 10.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 6.75% Defense(Ranged)
  • 3% Defense(AoE)
  • 4.05% Max End
  • 16% Enhancement(Accuracy)
  • 26.3% Enhancement(RechargeTime)
  • 5% Enhancement(Heal)
  • 123.7 HP (8.25%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 17.9%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 12% (0.2 End/sec) Recovery
  • 20% (1.25 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 3.13% Resistance(Negative)


 

Posted

A lot of your powers are a bit low on accuracy, which may make it difficult to hit things at times, even with followup. It isn't the cheapest investment out there for you, but a kismet 6% Accuracy (it's really a 6% to-hit) will help make things a little easier for you. You can slot it in any defensive power.

Look at it this way: any time you miss an attack, you have wasted endurance. It is far more endurance efficient to consistently hit than it is to slot for endurance reduction. Because if you're only hitting 75% of the time, you're increasing your overall endurance cost more than someone hitting 95% of the time that isn't slotted as heavily for endurance reduction.

It looks like you'll play your brute more like a scrapper than a tank. You will probably struggle with a 'tank' role on teams with this character, especially since you didn't pick up tough/weave.

I'm not sure I'd pick up darkest night on a /dark brute. It's a useful power, but it eats up endurance, and this particular set combination does not have any endurance tools.

One last thing: Oppressive Gloom is an amazing power. It doesn't cost much to run it, and it can be very useful at damage mitigation. However, since you really don't have any other stuns to add to this power, I wouldnt call it necessary.


 

Posted

IMO, Maneuvers is not a good choice for what you're trying to achieve; fully slotted it provides just a little more defense than CJ at a very high end cost for a standard toggle.

If you want to increase Energy defense but are worried about endurance usage, I think you'd be much better off slotting for E/NE defense and recovery and +end bonuses.

I'm guessing the mixed sets in your resistance toggles are meant to improve end reduction. However, the end cost of those toggles is so small you'd do better to slot them for bonuses. Why not just put a 4th slot of RA in DE and MC--the amount of endurance you save by going from 40% and 60% end red is *tiny*.

If you really want to save endurance, I'd drop Cloak of Fear and replace it with Op Gloom; you get about the same mitigation value with a fraction of the cost in endurance and slots.

There are many ways you could increase your E/NE defense, for instance, using Erad in your PBAoEs and Blessing of the Zephyr in CJ and SJ. A full set of Thunderstrike would help too. However, get the benefit of these sets means that you'll have to give up some on the frankenslotting, and will have to settle for less end reduction in some of the attacks.

Honestly, though, except for the really heavy end users (Dark Regen, Death Shroud, and Cloak of Fear) you should be fine with attacks with 50% end red instead of 80%, especially if you slot for more recovery and +end. (And fully slot Stamina; in the build shown it's underslotted with level 30 IOs.)

You should also consider slotting Dark Regen more heavily for accuracy. It's a quick recharging power anyway, but you can get in trouble if it misses at a critical time.

Here's what I would do with your build to increase the E/NE defense. (I would try for S/L def, too and put less emphasis on recharge, but that's your call.) The only power change I made was to drop Maneuvers for Op Gloom. However, even if you decide not to get Weave, I think Tough would be a big help for this build, if you can find the room for it.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
BT: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Strike -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Dmg/EndRdx:50(17)
Level 1: Dark Embrace -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResKB:30(7), S'fstPrt-ResDam/Def+:30(39), ImpArm-ResDam/EndRdx:40(39), ImpArm-ResDam:40(40)
Level 2: Slash -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/EndRdx:50(5), C'ngImp-Dmg/EndRdx/Rchg:50(5)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/EndRdx/Rchg:30(40), RctvArm-ResDam:30(43), RctvArm-ResDam/Rchg:30(43)
Level 6: Spin -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(13), Erad-Acc/Dmg/Rchg:30(48), Sciroc-Dmg/EndRdx:50(48), Sciroc-Acc/Dmg/EndRdx:50(50)
Level 8: Follow Up -- AdjTgt-ToHit/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Dmg/EndRdx/Rchg:50(13)
Level 10: Swift -- Run-I:30(A)
Level 12: Combat Jumping -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:50(17)
Level 14: Health -- Heal-I:30(A)
Level 16: Obsidian Shield -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:30(46), RctvArm-ResDam:30(46)
Level 18: Focus -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(19), Thundr-Acc/Dmg/Rchg:30(19), Thundr-Acc/Dmg/EndRdx:30(21), Thundr-Dmg/EndRdx/Rchg:30(21), Thundr-Dmg/Rchg:30(23)
Level 20: Dark Regeneration -- Theft-+End%:30(A), Theft-Acc/EndRdx/Rchg:30(36), Theft-Acc/EndRdx/Heal:30(37), Theft-Acc/Heal:30(37), EndRdx-I:30(37), Dct'dW-Heal/EndRdx:30(39)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(23), Efficacy-EndMod/Acc:50(50)
Level 24: Cloak of Darkness -- GftotA-Def/EndRdx:30(A), GftotA-Def/Rchg:30(25), GftotA-Def/EndRdx/Rchg:30(25), GftotA-Def:30(27)
Level 26: Super Jump -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:50(27)
Level 28: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(29), M'Strk-Dmg/EndRdx:50(33), M'Strk-Acc/EndRdx:50(34)
Level 30: Cloak of Fear -- Cloud-Acc/ToHitDeb:30(A), Cloud-ToHitDeb/EndRdx/Rchg:30(31), Cloud-Acc/EndRdx/Rchg:30(31), Cloud-%Dam:30(31), EndRdx-I:30(33), DampS-ToHitDeb/EndRdx:30(33)
Level 32: Eviscerate -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(34), Erad-Acc/Dmg/Rchg:30(34), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg/EndRdx:50(36)
Level 35: Shockwave -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(43)
Level 38: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg:50(A), Stpfy-Stun/Rng:50(50)
Level 41: Soul Tentacles -- EndRdx-I:30(A)
Level 44: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx:30(A), DarkWD-Rchg/EndRdx:30(45), DarkWD-ToHitDeb/EndRdx:30(45), DarkWD-ToHitDeb:30(45), DampS-ToHitDeb/EndRdx:30(46)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 49: Soul Transfer -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:
* 5.5% Defense(Smashing)
* 5.5% Defense(Lethal)
* 3% Defense(Fire)
* 3% Defense(Cold)
* 21.8% Defense(Energy)
* 21.8% Defense(Negative)
* 3% Defense(Psionic)
* 4.25% Defense(Melee)
* 18.9% Defense(Ranged)
* 3% Defense(AoE)
* 11.3% Max End
* 5% Enhancement(Heal)
* 37% Enhancement(Accuracy)
* 32.5% Enhancement(RechargeTime)
* 4% FlySpeed
* 112.4 HP (7.5%) HitPoints
* 4% JumpHeight
* 4% JumpSpeed
* Knockback (Mag -4)
* Knockup (Mag -4)
* MezResist(Confused) 2.5%
* MezResist(Held) 2.5%
* MezResist(Immobilize) 11.3%
* MezResist(Sleep) 4.15%
* MezResist(Stun) 2.5%
* MezResist(Terrorized) 2.5%
* 17% (0.28 End/sec) Recovery
* 30% (1.88 HP/sec) Regeneration
* 4.08% Resistance(Fire)
* 1.58% Resistance(Cold)
* 4% RunSpeed



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My Characters

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

 

Posted

Quote:
Originally Posted by Tonality View Post
A lot of your powers are a bit low on accuracy, which may make it difficult to hit things at times, even with followup. It isn't the cheapest investment out there for you, but a kismet 6% Accuracy (it's really a 6% to-hit) will help make things a little easier for you. You can slot it in any defensive power.

Look at it this way: any time you miss an attack, you have wasted endurance. It is far more endurance efficient to consistently hit than it is to slot for endurance reduction. Because if you're only hitting 75% of the time, you're increasing your overall endurance cost more than someone hitting 95% of the time that isn't slotted as heavily for endurance reduction.

It looks like you'll play your brute more like a scrapper than a tank. You will probably struggle with a 'tank' role on teams with this character, especially since you didn't pick up tough/weave.

I'm not sure I'd pick up darkest night on a /dark brute. It's a useful power, but it eats up endurance, and this particular set combination does not have any endurance tools.

One last thing: Oppressive Gloom is an amazing power. It doesn't cost much to run it, and it can be very useful at damage mitigation. However, since you really don't have any other stuns to add to this power, I wouldnt call it necessary.
Thanks for the comments. I totally agree on the accuracy issue and will see if I can maybe at least squeeze out another 9% global bonus. The kismet is obviously ideal and I slot it on virtually any toon I can get it on but I wouldn't plan for it.

On the scrapper/tank issue: I want it all The end goal is really to be tough enough to survive between Dark Regeneration which should make me nigh unkillable (until I run out of endurance) but not 'waste' any more on survivability. Everything else should go into offense so I can scrap as much as possible.

Darkest Night is a bit of a special purpose power for me: if I face something I can't survive otherwise I want to stack as much to-hit debuff and defense as possible to hopefully make it through. I don't really expect it to use it on anything but Heros/AV/Monsters. I'm not sure what their debuff resistance is but I was hoping that between the 23% I get combined from Cloak of Fear and Darkest Night enough gets through to make it worthwhile. Does anyone out there know some ballpark numbers for debuff resistance?

I'm not sold on oppressive gloom. It seems that the foes I'd mostly affect with it are the one I shouldn't care about in the first place and definately not after they are affected by Cloak of Fear.


 

Posted

Quote:
Originally Posted by Dunkelzahn_NA View Post
I'm not sold on oppressive gloom. It seems that the foes I'd mostly affect with it are the one I shouldn't care about in the first place and definately not after they are affected by Cloak of Fear.
The same could be said for Cloak of Fear if you have Op Gloom running.

Consider it an FYI, then, that if you start running into serious endurance problems that Op Gloom provides the same level of damage mitigation as CoF at a fraction of the endurance cost. (And far fewer slots)


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
The same could be said for Cloak of Fear if you have Op Gloom running.

Consider it an FYI, then, that if you start running into serious endurance problems that Op Gloom provides the same level of damage mitigation as CoF at a fraction of the endurance cost. (And far fewer slots)
I am just trying to write a full reply to your previous post but I thought I'd quickly jump on this since this is an area I never quite understood.

CoF has a Mag 3 Fear plus a 6.5% To-Hit Debuff (slotted) and costs a bunch of endurance.
OpG has a Mag 2 Disorient and costs minor endurance and health.

Given that I can stack neither Fear nor Stun:
1. Both negate minions but who cares
2. CoF negates LTs but again LTs should be a non-issue anyway
3. Neither negates higher level foes BUT CoF provides you effectively with up to 6.5% defense against them (depending on their debuff resistance)

It is really 3. why I take one of them at all and the reason I slot it for the debuff and not for the mez. Is there something I'm missing?

Oh and thanks for both your replies so far!


 

Posted

Quote:
Originally Posted by Finduilas View Post
IMO, Maneuvers is not a good choice for what you're trying to achieve; fully slotted it provides just a little more defense than CJ at a very high end cost for a standard toggle.

If you want to increase Energy defense but are worried about endurance usage, I think you'd be much better off slotting for E/NE defense and recovery and +end bonuses.

I'm guessing the mixed sets in your resistance toggles are meant to improve end reduction. However, the end cost of those toggles is so small you'd do better to slot them for bonuses. Why not just put a 4th slot of RA in DE and MC--the amount of endurance you save by going from 40% and 60% end red is *tiny*.
Very good point! I looked at the numbers again and decided to kick it from my build. I’m also looking at the 4th RA but I haven’t decided yet.

Quote:
There are many ways you could increase your E/NE defense, for instance, using Erad in your PBAoEs and Blessing of the Zephyr in CJ and SJ. A full set of Thunderstrike would help too. However, get the benefit of these sets means that you'll have to give up some on the frankenslotting, and will have to settle for less end reduction in some of the attacks.

Honestly, though, except for the really heavy end users (Dark Regen, Death Shroud, and Cloak of Fear) you should be fine with attacks with 50% end red instead of 80%, especially if you slot for more recovery and +end.
I totally forgot about the Zephyrs but I’m going to rectify that . Slotting the attacks is a different thing. While I do like the bonuses I think the end savings is nothing to sneeze at. Focus for example has 0.96 less end cost in my slotting, Follow Up has 0.59. Combined over a single target attack chain these 2 powers alone would consume 0.3 eps more in your build. Given that recovery set bonuses hover around the 0.04 eps mark I don’t think I can recover that. That doesn’t even include the AoEs. Since I’m guessing that Endurance will be my bottleneck I probably won’t go there (maybe on some of the cheaper/less used attacks).

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(And fully slot Stamina; in the build shown it's underslotted with level 30 IOs.)
I tend to assume that I start buying IOs starting in the low 20s and that I’ll buy higher and higher ones as I level up. A lot of the older ones I probably won’t upgrade though so I thought the 30s would represent a good average over the life of the toon (assuming retirement at 50).

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You should also consider slotting Dark Regen more heavily for accuracy. It's a quick recharging power anyway, but you can get in trouble if it misses at a critical time.
Duh! Thanks for pointing that out!

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Here's what I would do with your build to increase the E/NE defense. (I would try for S/L def, too and put less emphasis on recharge, but that's your call.) The only power change I made was to drop Maneuvers for Op Gloom. However, even if you decide not to get Weave, I think Tough would be a big help for this build, if you can find the room for it.
I like the recharge for the offense but I might have to give up a few percent. Good point on the S/L defense. It caused me to look at overall damage mitigation for the individual types (def + res) and it turned out that with my numbers I was now combined stronger against Energy than S/L. I guess I went a bit overboard in ‘fixing the hole’

OK, back to the drawing board…


 

Posted

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Originally Posted by Dunkelzahn_NA View Post
I am just trying to write a full reply to your previous post but I thought I'd quickly jump on this since this is an area I never quite understood.

CoF has a Mag 3 Fear plus a 6.5% To-Hit Debuff (slotted) and costs a bunch of endurance.
OpG has a Mag 2 Disorient and costs minor endurance and health.

Given that I can stack neither Fear nor Stun:
1. Both negate minions but who cares
2. CoF negates LTs but again LTs should be a non-issue anyway
3. Neither negates higher level foes BUT CoF provides you effectively with up to 6.5% defense against them (depending on their debuff resistance)

It is really 3. why I take one of them at all and the reason I slot it for the debuff and not for the mez. Is there something I'm missing?

Oh and thanks for both your replies so far!
Well, I missed something, I play tanks and scraps more often than brutes and I forgot that for some reason brute CoF has a higher mag than OG. Sorry!

That said, I don't know how useful the defense debuff is in practice. IME, most DA players don't bother to slot for the debuff, but that could be because it needs a lot of accuracy and end reduction slotting.

But again, the main reason I suggested the switch to OG from CoF is that you seemed very concerned about end management, and the difference in end cost between the two is *huge*. (.08 EPS for OG vs .52 for CoF unslotted) You can make up some of that difference with end red slotting, of course, but even slotted to the ED cutoff of 95% end reduction CoF will still cost .27 EPS.


My Characters

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