Patron Pool Dilemmas
If rage is perma, your defenses will not be debuffed. I didn't look at the build, so no comments from me.
I meant turning on DN during rage crash in terms of--what can I do that's not debuffed damage (i.e., vet atks, Energy Drain, activating a debuff...). I was pretty surprised the first time rage crashed and my defenses disappeared, but made sure to slot it and Hasten right up.
darkest night works good with EA cause you have the end abilities to support it and it in general is a good debuff, i would use that on the strongest enemy in every group regardless of what is going on with rage.
best strategy with darest night is to use it first thing into battle so it takes effect before they get too many hits off at you
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It's useful for the s/l bonus. However, it's not essential. You can use another set of kinetic combat to make up for it.
I'm not entirely happy with Soul Tentacles--the narrowness of the cone, especially--other than aesthetically.
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I'm thinking about swapping it out for Darkest Night (Gloom will be the other Patron power), mainly to work against the common occurrence of Psi and Negative in the 40+ game villainside. The main drawback I see for Darkest Night is the activation time, though an early-in-spawn rage crash would be the perfect time to turn DN on.
Opinions about this move? Are folks happy playing with DN, or does it seem like a warm-up chore? (That it's a defender thing, not Brute smash nao-ish enough.) |
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Any comments on these strategeries?
Any recommendations on Overload slotting (merely heal and recharge?)? |
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Major Ketchup 35: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (3) Mako's Bite - Accuracy/Endurance/Recharge
- (3) Mako's Bite - Damage/Endurance
- (5) Crushing Impact - Accuracy/Damage/Recharge
- (31) Crushing Impact - Accuracy/Damage/Endurance
- (46) Crushing Impact - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (5) Luck of the Gambler - Defense/Endurance
- (13) Luck of the Gambler - Defense/Endurance/Recharge
- (50) Red Fortune - Defense/Endurance
- (A) Pulverizing Fisticuffs - Accuracy/Damage
- (7) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
- (7) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
- (9) Pounding Slugfest - Accuracy/Damage
- (9) Pounding Slugfest - Damage/Endurance
- (31) Pounding Slugfest - Damage/Recharge
- (A) Luck of the Gambler - Defense
- (11) Luck of the Gambler - Defense/Endurance
- (11) Luck of the Gambler - Defense/Endurance/Recharge
- (50) Red Fortune - Defense/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
- (15) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
- (15) Pulverizing Fisticuffs - Accuracy/Damage
- (17) Pounding Slugfest - Accuracy/Damage
- (17) Pounding Slugfest - Damage/Endurance
- (36) Pounding Slugfest - Damage/Recharge
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Run Speed IO
- (A) Jumping IO
- (A) Recharge Reduction IO
- (21) Recharge Reduction IO
- (21) Recharge Reduction IO
- (A) Performance Shifter - Chance for +End
- (23) Performance Shifter - EndMod
- (23) Performance Shifter - EndMod/Recharge
- (39) Endurance Modification IO
- (A) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (25) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Knockdown Bonus
- (27) Kinetic Combat - Damage/Endurance/Recharge
- (39) Pounding Slugfest - Accuracy/Damage
- (A) Steadfast Protection - Resistance/+Def 3%
- (36) Aegis - Resistance
- (36) Aegis - Resistance/Endurance
- (37) Aegis - Resistance/Endurance/Recharge
- (A) Numina's Convalescence - Heal
- (29) Numina's Convalescence - Heal/Endurance/Recharge
- (29) Numina's Convalescence - Heal/Recharge
- (31) Performance Shifter - EndMod
- (40) Performance Shifter - EndMod/Recharge
- (46) Performance Shifter - EndMod/Accuracy/Recharge
- (A) Luck of the Gambler - Defense
- (34) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (33) Eradication - Accuracy/Damage/Recharge
- (33) Eradication - Damage/Recharge
- (33) Cleaving Blow - Accuracy/Recharge
- (34) Cleaving Blow - Damage/Endurance
- (34) Cleaving Blow - Damage/Recharge
- (A) Mocking Beratement - Taunt
- (39) Mocking Beratement - Taunt/Recharge
- (40) Mocking Beratement - Taunt/Recharge/Range
- (40) Mocking Beratement - Accuracy/Recharge
- (43) Mocking Beratement - Taunt/Range
- (46) Mocking Beratement - Recharge
- (A) Winter's Gift - Slow Resistance (20%)
- (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Enfeebled Operation - Accuracy/Recharge
- (42) Enfeebled Operation - Endurance/Immobilize
- (42) Enfeebled Operation - Accuracy/Endurance
- (42) Enfeebled Operation - Immobilize/Range
- (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (43) Enfeebled Operation - Accuracy/Immobilize
- (A) Dark Watcher's Despair - To Hit Debuff
- (45) Dark Watcher's Despair - To Hit Debuff/Endurance
- (48) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (48) Dark Watcher's Despair - Recharge/Endurance
- (48) Dampened Spirits - To Hit Debuff/Recharge/Endurance
- (A) Resist Damage IO
- (50) Resist Damage IO
- (A) Healing IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
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Set Bonus Totals:
- 13.3% Defense(Smashing)
- 13.3% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 13.9% Defense(Ranged)
- 6.13% Defense(AoE)
- 3.6% Max End
- 3% Enhancement(Immobilize)
- 16.3% Enhancement(RechargeTime)
- 10% FlySpeed
- 236.1 HP (15.8%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.25%
- MezResist(Sleep) 4.4%
- 3.5% (0.06 End/sec) Recovery
- 68% (4.26 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.88% Resistance(Negative)
- 15% RunSpeed
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My question was more about whether DN seemed to slow down the SMASHing, whether it was fun; I realize it would fill the current neg def gap and help the psi problem. (Having run two toggle defenders and controllers into 40s and 50s, I grasp the mechanics of the power, and opening with it.)
darkest night works good with EA cause you have the end abilities to support it and it in general is a good debuff, i would use that on the strongest enemy in every group regardless of what is going on with rage.
best strategy with darest night is to use it first thing into battle so it takes effect before they get too many hits off at you |
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The concept is pretty thin--Colonel Mustard's lesser known brother--so I'm free to write in any power.
I think it's ok. You've to decide whether it fits your character's concept or not.
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I took your build and cleaned up some of the franken-slotting. |
Thanks for the ideas--I like the Footstomp slotting, as I never think of Cleaving Blow.
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The build now capped all typed defense except psionic. |
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The rest of the IO set bonus are optimized for +HP. I don't think you really need overload |
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and some psi attacks debuff your defense. |
I'm not going to give up Dark Obliteration--it matches too well with Footstomp, is AoE, and tosses in a smidgen of tohit debuff. Why Dampening field? I thought about it--maybe to squeeze a slot by being the +res/def mule--but its benefits seem pretty puny. If 5% of smashing damage is coming in, it's reducing about 0.5% of incoming s/l if my math is correct.
There isn't a best way to slot. So, feel free to modify it to suit your style.
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I think the surplus is not really useful. If your defense is debuffed, the numbers can go down the drain pretty quickly. I would just use darkest night to make up for it. If you really like higher s/l defense, you just need to put kinetic combat into punch instead.
I did have a bit of surplus on s/l, mainly to buffer basically one def debuff. I was wondering whether building the neg def was worth the cost, but I do see that the concomitant range def could help with some of the psi problem.
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For capping the negative energy defense, it's not essential, in particular if you decide to use darkest night. Actually, there isn't much cost associated with capping it. All the powers are slotted normally with no weird slotting, and I'm not really using expensive IO sets to do it. If you think the slots can be used better somewhere else, you can do it differently.
It stacks with tough. It's not essential. You can change to something else that you like. You probably need to move some slots to Dark Obliteration.
Working on my highest brute (45 SS/EA) I'm not entirely happy with Soul Tentacles--the narrowness of the cone, especially--other than aesthetically.
I'm thinking about swapping it out for Darkest Night (Gloom will be the other Patron power), mainly to work against the common occurrence of Psi and Negative in the 40+ game villainside. The main drawback I see for Darkest Night is the activation time, though an early-in-spawn rage crash would be the perfect time to turn DN on.
This will lose 4% s/l defense when DN isn't activated, but of course gain a much more effective debuff to all on those in DN's area of effect.
Opinions about this move? Are folks happy playing with DN, or does it seem like a warm-up chore? (That it's a defender thing, not Brute smash nao-ish enough.)
Slotting possibilities--without a whole lot of slots left--and none of these are set in stone:
Kismet in CJ (for stacked Dark bosses)
Possibly an additional slot to Rage for the perception proc (and then maybe squeak a little more +s/l with 2 50 recharges and the tohit/rech Rectified Reticle)
Devastation in Gloom (6 slots) for the hp boost and especially the Psi defense
Or...(and this would cut Gloom's damage by 20-25%) for one of the Accurate ToHit Debuff sets (replacement S/L def or more E/N)
BotZ for ranged (vs. Psi) and E/N (for the Neg) in CJ
Swap out the frankenslotted Footstomp for full Scirocco's set, losing some E/N def and 1.5/2 seconds recharge (hasten up/down), but gaining 3.13 psi def and a little more F/C
Subbing Impervium for Aegis, again for psi def
Any comments on these strategeries?
Any recommendations on Overload slotting (merely heal and recharge?)?
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Major Ketchup 35: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx:30(3), S'ngH'mkr-Dmg/Rchg:30(3), S'ngH'mkr-Dmg/EndRdx/Rchg:30(5), F'dSmite-Acc/Dmg/Rchg:30(31)
Level 1: Kinetic Shield -- S'dpty-Def:30(A), DefBuff-I:35(5), S'dpty-Def/EndRdx:30(13)
Level 2: Haymaker -- S'ngH'mkr-Dmg/EndRdx/Rchg:30(A), S'ngH'mkr-Acc/Dmg:30(7), S'ngH'mkr-Dmg/EndRdx:30(7), S'ngH'mkr-Dmg/Rchg:30(9), Mako-Acc/Dmg/EndRdx/Rchg:30(9), F'dSmite-Acc/EndRdx/Rchg:30(31)
Level 4: Power Shield -- DefBuff-I:30(A), S'dpty-Def:40(11), S'dpty-Def/EndRdx:30(11)
Level 6: Combat Jumping -- Empty(A)
Level 8: Knockout Blow -- P'ngFist-Acc/Dmg/EndRdx/Rchg:25(A), P'ngFist-Acc/Dmg/Rchg:25(15), C'ngImp-Dmg/EndRdx/Rchg:30(15), S'ngH'mkr-Dmg/EndRdx/Rchg:30(17), C'ngImp-Acc/Dmg/Rchg:30(17), T'Death-Dmg/EndRdx/Rchg:30(36)
Level 10: Entropy Shield -- EndRdx-I:30(A)
Level 12: Hasten -- RechRdx-I:30(A), RechRdx-I:30(19), RechRdx-I:30(19)
Level 14: Swift -- Empty(A)
Level 16: Hurdle -- Empty(A)
Level 18: Rage -- RechRdx-I:35(A), RechRdx-I:35(21), RechRdx-I:35(21)
Level 20: Stamina -- P'Shift-End%:40(A), EndMod-I:40(23), EndMod-I:40(23), P'Shift-EndMod:40(39)
Level 22: Energy Cloak -- Krma-Def/EndRdx:30(A), S'dpty-Def/EndRdx:30(25), DefBuff-I:35(37)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(25), KntkC'bat-Knock%:30(27), KntkC'bat-Dmg/EndRdx/Rchg:30(27), P'ngS'Fest-Acc/Dmg:30(39)
Level 26: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:25(36), Aegis-ResDam:25(36), Aegis-ResDam/EndRdx/Rchg:25(37)
Level 28: Energy Drain -- Tr'ge-Heal/Rchg:30(A), H'zdH-Heal/Rchg:30(29), EndMod-I:30(29), Efficacy-EndMod/Rchg:30(31), P'Shift-EndMod/Rchg:30(40)
Level 30: Weave -- S'dpty-Def/EndRdx:30(A), Krma-Def/EndRdx:30(34), DefBuff-I:35(37)
Level 32: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(33), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), Oblit-Acc/Dmg/Rchg:30(34), M'Strk-Dmg/EndRdx/Rchg:30(34)
Level 35: Taunt -- Mocking-Taunt:40(A), Mocking-Taunt/Rchg:40(39), Mocking-Taunt/Rchg/Rng:40(40), Mocking-Acc/Rchg:40(40), Mocking-Taunt/Rng:40(43), Mocking-Rchg:40(46)
Level 38: Super Jump -- Winter-ResSlow:40(A)
Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg:40(A), Enf'dOp-EndRdx/Immob:40(42), Enf'dOp-Acc/EndRdx:40(42), Enf'dOp-Immob/Rng:40(42), Enf'dOp-Acc/Immob/Rchg:40(43), Enf'dOp-Acc/Immob:40(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg:40(A), Posi-Dmg/EndRdx:40(45), Posi-Dmg/Rchg:40(45), Posi-Dam%:40(45)
Level 47: Gloom -- Empty(A)
Level 49: Overload -- Empty(A), Empty(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury