Broad Sword/Super Reflxes build help


Doomguide

 

Posted

I don't know what direction I should being going BS/SR but I tried getting my positional defenses capped while getting recharge and recovery rate up. I have Blaze mastery for concept reasons so that's why I have chosen it. This is the build I have any help will be appreciated thanks in advance.

Hero Plan by Mids' Hero Designer 1.601
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Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Hack -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), EndRdx-I(3), DefBuff-I(19)
Level 2: Slice -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(19), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx(5), RedFtn-Def(15), RedFtn-Def/EndRdx/Rchg(17)
Level 6: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(7), DefBuff-I(7)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Dam%(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 12: Practiced Brawler -- RechRdx-I(A)
Level 14: Swift -- Empty(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Dodge -- LkGmblr-Rchg+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(42), P'Shift-End%(43)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- HO:Ribo(A), HO:Ribo(25), HO:Ribo(25), S'fstPrt-ResDam/Def+(27)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(34), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(43)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(29), DefBuff-I(29)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), RechRdx-I(40)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), DefBuff-I(36), EndRdx-I(36)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(43), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(50)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Quickness -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


 

Posted

Hi Mad,

Some thoughts in no particular order:

I'd start by overwriting the endred and def common IO's in Focused Fighting and Evasion with LotG def/endred and LotG def/endred/rech. Exact same end usage but now you pick-up the very sweet 3 and 4 slotted bonuses for the LotG set. The accuracy gained should enable all your attacks to readily hit +3's or less. Add a slot to Focused Fighting, drop a Kismet +6% in and you should be good to go against +4 foes without needing to hit BU first. I'd grab the 3rd Ribo slot in Tough as my first slot to move as it gains you virtually nothing in terms of end saved or resistance gained.

Likewise swap out the common def IO's in Agile and Lucky, change to Serendipity for its set bonuses.

I suspect you've gone a bit further (okay a lot further) with the recharge than you need to. Some further digging around these threads and likely the needed recharge for some top end Broadsword attack chains is available. I'd work to get more +health and +regen in the build while trading away some of that recharge.

I'd also work to be free of needing Parry to soft cap your melee. Then Parry becomes an emergency use power against nasties packing To Hit buffs. Varieties of Fortunata's, Rularuu and Vanguard bosses and custom AE critters come to mind.

Stamina is to my mind overslotted for the purpose of gaining +AoE defense. Unless some research says you really need Hasten consider dropping it, grabbing CJ instead slotted with BotZ. I'd then move the slots from Stamina to Health, add Miracle heal and heal/x (whichever heal/x is cheaper or easier to get at the time)

Few more changes to eliminate more than 5 of a bonus and add more +health and I end up with something like this with the only power change being from Hasten to CJ:

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

Click this DataLink to open the build!

Mad Family alternate (v2.00.i16): Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Hack -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(37)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(19), Ksmt-ToHit+(25)
Level 2: Slice -- Erad-Dmg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx(5), RedFtn-Def/EndRdx/Rchg(15), LkGmblr-Rchg+(17)
Level 6: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(7), S'dpty-Def/Rchg(7)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Parry -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg(11), C'ngImp-Dmg/Rchg(13), LkGmblr-Def(13), LkGmblr-Def/Rchg(15)
Level 12: Practiced Brawler -- EndRdx-I(A)
Level 14: Swift -- Empty(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), Mrcl-Heal(21), Mrcl-Heal/EndRdx(23)
Level 18: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(42), S'dpty-Def/Rchg(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(42), P'Shift-EndMod/Acc(43)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- HO:Ribo(A), HO:Ribo(25), S'fstPrt-ResDam/Def+(27)
Level 26: Disembowel -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dmg/Rchg(43)
Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(29), S'dpty-Def/Rchg(29)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(42)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 41: Ring of Fire -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Acc/Dmg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 44: Fire Blast -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Quickness -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



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Posted

I have not played in about 9mos, and started back up last night. So, I might be a littel out of touch, but I noticed you didn't have a travel power and you mele def, was over the soft cap.(I think i saw it at 51.7) to level enemies. I'm at work on my lunch break, when i ran into your guide. If you took the last slot of foucused fighting and the second slot off weave that would give you 2 extra slots and U still would be at above soft cap on mele. You could then add those slots to what ever youd like, (I.E proc, in one of your 5 slotted attack powers.) I have to get back to work so I hope this help, again I've havent palyed in 9 months, so i am a tad rusty.


 

Posted

Hi Drew,

In the OP's build he has Parry turned on in Mids so its value is factored into his melee and lethal defense numbers. Turning off Parry and his melee defense falls to 37.2%. How likely this is to be an issue depends on what level and rank his foes are (+2 vs +4, minion vs boss etc.) and whether he commonly teams. In reality 37% defense backed by Parry is plenty for almost all PvE situations, it's only really going to matter if he likes to solo with the rep set towards the upper end.