Rad/Psy Mids feedback


Garent

 

Posted

This build is for Duels/PVP. I understand that Power Mastery is the norm but I ran it for years and it's too dull and plain to warrant using it for me - plain and simple. So check it, and please provide your feedback if you have it!
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Psychic Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Radiant Aura -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(40), RgnTis-Heal/EndRdx/Rchg(40), Tr'ge-Heal/EndRdx(40), Tr'ge-EndRdx/Rchg(43), Tr'ge-Heal/EndRdx/Rchg(46)
Level 1: Mental Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(3), DarkWD-ToHitDeb/EndRdx(3), LdyGrey-DefDeb(36), LdyGrey-DefDeb/EndRdx(37), Achilles-ResDeb%(37)
Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(5), P'Shift-Acc/Rchg(5), P'Shift-EndMod/Acc(36), RechRdx-I(36)
Level 6: Enervating Field -- EndRdx-I(A), Range-I(7), EndRdx-I(7)
Level 8: Subdue -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg/Rchg(11), TotHntr-Dam%(34)
Level 10: Hurdle -- Jump-I(A)
Level 12: Lingering Radiation -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(13), P'ngTtl-EndRdx/Rchg/Slow(13), P'ngTtl--Rchg%(15), RechRdx-I(15), Acc-I(34)
Level 14: Super Jump -- ULeap-EndRdx(A), ULeap-Jump(46)
Level 16: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(17), Dev'n-Acc/Dmg/Rchg(17), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Thundr-Acc/Dmg/Rchg(19), ExStrk-Dam%(34)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(29), P'Shift-End%(31)
Level 22: Will Domination -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(23), Dev'n-Acc/Dmg/Rchg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(25), Apoc-Dam%(25), FtnHyp-Plct%(29)
Level 24: Combat Jumping -- Krma-ResKB(A)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Super Speed -- Run-I(A), EndRdx-I(46)
Level 30: Acrobatics -- EndRdx-I(A), KBDist-I(31), KBDist-I(31)
Level 32: Stealth -- Ksmt-Def/EndRdx(A), Ksmt-ToHit+(33), GftotA-Def/EndRdx(33), GftotA-Def(33)
Level 35: Invisibility -- Krma-ResKB(A)
Level 38: Phase Shift -- RechRdx-I(A), RechRdx-I(39)
Level 41: Electric Fence -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(42), TotHntr-Dam%(42), Efficacy-EndMod(43), Efficacy-EndMod/Acc(43)
Level 44: Charged Armor -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(45), ResDam-I(45)
Level 47: Shocking Bolt -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(48), P'Shift-Acc/Rchg(48), P'Shift-EndMod/Acc(48)
Level 49: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(50), P'Shift-Acc/Rchg(50), P'Shift-EndMod/Acc(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 14.5% DamageBuff(Smashing)
  • 14.5% DamageBuff(Lethal)
  • 14.5% DamageBuff(Fire)
  • 14.5% DamageBuff(Cold)
  • 14.5% DamageBuff(Energy)
  • 14.5% DamageBuff(Negative)
  • 14.5% DamageBuff(Toxic)
  • 14.5% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 5% Enhancement(Immobilize)
  • 18% Enhancement(Accuracy)
  • 2.5% Enhancement(JumpSpeed)
  • 2.5% Enhancement(RunSpeed)
  • 2.5% Enhancement(FlySpeed)
  • 2.5% Enhancement(JumpHeight)
  • 20% FlySpeed
  • 267.1 HP (26.3%) HitPoints
  • 24% JumpHeight
  • 24% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Sleep) 2.75%
  • 17.5% (0.29 End/sec) Recovery
  • 52% (2.21 HP/sec) Regeneration
  • 24% RunSpeed



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Posted

You should give up on using electric fence and shocking bolt as endurance drains. They drain only slightly more than one point of endurance in pvp. Power sink drains a decent amount, though it's hard to hit with it.


 

Posted

Didn't realize that, thanks. A bit of reslotting of those two.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Psychic Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Radiant Aura -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(40), RgnTis-Heal/EndRdx/Rchg(40), Tr'ge-Heal/EndRdx(40), Tr'ge-EndRdx/Rchg(43), Tr'ge-Heal/EndRdx/Rchg(46)
Level 1: Mental Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(3), DarkWD-ToHitDeb/EndRdx(3), LdyGrey-DefDeb(36), LdyGrey-DefDeb/EndRdx(37), Achilles-ResDeb%(37)
Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(5), P'Shift-Acc/Rchg(5), P'Shift-EndMod/Acc(36), RechRdx-I(36)
Level 6: Enervating Field -- EndRdx-I(A), Range-I(7), EndRdx-I(7)
Level 8: Subdue -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg/Rchg(11), TotHntr-Dam%(34)
Level 10: Hurdle -- Jump-I(A)
Level 12: Lingering Radiation -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(13), P'ngTtl-EndRdx/Rchg/Slow(13), P'ngTtl--Rchg%(15), RechRdx-I(15), Acc-I(34)
Level 14: Super Jump -- ULeap-EndRdx(A), ULeap-Jump(46)
Level 16: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(17), Dev'n-Acc/Dmg/Rchg(17), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Thundr-Acc/Dmg/Rchg(19), ExStrk-Dam%(34)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(29), P'Shift-End%(31)
Level 22: Will Domination -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(23), Dev'n-Acc/Dmg/Rchg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(25), Apoc-Dam%(25), FtnHyp-Plct%(29)
Level 24: Combat Jumping -- Krma-ResKB(A)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Super Speed -- Run-I(A), EndRdx-I(46)
Level 30: Acrobatics -- EndRdx-I(A), KBDist-I(31), KBDist-I(31)
Level 32: Stealth -- Ksmt-Def/EndRdx(A), Ksmt-ToHit+(33), GftotA-Def/EndRdx(33), GftotA-Def(33)
Level 35: Invisibility -- Krma-ResKB(A)
Level 38: Phase Shift -- RechRdx-I(A), RechRdx-I(39)
Level 41: Electric Fence -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(42), TotHntr-Dam%(42), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Charged Armor -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(45), ResDam-I(45)
Level 47: Shocking Bolt -- G'Wdw-Acc/Rchg(A), G'Wdw-Hold/Rng(48), G'Wdw-Acc/Hold/Rchg(48), UbrkCons-Dam%(48)
Level 49: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(50), P'Shift-Acc/Rchg(50), P'Shift-EndMod/Acc(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 14.5% DamageBuff(Smashing)
  • 14.5% DamageBuff(Lethal)
  • 14.5% DamageBuff(Fire)
  • 14.5% DamageBuff(Cold)
  • 14.5% DamageBuff(Energy)
  • 14.5% DamageBuff(Negative)
  • 14.5% DamageBuff(Toxic)
  • 14.5% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 5% Enhancement(Immobilize)
  • 18% Enhancement(Accuracy)
  • 2.5% Enhancement(JumpSpeed)
  • 2.5% Enhancement(RunSpeed)
  • 2.5% Enhancement(FlySpeed)
  • 2.5% Enhancement(JumpHeight)
  • 15% FlySpeed
  • 255.6 HP (25.1%) HitPoints
  • 19% JumpHeight
  • 19% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Sleep) 2.75%
  • 17% (0.28 End/sec) Recovery
  • 52% (2.21 HP/sec) Regeneration
  • 24% RunSpeed



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w


 

Posted

HP still a little low, Kb protection non existent, global recharge non existent? Somehow? Complete lack of +perception means builds with stealth + Stealth IO will always get the drop on you and be able to initiate most encounters.

Psi or Power Mastery is much better than elec. You already have a built in mez in Will Dom that will be messing up your mez suppression times with the elec mastery powers.


 

Posted

Granted it isn't as much as it could be, Acrobatics x2 Slotted with KB, Karma, and Steadfast is hardly "non existent". I'm actually quite pleased with the HP bonuses, I have no qualms there. Lack of perception isn't something I think is going to be TOO debilitating, especially not to the point of changing the build just to fit in a Perception IO or Tactics. I could fit recharge bonuses but I don't see how I can get anything respectable without getting less of my already "low" HP. I also realize that there are better EPPs, but Elec is what I *want* to go with. I'll definitely be replacing Shocking Bolt though, I just don't see myself getting good use out of it - the question is with what though.

(Further suggestions or even a mids model would be great)