SS/Elec - Need some build advice please


Brynstar

 

Posted

Hi All.

I have this lil ss/elec brute I made some time ago and have recently started playing again and enjoying quite a bit. That being said I remember how squishy I was with no defense and would like to remedy that situation along with adding more recharge to get all my powers up faster.

On my old db/elec I used to use power sink and lighting field to decent effect for keeping foes tapped out of endurance...it was just surviving the alphas that sucked

Anyway here is what I've come up with after some reading but I'm sure there is a way to improve this, hence asking the Brute players for help!



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

Click this DataLink to open the build!

Electrina Stormfist - Virtue: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(3), T'Death-Dmg/Rchg:35(5), T'Death-Acc/Dmg/EndRdx:35(13), T'Death-Dmg/EndRdx/Rchg:35(39), T'Death-Dam%:35(40)
Level 1: Charged Armor -- TtmC'tng-ResDam:35(A), TtmC'tng-ResDam/EndRdx:35(7), TtmC'tng-ResDam/Rchg:35(15)
Level 2: Haymaker -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(3), T'Death-Dmg/Rchg:35(5), T'Death-Acc/Dmg/EndRdx:35(13), T'Death-Dmg/EndRdx/Rchg:35(23), T'Death-Dam%:35(43)
Level 4: Conductive Shield -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(7), RctvArm-ResDam/Rchg:35(15), RctvArm-ResDam/EndRdx/Rchg:35(37)
Level 6: Fly -- Flight-I:35(A)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Acc/Dmg/Rchg:35(9), C'ngImp-Acc/Dmg/EndRdx:35(9), C'ngImp-Dmg/EndRdx/Rchg:35(11), C'ngImp-Dmg/Rchg:35(25), KinCrsh-Rechg/EndRdx:35(39)
Level 10: Static Shield -- Aegis-ResDam:35(A), Aegis-ResDam/EndRdx:35(11), Aegis-ResDam/Rchg:35(23)
Level 12: Swift -- Run-I:35(A)
Level 14: Health -- Numna-Regen/Rcvry+:35(A)
Level 16: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(25)
Level 18: Rage -- GSFC-ToHit:35(A), GSFC-ToHit/Rchg:35(19), GSFC-ToHit/Rchg/EndRdx:35(19), GSFC-Rchg/EndRdx:35(40), GSFC-ToHit/EndRdx:35(40), GSFC-Build%:35(43)
Level 20: Stamina -- P'Shift-EndMod:35(A), P'Shift-EndMod/Rchg:35(21), P'Shift-EndMod/Acc/Rchg:35(21), P'Shift-Acc/Rchg:35(34), P'Shift-EndMod/Acc:35(46), P'Shift-End%:35(46)
Level 22: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 24: Lightning Reflexes -- Run-I:35(A)
Level 26: Tough -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(27), RctvArm-ResDam/Rchg:30(27), RctvArm-ResDam/EndRdx/Rchg:35(37)
Level 28: Energize -- Dct'dW-Heal/EndRdx/Rchg:35(A), Dct'dW-EndRdx/Rchg:35(29), Dct'dW-Rchg:35(29), Dct'dW-Heal/Rchg:35(31), Dct'dW-Heal:35(37)
Level 30: Weave -- LkGmblr-Def/EndRdx/Rchg:35(A), LkGmblr-Def:35(31), LkGmblr-Def/EndRdx:35(31), LkGmblr-Rchg+:35(34)
Level 32: Foot Stomp -- Oblit-Acc/Rchg:35(A), Oblit-Dmg:35(33), Oblit-Acc/Dmg/Rchg:35(33), Oblit-Acc/Dmg/EndRdx/Rchg:35(33), Oblit-Dmg/Rchg:35(34), FrcFbk-Rechg%:35(39)
Level 35: Power Sink -- P'Shift-EndMod/Rchg:35(A), Efficacy-EndMod/Rchg:35(36), Adrenal-EndMod/Rchg:20(36), EnManip-EndMod/Rchg:20(36)
Level 38: Hasten -- RechRdx-I:35(A)
Level 41: Lightning Field -- Efficacy-EndMod:35(A), Efficacy-EndMod/EndRdx:35(42), Erad-Dmg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(42), Erad-Acc/Dmg/Rchg:30(43), M'Strk-Dmg/EndRdx:35(50)
Level 44: Mu Lightning -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(45), Thundr-Dmg/Rchg:35(45), Thundr-Acc/Dmg/Rchg:35(45), Thundr-Acc/Dmg/EndRdx:35(46), Thundr-Dmg/EndRdx/Rchg:35(50)
Level 47: Ball Lightning -- Posi-Acc/Dmg:35(A), Posi-Dmg/EndRdx:35(48), Posi-Acc/Dmg/EndRdx:35(48), Posi-Dmg/Rchg:35(48), Posi-Dmg/Rng:35(50)
Level 49: Taunt -- Taunt-I:35(A)
------------
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:

  • 13% DamageBuff(Smashing)
  • 13% DamageBuff(Lethal)
  • 13% DamageBuff(Fire)
  • 13% DamageBuff(Cold)
  • 13% DamageBuff(Energy)
  • 13% DamageBuff(Negative)
  • 13% DamageBuff(Toxic)
  • 13% DamageBuff(Psionic)
  • 14.3% Defense(Smashing)
  • 14.3% Defense(Lethal)
  • 8.94% Defense(Fire)
  • 8.94% Defense(Cold)
  • 13.6% Defense(Energy)
  • 13.6% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.1% Defense(Melee)
  • 12.1% Defense(Ranged)
  • 10.2% Defense(AoE)
  • 1.8% Max End
  • 41% Enhancement(Accuracy)
  • 28.8% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 14% FlySpeed
  • 196.8 HP (13.1%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 12.7%
  • MezResist(Sleep) 2.2%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.2%
  • 9.5% (0.16 End/sec) Recovery
  • 10% (0.63 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 19% RunSpeed




Code:
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Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

At a quick glance, my first suggestion would be for you to go through the build and exchange all of the positional defense sets (ToD, Aegis, Perf Shifter, etc) and continue building for typed defense (like you did with Reactive Armor sets).

Focus on SM/L above all others, 3x Kinetic Combat is a good place to start.

Once you have that done, try and find a few more slots for Health, definitely remove some slots from Stamina (2 will suffice) and I would highly recommend getting a -KB IO or two into the build (even though you have grounded).

Lastly, I want to double check you have the 60 month vet reward ability to take fly without a pre-req as well as suggest you get Combat Jumping into the build somehow.


 

Posted

Here is a S/L cap build I have been working on. With no def debuff res I went with Soul Mastery for the -to hit, but you could switch it out for Mu with no enh changes.

Code:
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Posted

Quote:
Originally Posted by Deus_Otiosus View Post
At a quick glance, my first suggestion would be for you to go through the build and exchange all of the positional defense sets (ToD, Aegis, Perf Shifter, etc) and continue building for typed defense (like you did with Reactive Armor sets).

Focus on SM/L above all others, 3x Kinetic Combat is a good place to start.

Once you have that done, try and find a few more slots for Health, definitely remove some slots from Stamina (2 will suffice) and I would highly recommend getting a -KB IO or two into the build (even though you have grounded).

Lastly, I want to double check you have the 60 month vet reward ability to take fly without a pre-req as well as suggest you get Combat Jumping into the build somehow.
Aren't positonals a better idea as they cover a wider variety? With sets they come with both position and a specific or two per positional. I wasn't really looking at the specific defenses as much as trying to get around 20-30% melee and maybe 20% other positions.

Stamina was there for the def bonus but can of course be modified, I'll give that a try in mids and see what it does. Yah i'd like to add a KB io just in case.

Yes I have the 60 month vet reward and took fly for its lack of a disadvantage outside of being slower then sj/ss. I could drop taunt maybe and shove cj in there and toss a lotg recharge in it?

Quote:
Originally Posted by Zmoosh View Post
Here is a S/L cap build I have been working on. With no def debuff res I went with Soul Mastery for the -to hit, but you could switch it out for Mu with no enh changes.
Thanks I'll take a look at this code block.


Appreciate the advice both of you.


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

Questions:

Footstomp: is it better to go with oblits instead of the +recharge proc? Doesn't the recharge proc have a chance to go off per foe that footstomp hits or is it just that you'll be firing footstomp off so often that makes it good?

Lighting Field: I've used this in the past for good end drain once a foe is nearly tapped out but it needed at least one end mod in it to do so.

With the build above, isn't running oblits in lighting field tough due to the lack of endurance reduction? LF is pricey to keep going and of course oblits won't add to the end drain but if the benefits outweighed that then I can easily see doing without end mod in LF.

CJ: Going to have to see where I can squiggle a slot from to add a +def and +global rech to it if I swap it into my 49 slot.


Zmoosh, Do you find your powers recharging fine without having hasten?


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

My problem with slotting typed instead of positional defense is positional is more expensive to slot with much worse non defense bonuses. ToD, Mako's, Dervish, Oblits, all have better bonuses to go along with the +def. I don't think typed is that much better to miss out on other bonuses.

Kinetic Combat sets of 4 are hard to come by (especially redside). If I already have positional (ice armor, inv, willpower) I will build for it, but at a no base defense I would go positional.


Level 50s: to many to remember at this point

 

Posted

Quote:
Originally Posted by Djeannie View Post
Questions:

Footstomp: is it better to go with oblits instead of the +recharge proc? Doesn't the recharge proc have a chance to go off per foe that footstomp hits or is it just that you'll be firing footstomp off so often that makes it good?

Lighting Field: I've used this in the past for good end drain once a foe is nearly tapped out but it needed at least one end mod in it to do so.

With the build above, isn't running oblits in lighting field tough due to the lack of endurance reduction rather tough? LF is pricey to keep going and of course oblits won't add to the end drain but if the benefits outweighed that then I can easily see doing without end mod in LF.

CJ: Going to have to see where I can squiggle a slot from to add a +def and +global rech to it if I swap it into my 49 slot.


Zmoosh, Do you find your powers recharging fine without having hasten?
Using Oblits in Lf and Footstomp mainly for the s/l def. Yes this build is end heavy, but with Energize giving an end discount and power sink refilling my blue bar it's not a problem. With 55% global rech I find my powers recharge just fine, and yes Footstomp every 8 sec is awesome.


 

Posted

Quote:
Originally Posted by Djeannie View Post
Aren't positonals a better idea as they cover a wider variety?
Positionals are better if you can get enough of all 3 them, you don't really get enough to start with most resistance builds to build off of.

SM/L defense covers quite a bit of ground. Enough attacks have SM/L components that you'll be protected from most attacks. So (I think) everything in melee, as well as a large assortment of ranged attacks.



Quote:
Originally Posted by Djeannie View Post
Questions:

Footstomp: is it better to go with oblits instead of the +recharge proc? Doesn't the recharge proc have a chance to go off per foe that footstomp hits or is it just that you'll be firing footstomp off so often that makes it good?
I go with 5x Oblit or 5x Armageddon on most SS builds + the FF Proc if the build can handle the end costs of Footstomp (which /Ela can).



Quote:
Originally Posted by Djeannie View Post
Lighting Field: I've used this in the past for good end drain once a foe is nearly tapped out but it needed at least one end mod in it to do so.

With the build above, isn't running oblits in lighting field tough due to the lack of endurance reduction rather tough? LF is pricey to keep going and of course oblits won't add to the end drain but if the benefits outweighed that then I can easily see doing without end mod in LF.
If you need the recharge, it's another spot for it. Otherwise if it's giving you endurance issues, slot for that instead.





@Zmoosh

I like the build, nicely done.

Out of curiosity why did you go Soul Mastery for Tentacles and Dark Oblit instead of E-fences and Ball Lightning?


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post

@Zmoosh

I like the build, nicely done.

Out of curiosity why did you go Soul Mastery for Tentacles and Dark Oblit instead of E-fences and Ball Lightning?

Mostly because of the -to hit in Dark Obliteration, but also you lose the Knock Down/Up with Electrifying Fences. As you already probably know Knock Down/up is a large part of SS's mitigation.


 

Posted

I advise you to slot for positional instead of typed defense. Due to the way set bonuses are spread out over sets, when slotting for positional defense it's much more easier to have high recharge too. And high recharge should be your priority on an /elec toon because of Energize and Power Sink. With permahaste or close to it, you will have close to perma Energize. You'll also devastate everything with your Foot Stomp. I have a SM/ElA/Mu brute slotted for recharge and positional defense. He lacks a few seconds to permahaste and has about 20% defense to all positions. He's very survivable even without taking Fault into account, having a several layers of mitigation: resistance, defense, regeneration (not to be ignored with near perma Energize), click heal, end sapping. Here's a quick SS/ElA build that demonstrates what you can get:

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: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(50)
Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(40)
Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39)
Level 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(5), TtmC'tng-ResDam/Rchg(5)
Level 6: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17)
Level 10: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(11), TtmC'tng-ResDam/Rchg(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(13), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(15)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(46)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Energize -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx(29), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(37)
Level 30: Hurl -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(31), Decim-Acc/Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(34)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36)
Level 38: Boxing -- Empty(A)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(46)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
------------
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:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 9.88% Defense(Smashing)
  • 9.88% Defense(Lethal)
  • 7.38% Defense(Fire)
  • 7.38% Defense(Cold)
  • 7.38% Defense(Energy)
  • 7.38% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.8% Defense(Melee)
  • 11.8% Defense(Ranged)
  • 11.8% Defense(AoE)
  • 4.5% Max End
  • 58.8% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 41% Enhancement(Accuracy)
  • 10% FlySpeed
  • 224.9 HP (15%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 12.7%
  • MezResist(Sleep) 8.8%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.2%
  • 5% (0.08 End/sec) Recovery
  • 10% (0.63 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 10% RunSpeed



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

Quote:
Originally Posted by Exxar View Post
I advise you to slot for positional instead of typed defense. Due to the way set bonuses are spread out over sets, when slotting for positional defense it's much more easier to have high recharge too. And high recharge should be your priority on an /elec toon because of Energize and Power Sink. With permahaste or close to it, you will have close to perma Energize. You'll also devastate everything with your Foot Stomp. I have a SM/ElA/Mu brute slotted for recharge and positional defense. He lacks a few seconds to permahaste and has about 20% defense to all positions. He's very survivable even without taking Fault into account, having a several layers of mitigation: resistance, defense, regeneration (not to be ignored with near perma Energize), click heal, end sapping. Here's a quick SS/ElA build that demonstrates what you can get:
Exxar do you know why reaching the defense soft cap is so important? I agree that positional defense is better than typed defense, however because you are not coming any where close to any of the positional soft caps on that build it is accomplishing little to nothing of benefit.

If you don't know what the soft cap is and why it is important please read this excellent post which explains it in detail.

http://boards.cityofheroes.com/showthread.php?t=185167


 

Posted

I do.

Reaching 20% to 30% defense is of noticeable benefit, not little to none. Sure, softcap is nice and uber, but a set without any defense powers is a bad candidate for softcapping. It can be done, but too much would be sacrificed - your damage would be gimped.

I didn't pull those 20% to 30% as arbitrary numbers - that's an amount that can be reasonably attained after near permahaste or permahaste has been reached. And permahaste (or close to it) = perma Energize (or close to it) = Foot Stomp every 5.5 secs, which together with those 20% to 30% defense gives you great survivability and a huge damage output.

EDIT: I see you were talking about softcapping only S/L. That's a viable build direction. Just not the one I'd personally recommend since your damage output is much lower that way. If you want the absolute best in survivability, /ElA is not a good choice. It is a choice that lends itself much better to offensive builds.


 

Posted

Djeannie, what is the intended purpose you have for this toon? Is it tanking, AoE damage, ST damage? Because I see a little bit of everything in there, but nothing is emphasized in particular. Even if you want an all-arround decent toon, some improvements could be made.


 

Posted

I admit my build does give up some damage for more survivability, and that perma or near energize is nice. I made up for the lack of faster heal by taking aid self, which is easy to get off after a foot stomp.

I disagree about low positional defense being better than s/l soft cap. I am glad to see that you took Soul Mastery for your Patron, a choice I try to endorse every chance I get.

A few notes on your build 1) Why not use another Perf. Shifter in Stamina for the HP bonus? 2) If you are not aware Blessing of the Zephyr are getting their def bonus reduced. 3) If you are slotting for positional defense why not use Aegis instead of the Titanium Coatings? 4) Your build is breaking the Rule of 5 for 16.9 hp bonus. 5) I would suggest taking out the Dam/Range Posi in Dark Oblit and replacing it with the chance for Energy Damage Proc.


 

Posted

Quote:
Originally Posted by Zmoosh View Post
I disagree about low positional defense being better than s/l soft cap.
Oh I'd go for the S/L soft cap too if it wouldn't mean sacrificing my damage output . You get the S/L soft cap, I get more damage - firing off FS 33% more often in fact and Dark Obliteration 50% more often. That's more than worth it IMO. Anyway, I am running a SM/ElA with a similar level of survivability as the build I posted (ignoring Fault) and I'm more than happy with it, so instead of going for more survivability I go for more damage. The synergy between SS and ElA is such that the potential for AoE damage is much better than the potential for survivability, so I build for what such a toon does best. There are much more other powerset combinations that can have better survivability than there are those that can have better damage output anyway, so I'll play a different toon if I primarily want survivability.

Quote:
Originally Posted by Zmoosh View Post
A few notes on your build 1) Why not use another Perf. Shifter in Stamina for the HP bonus? 2) If you are not aware Blessing of the Zephyr are getting their def bonus reduced. 3) If you are slotting for positional defense why not use Aegis instead of the Titanium Coatings? 4) Your build is breaking the Rule of 5 for 16.9 hp bonus. 5) I would suggest taking out the Dam/Range Posi in Dark Oblit and replacing it with the chance for Energy Damage Proc.
Eh, this is an old build whipped up in a couple of minutes to serve as a rough example so there's not much point in picking it apart. It definitively ain't optimal. One thing though: if I have only 3 slots to spare for a resistance toggle, I prefer to slot it with Titanium Coating instead of Aegis. I like those hp better than 1.56% AoE defense. If I want defense, I'll 5-slot it.


 

Posted

Couldn't rest so I made a proper build. AoE specced to the max, you'll be hard pressed to create a greater engine of destruction without going into purples:

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

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(46)
Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(27)
Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(15)
Level 4: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(46)
Level 6: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/Rchg(7)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11)
Level 10: Static Shield -- TtmC'tng-ResDam(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(39)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx(39), Numna-Regen/Rcvry+(40), Numna-Heal(43), Numna-Heal/EndRdx(43)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(40)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Boxing -- Acc-I(A)
Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(37), RgnTis-Regen+(40)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(31), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(31)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), RechRdx-I(36)
Level 38: Super Jump -- Zephyr-ResKB(A)
Level 41: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 4: Ninja Run
------------
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)
  • 9.88% Defense(Smashing)
  • 9.88% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.8% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Heal)
  • 50% Enhancement(Accuracy)
  • 58.8% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 298 HP (19.9%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 9.9%
  • MezResist(Sleep) 6.6%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.2%
  • 10% (0.17 End/sec) Recovery
  • 22% (1.38 HP/sec) Regeneration
  • 4.41% Resistance(Fire)
  • 4.41% Resistance(Cold)
  • 15% RunSpeed



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Exxar View Post
Djeannie, what is the intended purpose you have for this toon? Is it tanking, AoE damage, ST damage? Because I see a little bit of everything in there, but nothing is emphasized in particular. Even if you want an all-arround decent toon, some improvements could be made.
Well so far I've been doing a little bit of everything. I'm not looking to be some sort of main tank but I have been in that position so I guess I'm looking at trying to be as survivable as possible without giving up my damage. I think recharge is really a good idea and I know that a pure +res set need some +def to help from experience with other sets in the past.

Just asking people what they'd do to build a better brute and what they could suggest for improvements (and why) to what I already am working towards.

As for cost, I'm far from rich and have slowly been crafting to afford stuff so purples are out of the question Started doing some TF's with friends for merits too.


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

I agree that /ela is best played like /fa, very offensively (though it is better than FA is virtually every aspect now) Rapid kill speed is a very valid form of mitigation. The more often you can bounce them with footstomp as well is huge mitigation.

Granted I'm running a SM/ela, but much like Exxar my final build will be in the mid 20's for def and is heavily geared toward offense.

Additionally def buffs are some of the most common buffs that fly around on teams and def inspires carry a high value and a long duration. It is much more difficult to find insp/buffs that can fill out a poorly slotted build that sacrifices too much for an unnecessarily high def number. Not that come with the frequency of shoring up defense at any rate.

If you can build your /ela up to around 30% to your desired def type without sacrificing rech/hp/proper slotting that will be an unstoppable toon of destruction.

Finally if survivability isn't quite up to your standards pick up darkest night and anchor it on a boss as you jump in. An extra 16% tohit debuff and 20% -damage is massive on brutes.


 

Posted

sigh, can't figure how to get cj in there and keep fly :/ Seems i really need to go for +recharge with some +def on top of that (either s/l or positional melee) to get my heal/energize up more often. LF is a huge end drain currently with 1 L40 end red IO in it.

IO's give me a migrane


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

Ok i mucked around with it for a few days messing with things on and off and came up with the following modifications. I aimed for enough recharge to get rid of hasten, add in CJ and then concentrated on defense melee/s/l with s/l taking a bit more priority though I did try to get around 15% of the other positions to help out a little.

My L50 power has no slots available so was kind of a throw away power. I tossed in the pet because pets are neat and easy to not miss when sk'ing down.

Any other suggestions? It's very very difficult to find kinetic combats vside and I have 2 in there so that's going to be tough to get as is

I went with the oblits in lightning field due to the fact that power sink will be up like every 15 seconds so that should take care of any endurance issues and if not then I can sacrifice the recharge and reslot lightning field with some end mod, end red, dmg.

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

Click this DataLink to open the build!

Electrina Stormfist - Virtue: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
Level 1: Charged Armor -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(9), RctvArm-ResDam/Rchg:35(9), RctvArm-ResDam/EndRdx/Rchg:35(11)
Level 2: Haymaker -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(5), T'Death-Dmg/Rchg:35(7), T'Death-Acc/Dmg/EndRdx:35(7), T'Death-Dmg/EndRdx/Rchg:35(46), T'Death-Dam%:35(50)
Level 4: Conductive Shield -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(11), RctvArm-ResDam/EndRdx/Rchg:35(13), RctvArm-ResDam/Rchg:35(13), RctvArm-EndRdx/Rchg:35(40)
Level 6: Fly -- EndRdx-I:35(A)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Acc/Dmg/Rchg:35(15), C'ngImp-Acc/Dmg/EndRdx:35(15), C'ngImp-Dmg/Rchg:35(17), C'ngImp-Dmg/EndRdx:35(17)
Level 10: Static Shield -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(25), RctvArm-ResDam/EndRdx/Rchg:35(27), RctvArm-ResDam/Rchg:35(27)
Level 12: Swift -- Run-I:35(A)
Level 14: Health -- Numna-Regen/Rcvry+:35(A), Numna-Heal:35(36)
Level 16: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(37), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(37)
Level 18: Rage -- GSFC-ToHit:35(A), GSFC-ToHit/Rchg:35(19), GSFC-ToHit/Rchg/EndRdx:35(19), GSFC-Rchg/EndRdx:35(23), GSFC-ToHit/EndRdx:35(23), GSFC-Build%:35(25)
Level 20: Stamina -- P'Shift-EndMod:35(A), P'Shift-EndMod/Acc:35(21), P'Shift-End%:35(21)
Level 22: Grounded -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(40)
Level 24: Lightning Reflexes -- Run-I:35(A)
Level 26: Tough -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx/Rchg:35(39), RctvArm-ResDam/EndRdx:35(40), RctvArm-EndRdx:35(46)
Level 28: Energize -- Dct'dW-Heal/EndRdx/Rchg:35(A), Dct'dW-Heal:35(29), Dct'dW-Heal/Rchg:35(29), Dct'dW-EndRdx/Rchg:35(31), Dct'dW-Rchg:35(34)
Level 30: Weave -- LkGmblr-Rchg+:35(A), LkGmblr-Def:35(31), LkGmblr-Def/EndRdx:35(31)
Level 32: Foot Stomp -- Oblit-Acc/Rchg:35(A), Oblit-Dmg:35(33), Oblit-Dmg/Rchg:35(33), Oblit-Acc/Dmg/Rchg:35(33), Oblit-Acc/Dmg/EndRdx/Rchg:35(34), FrcFbk-Rechg%:35(34)
Level 35: Power Sink -- Efficacy-EndMod:35(A), Efficacy-EndMod/EndRdx:35(36), Mocking-Taunt/Rchg:35(36), Mocking-Rchg:35(39), Mocking-Acc/Rchg:35(43), Mocking-Taunt/Rchg/Rng:35(43)
Level 38: Combat Jumping -- LkGmblr-Rchg+:35(A), LkGmblr-Def/EndRdx:35(39)
Level 41: Lightning Field -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(42), Oblit-Dmg/Rchg:35(42), Oblit-Acc/Dmg/Rchg:35(42), Oblit-Acc/Dmg/EndRdx/Rchg:35(43), Oblit-%Dam:35(50)
Level 44: Mu Lightning -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(45), Entrpc-Dmg/Rchg:35(45), Entrpc-Dmg/EndRdx/Rchg:35(45), Entrpc-Heal%:35(46)
Level 47: Ball Lightning -- Posi-Acc/Dmg:35(A), Posi-Dmg/EndRdx:35(48), Posi-Acc/Dmg/EndRdx:35(48), Posi-Dmg/Rchg:35(48), Posi-Dmg/Rng:35(50)
Level 49: Summon Striker -- ExRmnt-Acc/Dmg/Rchg:30(A)
------------
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:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 23% Defense(Smashing)
  • 23% Defense(Lethal)
  • 4.88% Defense(Fire)
  • 4.88% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 20.5% Defense(Melee)
  • 8% Defense(Ranged)
  • 6.75% Defense(AoE)
  • 4.05% Max End
  • 47.5% Enhancement(RechargeTime)
  • 34% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 10% FlySpeed
  • 174.3 HP (11.6%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.75%
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 14.9%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.2%
  • 6.5% (0.11 End/sec) Recovery
  • 42% (2.63 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 10% RunSpeed


Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh