Build Feedback- EM/Invuln


Finduilas

 

Posted

Just recently back to the game from a fairly long hiatus and looking to IO out my first lvl 50 character. Since there aren't any recent guides for this build I feel I'm flyin a little blind in working out my first Mid's build attempt... so any input is appreciated. Thanks in advance!

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

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Level 50 Natural Brute
Primary Power Set: Energy Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed

Villain Profile:
Level 1: Energy Punch

  • (A) Kinetic Combat - Accuracy/Damage
  • (33) Kinetic Combat - Damage/Endurance
  • (34) Kinetic Combat - Damage/Endurance/Recharge
  • (34) Kinetic Combat - Knockdown Bonus
Level 1: Resist Physical Damage
  • (A) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (13) Reactive Armor - Resistance/Endurance/Recharge
Level 2: Bone Smasher
  • (A) Crushing Impact - Damage/Endurance/Recharge
  • (5) Crushing Impact - Damage/Recharge
  • (43) Crushing Impact - Accuracy/Damage/Endurance
  • (43) Crushing Impact - Accuracy/Damage/Recharge
  • (43) Crushing Impact - Damage/Endurance
Level 4: Dull Pain
  • (A) Doctored Wounds - Recharge
  • (5) Doctored Wounds - Endurance/Recharge
  • (7) Doctored Wounds - Heal/Recharge
  • (7) Doctored Wounds - Heal/Endurance/Recharge
  • (9) Doctored Wounds - Heal
Level 6: Temp Invulnerability
  • (A) Reactive Armor - Resistance
  • (11) Reactive Armor - Resistance/Endurance
  • (11) Reactive Armor - Resistance/Endurance/Recharge
  • (13) Reactive Armor - Resistance/Recharge
Level 8: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (9) Kinetic Combat - Damage/Endurance
  • (33) Kinetic Combat - Knockdown Bonus
  • (33) Kinetic Combat - Damage/Endurance/Recharge
Level 10: Swift
  • (A) Run Speed IO
Level 12: Whirling Hands
  • (A) Obliteration - Chance for Smashing Damage
  • (45) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (45) Obliteration - Accuracy/Damage/Recharge
  • (46) Obliteration - Damage/Recharge
  • (46) Obliteration - Damage
  • (46) Obliteration - Accuracy/Recharge
Level 14: Tough
  • (A) Reactive Armor - Resistance
  • (15) Reactive Armor - Endurance
  • (15) Reactive Armor - Resistance/Endurance/Recharge
  • (17) Reactive Armor - Resistance/Endurance
  • (17) Reactive Armor - Resistance/Recharge
Level 16: Unyielding
  • (A) Reactive Armor - Resistance
  • (27) Reactive Armor - Resistance/Endurance
  • (29) Reactive Armor - Resistance/Endurance/Recharge
  • (29) Reactive Armor - Resistance/Recharge
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Miracle - +Recovery
  • (19) Healing IO
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (21) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
  • (23) Performance Shifter - EndMod/Accuracy
Level 22: Total Focus
  • (A) Crushing Impact - Damage/Endurance/Recharge
  • (23) Crushing Impact - Accuracy/Damage/Endurance
  • (25) Crushing Impact - Accuracy/Damage/Recharge
  • (42) Crushing Impact - Damage/Endurance
  • (50) Crushing Impact - Damage/Recharge
Level 24: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
Level 26: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense
Level 28: Invincibility
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance/Recharge
  • (31) Luck of the Gambler - Defense/Endurance
Level 30: Super Jump
  • (A) Jumping IO
Level 32: Energy Transfer
  • (A) Hecatomb - Chance of Damage(Negative)
  • (34) Hecatomb - Damage
  • (37) Hecatomb - Damage/Recharge
  • (40) Hecatomb - Accuracy/Damage/Recharge
  • (42) Hecatomb - Damage/Endurance
Level 35: Build Up
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 38: Taunt
  • (A) Perfect Zinger - Chance for Psi Damage
  • (39) Perfect Zinger - Accuracy/Recharge
  • (39) Perfect Zinger - Taunt/Recharge/Range
  • (39) Perfect Zinger - Taunt/Recharge
  • (40) Perfect Zinger - Taunt
  • (40) Perfect Zinger - Taunt/Range
Level 41: Tough Hide
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
Level 44: Resist Elements
  • (A) Resist Damage IO
  • (45) Steadfast Protection - Resistance/+Def 3%
Level 47: Resist Energies
  • (A) Reactive Armor - Resistance
  • (48) Reactive Armor - Resistance/Endurance
  • (48) Reactive Armor - Resistance/Recharge
  • (48) Reactive Armor - Resistance/Endurance/Recharge
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Fury



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Posted

Not bad at all for a first try!

The biggest problem I see is that Weave and Tough Hide are very underslotted; IMO it doesn't make much sense to slot for defense bonuses and leave some of your main sources of defense underenhanced.

Weave and Tough have a much larger base defense value than CJ, so if you're going to underslot one of those three defense powers, CJ should be it. I'd recommend taking one slot from CJ, the End/Rchg from Tough (it doesn't need additional end red) and one from Hasten so you can add 2 slots to Weave and one to Tough Hide. Add a LotG Def/End and Def/End/Rchg to Weave and either a Def/End or Def/Rchg to TH, and that will get you a little closer to soft-capping S/L, and slot Weave with sufficient end reduction.

I'd also replace the Doctored Wounds Heal/End/Rchg in Dull Pain with a Heal/End to maximize the heal as well as the recharge attributes.

And FYI, note that the Oblit set in Whirling Hands provides very little endurance reduction. If you're planning to use that attack very often, you might consider slotting for more +recovery and +end bonuses.

EDIT: Just thought of something else you might consider. The Gaussian's set in Build Up is a great bonus for positional defense set, but a lot of slots for a relatively small return for typed sets like Invul. Here's what I'd do: drop Build Up down to three slots, and slot it with two Rectified Recticle and one common Recharge IO, which will give you a 1.88% S/L def boost and some +percep if you pick that IO. It won't be fully slotted for recharge unless you give it another slot, but that's not too bad a trade off, IMO.

Then take the three slots from BU and put one in SJ and two in CJ. That will enable you to slot two BotZ (not the -KB IO!) in those powers for and additional 3.13% E/NE def.

According to Mid's, that'll get you to 44.6% S/L def and 31.8% E/NE def, a bit of an improvement over your current build, especially for S/L def.


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