SS/INV Work-In-Progress
The problem with Crushing Impact is that it interferes with your ability to slot Kinetic Combat (or Smashing Haymaker for those more budget-minded), which is your most slot-efficient source of S/L DEF bonuses.
I don't know how much money you're willing to spend, but if you want psi RES, then you're better off throwing the Impervium Armor and Aegis psi +ReS IOs into your RES powers. Just using those six slots will give you 18% psi RES, as opposed to the 10% you have now from CI sets.
Or, you could go for three-slotted Impervium armor to increase psi DEF (or both). Personally, I wouldn't recommend chasing psionic mitigation on an INV Brute or Scrapper. Possibly a Tanker, because Tanker builds have more defensive room to work with and because Tankers aren't well-known for their offensive strength, but it seems to me that a low-offense IOed Brute is self-defeating.
My INV/SS Tanker has better offense than your Brute does (or will have, at 50), for instance. I don't say that to make you feel bad; I've put much more time and much more investment into that build, and so it's not quite fair to draw a strict equivalence between our situations. The only reason I bring it up is to illustrate why I think you're swimming upstream with the heavy emphasis on defensive bonuses -- and not just defensive bonuses, but defensive bonuses in an area of traditional weakness for your secondary, to a comparatively rare attack type.
If you are to enhance defense, you're better off going for S/L DEF, then Energy/Negative DEF, and then maybe a little Psionic DEF/RES where you can fit it in. You're going to want to fit in Hasten at some point, maybe after I-19, unless your character concept absolutely forbids glowing hands. The benefit to Dull Pain (your best built-in mitigation against psi) alone is worth the price of admission, and the benefit to long-cooldown powers like KO Blow and Footstomp is priceless.
Personally, I would likewise skip over the Energy Mastery pool, but I understand that SS/INV can be an end-hungry build. In the long term, you can work on using IOs to shore up your endurance (the aforementioned Impervium armor actually has a very sexy +end bonus at four slots, btw), and/or work on getting the Cardiac Boost for your Alpha slot when it's introduced.
Once you've got your endurance under control, almost any other Patron/Ancillary Pool will do more for you. An extra AoE attack is always nice, or the spectacular-to-the-point-of-ludicrous Gloom for extra single-target goodness. You have plenty of ToHit already from Rage, so you don't need or want the end-hogging Focused Accuracy; the +regen from Physical Perfection is negligible in the grand scheme, and Laser Beam Eyes and Energy Torrent are pathetic attacks when compared against other Patron/Ancillary analogues.
Anyway, I hope you find my ramblings helpful. I'd post a sample build, but I'm not exactly sure what you're going to want or what your budget is.
1: Don't worry about the psi hole. You, quite simply, are NOT going to be able to stack up enough psi res/defense to make a difference. And while the recharge is nice, if you're trying to be indestructible, go with Kinetic Combats or Smashing Haymaker to raise your S/L defense. Just the four Acc/Dam/End/Rech pieces, not the proc.
In the last 1-2 slots in the attacks, you can either go low for Pounding Slugfest and get yourself some regen boosts. Or go higher (like the Acc/Dam/* triples in Crushing Impact) to max out Acc and Damage while providing a small boost to End redux and recharge. 65% Acc, 99% Damage, 62% EndRed and Recharge.
With all the EndMod you have built in, you're wasting slots on EndRed in your toggles.
Now others may have different opinions, but you're wasting a power choice on Unstoppable. It's a ridiculously situational power with a nasty crash. As such, it's NOT going to help you survive protracted fights.
Here's the same build with a bit of KC-lovin' and with the defense SO's swapped for IOs.
Note that I've swapped in Eradication for FootStomp. It provides you with a nice boost to E/N defense and a smaller one to F/C. The only problem is that the set is somewhat short on EndRed. You COULD go with MultiStrike and get better EndRed, but your defense bonuses would be smaller.
I also stripped out EndRed on the defense powers, and the extra slot from Unstoppable. I essentially turned Boxing into a set mule.
Additionally, I converted the set of Reactive Armor in Resist Energies to Aegis (for the better boost to F/C damage. This brings your S/L down a bit, but with the other changes, still has you just above S/L softcap.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Jutals Dad: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(23), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(40)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(19), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(13)
Level 6: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx(25), Dct'dW-Heal/EndRdx/Rchg(36)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(23), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 10: Swift -- Run-I(A)
Level 12: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(37), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 14: Fly -- Flight-I(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(25)
Level 18: Health -- Heal(A), Heal(43), Heal(43)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Rage -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
Level 28: Invincibility -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(31)
Level 30: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam/Rchg(43)
Level 32: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(46)
Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
Level 38: Resist Elements -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(40), Aegis-ResDam/Rchg(46)
Level 41: Weave -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(42)
Level 44: Unstoppable -- RechRdx(A)
Level 47: Superior Conditioning -- EndMod(A), EndMod(48), EndMod(48)
Level 49: Physical Perfection -- EndMod(A), EndMod(50), Heal(50), Heal(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 2: Ninja Run
------------
Set Bonus Totals:
- 26.75% Defense(Smashing)
- 26.75% Defense(Lethal)
- 10.81% Defense(Fire)
- 10.81% Defense(Cold)
- 11.13% Defense(Energy)
- 11.13% Defense(Negative)
- 3% Defense(Psionic)
- 14.88% Defense(Melee)
- 7.063% Defense(Ranged)
- 9.25% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
- 146.18 HP (9.752%) HitPoints
- MezResist(Immobilize) 26.95%
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% RunSpeed
- 4.5% XPDebtProtection
------------
Set Bonuses:
Kinetic Combat
(Punch)
- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Punch)
- MezResist(Immobilize) 2.2%
(Resist Physical Damage)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Haymaker)
- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Haymaker)
- MezResist(Immobilize) 2.2%
(Temp Invulnerability)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Dull Pain)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Knockout Blow)
- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Knockout Blow)
- MezResist(Immobilize) 2.2%
(Air Superiority)
- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Air Superiority)
- MezResist(Immobilize) 2.2%
(Unyielding)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Boxing)
- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Resist Energies)
- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 2.5% XPDebtProtection
(Foot Stomp)
- 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)
(Resist Elements)
- 3% Defense(All)
(Resist Elements)
- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
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Wow! This is much better advice than I thought-thanks to both of you for this!
I'm glad I posted my potential build early, as I haven't really put much money into it so far (except for 3 sets of Reactive Armor). It looks like my build really did sacrifice a lot of Defense for very little payback. I'm going to rework this some and incorporate both your sets into it--it looks like I'll be much better off.
Thanks again!
Please try my arcs:
Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)
I just grabbed the Elusive Mind accolade and Vanguard Psi Shield for those tough psi damage situations.
Note that I've swapped in Eradication for FootStomp. It provides you with a nice boost to E/N defense and a smaller one to F/C. The only problem is that the set is somewhat short on EndRed. You COULD go with MultiStrike and get better EndRed, but your defense bonuses would be smaller.
|
Eradication: Dam, Dam/Rchg, Acc/Dam/Rchg, Acc/Dam/End/Rchg
Scirocco's Dervish: Dam/End, Acc/Rchg
That will give you the first three Erad bonuses (+end, E/NE def, +HP) and a 10% regen bonus from the Scirocco's, with 59% acc, 97% dam, 42% end red, and 80% recharge. You could also swap the Erad proc for one of the other Erad IOs, but you'd have to give up some damage and/or recharge as a result.
Also, Tough Hide obviously doesn't need end red, and Invinc is a fairly inexpensive toggle, I do think you need some end red in Weave; unslotted, it costs .33 EPS, more than any of the Invul toggles. I'd pull the Aegis Res/End/Rchg from ResEn, (the 4 slot bonus for Aegis is nothing special) change the remaining IOs to level 50, and move that slot to Weave. IMO, Gift of the Ancients and Luck of the Gambler have the best bonuses among defense sets; GotA's +end and +recovery bonuses will be very useful and it's a much less expensive set than LotG.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
As I was re-doing my build, one thing I was considering was dropping the 2 extra slots from Health and 4-slotting Weave and Invincibility instead. At least until I get to lvl 50 and the Alpha Slot. At that point, maybe I could change things around a bit, depending on which route I decide to go (still too far in the future for this alt to make that decision now).
Anyway, I'm enjoying playing the character AND planning out possible future builds for him.
Please try my arcs:
Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)
For i19 heres my SS/invuln/soul build.
I took darkest night for those pesky psi users, and with CJ and like 2 guys in melee range (maybe its 1.. havent check the numbers in awhile) i'm capped to S/L def. That plus my high resistance from the passives, and set bonuses, means i can pretty much kill anything before it kills me.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Sutdepa: Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 1: Resist Physical Damage -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam(7), S'fstPrt-ResDam/Def+(7)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-EndRdx/Rchg(9), RctvArm-ResDam(11), RctvArm-EndRdx(11)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(17)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(48), C'ngImp-Acc/Dmg/Rchg(50), C'ngImp-Acc/Dmg/EndRdx(50), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(15)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(36), RctvArm-EndRdx(36)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), GSFC-Build%(25)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(27)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(31)
Level 26: Taunt -- Zinger-Taunt/Rchg(A)
Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33)
Level 30: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Tough Hide -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(36), GftotA-Def/EndRdx/Rchg(37), GftotA-Def(37)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39), RctvArm-EndRdx(39)
Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(42), GftotA-Def/EndRdx/Rchg(42), GftotA-Def(42)
Level 44: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Darkest Night -- DampS-ToHitDeb/Rchg/EndRdx(A), DampS-Rchg/EndRdx(48), DampS-ToHitDeb/EndRdx(48)
Level 49: Super Speed -- Winter-ResSlow(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(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 -- Mrcl-Rcvry+(A), Mrcl-Heal(3), Numna-Regen/Rcvry+(3)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(5), P'Shift-EndMod(5)
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IMO, the lack of end reduction in a full set of Eradication is too big a price to pay for the small F/C def bonus. I'd recommend the following slotting:
Eradication: Dam, Dam/Rchg, Acc/Dam/Rchg, Acc/Dam/End/Rchg Scirocco's Dervish: Dam/End, Acc/Rchg That will give you the first three Erad bonuses (+end, E/NE def, +HP) and a 10% regen bonus from the Scirocco's, with 59% acc, 97% dam, 42% end red, and 80% recharge. You could also swap the Erad proc for one of the other Erad IOs, but you'd have to give up some damage and/or recharge as a result. |
If it's at all possible, I think everyone who uses Footstomp regularly should find a way to fit a Force Feedback +recharge proc in there somewhere. That proc was made for Footstomp.
|
Using highest level IOs, this gives me:
Acc: 53.83%
Dam: 95.31%
End: 62.93%
Rech: 54.38%
Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
ss/inv: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Knock%(5)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31)
Level 4: Temp Invulnerability -- GA-ResDam(A), GA-Res/Rech/End(15), GA-3defTpProc(17), GA-End/Res(17), GA-RechRes(23), GA-RechEnd(36)
Level 6: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(7), Panac-Heal/Rchg(7), Panac-Heal/EndRedux/Rchg(13), Panac-Heal(13), Panac-Heal/+End(15)
Level 8: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(48)
Level 10: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(37), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam(36), RctvArm-EndRdx(36)
Level 16: Super Jump -- ULeap-Jump(A)
Level 18: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(19), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(21), AdjTgt-ToHit/EndRdx(21), AdjTgt-Rchg(23)
Level 20: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(37), RctvArm-ResDam(37), RctvArm-ResDam/EndRdx/Rchg(42)
Level 22: Weave -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def(39), RedFtn-EndRdx(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx(40)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Aid Other -- Dct'dW-Rchg(A)
Level 28: Invincibility -- SW-Def/EndRdx(A), SW-Def/Rchg(29), SW-EndRdx/Rchg(29), SW-Def/EndRdx/Rchg(31), SW-ResDam/Re TP(39), SW-Def(42)
Level 30: Aid Self -- Numna-Regen/Rcvry+(A)
Level 32: Foot Stomp -- FotG-Acc/Dmg(A), FotG-Dam/Rech(33), FotG-Dam/End/Rech(33), FotG-Acc/End/Rech(33), FotG-Acc/Dmg/End/Rech(34), FotG-ResDeb%(34)
Level 35: Resuscitate -- RgnTis-Regen+(A)
Level 38: Tough Hide -- LkGmblr-Rchg+(A)
Level 41: Unstoppable -- S'fstPrt-ResKB(A)
Level 44: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit/EndRdx(45), GSFC-ToHit(45)
Level 47: Physical Perfection -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(48), Mrcl-Heal/Rchg(48)
Level 49: Superior Conditioning -- EndMod-I(A), EnManip-Stun%(50), EnManip-EndMod(50), EnManip-EndMod/Rchg(50)
------------
Level 1: Brawl -- Mako-Dam%(A)
Level 1: Sprint -- Empty(A), Empty(45), Empty(46), Empty(46)
Level 2: Rest -- Empty(A), Empty(42), Empty(43), Empty(43), Empty(43)
Level 1: Fury
Level 4: Ninja Run
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this is my first ever try at io'ing a character. i know my resistance is over. the slots in sprint and rest are for stamina and health. probably a performance shifter and a couple end/mod io's. i think maybe i could use one more attack and one less toggle, but not really sure which direction to go in.
This is the build I've put together for my SS/INV Brute (he's currently level 37), and I wanted to see how it looks so far.
I only PvE, and I'm trying to make him as indestructible as possible. Most of my IO sets are picked for the +Def bonuses. I'm slotting the Crushing Impacts for the +Acc, -Rechg, and +psiRes.
As I said, it's a work in progress, so I haven't decided on several IO sets. Also, when I19 comes out, I'll move some things up (Resist Energies) and think about another pool. I chose the Energy Mastery Epic Pool based purely on reading the powers descriptions, so any feedback on this would be very helpful.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Jutals Dad: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(40)
Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(13)
Level 6: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx(25), Dct'dW-Heal/EndRdx/Rchg(36)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 10: Swift -- Run-I(A)
Level 12: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 14: Fly -- Flight-I(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(25)
Level 18: Health -- Heal(A), Heal(43), Heal(43)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Rage -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
Level 28: Invincibility -- EndRdx(A), DefBuff(29), DefBuff(31), DefBuff(40)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(43)
Level 32: Foot Stomp -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34), EndRdx(46)
Level 35: Tough Hide -- DefBuff(A), DefBuff(39), DefBuff(39)
Level 38: Resist Elements -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(40), Aegis-ResDam/Rchg(46)
Level 41: Weave -- EndRdx(A), DefBuff(42), DefBuff(42), DefBuff(42)
Level 44: Unstoppable -- RechRdx(A), RechRdx(48)
Level 47: Superior Conditioning -- EndMod(A), EndMod(48), EndMod(48)
Level 49: Physical Perfection -- EndMod(A), EndMod(50), Heal(50), Heal(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 2: Ninja Run
------------
Set Bonus Totals:
- 9.25% Defense(Smashing)
- 9.25% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 6.13% Defense(Melee)
- 6.13% Defense(Ranged)
- 4.56% Defense(AoE)
- 28% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 25% Enhancement(RechargeTime)
- 67.5 HP (4.5%) HitPoints
- MezResist(Immobilize) 14.3%
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% Resistance(Psionic)
- 5% RunSpeed
------------Set Bonuses:
Crushing Impact
(Punch)
- MezResist(Immobilize) 2.2%
- 16.9 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
Reactive Armor(Resist Physical Damage)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Crushing Impact(Haymaker)
- MezResist(Immobilize) 2.2%
- 16.9 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
Reactive Armor(Temp Invulnerability)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Doctored Wounds(Dull Pain)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
Crushing Impact(Knockout Blow)
- MezResist(Immobilize) 2.2%
- 16.9 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
Crushing Impact(Air Superiority)
- MezResist(Immobilize) 2.2%
- 16.9 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
Reactive Armor(Unyielding)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Reactive Armor(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Reactive Armor(Resist Energies)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Steadfast Protection(Resist Elements)
- 3% Defense(All)
Aegis(Resist Elements)
Please try my arcs:
Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)