Builds for SS/ELA


Kioshi

 

Posted

I'm trying to plan out a build for a SS/ELA brute with the intent for farming. I know a lot will suggest /FA, but I plan on running this brute through different farming material and would like him to be a little more durable for the different enemies he may be farming.

I've been trying to max out defense to S/L (or melee) as much as I can while also picking up plenty of recharge where possible. I've managed to get ~25% defense with 50% global bonus (this includes LR), but I can't help but think someone could come up with better. So does anyone have a build they use that could better achieve what I'm going for?

The only pools I dip into our Fitness, Fighting and Leaping (CJ, SJ). And Soul, of course. I'd post the build, but for a couple of reasons I won't: 1) It's on my home PC, 2) I don't want to block someone's creativity. The only other thing I tried to keep in mind was getting decent end-reduc enhancement when possible, but with enough recharge and Sync, I won't worry about it.

Thanks in advance!

[edit] Also, I don't want to have to drop a billion inf for the build, but I'll still consider more expensive options if I need to.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Ok, maybe if I include my build for critique it might inspire some ideas. Or critiques.

Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Durahell: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Punch -- Acc/Dmg(A), Dmg/Rchg(9), Acc/Dmg/Rchg(9), Acc/Dmg/EndRdx(13), Dmg/EndRdx/Rchg(15), Dam%(43)
Level 1: Charged Armor -- ResDam/EndRdx(A), ResDam/Rchg(3), ResDam/EndRdx/Rchg(3), ResDam(5)
Level 2: Haymaker -- Acc/Dmg(A), Dmg/Rchg(15), Acc/Dmg/Rchg(17), Acc/Dmg/EndRdx(17), Dmg/EndRdx/Rchg(19), Dam%(46)
Level 4: Conductive Shield -- ResDam/EndRdx(A), ResDam/Rchg(5), ResDam/EndRdx/Rchg(7), ResDam(7)
Level 6: Hurdle -- Jump-I(A)
Level 8: Knockout Blow -- Acc/Dmg(A), Dmg/Rchg(19), Acc/Dmg/Rchg(21), Acc/Dmg/EndRdx(21), Dmg/EndRdx/Rchg(25)
Level 10: Static Shield -- ResDam/EndRdx(A), ResDam/Rchg(11), ResDam/EndRdx/Rchg(11), ResDam(13)
Level 12: Combat Jumping -- Rchg+(A), ResKB(50)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Rage -- ToHit(A), ToHit/Rchg(27), Rchg/EndRdx(27), ToHit/Rchg/EndRdx(29), ToHit/EndRdx(50), Build%(50)
Level 20: Stamina -- EndMod(A), EndMod/Rchg(29), EndMod/Acc(33)
Level 22: Grounded -- ResDam/EndRdx(A), ResDam/Rchg(23), ResDam/EndRdx/Rchg(23), ResDam(25)
Level 24: Lightning Field -- Dmg(A), Acc/Rchg(33), Dmg/Rchg(33), Acc/Dmg/Rchg(34), Acc/Dmg/EndRdx/Rchg(34), %Dam(46)
Level 26: Boxing -- Acc-I(A)
Level 28: Energize -- Heal/Rchg(A), Heal/Rchg(34), Heal/EndRdx/Rchg(36), Heal/EndRdx/Rchg(36), Heal/EndRdx/Rchg(36)
Level 30: Tough -- ResDam/EndRdx(A), ResDam/Rchg(31), ResDam/EndRdx/Rchg(31), ResDam(31)
Level 32: Foot Stomp -- Dmg(A), Acc/Rchg(37), Dmg/Rchg(37), Acc/Dmg/Rchg(37), Acc/Dmg/EndRdx/Rchg(40), %Dam(42)
Level 35: Power Sink -- EndMod/Rchg(A), EndMod/Rchg(40), EndMod/Acc/Rchg(40), Acc/Rchg(42), Dam%(46)
Level 38: Weave -- Rchg+(A), Def/EndRdx(39), Def/Rchg(39), Def/EndRdx/Rchg(39)
Level 41: Jab -- Acc/Dmg(A), Dmg/EndRdx(42), Dmg/Rchg(43), Dmg/EndRdx/Rchg(43)
Level 44: Soul Tentacles -- HO:Nucle(A), HO:Nucle(45), RechRdx-I(45), EndRdx-I(45)
Level 47: Dark Obliteration -- HO:Nucle(A), HO:Nucle(48), EndRdx-I(48), RechRdx-I(48)
Level 49: Lightning Reflexes -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 2: Ninja Run
------------
Set Bonus Totals:

  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 15% Defense(Smashing)
  • 15% Defense(Lethal)
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 7.5% Defense(Energy)
  • 7.5% Defense(Negative)
  • 15% Defense(Melee)
  • 5.63% Defense(Ranged)
  • 2.5% Defense(AoE)
  • 40% Enhancement(RechargeTime)
  • 48% Enhancement(Accuracy)
  • 15% FlySpeed
  • 163 HP (10.9%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 14.9%
  • MezResist(Stun) 4.4%
  • 6.5% (0.11 End/sec) Recovery
  • 10% (0.63 HP/sec) Regeneration
  • 15% RunSpeed


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Well here's my try. Same recharge, much higher melee 34.5%, higher s/l and hey, Hasten! Slotted boxing with the KC set because I see no use in getting Jab.

Oh and please post the datachunk, I find it a bit bothersome to download the build from the link and having to delete it later

Villain Plan by Mids' Villain Designer 1,621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-ResDam(9)
Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(13)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(37)
Level 6: Swift -- Empty(A)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19), KinCrsh-Rechg/EndRdx(21)
Level 10: Static Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(21), TtmC'tng-ResDam/Rchg(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 14: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Rage -- GSFC-ToHit(A), GSFC-Rchg/EndRdx(40), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25)
Level 22: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Lightning Field -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(33)
Level 28: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc/Rchg(40), Efficacy-EndMod/Rchg(40)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Rchg+(42)
Level 44: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(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: Fury
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 10,5% DamageBuff(Smashing)
  • 10,5% DamageBuff(Lethal)
  • 10,5% DamageBuff(Fire)
  • 10,5% DamageBuff(Cold)
  • 10,5% DamageBuff(Energy)
  • 10,5% DamageBuff(Negative)
  • 10,5% DamageBuff(Toxic)
  • 10,5% DamageBuff(Psionic)
  • 21,1% Defense(Smashing)
  • 21,1% Defense(Lethal)
  • 5,19% Defense(Fire)
  • 5,19% Defense(Cold)
  • 6,75% Defense(Energy)
  • 6,75% Defense(Negative)
  • 3% Defense(Psionic)
  • 26,1% Defense(Melee)
  • 6,75% Defense(Ranged)
  • 7,38% Defense(AoE)
  • 3% Enhancement(Immobilize)
  • 40% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 34% Enhancement(Accuracy)
  • 15% FlySpeed
  • 230,5 HP (15,4%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • MezResist(Held) 5,5%
  • MezResist(Immobilize) 12,7%
  • MezResist(Sleep) 6,05%
  • MezResist(Stun) 3,85%
  • MezResist(Terrorized) 2,2%
  • 5% (0,08 End/sec) Recovery
  • 20% (1,25 HP/sec) Regeneration
  • 3,78% Resistance(Fire)
  • 3,78% Resistance(Cold)
  • 1,88% Resistance(Negative)
  • 15% RunSpeed




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Posted

Hmm... I wanted to stay away from Touch of Death since they can get so pricey, but they may be worth it. 34% defense is hard to say no to. I'd drop the second LotG in CJ and put in a Karma KB IO, but that's because I hate getting knocked around when I jump. Good build, Kioshi.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Yeah ToDs suck in price, but I have a topic discussing whether to go for s/l or melee on my db/elec and the scrapper experts said I'd be better with positionals (and going for melee helps a lot your s/l blocking some ranged attacks too), but ToDs aren't as pricy blueside. If you don't want hasten you can replace it with maneuvers and 3-slot it with HOs or def/ends, but I think for farming Hasten is more important especially give the recharge on KoB and FootStomp.

I'd maybe get Gloom instead of Soul Tents because Gloom is so good for your ST attack chain (again according to the scrapper attack chain experts), but you'd lose some defense (and gain ranged/nrg if you slotted say, 6 thunderstrikes).