Is higher s/l def worth it for a /Shield
There are two types of defense: Positional and Typed.
Your ITF romans use a lot of Melee/Lethal attacks. When a roll is made to see if the roman hits you with a melee/lethal attack it takes the higher of your melee or lethal defense. Since you are shield with capped melee defense your lethal defense is tossed out the window.
Carnies are a different story. Some of the attacks shred your defense (ring mistress masks) and illusionist blinds bypass positional defense all together. Typed psi defense would help against the later, but the best bet is to just put them down fast.
In short...
No, increasing your S/L defense on a character with capped positional defense is not going to help you much if at all.
Adding more S/L def will do literally nothing for you, because that's not how defense works. See Arcanaville's guide to defense in the guide section.
Basically, only the highest applicable type of defense is used in calculations. i.e. if you get attacked with a melee/lethal attack and your lethal def = 20 while melee is 45+, then the hit calculation is done w/ 45. And since all* attacks in the game have a positional component... typed def is useless to you.
*There are a couple exceptions. Dominate and Mezmerize, I think? Been a while.
what they said.
50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!
so i got a 50 elec/sd brute, currently making a new i19 build for him. wondering if slotting for higher s/l def is worth it in the long run for tougher enemies.
i do tons of farming with him against rikti/romans..he runs ITF with np as is, but his s/l def is only 20(positionals softcapped obviously) and sometimes he can seem squishy against certain enemies(carnies etc.) and when im higher than +2/8 in mishs. and with no heal that also sucks.. so is slotting for higher s/l def gonna help my survivability in the long run? |
Carnies also use a ton of AoE attacks, which you don't have quite softcapped.
Drop your attempts at S/L defense, allow your melee defense to drop a bit and get the AoE at least a little higher, if not capped.
Aegis proc (which is unique) and Reactive Armor's proc could be used to get you some Psi resistance to help with those troublesome Carnies and Rikti.
Gloom would be worth slotting for damage. It's one of the best Brute attacks.
More than anything else, Deflection is your Melee defense toggle. You only have it slotted for resistance. That's helpful too, the S/L resists on it are the same as Tough's. BUT If you put 2 slots in it for defense that's 5% melee def you don't need to find elsewhere.
Edit:
Also note that Grant Cover would give you defense debuff resistance. That's a very good thing to have, especially if you rely heavily on defense. If there's something you could give up, that might be more handy.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
I've been fighting lots of carnies on my fire/shield/blaze scrap lately, on tip missions. I run tips at +1/x4 to keep it interesting, and it's the master illusionists that give me pause more than anything. Tactics more than slotting helps me here.
-Blind (the single-target hold) is typed as psi, with no positional. Flash is set as AoE, Spectral Wounds as ranged/psi (all according to redtomax), but between the Illusionist boss and her pets, that's a lot of blinds. A small luck can take some of the edge off, but i usually do that only if there's 2 Master Illusionists in a spawn.
-pets, generally, have a higher base to-hit than normal mobs. That means they cut right through a portion of your defenses, namely both the Dark Servant, and the Phantasm. I'm not sure if her summoned lts have the same quality.
I've taken to assaulting the boss until she summons all her pets, then build up-shield charge-FSC/fireball, and making sure the pets (well, phant and fluffy, manly) are down before focusing again on her. I'm not above running around a corner if i have to, either. Most of the time i stay above half health using this plan, and it's a pretty swift fight.
50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!
You currently don't have your AoE defense capped, and that is most likely what is getting you killed. Romans use AoE attacks that have a -def component, so your best bet is to fill that whole. Also, you just have some really, well, not good slotting.
There is ALOT of money in this build that didnt need to be used, but if you want to keep everything you've bought (and spend a lil more), I've put together the below build. I had my Elm/SD scrapper capped to everything, but since the BoTZ fix, I havent take the time to shore up the ranged hole, plus my S/L capped** dp/mm blaster and s/l capped fire/psi dom are both taking up most of my time.
The below build is taking some of my Scrapper's Ideas and putting them with your build. You may however want to keep a few slots extra to slot Stamina once its inherent (you can also 6-slot perf shifter in stam and get 3+% defense).
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(46)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx/Rchg(11)
Level 4: True Grit -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(5), RgnTis-Regen+(5), Numna-Regen/Rcvry+(7)
Level 6: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(7), GSFC-Rchg/EndRdx(17), GSFC-ToHit/Rchg/EndRdx(17), GSFC-ToHit/Rchg(37), GSFC-ToHit(43)
Level 8: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(9), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(13), Erad-Acc/Rchg(13), Erad-%Dam(15)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Super Speed -- EndRdx-I(A)
Level 14: Active Defense -- HO:Enzym(A), HO:Enzym(15)
Level 16: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(23), RzDz-Acc/EndRdx(23), RzDz-Stun/Rng(27), RzDz-Acc/Stun/Rchg(31)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(37), ImpSkn-ResDam/EndRdx/Rchg(46)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), RedFtn-Def/EndRdx(27)
Level 26: Combat Jumping -- Ksmt-ToHit+(A)
Level 28: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rng(29), Mocking-Acc/Rchg(34), Mocking-Rchg(40), Mocking-Taunt/Rchg/Rng(43)
Level 30: Against All Odds -- EndRdx-I(A), EndRdx-I(40)
Level 32: Lightning Rod -- 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: Shield Charge -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: One with the Shield -- ResDam-I(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), Decim-Build%(50)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
Level 49: Grant Cover -- EndRdx-I(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:
- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 12.88% Defense(Smashing)
- 12.88% Defense(Lethal)
- 13.5% Defense(Fire)
- 13.5% Defense(Cold)
- 14.13% Defense(Energy)
- 14.13% Defense(Negative)
- 6% Defense(Psionic)
- 16% Defense(Melee)
- 17.56% Defense(Ranged)
- 16.31% Defense(AoE)
- 5.85% Max End
- 2% Enhancement(Stun)
- 60% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 5% FlySpeed
- 241.75 HP (16.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 9.35%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 2.2%
- 9.5% (0.159 End/sec) Recovery
- 40% (2.503 HP/sec) Regeneration
- 1.575% Resistance(Fire)
- 1.575% Resistance(Cold)
- 3.125% Resistance(Negative)
- 1.575% Resistance(Toxic)
- 1.575% Resistance(Psionic)
- 5% RunSpeed
- 2% XPDebtProtection
Set Bonuses:
Mako's Bite
(Havoc Punch)
- MezResist(Immobilize) 3.3%
- 22.49 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(Deflection)
- 10% (0.626 HP/sec) Regeneration
- 16.87 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Battle Agility)
- 10% (0.626 HP/sec) Regeneration
- 16.87 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(True Grit)
- 3% Defense(All)
(True Grit)
- 3% Defense(All)
(Build Up)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.11 HP (1.875%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Thunder Strike)
- 1.8% Max End
- 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
- 33.73 HP (2.25%) HitPoints
- 2% XPDebtProtection
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Boxing)
- 2% (0.033 End/sec) Recovery
- 22.49 HP (1.5%) HitPoints
- 2% Enhancement(Stun)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Chain Induction)
- MezResist(Immobilize) 3.3%
- 22.49 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(Phalanx Fighting)
- 7.5% Enhancement(RechargeTime)
(Tough)
- MezResist(Sleep) 2.2%
- 22.49 HP (1.5%) HitPoints
(Weave)
- 10% (0.626 HP/sec) Regeneration
- 16.87 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Taunt)
- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Lightning Rod)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Shield Charge)
- 10% (0.626 HP/sec) Regeneration
- 3.125% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Gloom)
- MezResist(Immobilize) 2.75%
- 16.87 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
- 1.575% Resistance(Toxic,Psionic)
(Dark Obliteration)
- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Darkest Night)
- 22.49 HP (1.5%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 5% Enhancement(RechargeTime)
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Active 50s:
Zero Defex: DP/MM//Mace Blaster
Mutant X-7: Fire/MM//Mace Blaster
Running my Kin/EA gloriously
Come on I21!!!
Sure, the devs are supposed to listen to their customers, mister business 101 out there. And if I decide to start suggesting that the devs change the game from being about superheroes and supervillains to being about clowns that is my right as well, and technically Paragon Studios is supposed to pay attention to me. But I hope strongly that they assume a meth-head somehow managed to hack into my forum account and make paper airplanes out of my posts, because I hope they recognize stupid when they see it. I assume they will recognize futile just as accurately.
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I'd be concerned about the low overall accuracy, especially in Havoc Punch and Chain Induction (powers 4 slotted with Kin Combat alone). Any foes with +def and/or to hit debuffs (which includes Carnies and Cimerorans) are going to produce a lot more misses than I would be comfortable with and doubly so at higher settings.
Slot Active Defense with Membranes not Enzymes. You want recharge to help stack AD for the ddr buff.
Suspect the builds net recovery (even accounting for more from Fitness) will be troublesome.
Slot Gloom and Dark Obliteration to deal damage not debuff.
A single Endred in AAO should do. The second endred is saving you 0.04 end/sec.
so i got a 50 elec/sd brute, currently making a new i19 build for him. wondering if slotting for higher s/l def is worth it in the long run for tougher enemies.
i do tons of farming with him against rikti/romans..he runs ITF with np as is, but his s/l def is only 20(positionals softcapped obviously) and sometimes he can seem squishy against certain enemies(carnies etc.) and when im higher than +2/8 in mishs. and with no heal that also sucks.. so is slotting for higher s/l def gonna help my survivability in the long run?
here is a build i came up with for i19. left 4 slots open for health/stamina
| Copy & Paste this data into Mids' Hero Designer to view the build |
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