Opinions on this SS/ELA build?
not trying to be a mean but it kinda sucks. I don't know if you are on a budget or what but try this. Alot better defense and it has better recharge.
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I said at the start of my post, I'm avoiding expensive sets. With your changes you put in 4 kinetic combat sets and a luck of the gambler recharge, making the build over 5 times more expensive. I also lose out on all the lightning field procs, and the FS recharge proc which goes off almost every stomp. I'm not really sold on making the build that much more expensive for about equal recharge and more defense, while also losing several things.
Sorry i missed that. But really, you need more defense than what you have. 16 def or whatever it was is not goign to help that much. If you dont want all of the kinetic combat sets or the LoTG, dont use them. Sorry for misreading your original post.
I think you can boost your survival more significantly by raising the defense to around 30%, and then add darkest night on top. The recharge bonus that you grabbed is nice. It is up to you how you want to balance between the defense and recharge bonus.
If you want to make a budget build, you can replace touch of death by smashing haymaker. Then your build will be focused more on s/l defense, which is still around 16%. You can also consider enhancing endurance drain instead of damage proc for lightning field. For weave and foot stomp, I think you can pick affordable sets that can give some useful bonus.
Are those kinds of defense numbers really needed for normal play? I understand defense (and resistance for that matter) becomes better the more you have, but with 30% defense and DN debuffing to hit by 16%, that's essentially the same as soft capping defense, on a resistance based set. It seems like overkill in terms of survivability.
If they kind of defense is really recommended, I can lose a bunch of recharge to swap in some obliteration and mako's bites or something similar. I know going for S/L would be a better choice considering the reactive armor defense numbers, but kinetic combat would cost like 200m per set. For the cost of one kinetic combat set, I could have every attack in the build slotted with mako/touch of death/obliteration instead.
Don't mind the levels for powers, it's a respec build and I didn't much look at the levels when working on this build. It's not meant to be a pure farming build, I wanted to be well rounded (which is why I picked soul instead of mu). I wanted to avoid extremely expensive sets, so purples, luck of the gambler, etc are out.
From reading the forums, people said to aim primarily for recharge as ELA, and try for a decent amount of defense as well, which is what I tried to do with this build. I imagine, with DN, I should be plenty durable.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
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Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Dmg/EndRdx(5), T'Death-Acc/Dmg(5), T'Death-Dmg/EndRdx/Rchg(7)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 2: Haymaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 8: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/Rchg(21), C'ngImp-Dmg/EndRdx(23)
Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25)
Level 12: Super Speed -- Run-I(A)
Level 14: Lightning Field -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(27), Dmg-I(27), Oblit-%Dam(29), Sciroc-Dam%(29), Erad-%Dam(31)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(31)
Level 24: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/Rchg(33), GSFC-ToHit(34), GSFC-Build%(34), GSFC-ToHit/EndRdx(34)
Level 26: Boxing -- RechRdx-I(A)
Level 28: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(36), Dct'dW-Heal/EndRdx(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam/Rchg(37)
Level 32: Weave -- Krma-ResKB(A), RedFtn-Def/EndRdx(39), DefBuff-I(39), DefBuff-I(39)
Level 35: Foot Stomp -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/Rchg(40), Sciroc-Dmg/Rchg(40), FrcFbk-Rchg/EndRdx(42), FrcFbk-Rechg%(42)
Level 38: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(42), Efficacy-Acc/Rchg(43), Efficacy-EndMod(43), Efficacy-EndMod/EndRdx(43), Efficacy-EndMod/Acc(45)
Level 41: Gloom -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(50)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(46), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-Rchg/EndRdx(48)
Level 47: Dark Obliteration -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dam%(50)
Level 49: Lightning Reflexes -- Run-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run