Cheap and Effective?


Finduilas

 

Posted

Does this SD/Ele build look like it is a cheap and effective build for PvE? i soft-capped Melee, Ranged, and AoE defense without combat jumping, but if CJ on then it is almost at 50%. Let me know what you guys think, thanks

Hero Plan by Mids' Hero Designer 1.601
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Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), EndRdx-I(5)
Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(46)
Level 2: True Grit -- ResDam-I(A), ResDam-I(5), ResDam-I(7), Mrcl-Heal(7), Mrcl-Heal/EndRdx(9), Mrcl-Rcvry+(9)
Level 4: Jacobs Ladder -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/Rchg(43), M'Strk-Dmg/EndRdx/Rchg(43)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 8: Hurdle -- Jump-I(A)
Level 10: Against All Odds -- EndRdx-I(A), EndRdx-I(11)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- Empty(A)
Level 16: Health -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(17), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
Level 18: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(33)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23)
Level 22: Battle Agility -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(27), EndRdx-I(27)
Level 24: Phalanx Fighting -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(25)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(37)
Level 30: Boxing -- Empty(A)
Level 32: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46)
Level 35: Tough -- ResDam-I(A), ResDam-I(36), ResDam-I(36), EndRdx-I(36)
Level 38: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Weave -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(42), EndRdx-I(42)
Level 44: Focused Accuracy -- EndRdx-I(A), EndRdx-I(45)
Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(48), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc/Rchg(48), P'Shift-Acc/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 4.06% Defense(Smashing)
  • 4.06% Defense(Lethal)
  • 4.06% Defense(Fire)
  • 4.06% Defense(Cold)
  • 3.13% Defense(Energy)
  • 3.13% Defense(Negative)
  • 8.13% Defense(Melee)
  • 6.25% Defense(Ranged)
  • 8.13% Defense(AoE)
  • 4% Enhancement(Heal)
  • 15% Enhancement(RechargeTime)
  • 16% Enhancement(Accuracy)
  • 15% FlySpeed
  • 189.7 HP (10.1%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 4.95%
  • MezResist(Stun) 7.15%
  • MezResist(Terrorized) 2.2%
  • 10% (0.17 End/sec) Recovery
  • 4.1% Resistance(Fire)
  • 4.1% Resistance(Cold)
  • 15% RunSpeed


 

Posted

Quote:
Originally Posted by Walking_Disaster View Post
Does this SD/Ele build look like it is a cheap and effective build for PvE? i soft-capped Melee, Ranged, and AoE defense without combat jumping, but if CJ on then it is almost at 50%.
That will surely be effective; I suspect you may have overslotted Physical Perfection a bit, although more endurance is always a good thing. If you are skipping Taunt you may want to add a taunt button to AAO.

A full set of Obliteration will not be cheap, though, and neither will the Miracles.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

The most expensive pieces will be the Miracle unique, the Obliteration triple/quad, and the Gaussian's Rech/End.

You're not softcapped with CJ off (I see 44.8/42.9/44.8). Add a Steadfast +3 def in place of one of the resistance commons in True Grit and you are. It's cheap and you can't beat it for slot efficiency. If you're willing to rely on CJ to softcap, this also lets you drop the Obliteration.

I'd also move the 6-slotted Multistrike elsewhere and frankenslot Lightning Rod for maximum recharge, damage and accuracy, because Multistrike has anemic recharge and you want as much of it as possible in this attack to abuse it every chance you get.


 

Posted

Not bad, but I'd recommend some changes.

Deflection should be slotted for resistance as well as defense; I'd add two slots for resist commons.

You've slotted the resists in True Grit, but underslotted for Heal, which is more important. I'd replace the third resist common with a Heal common IO.

Against all Odds is overslotted. Pull one of the end red IOs.

Health is also overslotted; why on earth would a passive need a End/Rchg? I know you're going for the set bonus, but I think that 5th slot would be better used somewhere else.

Keep in mind that the defense IOs in Phalanx Fighting will only benefit you if you are surrounded by allies. If you need an extra slot or two, that would be a good place to pull them from.

I think Physical Perfection is overslotted, you should consider pulling a slot or two if you need them elsewhere. I also think Focused Accuracy is a poor choice; it's a very high endurance toggle that can be replaced by a single IO. Try Conserve Power instead.

Lastly, I think you should consider picking up Grant Cover for the defense debuff resistance.

EDIT: Laevateinn is right, you definitely need the Steadfast +Def, though I'd put it in Tough instead of True Grit. You should also consider two-slotting SJ with Blessing of the Zephyr (not the -KB IO) since you're a bit low in Ranged defense.


My Characters

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

 

Posted

Thanks for the info guys, this is what I came up with. i now have all three defenses equaling 45.9 without CJ. is that good? and i got rid of those Obliteration sets, it should be much cheaper now right? Let me know what you guys think.




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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), ResDam-I(5), ResDam-I(45), EndRdx-I(50)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(15)
Level 2: True Grit -- ResDam-I(A), ResDam-I(5), ResDam-I(7), Heal-I(7), Heal-I(9), Heal-I(9)
Level 4: Jacobs Ladder -- M'Strk-Acc/Dmg(A), M'Strk-Acc/EndRdx(37), M'Strk-Dmg/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/Rchg(43), M'Strk-Dmg/EndRdx/Rchg(43)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 8: Hurdle -- Jump-I(A)
Level 10: Against All Odds -- EndRdx-I(A), Taunt-I(11)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(17)
Level 18: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(33), M'Strk-Acc/EndRdx(37)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-EndMod/Acc/Rchg(25)
Level 22: Battle Agility -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(27), EndRdx-I(27)
Level 24: Phalanx Fighting -- DefBuff-I(A)
Level 26: Shield Charge -- Acc-I(A), Dmg-I(29), Dmg-I(29), Dmg-I(31), RechRdx-I(31), RechRdx-I(31)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(37)
Level 30: Boxing -- Acc-I(A)
Level 32: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(36), ResDam-I(36), EndRdx-I(36)
Level 38: Lightning Rod -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Weave -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(42), EndRdx-I(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(48), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc/Rchg(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 6.13% Defense(Smashing)
  • 6.13% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 6.13% Defense(Energy)
  • 6.13% Defense(Negative)
  • 3% Defense(Psionic)
  • 9.25% Defense(Melee)
  • 9.25% Defense(Ranged)
  • 9.25% Defense(AoE)
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 154.6 HP (8.25%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 3.3%
  • MezResist(Stun) 3.3%
  • 7.5% (0.13 End/sec) Recovery
  • 1.89% Resistance(Fire)
  • 1.89% Resistance(Cold)
  • 15% RunSpeed


 

Posted

by the way, i had one slot left over from this and i dont know where to put it... and also should i get Grant Cover? if so what could i do to get it to work its way in there?


 

Posted

Quote:
Originally Posted by Walking_Disaster View Post
by the way, i had one slot left over from this and i dont know where to put it... and also should i get Grant Cover? if so what could i do to get it to work its way in there?
The latest version is a good, no frills build. It should do fine for you until/unless you decide to IO it out more completely.

The last slot could go in Conserve Power, CJ or Phalanx Fighting; your pick.

I do think Grant Cover would be a good idea, but it's a tough choice deciding what to drop for it. If you can stand to go without a travel power, dropping SJ is one option. Skipping Hasten is the other alternative; I can't really see dropping anything else from your primary or secondary, unfortunately.


My Characters

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

 

Posted

This is a very good cheap and yet effective build.

I put your extra slot on Active Defense for an end redux (dropping the cost to 7.3 end does make a noticeable difference)

I also moved a few slots around (3 slotting health always seems a waste to me on non regen intensive builds - it lowers your regen by 2.2 HP/s) and added the slots to boxing to 3 slot bruising blow for the end and hp increases (though they are very small, if someone has a better use for the two slots please don't be shy)

The other suggestion I have would be to replace the Triple in PP with the chance for +end. It will pay out much better overall.

If you've got the inf, I always like to throw a kismet: +Acc (though in reality it's +To-hit) in Phalanx Fighting.

I also changed your slotting for Shield Charge and Lightning Rod, using the uber cheap Multi strikes and cleaving blow sets to improve recharge (slightly) acc and end cost.

Overall it's a very good "cheap" build. The most expensive IO I see in here is the Rech/End from the Gausian's set, which usually runs around 40 mil crafted.

One last note: If you ever plan on exemping, I would move Battle Agility MUCH lower. Swap it with True Grit if you're unwilling to delay taking Super Jump at 14. It's a core power you REALLY want to have access to at all times.

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Posted

how about switching out hasten for grant cover? and 3 slot grant cover with 2 def and 1 end redux?