Designing a Proc-Melee Build
Okay, I've got a few questions for you:
1) Are you talking about damage procs, or effect procs?
2) Are you leaning towards a certain secondary at all? Energy Melee can take stun sets, which opens up some additional Procs over Fire Melee, for instance.
3) Are you looking to get any set bonuses at all, or do you just want the procs?
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Okay, I've got a few questions for you:
1) Are you talking about damage procs, or effect procs? 2) Are you leaning towards a certain secondary at all? Energy Melee can take stun sets, which opens up some additional Procs over Fire Melee, for instance. 3) Are you looking to get any set bonuses at all, or do you just want the procs? |
All good questions.
I'd recommend one Melee and one AOE purple set, because it is easiest and most feasible to dual-proc purples. Perfect zinger procs can go into just about every tanker attack that exists, and they are nice.
After that, it gets messier.... For single target, three crushing impact triples and a mako quad makes a solid frankenslot frame on which you can hang a pair of procs. The touch of death proc and the old reliable perfect zinger proc then finishes it off.
For PBAOE, it's really hard to argue with six Obi's. That set is...nice.
It sounds like fun, do it to it!
@Rylas
Kill 'em all. Let XP sort 'em out.
Well, I had to hit the road after setting up this thread, and I'm just now getting back to it.
I would prefer to use Dark Melee or Super Strength because the attacks cycle pretty quickly. Imagine the original idea being to create the ultimate buzz-saw build....with damage and/or effect procs thrown in?
Jab Smite
Shadow Punch
Shadow Maul
Boxing
Other attacks might be included in this list, but these will do for a start. I envision placing two or three damage/effect procs in each attack. I don't know how many procs it is possible to acquire for a single build....because as far as I know you can only place one of each kind, such as Perfect Zinger proc, in any build.
How about a list of the procs available for melee damage, PBaoe, effect, etc....and then I can get a better idea of which direction I would like to take the build.
Thanks for all your comments, guys.
This was an idea so fun I had to go and look at it for myself.
BEHOLD, PROCZILLA.
Very off the cuff, plenty of room for refinement.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Proczilla v0.1: Level 50 Natural Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Charged Armor
- (A) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Recharge
- (3) Reactive Armor - Resistance
- (5) Reactive Armor - Endurance
- (A) Touch of Death - Accuracy/Damage
- (15) Touch of Death - Accuracy/Damage/Endurance
- (15) Cloud Senses - Chance for Negative Energy Damage
- (17) Touch of Death - Chance of Damage(Negative)
- (17) Mako's Bite - Chance of Damage(Lethal)
- (19) Perfect Zinger - Chance for Psi Damage
- (A) Reactive Armor - Resistance/Endurance
- (5) Reactive Armor - Resistance/Recharge
- (7) Reactive Armor - Resistance
- (7) Reactive Armor - Endurance
- (A) Touch of Death - Accuracy/Damage
- (19) Touch of Death - Accuracy/Damage/Endurance
- (21) Cloud Senses - Chance for Negative Energy Damage
- (21) Touch of Death - Chance of Damage(Negative)
- (23) Mako's Bite - Chance of Damage(Lethal)
- (23) Perfect Zinger - Chance for Psi Damage
- (A) Reactive Armor - Resistance/Endurance
- (9) Reactive Armor - Resistance/Recharge
- (9) Reactive Armor - Resistance
- (11) Reactive Armor - Endurance
- (A) Jumping IO
- (A) Reactive Armor - Resistance/Endurance
- (11) Reactive Armor - Resistance/Recharge
- (13) Reactive Armor - Resistance/Endurance/Recharge
- (13) Reactive Armor - Resistance
- (A) Kismet - Accuracy +6%
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Doctored Wounds - Heal/Endurance
- (25) Doctored Wounds - Heal
- (25) Doctored Wounds - Endurance/Recharge
- (27) Doctored Wounds - Heal/Recharge
- (27) Doctored Wounds - Recharge
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (34) Miracle - +Recovery
- (A) Performance Shifter - EndMod
- (33) Performance Shifter - EndMod/Accuracy
- (34) Performance Shifter - Chance for +End
- (A) Touch of the Nictus - Accuracy/Healing
- (29) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (29) Touch of the Nictus - Chance for Negative Energy Damage
- (31) Mako's Bite - Chance of Damage(Lethal)
- (33) Touch of Death - Chance of Damage(Negative)
- (33) Perfect Zinger - Chance for Psi Damage
- (A) Hecatomb - Chance of Damage(Negative)
- (34) Mako's Bite - Chance of Damage(Lethal)
- (36) Touch of Death - Chance of Damage(Negative)
- (36) Touch of Death - Accuracy/Damage
- (36) Touch of Death - Accuracy/Damage/Endurance
- (37) Kinetic Combat - Knockdown Bonus
- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Performance Shifter - EndMod/Recharge
- (39) Performance Shifter - EndMod/Accuracy/Recharge
- (39) Performance Shifter - EndMod
- (39) Efficacy Adaptor - EndMod/Recharge
- (40) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (31) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (31) Glimpse of the Abyss - Accuracy/Endurance
- (40) Glimpse of the Abyss - Chance of Damage(Psionic)
- (40) Cloud Senses - Chance for Negative Energy Damage
- (42) Perfect Zinger - Chance for Psi Damage
- (A) Obliteration - Damage
- (42) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Obliteration - Damage
- (45) Obliteration - Accuracy/Recharge
- (45) Obliteration - Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Endurance/Recharge
- (46) Obliteration - Chance for Smashing Damage
- (A) Trap of the Hunter - Accuracy/Recharge
- (46) Trap of the Hunter - Immobilize/Accuracy
- (48) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (48) Trap of the Hunter - Chance of Damage(Lethal)
- (48) Gravitational Anchor - Chance for Hold
- (50) Perfect Zinger - Chance for Psi Damage
- (A) Run Speed IO
- (A) Ghost Widow's Embrace - Chance of Damage(Psionic)
- (A) Apocalypse - Accuracy/Damage/Recharge
- (50) Apocalypse - Chance of Damage(Negative)
- (A) Ragnarok - Accuracy/Damage/Recharge
- (50) Ragnarok - Chance for Knockdown
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
------------
Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 8.75% Defense(Smashing)
- 8.75% Defense(Lethal)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 10% Defense(Melee)
- 2.5% Defense(Ranged)
- 45% Enhancement(Accuracy)
- 2.75% Enhancement(Terrorized)
- 4% Enhancement(Heal)
- 5% Enhancement(Immobilize)
- 15% Enhancement(RechargeTime)
- 10% FlySpeed
- 281.1 HP (15%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 12.7%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 4% (0.07 End/sec) Recovery
- 16% (1.25 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% RunSpeed
Set Bonuses:
Reactive Armor
(Charged Armor)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Shadow Punch)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
(Conductive Shield)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Smite)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
(Static Shield)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Grounded)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Energize)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
(Siphon Life)
- 35.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
(Boxing)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
(Power Sink)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
(Power Sink)
- 21.1 HP (1.13%) HitPoints
(Touch of Fear)
- 2.75% Enhancement(Terrorized)
- 35.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
(Soul Drain)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Dark Consumption)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Midnight Grasp)
- 5% Enhancement(Immobilize)
- 35.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
(Fire Blast)
- 16% (1.25 HP/sec) Regeneration
(Fire Ball)
- 4% (0.07 End/sec) Recovery
I mean, you're a tanker, who cares WHAT the damage is before proccing, as long as it hits, amirite? XD
The Story of a Petless MM with a dream
I have a 50 in every AT, but Scrappers and Dominators are my favorites.
*bump*
I wanted to get the OP's feedback on this, thought he'd be interested ;D
The Story of a Petless MM with a dream
I have a 50 in every AT, but Scrappers and Dominators are my favorites.
Red, just read all the replies. Your build is intriguing. There is so much damage and mitigation potention in it that it is staggering....at least if it lives up to that potential.
As I said earlier, it's a very tasty, tempting idea. Cost may be prohibitive. I wonder how much influence it would take to actually build this monster? Some of this stuff I've never attempted to purchase.
Have you got any ideas...ballpark....as to how much it would take in influence to construct it?
Regards, Shuckins
Erm, yeah... thinking out loud here... I forgot taunt.
The Story of a Petless MM with a dream
I have a 50 in every AT, but Scrappers and Dominators are my favorites.
Red, I printed off a copy of your proposed build. I have a couple of builds on Freedom and Virtue that are likely candidates for these procs and upgrades. They are a mixture of WP and Invulnerable primaries with Ice, Fire, or Dark Melee secondaries. I'd really like a secondary with an aoe attack in it....but Shadow Maul wouldn't be a bad substitute because it comes back up quickly.
Okay then. I envision the liberal use of Perfect Zinger procs in almost every attack. Then, as Mauk2 suggested, Crushing Impact Triples as a base in the single target attacks to accompany the procs and/or a Mako quad. Purple set procs would be nice also...IF you can afford them. No one can count of having one of those conveniently drop into their laps, so let's just take the attitude that we'll use them if we get lucky....or already have a butt-load of influence to spend. Even without them, this is going to be an expensive build.
The other procs available are Touch of Death, Hecatomb chance of damage, Trap of the Hunter chance for damage, Obliteration chance for smashing damage, Gravitational Anchor chance for hold, and Cloud Senses chance for negative energy damage.
Heh....this may take a while to complete.
Talk about suspense?!?!? Where my tanker buzzsaw?!?
edit: Necro-post. Nevermind.
Heck, you may as well slot brawl with them too. :-)
I once thought about doing this for fun, but it just seemed like a pointless expensive experiment. Better off doing it on the test server.
My memory's not as sharp as it used to be.
Also, my memory's not as sharp as it used to be.
"The tip of a shoelace is called an aglet, its true purpose is sinister." The Question
I had this idea on the way to work today.
What would it take to create an all melee build, based on Willpower or Invulnerability with their faster cycling attacks loaded down with damage procs?
I'm sort of leaning toward the use of Willpower because of the availability of Quick Recovery and Stamina, which would allow a virtually non-stop attack string.....coupled with Dark Melee, because its attacks are seldom resisted.
I realized that this would be an expensive build, but the possibilities for dishing out stunning single-target and/or melee attacks is very tempting.
My question is, which procs are the most desireable and in what order should I attempt to acquire them....assuming that I am starting the build from scratch.....with access to lots of influence available from another build?
Looking forward to your suggestions.
Regards, Shuckins