Dark/Invul 50 respec done!
Hmm, i'll have to look tonight when I get home. But i thought it was in sprint. It only turns on when i hit the run toggle (the stealth that is). the respec was like 4 weeks ago.
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It won't go in swift
If you use mids' it would be super helpful if you would post the datalink
Well B_C, that is what I've came up with.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
B_C: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(13)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), RctvArm-EndRdx(9)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 8: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(21), Theft-+End%(36)
Level 10: Resist Elements -- ImpArm-ResDam(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-EndRdx/Rchg(25), RctvArm-ResDam(27)
Level 18: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(31)
Level 20: Resist Energies -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/Rchg(50)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-EndRdx(33)
Level 26: Soul Drain -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(43), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(46), Armgdn-Dmg/EndRdx(46)
Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(36), LkGmblr-Rchg+(37)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(39), Mako-Dmg/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 35: Tough Hide -- LkGmblr-Rchg+(A)
Level 38: Assault -- EndRdx-I(A), EndRdx-I(40)
Level 41: Gloom -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Soul Tentacles -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 4: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(9), P'Shift-EndMod(27)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1464;723;1446;HEX;| |78DA8D935B4F134114C767BB5B96DE5B4AB9140AA515281416EA2D5C4C4C0049501| |AC18A1A35D6B51DE84A539AB61879F303E0F5419FFC229A78F7DB688CFAA8B19ECB| |16F0CD4DFAFF9D39FBDF9973663AD9FB4B5E211E9C158A67B16CD6EBF985DA6E433| |AB3E696555017F28BBA10A28B72F9AC2C4B692C99B56D0E639C5E929BB25297C64A| |E5DE6EB9226BE61DAB6C35F6422B9592ACC94AC36805EEB59D9DB291AB4A59F452B| |82ACDAA55D9F2D160D9DA2A35601468BD2ACA5ABD6455BBCF55AD82C14BE57676CB| |F9AC596FC8DA5E0F143606BF2FA2F5343531E21022231C29C618411B67A4096FD0A| |9905D886E0862E26B2B033328BFC8E5FECDF843F036194245BC05A3CA33A8EA0004| |A3A26D889120B42709EFC0E1B4A7755E50F053FF2A234B085E64AC11BE8151E7699| |DFA6D81A90E9351207416199290EC50B1F6F73070D9EDB852B46E028ECCC3298727| |4DE6AE7F01069FFD8D2F428B7F8041C0EE29C03DF50C32E28428B7F61D1C21DAACA| |633B44FBBD2FF90F18830F098F184F194F011FC61BBA2B0410B66C6196982032A8A| |F0568948948A54753E1EACA89B2B8AF32EC7B99438EFF20F70F472455AEF0C2D373| |ECB98234CCE33CE103E81B14FE106FADCB4F89087E165F809C900E1186F8F06C5C4| |EC62629C4A76B221C808137E8263D03EF2C14DEA63C4629408A37719DB84CFA009F| |B20123C6D07AC34CC29657888CD8C029C77CA9E3B3541CD8C198C29C634B79D2148| |B0A76D7BFA38A5264E304E324EF1BE9C2614C16ED876639D5253971839C66542668| |3108232A7EDCAA7B9F27EEDE01E0AC167B87A34E5A20FD7B483BB2614FE3B2E6B07| |37B2E90A0ABC6414FFC7E3D48F5CE6499AADED682A4529FD30A5882B54ECC879BEA| |9876F1CE20515D8FE9C107D4678E56D195CEB6E8872206203E52A0EAFA15C47B981| |B99B28B750F228CDD7DE56FF81196C7216650E651E2502CD8A7D74EA1E100F8A17C| |587E24709A00451C22851949728CDBFD305D763| |-------------------------------------------------------------------|
You gain about 7% defense to lethal/smash/energy/neg about 4% to fire/cold, slightly less psi def, but higher melee/range/AoE then what you have (5% melee/range, 3% AoE)
Your resistance are lowered, but only slightly, and if you factor in that 1% def = 2% res, your actually survive more.
You gain 30% regeneration, about 7% max hitpoints (translates to about 90 more hitpoints), you also gain about 38% more recovery, putting your total to 3.39EPS recovery (compared to your 2.62) Now, factoring in the new toggles my build runs, your remaining recovery is 1.898EPS, while your build only has 1.567EPS remaining after your toggles.
My build has more global accuracy then your build (+25% difference) which will allow you to pretty much smack up to +3s 95% of the time, and due to running assault, my build has 25% damage, while yours only has 10.5%. without assault those numbers are 14.5% vs 10.5%.
I also kept all of your original powers, except for hover, as having combat jumping and hover is counter productive for movement sake, and i figured you'd be using ninja run to run around, as neither build has a travel power.
To account for issue 19, i added Assault, replaced hover with maneuvers, added hasten, and adding in Soul Tentacles. This allows you to slot the immobilize purple set in that, while getting more damage out of Midnight Grasp.
I feel whichever attack chain you decide you run will be effective, but at lest now all your attacks are actually slotted for damage and accuracy. Siphon Life also has a +end proc slotted in it, so in the off chance you use that power, you have a chance to get some endurance back as well, which will definitely help out with any end issues you might have.
All in all, I think my build will have the same feel as your build, while just typically being better then what you had previously posted.
that looks like it would feel different than the other build.
It looks as if it would feel deadlier.
Hover is a set mule for a LOTG, and actually came in useful on a MoLRSF run lol. Too bad we didnt get that badge though.
I'd love to see the build I posted with Panacea set dropped into Dull Pain, and Impervious Skin set dropped into Temp Invulnerabilty (the way that it is now).
Could also show with Hasten, will be adding that to the build in i19.
My next step on the build is another Panacea set dropped into Siphon Life, with another Impervious Skin set dropped into Unyielding. Also will be adding Hasten for a test week. i am 99% sure it will stay on afterwards. This will be my 1st week i19 build.
My second week i19 build is still being contemplated.
Still chasing recharge, possibly to the detriment of other things, but still with a plan. And my Brute Brethren, it is just a joy to have things like Soul Drain, Dull Pain, and Ranged attacks always popping up ready to be fired off on a brute build.
what you are not getting is that perma dp isnt going to help you heal. only when you first click the power. and without any accuracy in it, siphon life will not hit all the time. you need to take peoples advice on this build as it is a tough one. my first villian was a dm/inv. it ran fine against +4x8 with a mix of sets and common io's. the only time i ahd a problem was when unstop dropped but once i learned the timing it was never a problem again. dp, while a nice power, is not something to rely on for a heal. i really think you shoudl look more closely at arbegla's build that is posted and work from there.
Hover is a set mule for a LOTG, and actually came in useful on a MoLRSF run lol. Too bad we didnt get that badge though.
I'd love to see the build I posted with Panacea set dropped into Dull Pain, and Impervious Skin set dropped into Temp Invulnerabilty (the way that it is now). Could also show with Hasten, will be adding that to the build in i19. My next step on the build is another Panacea set dropped into Siphon Life, with another Impervious Skin set dropped into Unyielding. Also will be adding Hasten for a test week. i am 99% sure it will stay on afterwards. This will be my 1st week i19 build. My second week i19 build is still being contemplated. Still chasing recharge, possibly to the detriment of other things, but still with a plan. And my Brute Brethren, it is just a joy to have things like Soul Drain, Dull Pain, and Ranged attacks always popping up ready to be fired off on a brute build. |
Its already been discussed that once you perma dull pain, there's not much point to doing anything else with it, and siphon life, does more damage then smite. the DPS might be lower, but the added bonus of the healing offset the lower DPA.
Its not possible to perma Soul Drain solo. It just really isn't. You can get close, but lowering its recharge any a fraction of a few seconds isn't going to be noticed, and lag and player error pretty much means you won't be using it much more then you are now.
While having a ranged attack is nice for runner, and gloom has pretty nice DPA, its DPE is awful, and if your already having endurance issues, spamming patron arc attacks isn't going to help that.
Also, Impervious skin will give you MUCH lower values for resistance and endurance reduction, thus lowering your survivability without giving anything to offset it. Higher recharge on dull pain isn't going to save you when things are hitting for 10 - 15% more then they were before, especially with the strain on your blue bar trying to keep up with sub par slotting.
My advice would be to stop after 1 swap. Swap out the doc wounds from dull pain with the panaceas, and swap out Tough for Impervious, and then stop there. You'll have more then enough recharge, and if you add any more, the built itself will crumble.
Its not just diminishing returns that will hurt you on having high recharge, it'll be the mobs overwhelming your sub par slotting. Invuln can take a beating, but Dull pain isnt your life saver, and if you don't use siphon life effectively, you will drop. and drop fast.
what you are not getting is that perma dp isnt going to help you heal. only when you first click the power. and without any accuracy in it, siphon life will not hit all the time. you need to take peoples advice on this build as it is a tough one. my first villian was a dm/inv. it ran fine against +4x8 with a mix of sets and common io's. the only time i ahd a problem was when unstop dropped but once i learned the timing it was never a problem again. dp, while a nice power, is not something to rely on for a heal. i really think you shoudl look more closely at arbegla's build that is posted and work from there.
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One application of Dull Pain will not bring a brute to the Hit Point Cap. And having a 50% heal available quite often is never a bad thing. Or, at least I cannot think how it hurts.
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The healing over time of dull pain is actually pretty bad. Pretty much the only reason it heals is to offset the bonus in hit points it gives, or else it would just do what frostwork does for cold, boosts the cap hit points, but doesn't actually let you use those boosted hit points.
While it doesn't at all hurt, the second application of dull pain is only boosting your hit points by about 370, while the first application boosts your hit points by 874.9. So your really only using about 42% of the effective bonus hit points that the second application of dull pain gives.
Now, either way it'll heal about 1174.1 hit points, which with your boosted hit points is only about 41% heal every 120 seconds, which translates to about .341% heal/second or 9.784 hit points/second healing.
Now, with 1 application of dull pain, Siphon life (from my build mind you) heals about 155.92 which with your boosted hit points is about 5.4% every 3.078 seconds. This translates to about 1.754% heal/second or 50.656 hit points/second healing.
Compared to Dull Pains numbers, Siphon life does 1.413% more heal/second, or about 40.872 more hit points/second healing. This is about a 514% increase in effective healing.
So, which is better to keep you alive? Dull Pain, or Siphon life?
it hurts because you can not realy on it everytime you need it. your build is wrong and slotting the most expensive shinies will not fix that. if the build that arbegla did is getting the same amount of rech and giving you more survivablity, then you need to seriously look at it. and not just skim it and say it won't work. you will realize that your "concept" build will not work and then you will be back here kicking and screaming about it. get yourself mids and play around with what we have offered. you will find it more effective then the PnP method.
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Dull Pain is up quite often for me, sometimes I hit it multiple times in AV fights. I supplement that with steady applications of Siphon life. Is Dull Pain up every 20 seconds. Nope. You got me there. But with 117.5% global recharge in my current poor form it is up pretty regular. When i get my new build in 2 weeks it will be up more often, due to my 125% global Recharge, plus Hasten that i plan to add. Still not "everytime i need it" true, i cannot Spam Dull Pain. Still, I think it's a good power, and i am gonna hold onto it.
Also, the build you pointed to has Hasten, my build does not. When I add hasten after i19 it would be a much more fair comparison.
Also, i have never ever, said that someone else's build would not work. I have simply stated what i am doing, and why i am doing it. also, I try not to skim posts, but generally read for comprehension.
My build has dull pain coming back every 96-ish seconds, with hasten your current build has slightly more recharge, so i'll say with hasten, your at 94-ish second recharge on dull pain.
Even with 94 seconds recharge, its just not up fast enough to be used as a reliable heal.
Thats what we're mainly telling you.
My build has dull pain coming back every 96-ish seconds, with hasten your current build has slightly more recharge, so i'll say with hasten, your at 94-ish second recharge on dull pain.
Even with 94 seconds recharge, its just not up fast enough to be used as a reliable heal. Thats what we're mainly telling you. |
Did you have a better heal in mind amongst the Brute secondaries, cause I looked real hard for something to tank BAB with, and this was the best i came up with.
It serves 2 functions. It heals, and it raises my hit point max. It is stackable, (only to like +30%, but still) And you get this huge influx of green every minute and a half by your calculations. Now, I also chose Dark when I set about creating this monster. One of the reasons was Siphon Life. Siphon Life, when spammed, will try to keep me at my new Health Max. When i rebuild in 2 weeks, adding another 7.5% recharge and Hasten, Dull Pain might be closer to 1 minute to back up again (we can dream).
Did you have a better heal in mind amongst the Brute secondaries, cause I looked real hard for something to tank BAB with, and this was the best i came up with. |
lmao. you will not get dp down to 60 secs. with your build, you are sacrificing the things that will most help you in "tanking" BaB. of course, just like every other thread you started for the last few days, you will refuse to listen.
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Would it make any difference to you if I told you I already tanked BAB in the LRSF with this build?
lmao. you will not get dp down to 60 secs. with your build, you are sacrificing the things that will most help you in "tanking" BaB. of course, just like every other thread you started for the last few days, you will refuse to listen.
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I really don't know why he starts threads. He may as well just start a thread saying, "this is what I'm doing it. Deal with it because I won't listen to anything." Basically, giving us an announcement. Thanks, bud.
Not as often as it would be with the build Arbegla put together that runs @ 182.5% recharge bonus
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If Hasten is the deciding factor, I am adding it in a few days. Thanks.
When i rebuild in 2 weeks, adding another 7.5% recharge and Hasten, Dull Pain might be closer to 1 minute to back up again (we can dream).
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Perhaps someone will come along and check my math.
Wow, not listening to advice in two of my three favorite forums. Are you stalking me B_C?
IO Build is to complement the powers the toon has.....not gimp the best of them into un-usability and force oddball attack chains. I think you're best off trying one of these builds which mixes some HOs in for siphon life. I mean if you're still looking for price complaints for the market forum feel free to put level 53 HOs in the slots so you can complain how marketeers make items which don't pop anymore so expensive.
An interesting opinion. Do you have any idea how often Dull pain will be up with 125% global recharge and hasten on a build?
Would it make any difference to you if I told you I already tanked BAB in the LRSF with this build? |
So 360 / (1 + 1.25 + 07 + 1) = 91.139 seconds.
How much recharge would you need to approach 60 seconds? 360/60 = 6, or 600%. So once we subtract Hasten and slotting and the base recharge, we're looking at 330% in recharge bonuses from IOs. That ain't gonna happen.
As you said in the other thread, you're chasing the dragon here, and you're spiting your own build (and your own wallet) to do it. And then you whine that the market is rigged because you have a hard time affording all of the absurdly expensive IOs that aren't even really an improvement to your build.
I'm glad to see that you're at least willing to pick up Hasten when I19 hits, because that one power will allow you to get rid of some of the hilaribad slotting choices you've made in your quest for purples. But I am scratching my head on one thing: I thought the reason you didn't want to take Hasten was because this is a concept character -- and presumably Hasten is against theme.
So what is your theme? Is it that you wanted to spend as much influence as inefficiently as possible so you could whine about the market, or is your theme simply that you wanted to maximize recharge? If the latter, then please do consider running some numbers using the above methodology to figure out what you're actually getting for your monumental effort to wring every last drop of recharge out of the build.
After you've done that, maybe consider opening your mind to some supplemental build goals that are cheaper to reach and more beneficial to performance.
Hmm, i'll have to look tonight when I get home. But i thought it was in sprint. It only turns on when i hit the run toggle (the stealth that is). the respec was like 4 weeks ago.