Proposed Elec/Elec/Soul (ShadowMeld + near perma hasten)


Beelzy

 

Posted

Working on a build for an existing toon now that PPP proliferation is live. Went with run based travel due to Grounded and CJ over Maneuvers for extra Immob resistance.

I previously had Physical Perfection, among other differences, but feel that Shadow Meld is more suitable for my survival than the extra regen. Yes, this will be an expensive build.

I think having a hard hitting snipe will come in handy every once in a while as well, plus it makes a great purple caddy

Being really close to defense softcap and having close to 50% resistance across the board should make for one hard to kill scrapper (toxic being the obvious hole, and being to slot expensive to try and cover with alternate sets)

Thoughts? Ideas?

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Fulminate: Level 50 Mutation Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Havoc Punch

  • (A) Hecatomb - Damage/Recharge
  • (9) Hecatomb - Accuracy/Damage/Recharge
  • (9) Hecatomb - Accuracy/Recharge
  • (11) Hecatomb - Damage/Endurance
  • (11) Hecatomb - Chance of Damage(Negative)
Level 1: Charged Armor
  • (A) Titanium Coating - Resistance
  • (3) Titanium Coating - Resistance/Endurance
  • (3) Titanium Coating - Resistance/Endurance/Recharge
  • (33) Steadfast Protection - Resistance/Endurance
  • (43) Steadfast Protection - Resistance/+Def 3%
  • (45) Gladiator's Armor - TP Protection +3% Def (All)
Level 2: Lightning Field
  • (A) Armageddon - Damage/Recharge
  • (5) Armageddon - Accuracy/Damage/Recharge
  • (5) Armageddon - Accuracy/Recharge
  • (7) Armageddon - Damage/Endurance
  • (7) Armageddon - Chance for Fire Damage
  • (50) Fury of the Gladiator - Chance for Res Debuff
Level 4: Conductive Shield
  • (A) Titanium Coating - Resistance
  • (13) Titanium Coating - Resistance/Endurance
  • (13) Titanium Coating - Resistance/Endurance/Recharge
Level 6: Swift
  • (A) HamiO:Microfilament Exposure
Level 8: Thunder Strike
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (34) Scirocco's Dervish - Accuracy/Recharge
  • (34) Scirocco's Dervish - Damage/Recharge
  • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (37) Eradication - Accuracy/Damage/Recharge
  • (42) Eradication - Accuracy/Damage/Endurance/Recharge
Level 10: Static Shield
  • (A) Titanium Coating - Resistance
  • (19) Titanium Coating - Resistance/Endurance
  • (25) Titanium Coating - Resistance/Endurance/Recharge
Level 12: Boxing
  • (A) HamiO:Nucleolus Exposure
Level 14: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (15) Numina's Convalescence - Heal
  • (15) Numina's Convalescence - Heal/Endurance
  • (17) Miracle - +Recovery
  • (17) Miracle - Heal
  • (19) Panacea - +Hit Points/Endurance
Level 16: Grounded
  • (A) Titanium Coating - Resistance
  • (29) Titanium Coating - Resistance/Endurance
  • (29) Titanium Coating - Resistance/Endurance/Recharge
Level 18: Chain Induction
  • (A) Crushing Impact - Accuracy/Damage
  • (33) Crushing Impact - Damage/Endurance/Recharge
  • (43) Crushing Impact - Damage/Recharge
  • (43) Crushing Impact - Accuracy/Damage/Recharge
  • (45) Crushing Impact - Accuracy/Damage/Endurance
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (21) Efficacy Adaptor - EndMod/Recharge
  • (21) Efficacy Adaptor - EndMod/Accuracy
  • (42) Efficacy Adaptor - EndMod/Endurance
Level 22: Energize
  • (A) Numina's Convalescence - Heal/Recharge
  • (23) Numina's Convalescence - Heal
  • (23) Numina's Convalescence - Heal/Endurance/Recharge
  • (25) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 24: Tough
  • (A) Titanium Coating - Resistance
  • (31) Titanium Coating - Resistance/Endurance
  • (33) Titanium Coating - Resistance/Endurance/Recharge
Level 26: Hasten
  • (A) Recharge Reduction IO
  • (27) Recharge Reduction IO
  • (27) Recharge Reduction IO
Level 28: Lightning Reflexes
  • (A) HamiO:Microfilament Exposure
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Shield Wall - +Res (Teleportation), +3% Res (All)
  • (31) Kismet - Accuracy +6%
Level 32: Lightning Rod
  • (A) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (39) Scirocco's Dervish - Accuracy/Damage
  • (40) Scirocco's Dervish - Accuracy/Recharge
  • (40) Scirocco's Dervish - Damage/Recharge
  • (40) Eradication - Accuracy/Damage/Recharge
  • (42) Eradication - Accuracy/Damage/Endurance/Recharge
Level 35: Power Sink
  • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Accuracy
  • (36) Efficacy Adaptor - EndMod/Endurance
  • (37) Efficacy Adaptor - EndMod
  • (37) Efficacy Adaptor - Accuracy/Recharge
Level 38: Build Up
  • (A) Adjusted Targeting - To Hit Buff
  • (39) Adjusted Targeting - To Hit Buff/Recharge
  • (39) Adjusted Targeting - Endurance/Recharge
  • (45) Adjusted Targeting - To Hit Buff/Endurance
  • (46) Adjusted Targeting - Recharge
Level 41: Moonbeam
  • (A) Apocalypse - Damage/Recharge
  • (48) Apocalypse - Accuracy/Damage/Recharge
  • (48) Apocalypse - Accuracy/Recharge
  • (48) Apocalypse - Damage/Endurance
  • (50) Apocalypse - Chance of Damage(Negative)
Level 44: Shadow Meld
  • (A) Luck of the Gambler - Recharge Speed
  • (46) HamiO:Membrane Exposure
  • (46) HamiO:Membrane Exposure
Level 47: Super Speed
  • (A) HamiO:Microfilament Exposure
Level 49: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) HamiO:Microfilament Exposure
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit
Level 6: 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)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 6% Defense(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Ranged)
  • 6% Defense(AoE)
  • 3.6% Max End
  • 64% Enhancement(Accuracy)
  • 67.5% Enhancement(RechargeTime)
  • 235.9 HP (17.6%) HitPoints
  • MezResist(Immobilize) 2.2%
  • MezResist(Sleep) 11%
  • 15% (0.25 End/sec) Recovery
  • 80% (4.47 HP/sec) Regeneration
  • 3% Resistance(Smashing)
  • 3% Resistance(Lethal)
  • 8.04% Resistance(Fire)
  • 8.04% Resistance(Cold)
  • 4.26% Resistance(Energy)
  • 10.5% Resistance(Negative)
  • 3% Resistance(Toxic)
  • 3% Resistance(Psionic)
------------
Set Bonuses:
Hecatomb
(Havoc Punch)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Titanium Coating
(Charged Armor)
  • MezResist(Sleep) 2.2%
  • 20.1 HP (1.5%) HitPoints
Steadfast Protection
(Charged Armor)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(All)
Gladiator's Armor
(Charged Armor)
  • 3% Defense(All)
Armageddon
(Lightning Field)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Titanium Coating
(Conductive Shield)
  • MezResist(Sleep) 2.2%
  • 20.1 HP (1.5%) HitPoints
Scirocco's Dervish
(Thunder Strike)
  • 10% (0.56 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 9% Enhancement(Accuracy)
Eradication
(Thunder Strike)
  • 1.8% Max End
Titanium Coating
(Static Shield)
  • MezResist(Sleep) 2.2%
  • 20.1 HP (1.5%) HitPoints
Numina's Convalescence
(Health)
  • 12% (0.67 HP/sec) Regeneration
  • 25.1 HP (1.87%) HitPoints
Miracle
(Health)
  • 2.5% (0.04 End/sec) Recovery
Titanium Coating
(Grounded)
  • MezResist(Sleep) 2.2%
  • 20.1 HP (1.5%) HitPoints
Crushing Impact
(Chain Induction)
  • MezResist(Immobilize) 2.2%
  • 15.1 HP (1.12%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Efficacy Adaptor
(Stamina)
  • 15.1 HP (1.12%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.56 HP/sec) Regeneration
Numina's Convalescence
(Energize)
  • 12% (0.67 HP/sec) Regeneration
  • 25.1 HP (1.87%) HitPoints
Titanium Coating
(Tough)
  • MezResist(Sleep) 2.2%
  • 20.1 HP (1.5%) HitPoints
Luck of the Gambler
(Weave)
  • 7.5% Enhancement(RechargeTime)
Shield Wall
(Weave)
  • 3% Resistance(All)
Scirocco's Dervish
(Lightning Rod)
  • 10% (0.56 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 9% Enhancement(Accuracy)
Eradication
(Lightning Rod)
  • 1.8% Max End
Efficacy Adaptor
(Power Sink)
  • 15.1 HP (1.12%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.56 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Adjusted Targeting
(Build Up)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Apocalypse
(Moonbeam)
  • 16% (0.89 HP/sec) Regeneration
  • 40.2 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Shadow Meld)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)



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Posted

Can't wait to see how playable it actually is, he isn't level 50 yet and has a "oh lets see what this does" kind of build for the moment.


 

Posted

Well, that's an interesting build, for sure....

While it's unconventional (not even ONE performance shifter proc?!), I suspect it would play like a champ and destroy all it came across.

My one suggestion would be to get dark blast instead of moonbeam. I know the snipe seems fun, but the recharge time on dark blast is just...too good to pass up. Especially on an elec/elec, which absolutely THRIVES on recharge. It would be quite possible to use dark blast alone and still put out reasonable damage at range. (Think Hami.)

The biggest issue is how slot-starved it is.... Man, that's a tight build.

But hey, go to town! Let us know how it runs!


 

Posted

Holy mother of pearl, I just felt myself salivate, drool, and my nether regions just got wet. 462% regen with near perma-energize (3 sec gap), close to softcapped defense (43.5%) on everything - granted 1.5% deficit does make a bit of a difference - close to perma hasten as you'll probably get giving a 157.5% constant recharge. To cap that all off it also has 61.8% resist on S/L and decent resists on the rest to compliment the defenses.

If you switched the moonbeam to dark blast, and with the recharge on the build, you get to fire that off every 1.73 seconds.

My only quibble, and this is purely personal preference, is that I prefer super jump over super speed. I'm sure with a bit of jiggling around I could switch that over.

So yeah, I just wet my pants, and I can feel my alt-i-tis kicking in again. Hell, I'm gonna go roll one right now!!!!!

I can see this being fine on solo, teams, and farming. My main question would be how well this would perform against an AV solo or a pylon - think I read somewhere that elec melee has rough time with AV's. Now, I dont know how well founded that is, and I have no proof, but damn who cares with the above numbers


 

Posted

Was just playing around, and my moving 1 slot from Lightning field into Build up, and changing the slotting on Build up to a full set of gaussian's you can soft cap your positional defense in range, aoe, and melee!!!!

Also, if you slot a defense SO into combat jumping that also then softcaps EVERY defense with the exception of psionic (which is left at 43.7%) - ZOMG!!!!!!!!!!!!!!!! Granted you loose a 7.5% recharge, but holy moly what a return!

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Fulminate: Level 50 Mutation Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Havoc Punch -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11)
Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(3), S'fstPrt-ResDam/EndRdx(33), S'fstPrt-ResDam/Def+(43), GA-3defTpProc(45)
Level 2: Lightning Field -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(5), Armgdn-Acc/Rchg(5), Armgdn-Dmg/EndRdx(7), Armgdn-Dam%(7)
Level 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx/Rchg(13)
Level 6: Swift -- HO:Micro(A)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(34), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(42)
Level 10: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(19), TtmC'tng-ResDam/EndRdx/Rchg(25)
Level 12: Boxing -- HO:Nucle(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Mrcl-Rcvry+(17), Mrcl-Heal(17), Panac-Heal/+End(19)
Level 16: Grounded -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(29), TtmC'tng-ResDam/EndRdx/Rchg(29)
Level 18: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(45)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(42)
Level 22: Energize -- Numna-Heal/Rchg(A), Numna-Heal(23), Numna-Heal/EndRdx/Rchg(23), RechRdx-I(25), RechRdx-I(50)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(33)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Lightning Reflexes -- HO:Micro(A)
Level 30: Weave -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(31), Ksmt-ToHit+(31)
Level 32: Lightning Rod -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(39), Sciroc-Acc/Rchg(40), Sciroc-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(42)
Level 35: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod(37), Efficacy-Acc/Rchg(37)
Level 38: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
Level 41: Dark Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(48), Apoc-Dam%(50)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), HO:Membr(46), HO:Membr(46)
Level 47: Super Speed -- HO:Enzym(A)
Level 49: Combat Jumping -- DefBuff-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run



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Posted

Quote:
Originally Posted by Shazaym View Post
Was just playing around, and my moving 1 slot from Lightning field into Build up, and changing the slotting on Build up to a full set of gaussian's you can soft cap your positional defense in range, aoe, and melee!!!!

Also, if you slot a defense SO into combat jumping that also then softcaps EVERY defense with the exception of psionic (which is left at 43.7%) - ZOMG!!!!!!!!!!!!!!!! Granted you loose a 7.5% recharge, but holy moly what a return!
You only have to softcap Melee, Ranged and AoE defense to softcap all defenses, which you can do without sacrificing the 7.5% global recharge.

Also, because of the damage mitigation already in this set, it is better to keep the -res proc in a toggle PBAoE rather than overblowing the softcap by a full percentile. Especially since you are talking about sacrificing another 5% global recharge to pull that off.

For this build, I would have to say that the original is better.

I would, however, recommend a run speed IO in swift, increases your speed more in a proc that doesn't use endurance, and you aren't flying with... The same could be said for Lightning Reflexes

You might also consider going with Doctored Wounds in Energize. Yes, you lose 12% regen, but you gain 5% recharge...

You can get that regen back and more by shuffling some slots. Take Power Surge instead of Super Speed and throw your +3 Def proc in there. Take the extra slot and throw regenerative tissues +regen into your energize.

That leaves one slot. Now, let's move that slot, plus your Miracle: Health to Stamina. Slotting the remainders of the set will give you another 5% recharge.

This also gives you Power Surge which can max out all your resistances save toxic and psionic for 3m.

What have you lost? 4% recovery. 1.9% max Hit Points. 1.8% Smashing and Lethal Resistance.

What have you gained? 2% regen. 0.23/s endurance (from a reduction in Endurance costs) 1.3% Fire and Cold Resistance. 10% Recharge. 2.5% Damage. 2.2% fear resistance.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Fulminate: Level 50 Mutation Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Havoc Punch -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11)
Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(3), GA-3defTpProc(33)
Level 2: Lightning Field -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(5), Armgdn-Acc/Rchg(5), Armgdn-Dmg/EndRdx(7), Armgdn-Dam%(7), FotG-ResDeb%(17)
Level 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx/Rchg(13)
Level 6: Swift -- Run-I(A)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(34), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(42)
Level 10: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(19), TtmC'tng-ResDam/EndRdx/Rchg(25)
Level 12: Boxing -- HO:Nucle(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Mrcl-Rcvry+(17), Panac-Heal/+End(19)
Level 16: Grounded -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(29), TtmC'tng-ResDam/EndRdx/Rchg(29)
Level 18: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(45)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(42), Efficacy-EndMod/Acc/Rchg(50), Efficacy-Acc/Rchg(50)
Level 22: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-EndRdx/Rchg(45), RgnTis-Regen+(50)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(33)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(31), Ksmt-ToHit+(31)
Level 32: Lightning Rod -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(39), Sciroc-Acc/Rchg(40), Sciroc-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(42)
Level 35: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod(37), Efficacy-Acc/Rchg(37)
Level 38: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(45), AdjTgt-Rchg(46)
Level 41: Moonbeam -- Apoc-Dmg/Rchg(A), Apoc-Dam%(43), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(48)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), HO:Membr(46), HO:Membr(46)
Level 47: Power Surge -- S'fstPrt-ResDam/Def+(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run



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Posted

Guesstimate, 7.5bil for the entire build. 10bil if you are impatient.

I would also like to say, I like the sniper. This is a great part of an opening combo, Moonbeam>Lightning Rod, that will let you take out one Boss and several Minions before a shot is fired against you.


 

Posted

Quote:
Originally Posted by Beelzy View Post
Guesstimate, 7.5bil for the entire build. 10bil if you are impatient.

I would also like to say, I like the sniper. This is a great part of an opening combo, Moonbeam>Lightning Rod, that will let you take out one Boss and several Minions before a shot is fired against you.
I think it'll be impossible to pull off Moonbeam > LR within the duration of BU. A bit over one second of its duration is used up in its own animation, the next eight seconds for Moonbeam, so you'll have less than one second to execute LR whose animation is 2.57 seconds.

As an addendum, I think the PPP attacks have higher damage in Mid's than they should have. If I'm not all wrong, their damage is about 90% higher than what it should be.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Charged Brawl > Havok Punch (DPA wise rather than burst, but with LR your burst damage is pretty much covered) and that is a simple swap.

Also i am not sure how much use a -res proc is in a damage aura considering this is a mostly AoE toon and I think -res procs are only really useful against AV/EB's.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

@Beelzy

I had doctored wounds on energize, but I thought I had hit a set bonus cap. I might have slotted around it, so I will check. All in all I like the changes you suggested, I just had superspeed so I had a non ninja run travel. I have had Powersurge off and on in the build as it has evolved. I almost feel that anything that can take me down as I am now is likely going to take me down through Powersurge as well. I am rethinking a few things as I didn't realize the crash portion of Powersurge was a pbaoe hold (and I suppose I am fast enough without superspeed). I have a tendency of always slotting health 1 of 2 ways (the way in this build, or swap panacea for regen tissue proc). Also I am tempted to change up lightning field to enhance its sapping rather than use it as a purple caddy.

@Shazaym

I normally end up with superjump over superspeed, but since Grounded requires ground contact, I just opted to go ahead and stay on the ground with this toon. If you go for Physical Perfection you can jack your regen up above 500 (one build I have hits 511, and I think I can hit higher without too much trouble)

@PrincessDarkstar

CB vs HP doesn't matter to me a whole lot. I agree that CB should have higher DPS and I might switch it up.

@everyone

Moonbeam vs Dark Blast is actually a tough call for me. The range and damage on the snipe is the main reason I went that route, thinking there would be utility for a long distance hard hitting pull. I can definitely see the argument for Dark Blasting as part of cleanup combat and AV battling.

I have had softcap a few different ways while the slotting was evolving, but felt that 1.5% below softcap wasn't going to create a huge impact on my survival given my healing and resistances. Also, I do have a 11-12 second downtime to Shadow Meld

I definitely have more to think about now though, so back to Mid's


 

Posted

Quote:
Originally Posted by Lady_Adura View Post
I definitely have more to think about now though, so back to Mid's
I'd definitely be interested in seeing what else you can pull out of the bag. I'm still set on keeping super jump as a travel power, but that's really not that hard to slot in. My elec/elec is sitting at 22 now, and loving it so far.

Got a fire/sd scrapper purpled out, so I might transition all of those purples, miracle, etc.. across once I get this to 50.


 

Posted

Ok I have tweaked more on the build more and decided to slot Lightning Field for sapping purposes. Power Surge replaces Super Speed and a few slotting changes. I am at 44.8% defense while in Shadow Meld (replace CJ for Maneuvers to be at 45.1%), have 10% more Haste, and 479% regeneration. Traded out some Microfils (albeit with little gain other than cheaper to build).

Went ahead and went with Dark Blast and Charged Brawl over Moonbeam and Havoc Punch.

New version:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Fulminate: Level 50 Mutation Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Charged Brawl

  • (A) Hecatomb - Damage/Recharge
  • (7) Hecatomb - Chance of Damage(Negative)
  • (9) Hecatomb - Accuracy/Damage/Recharge
  • (9) Hecatomb - Accuracy/Recharge
  • (11) Hecatomb - Damage/Endurance
Level 1: Charged Armor
  • (A) Titanium Coating - Resistance
  • (3) Titanium Coating - Resistance/Endurance
  • (3) Titanium Coating - Resistance/Endurance/Recharge
  • (7) Gladiator's Armor - TP Protection +3% Def (All)
Level 2: Lightning Field
  • (A) Fury of the Gladiator - Chance for Res Debuff
  • (17) Efficacy Adaptor - EndMod/Accuracy
  • (37) Efficacy Adaptor - EndMod/Endurance
  • (40) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 4: Conductive Shield
  • (A) Titanium Coating - Resistance
  • (5) Titanium Coating - Resistance/Endurance
  • (5) Titanium Coating - Resistance/Endurance/Recharge
Level 6: Swift
  • (A) Run Speed IO
Level 8: Thunder Strike
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (11) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (13) Scirocco's Dervish - Damage/Recharge
  • (13) Scirocco's Dervish - Accuracy/Recharge
  • (34) Eradication - Accuracy/Damage/Recharge
  • (34) Eradication - Accuracy/Damage/Endurance/Recharge
Level 10: Static Shield
  • (A) Titanium Coating - Resistance
  • (19) Titanium Coating - Resistance/Endurance
  • (25) Titanium Coating - Resistance/Endurance/Recharge
Level 12: Boxing
  • (A) HamiO:Nucleolus Exposure
Level 14: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (15) Numina's Convalescence - Heal
  • (15) Numina's Convalescence - Heal/Endurance
  • (17) Miracle - +Recovery
  • (19) Panacea - +Hit Points/Endurance
  • (46) Regenerative Tissue - +Regeneration
Level 16: Grounded
  • (A) Titanium Coating - Resistance
  • (29) Titanium Coating - Resistance/Endurance
  • (29) Titanium Coating - Resistance/Endurance/Recharge
Level 18: Chain Induction
  • (A) Crushing Impact - Accuracy/Damage
  • (33) Crushing Impact - Damage/Endurance/Recharge
  • (43) Crushing Impact - Damage/Recharge
  • (43) Crushing Impact - Accuracy/Damage/Recharge
  • (45) Crushing Impact - Accuracy/Damage/Endurance
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (21) Efficacy Adaptor - EndMod/Recharge
  • (21) Efficacy Adaptor - EndMod/Accuracy
  • (42) Efficacy Adaptor - EndMod/Endurance
Level 22: Energize
  • (A) Doctored Wounds - Recharge
  • (23) Doctored Wounds - Heal/Recharge
  • (23) Doctored Wounds - Heal/Endurance/Recharge
  • (25) Doctored Wounds - Heal
  • (33) Doctored Wounds - Endurance/Recharge
  • (48) HamiO:Golgi Exposure
Level 24: Tough
  • (A) Titanium Coating - Resistance
  • (31) Titanium Coating - Resistance/Endurance
  • (33) Titanium Coating - Resistance/Endurance/Recharge
Level 26: Hasten
  • (A) Recharge Reduction IO
  • (27) Recharge Reduction IO
  • (27) Recharge Reduction IO
Level 28: Lightning Reflexes
  • (A) Run Speed IO
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Shield Wall - +Res (Teleportation), +3% Res (All)
  • (31) Kismet - Accuracy +6%
Level 32: Lightning Rod
  • (A) Armageddon - Damage/Recharge
  • (34) Armageddon - Chance for Fire Damage
  • (39) Armageddon - Accuracy/Damage/Recharge
  • (40) Armageddon - Accuracy/Recharge
  • (40) Armageddon - Damage/Endurance
Level 35: Power Sink
  • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Accuracy
  • (36) Efficacy Adaptor - EndMod/Endurance
  • (37) Efficacy Adaptor - EndMod
  • (37) Efficacy Adaptor - Accuracy/Recharge
Level 38: Build Up
  • (A) HamiO:Membrane Exposure
  • (39) HamiO:Membrane Exposure
  • (39) HamiO:Membrane Exposure
Level 41: Dark Blast
  • (A) Apocalypse - Damage/Recharge
  • (42) Apocalypse - Chance of Damage(Negative)
  • (42) Apocalypse - Accuracy/Recharge
  • (43) Apocalypse - Damage/Endurance
  • (45) Apocalypse - Accuracy/Damage/Recharge
Level 44: Shadow Meld
  • (A) Luck of the Gambler - Recharge Speed
  • (45) HamiO:Membrane Exposure
  • (46) HamiO:Membrane Exposure
  • (46) Luck of the Gambler - Defense
Level 47: Power Surge
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (48) Unbreakable Constraint - Hold/Recharge
  • (48) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (50) Unbreakable Constraint - Accuracy/Recharge
  • (50) Unbreakable Constraint - Endurance/Hold
  • (50) Unbreakable Constraint - Chance for Smashing Damage
Level 49: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) HamiO:Microfilament Exposure
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Critical Hit
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 6% Defense(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Ranged)
  • 6% Defense(AoE)
  • 1.8% Max End
  • 77.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 61% Enhancement(Accuracy)
  • 225.9 HP (16.9%) HitPoints
  • MezResist(Immobilize) 2.2%
  • MezResist(Sleep) 11%
  • MezResist(Terrorized) 2.2%
  • 16.5% (0.28 End/sec) Recovery
  • 68% (3.8 HP/sec) Regeneration
  • 3% Resistance(Smashing)
  • 3% Resistance(Lethal)
  • 11.8% Resistance(Fire)
  • 11.8% Resistance(Cold)
  • 3% Resistance(Energy)
  • 6.13% Resistance(Negative)
  • 3% Resistance(Toxic)
  • 3% Resistance(Psionic)
------------
Set Bonuses:
Hecatomb
(Charged Brawl)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Titanium Coating
(Charged Armor)
  • MezResist(Sleep) 2.2%
  • 20.1 HP (1.5%) HitPoints
Gladiator's Armor
(Charged Armor)
  • 3% Defense(All)
Efficacy Adaptor
(Lightning Field)
  • 15.1 HP (1.12%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
Titanium Coating
(Conductive Shield)
  • MezResist(Sleep) 2.2%
  • 20.1 HP (1.5%) HitPoints
Scirocco's Dervish
(Thunder Strike)
  • 10% (0.56 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 9% Enhancement(Accuracy)
Eradication
(Thunder Strike)
  • 1.8% Max End
Titanium Coating
(Static Shield)
  • MezResist(Sleep) 2.2%
  • 20.1 HP (1.5%) HitPoints
Numina's Convalescence
(Health)
  • 12% (0.67 HP/sec) Regeneration
  • 25.1 HP (1.87%) HitPoints
Titanium Coating
(Grounded)
  • MezResist(Sleep) 2.2%
  • 20.1 HP (1.5%) HitPoints
Crushing Impact
(Chain Induction)
  • MezResist(Immobilize) 2.2%
  • 15.1 HP (1.12%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Efficacy Adaptor
(Stamina)
  • 15.1 HP (1.12%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.56 HP/sec) Regeneration
Doctored Wounds
(Energize)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Titanium Coating
(Tough)
  • MezResist(Sleep) 2.2%
  • 20.1 HP (1.5%) HitPoints
Luck of the Gambler
(Weave)
  • 7.5% Enhancement(RechargeTime)
Shield Wall
(Weave)
  • 3% Resistance(All)
Armageddon
(Lightning Rod)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Efficacy Adaptor
(Power Sink)
  • 15.1 HP (1.12%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.56 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Apocalypse
(Dark Blast)
  • 16% (0.89 HP/sec) Regeneration
  • 40.2 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Shadow Meld)
  • 10% (0.56 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Steadfast Protection
(Power Surge)
  • 3% Defense(All)
Unbreakable Constraint
(Power Surge)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)



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Posted

I would rather stick with CJ over Maneuvers due to end usage and +jump it gives. The extra immob resistance is nice as well, but not required.


 

Posted

From what I see, Shadowmeld lasts 15 seconds and has a 3 second cast time. That would just drive me absolutely nuts to have to constantly reapply. It also isn't permanent... the numbers look great with it up but that is a playstyle that I'll leave to someone eles!

That, or I'd play a Tank


 

Posted

Quote:
Originally Posted by BunnyAnomaly View Post
From what I see, Shadowmeld lasts 15 seconds and has a 3 second cast time. That would just drive me absolutely nuts to have to constantly reapply. It also isn't permanent... the numbers look great with it up but that is a playstyle that I'll leave to someone eles!

That, or I'd play a Tank
Don't forget that the build also has 60+% resist to S/L - so it's not as bad as it look when Shadowmeld is "off". My initial impression is that Shadowmeld is for soaking up the alpha attack of pretty much anything you roll into.


 

Posted

Lady, I see the appeal of the lower priced Hold purples, but because of the severity of the crash, you generally do not want to be in a place that the hold is useful when it crashes...

Also, slotting lightning field for end drain doesn't make it good enough to be useful while taking away the DPS bonus that you get from it.



As far as Shadow Meld, my take is that you would want to pop it, then drain the end of your enemies in the 15s its up, and you're set. Don't want to pop it a second time during an extended fight.


 

Posted

Everytime I think about builds like this -- and I have a lot lately -- I keep thinking that the situations I really want Shadowmeld in (e.g., ITFs), the lack of DDR would allow Romans to shred me even when softcapped to start.

*shrug*


 

Posted

@Beelzy

Actually I am not using it as a hold as much as a purple caddy, just seems odd that it does count for a hold so that I can actually get away with such shenanigans ;}. If it has the added benefit of keeping things held longer for me to get away from harm, then so be it, but I definitely will not be relying on that behavior.

lightning field as an end drainer instead of damage dealer is mainly for keeping things sapped after Power Sink, but it might be good enough on its own for that and I might return to using it for damage. I will have to do some play testing to see which I prefer.

@Beelzy&Shazaym

You are quite right for Shadow Meld, it isn't an all the time survival tool, it is a "pop right before hopping into something ugly", and using my resistance numbers to survive the mob after Lightning Rod takes care of most of it.

@everyone

It is going to be a click heavy build between Energize and Shadow Meld, but it is what it is. I admit this build is a bit on the "gimmicky" side.