AFFORDABLE DM/INV Build Help?


Finduilas

 

Posted

Hi all. Been monkeying with Mids, and though I love the other builds posted full of Orange sets, I have never had the patience nor INF to make this happen for a toon, so following other advice, am making this build with only Yellow sets and below. I'd love your input.

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Basalena 3: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Smite

  • (A) Pounding Slugfest - Accuracy/Damage
  • (13) Pounding Slugfest - Damage/Recharge
  • (40) Pounding Slugfest - Damage/Endurance
  • (46) Pounding Slugfest - Disorient Bonus
Level 1: Resist Physical Damage
  • (A) Steadfast Protection - Resistance/Endurance
  • (33) Steadfast Protection - Resistance/+Def 3%
  • (34) Steadfast Protection - Knockback Protection
Level 2: Temp Invulnerability
  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (3) Reactive Armor - Resistance
  • (13) Reactive Armor - Resistance/Recharge
  • (42) Reactive Armor - Endurance
Level 4: Dull Pain
  • (A) Harmonized Healing - Heal/Endurance
  • (5) Harmonized Healing - Endurance/Recharge
  • (5) Harmonized Healing - Heal/Recharge
  • (17) Harmonized Healing - Heal/Endurance/Recharge
  • (23) Harmonized Healing - Heal
Level 6: Shadow Maul
  • (A) Multi Strike - Accuracy/Damage
  • (7) Multi Strike - Damage/Endurance
  • (7) Multi Strike - Damage/Recharge
  • (37) Multi Strike - Accuracy/Endurance
  • (42) Multi Strike - Damage/Endurance/Recharge
  • (43) Multi Strike - Accuracy/Damage/Endurance
Level 8: Siphon Life
  • (A) Smashing Haymaker - Accuracy/Damage
  • (9) Smashing Haymaker - Damage/Recharge
  • (9) Smashing Haymaker - Damage/Endurance
  • (21) Smashing Haymaker - Damage/Endurance/Recharge
  • (23) Triage - Heal/Endurance
  • (40) Triage - Heal/Recharge
Level 10: Boxing
  • (A) Accuracy IO
Level 12: Maneuvers
  • (A) Defense Buff IO
  • (50) Defense Buff IO
Level 14: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (15) Reactive Armor - Resistance
  • (15) Reactive Armor - Endurance
  • (17) Reactive Armor - Resistance/Recharge
Level 16: Unyielding
  • (A) Reactive Armor - Resistance/Endurance
  • (27) Reactive Armor - Resistance
  • (27) Reactive Armor - Endurance
  • (34) Reactive Armor - Resistance/Recharge
  • (42) Reactive Armor - Resistance/Endurance/Recharge
Level 18: Dark Consumption
  • (A) Multi Strike - Accuracy/Damage
  • (19) Multi Strike - Accuracy/Damage/Endurance
  • (19) Multi Strike - Accuracy/Endurance
  • (21) Multi Strike - Damage/Recharge
  • (25) Multi Strike - Damage/Endurance/Recharge
  • (25) Multi Strike - Damage/Endurance
Level 20: Weave
  • (A) Defense Buff IO
  • (34) Defense Buff IO
Level 22: Tactics
  • (A) Endurance Reduction IO
Level 24: Combat Jumping
  • (A) Defense Buff IO
Level 26: Soul Drain
  • (A) Multi Strike - Accuracy/Damage
  • (31) Multi Strike - Damage/Endurance
  • (31) Multi Strike - Damage/Recharge
  • (31) Multi Strike - Accuracy/Endurance
  • (37) Multi Strike - Accuracy/Damage/Endurance
  • (43) Multi Strike - Damage/Endurance/Recharge
Level 28: Invincibility
  • (A) Defense Buff IO
  • (29) Defense Buff IO
  • (29) Defense Buff IO
  • (50) Endurance Reduction IO
Level 30: Resist Energies
  • (A) Reactive Armor - Resistance/Endurance
  • (33) Reactive Armor - Resistance
  • (33) Reactive Armor - Endurance
  • (37) Reactive Armor - Resistance/Recharge
  • (48) Reactive Armor - Resistance/Endurance/Recharge
Level 32: Midnight Grasp
  • (A) Mocking Beratement - Taunt/Recharge
  • (36) Mocking Beratement - Accuracy/Recharge
  • (39) Mocking Beratement - Taunt/Range
  • (39) Mocking Beratement - Recharge
  • (39) Mocking Beratement - Taunt
  • (40) Mocking Beratement - Taunt/Recharge/Range
Level 35: Tough Hide
  • (A) Defense Buff IO
  • (36) Defense Buff IO
  • (36) Defense Buff IO
Level 38: Unstoppable
  • (A) Impervium Armor - Psionic Resistance
Level 41: Focused Accuracy
  • (A) Adjusted Targeting - To Hit Buff
  • (43) Adjusted Targeting - To Hit Buff/Endurance
  • (48) Adjusted Targeting - To Hit Buff/Recharge
Level 44: Physical Perfection
  • (A) Efficacy Adaptor - EndMod
  • (45) Efficacy Adaptor - EndMod/Recharge
  • (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (45) Efficacy Adaptor - Accuracy/Recharge
  • (46) Efficacy Adaptor - EndMod/Accuracy
  • (46) Efficacy Adaptor - EndMod/Endurance
Level 47: Laser Beam Eyes
  • (A) Maelstrom's Fury - Accuracy/Damage
  • (48) Maelstrom's Fury - Damage/Recharge
  • (50) Maelstrom's Fury - Damage/Endurance
Level 49: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Miracle - +Recovery
Level 2: Stamina
  • (A) Endurance Modification IO
  • (11) Endurance Modification IO
  • (11) Endurance Modification IO
------------
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)
  • 15.19% Defense(Smashing)
  • 15.19% Defense(Lethal)
  • 13.63% Defense(Fire)
  • 13.63% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 13.31% Defense(Melee)
  • 6.125% Defense(Ranged)
  • 16.75% Defense(AoE)
  • 1.8% Max End
  • 12.5% Enhancement(RechargeTime)
  • 3% Enhancement(Heal)
  • 56.22 HP (3.751%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 1.65%
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 6.6%
  • MezResist(Sleep) 4.95%
  • MezResist(Stun) 4.95%
  • 4.5% (0.075 End/sec) Recovery
  • 22% (1.377 HP/sec) Regeneration
  • 2.835% Resistance(Fire)
  • 2.835% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 3% Resistance(Psionic)
  • 3% RunSpeed
------------
Set Bonuses:
Pounding Slugfest
(Smite)
  • 8% (0.501 HP/sec) Regeneration
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 2% DamageBuff(All)
Steadfast Protection
(Resist Physical Damage)
  • 1.5% (0.025 End/sec) Recovery
  • 22.49 HP (1.5%) HitPoints
  • 3% Defense(All)
  • Knockback Protection (Mag -4)
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
  • 1.25% Defense(AoE), 0.625% Defense(Fire), 0.625% Defense(Cold)
Harmonized Healing
(Dull Pain)
  • 1.5% (0.025 End/sec) Recovery
  • MezResist(Confused) 1.65%
  • 3% Enhancement(Heal)
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Multi Strike
(Shadow Maul)
  • MezResist(Sleep) 1.65%
  • 0.945% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
  • 1.875% Defense(Melee), 0.938% Defense(Lethal), 0.938% Defense(Smashing)
Smashing Haymaker
(Siphon Life)
  • MezResist(Immobilize) 2.2%
  • 16.87 HP (1.125%) HitPoints
  • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
Triage
(Siphon Life)
  • 4% (0.25 HP/sec) Regeneration
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Reactive Armor
(Unyielding)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
  • 1.25% Defense(AoE), 0.625% Defense(Fire), 0.625% Defense(Cold)
Multi Strike
(Dark Consumption)
  • MezResist(Sleep) 1.65%
  • 0.945% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
  • 1.875% Defense(Melee), 0.938% Defense(Lethal), 0.938% Defense(Smashing)
Multi Strike
(Soul Drain)
  • MezResist(Sleep) 1.65%
  • 0.945% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
  • 1.875% Defense(Melee), 0.938% Defense(Lethal), 0.938% Defense(Smashing)
Reactive Armor
(Resist Energies)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
  • 1.25% Defense(AoE), 0.625% Defense(Fire), 0.625% Defense(Cold)
Mocking Beratement
(Midnight Grasp)
  • 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)
Impervium Armor
(Unstoppable)
  • 3% Resistance(Psionic)
Adjusted Targeting
(Focused Accuracy)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
Efficacy Adaptor
(Physical Perfection)
  • 16.87 HP (1.125%) HitPoints
  • 1.5% (0.025 End/sec) Recovery
  • 10% (0.626 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Maelstrom's Fury
(Laser Beam Eyes)
  • 3% RunSpeed
  • 1.875% Defense(Fire,Cold), 0.938% Defense(AoE)
Blessing of the Zephyr
(Super Jump)
  • Knockback Protection (Mag -4)



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Posted

By the way, here's the cumulative totals:

DEF:
S/L: 39.3%
EN/NEG: 33.3%
PSI: 14.1%
FIRE/COLD: 37.7%
MELEE: 24.4%
RNG: 17.2%
AOE: 27.8%

RES:
S/L: 67.4%%
EN/NEG: 24.7%
PSI: 3%
FIRE/COLD: 14.6%
TOX: 11.7%

RECOVERY: 194%
REGEN: 182%
RECHARGE: 12.5%

I think this is pretty good. My only worry is possible Endurance problems, but I'm hoping the 194% Recovery will help with that.


 

Posted

First of all, not all yellow sets are cheap and all orange sets expensive. I'd check prices before deciding what's in or not in your price range.

Some slotting issues:

Invinc doesn't need KB protection, so you're just wasting infamy on that -KB IO. I'd drop both that and the Steadfast Def/End and use two level 50 common resist IOs instead.

Smashing Haymaker is a good, inexpensive set, and I suggest you use it for Smite as well as Siphon Life. But Smite needs a fifth slot--any inexpensive Acc/Dam (with End and/or Rchg if that's your preference) will do. IMO, you'd be better off just slotting Siphon as a straight attack, or like Smite with a common heal IO.

The fifth slot in your Reactive Armor sets is uneeded for end reduction and not worth the slot if you're going for the F/C def. Using 3 slots of Aegis (yes, orange, but not terribly expensive) is a much better way to get F/C def if you want it. Use just the resistance pieces for the RA sets.

On the other hand, Weave and Maneuvers--both with much higher end costs than TI or UY--are underslotted for defense and unslotted for end reduction. Four slots of an inexpensive defense set like Serendipity (though Gift of the Ancients is also good if you can afford it) would work well for Weave, Maneuvers, and Invinc.

Midnight Grasp is a good attack and should be slotted like one. I'd slot MG with another SH set, drop Tactics, and take Taunt for the MB set.

3% psi resist is not going to make any difference in your build, so the Imperv Armor Psi resist in Unstop is a waste of infamy. Drop it for a common resist or recharge.

Focused Accuracy is a huge end hog and will need to be slotted more heavily for end reduction if you're going to use it. I'd drop it for Superior Conditioning. If you really want +percep or +tohit, I think the Rectified Reticle +percep and the Kismet +acc are worth the infamy.

Physical Perfection is way overslotted--it has half the value of Stamina but you've given it twice the slots.

Here's your build with the changes I suggested. I think you should also price out Doctored Wounds for Dull Pain, since 5 pieces will get you closer to the ED cut-off for recharge and heal, plus it has a 5% recharge bonus. You may also want to consider 3-slotting Eradication plus a couple of Multi Strikes for the E/NE defense instead of full sets of Multi Strikes. You'd lose around 3% S/L def, but gain over 9% E/NE def; I think it would be worth it, but your call.

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Basalena 3: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Smite -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(40), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42), C'ngImp-Acc/Dmg/Rchg:50(46)
Level 1: Resist Physical Damage -- ResDam-I:50(A), S'fstPrt-ResDam/Def+:30(33), ResDam-I:50(34)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/EndRdx/Rchg:30(3), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(13)
Level 4: Dull Pain -- H'zdH-Heal/EndRdx:40(A), H'zdH-EndRdx/Rchg:40(5), H'zdH-Heal/Rchg:40(5), H'zdH-Heal/EndRdx/Rchg:40(17), H'zdH-Heal:40(23)
Level 6: Shadow Maul -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(7), M'Strk-Dmg/Rchg:50(7), M'Strk-Acc/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(42), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 8: Siphon Life -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(21), C'ngImp-Acc/Dmg/Rchg:50(23), Heal-I:50(40)
Level 10: Boxing -- Acc-I:50(A)
Level 12: Maneuvers -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(42), S'dpty-Def/EndRdx/Rchg:40(48), S'dpty-Def:40(50)
Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(15), RctvArm-EndRdx:40(15), RctvArm-ResDam/Rchg:40(17)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam/Rchg:40(34)
Level 18: Dark Consumption -- M'Strk-Acc/Dmg:50(A), M'Strk-Acc/Dmg/EndRdx:50(19), M'Strk-Acc/EndRdx:50(19), M'Strk-Dmg/Rchg:50(21), M'Strk-Dmg/EndRdx/Rchg:50(25), M'Strk-Dmg/EndRdx:50(25)
Level 20: Weave -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(34), S'dpty-Def/EndRdx/Rchg:40(43), S'dpty-Def:40(48)
Level 22: Taunt -- Mocking-Taunt:40(A), Mocking-Rchg:50(36), Mocking-Taunt/Rchg:40(40), Mocking-Taunt/Rchg/Rng:40(45), Mocking-Acc/Rchg:40(46), Mocking-Taunt/Rng:40(46)
Level 24: Combat Jumping -- DefBuff-I:50(A)
Level 26: Soul Drain -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(31), M'Strk-Dmg/Rchg:50(31), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(43)
Level 28: Invincibility -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(29), S'dpty-Def/EndRdx/Rchg:40(29), S'dpty-Def:40(50)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam/Rchg:40(37)
Level 32: Midnight Grasp -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(39), S'ngH'mkr-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg/Rchg:35(39)
Level 35: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(36)
Level 38: Unstoppable -- RechRdx-I:40(A)
Level 41: Superior Conditioning -- EndMod-I:50(A)
Level 44: Physical Perfection -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(45), Efficacy-EndMod/EndRdx:50(45)
Level 47: Laser Beam Eyes -- Mael'Fry-Acc/Dmg:35(A), Mael'Fry-Dmg/Rchg:35(48), Mael'Fry-Dmg/EndRdx:35(50)
Level 49: Super Jump -- Zephyr-ResKB:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(11), EndMod-I:50(11)

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|-------------------------------------------------------------------|


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Thanks so much - sounds incredibly reasonable. Will sit down and go through it later this evening. I really appreciate the input.

Cheers.


 

Posted

Hey Finduilas,

So I had a chance to look this over and compare to my proposition, and I'm having a hard time seeing the increased value. Are your primary complaints with my configuration that 1) yours will cost me less, and 2) I am setting myself up for END problems?

Here's how my totals compare to yours.

Mine vs. Yours:

DEF:
S/L: 39.3% vs. 43.4
EN/NEG: 33.3% vs. 32.4
PSI: 14.1% vs. 14.8
FIRE/COLD: 37.7% vs. 36.2
MELEE: 24.4% vs. 27
RNG: 17.2% vs. 17.3
AOE: 27.8% vs. 24.8

RES:
S/L: 67.4%% vs. 69.7
EN/NEG: 24.7% vs. 23.5
PSI: 3% vs. 0
FIRE/COLD: 14.6% vs. 14.6
TOX: 11.7% vs. 11.7

RECOVERY: 194% vs. 192
REGEN: 182% vs. 172
RECHARGE: 12.5% vs. 7.5

I am thinking particularly of the endgame, and if I'm not mistaken, there are more Energy and AOE attacks then, whereas yours is tuned to more S/L. I also squeeze out more recovery, regen, and recharge.

Thoughts?


 

Posted

It's a combination of things.

You'll save a considerable amount of influence not getting those KB protection IOs--you should skip the one in SJ too, I didn't see that one at first.

End consumption is considerably less in my build, 1.57 EPS vs. 2.6 EPS.

And though it doesn't show in the stats, in your build Smite, Siphon Life and especially Midnight Grasp were underslotted, and they're not in the build I posted.

As for S/L def vs Energy, S/L damage is by far the most common in the game, though Invul characters have a considerable hedge against it since their S/L resistance is so high. But as I mentioned in my previous post, if you want E/NE def, you can have it by slotting your AoEs with Eradication instead of Multi Strike. It would look something like this; as you can see, the S/L def is now 40.6% and the E/NE def 41.8%.

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Basalena 3: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Smite -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(40), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42), C'ngImp-Acc/Dmg/Rchg:50(46)
Level 1: Resist Physical Damage -- ResDam-I:50(A), S'fstPrt-ResDam/Def+:30(33), ResDam-I:50(34)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/EndRdx/Rchg:30(3), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(13)
Level 4: Dull Pain -- H'zdH-Heal/EndRdx:40(A), H'zdH-EndRdx/Rchg:40(5), H'zdH-Heal/Rchg:40(5), H'zdH-Heal/EndRdx/Rchg:40(17), H'zdH-Heal:40(23)
Level 6: Shadow Maul -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(7), Erad-Dmg/Rchg:30(7), Erad-Acc/Dmg/Rchg:30(37), M'Strk-Dmg/EndRdx:50(42), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 8: Siphon Life -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(21), C'ngImp-Acc/Dmg/Rchg:50(23), Heal-I:50(40)
Level 10: Boxing -- Acc-I:50(A)
Level 12: Maneuvers -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(42), S'dpty-Def/EndRdx/Rchg:40(48), S'dpty-Def:40(50)
Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(15), RctvArm-EndRdx:40(15), RctvArm-ResDam/Rchg:40(17)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam/Rchg:40(34)
Level 18: Dark Consumption -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Rchg:30(21), M'Strk-Dmg/EndRdx/Rchg:50(25), M'Strk-Acc/Dmg/EndRdx:50(25)
Level 20: Weave -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(34), S'dpty-Def/EndRdx/Rchg:40(43), S'dpty-Def:40(48)
Level 22: Taunt -- Mocking-Taunt:40(A), Mocking-Rchg:50(36), Mocking-Taunt/Rchg:40(40), Mocking-Taunt/Rchg/Rng:40(45), Mocking-Acc/Rchg:40(46), Mocking-Taunt/Rng:40(46)
Level 24: Combat Jumping -- DefBuff-I:50(A)
Level 26: Soul Drain -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(31), Erad-Dmg/Rchg:30(31), Erad-Acc/Dmg/Rchg:30(31), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx:50(43)
Level 28: Invincibility -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(29), S'dpty-Def/EndRdx/Rchg:40(29), S'dpty-Def:40(50)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam/Rchg:40(37)
Level 32: Midnight Grasp -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(39), S'ngH'mkr-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg/Rchg:50(39)
Level 35: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(36)
Level 38: Unstoppable -- RechRdx-I:40(A)
Level 41: Superior Conditioning -- EndMod-I:50(A)
Level 44: Physical Perfection -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(45), Efficacy-EndMod/EndRdx:50(45)
Level 47: Laser Beam Eyes -- Mael'Fry-Acc/Dmg:35(A), Mael'Fry-Dmg/Rchg:35(48), Mael'Fry-Dmg/EndRdx:35(50)
Level 49: Super Jump -- Jump-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(11), EndMod-I:50(11)

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|-------------------------------------------------------------------|


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Thanks for the update. I like some of the ideas here, but not willing to sacrifice so many other stats, and in looking at Recipe prices, Multistrikes are 100K and less and Eradications are 5M and more. Blows my budget. So I'm thinking I'll start with Multistrike and build into Eradication.

Here's the build I think I'll start with containing some of the tweaks you've recommended. I'm hoping the END doesn't prove to be too much of a challenge, and am hoping Dark Consumption is up often enough to combat any issues.

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Basalena 3: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Smite -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(13), P'ngS'Fest-Stun%(40)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(33), S'fstPrt-ResKB(34)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(13), RctvArm-EndRdx(42)
Level 4: Dull Pain -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(5), H'zdH-Heal/Rchg(5), H'zdH-Heal/EndRdx/Rchg(17), H'zdH-Heal(23)
Level 6: Shadow Maul -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Dmg/Rchg(7), M'Strk-Acc/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(42), M'Strk-Acc/Dmg/EndRdx(43)
Level 8: Siphon Life -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/EndRdx/Rchg(21), Tr'ge-Heal/EndRdx(23), Tr'ge-Heal/Rchg(40)
Level 10: Boxing -- Acc-I(A)
Level 12: Maneuvers -- DefBuff-I(A), DefBuff-I(50)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-EndRdx/Rchg(46)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(27), RctvArm-EndRdx(27), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(42)
Level 18: Dark Consumption -- M'Strk-Acc/Dmg(A), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Acc/EndRdx(19), M'Strk-Dmg/Rchg(21), M'Strk-Dmg/EndRdx/Rchg(25), M'Strk-Dmg/EndRdx(25)
Level 20: Weave -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(46)
Level 22: Tactics -- EndRdx-I(A)
Level 24: Combat Jumping -- DefBuff-I(A)
Level 26: Soul Drain -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(43)
Level 28: Invincibility -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(29), EndRdx-I(50)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-EndRdx(33), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(48)
Level 32: Midnight Grasp -- Mocking-Taunt/Rchg(A), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(39), Mocking-Rchg(39), Mocking-Taunt(39), Mocking-Taunt/Rchg/Rng(40)
Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36)
Level 38: Unstoppable -- ImpArm-ResPsi(A)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(43), EndRdx-I(48)
Level 44: Physical Perfection -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(45), H'zdH-Heal/Rchg(45), H'zdH-Heal/EndRdx/Rchg(45), H'zdH-EndRdx(46)
Level 47: Laser Beam Eyes -- Mael'Fry-Acc/Dmg(A), Mael'Fry-Dmg/Rchg(48), Mael'Fry-Dmg/EndRdx(50)
Level 49: Super Jump -- Winter-ResSlow(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11), EndMod-I(11)
------------
Set Bonus Totals:

  • 17.06% Defense(Smashing)
  • 17.06% Defense(Lethal)
  • 15.19% Defense(Fire)
  • 15.19% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.25% Defense(Melee)
  • 6.125% Defense(Ranged)
  • 19.88% Defense(AoE)
  • 1.8% Max End
  • 7.5% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 39.36 HP (2.625%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 3.3%
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 6.6%
  • MezResist(Sleep) 4.95%
  • MezResist(Stun) 4.95%
  • 20% Perception
  • 4.5% (0.075 End/sec) Recovery
  • 12% (0.751 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 2.835% Resistance(Fire)
  • 2.835% Resistance(Cold)
  • 3% Resistance(Psionic)
  • 3% RunSpeed



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Posted

By the way, this gives me these totals:

DEF:
S/L: 41.6
EN/NEG: 33.8
PSI: 14.5
FIRE/COLD: 39.7
MELEE: 25.8
RNG: 17.7
AOE: 31.4

RES:
S/L: 67.4
EN/NEG: 23.5
PSI: 3
FIRE/COLD: 14.6
TOX: 11.7

RECOVERY: 182
REGEN: 191
RECHARGE: 7.5


 

Posted

The point was not to get you to adopt every suggestion I made, but to think about using your slots more efficiently. The biggest problems I still see are:

Lack of end reduction in Weave and Maneuvers. it makes no sense to put an end reduction in Invinc and none in those powers; Invinc costs .21 EPS unslotted, Weave and Maneuvers .33 EPS and .39 EPS respectively.

The fifth slots in the RA sets yield a grand total of 2.5% F/C defense for 4 slots. F/C damage is very rare compared to S/L, and IMO should be a low priority, but if you really want it, put two of them in Unstop and 3 slot Aegis for 3.14% F/C defense. Also, the RA Endurance slot in TI and UY saves you a whopping .02 EPS; that same slot, if used for a common end red IO in Weave, would save .1 EPS, in Maneuvers, .12 EPS.

If you feel you must keep Focused Accuracy, at least put another end reduction slot in there, too, since as slotted it's costing you .59 EPS, almost as much as both TI and UY would unslotted.

And although some brute players would say it's not important to fully slot attacks for damage, but I don't know of any that argue that accuracy and end reduction are unneeded. Three of your attacks are underslotted for accuracy, end reduction, or both, and in my book, that is a big problem. I'm guessing that may be why you kept FA, but as slotted, the end drain from just your toggles--no attacks included--is 2.51 EPS out of 3.09 EPS. For a brute, who depends on the ability to keep fighting to maintain Fury, that is a recipe for disaster.

And for a build concerned about cost, it's amazing to me that you want to spend what, 5 million or so on a -KB IO when literally all it's buying you is +23 HP.

But hey, it's your money, you can spend it as wastefully as you like.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Thanks again for the feedback, despite your frustration at the end. I don't know what costs are, and will certainly not spend 5 million on the -KB, so thanks for pointing that out. Testing my toggles last night, my END is definitely being sucked faster than I'm comfortable with, so I'll look to make these most recent tweaks, in the attempt to not lose too many other DEF numbers. I appreciate your thoughtful responses - I don't pretend to be an expert - this helps a lot.

Cheers.


 

Posted

So looking again at your advice, Finduilas, here's some follow-on clarifications and questions.

1) I put a second ENDRED in Weave - kinda not feeling like the defense is worth 3 slots at this point.

2) The 5th slot of RA doesn't just add F/C DEF, it adds 1.25 AOE DEF as well. My focus is to reduce AOE vulnerability, because it seems to me most fights in the late game use AOEs, and this might be a good mitigation strategy.

3) Focused Accuracy could possibly be swapped out later for Superior Conditioning if I find the END cost that far along unbearable. But like Weave, not sure it's worth the added benefit to have to 3 or 4-slot it to make it work.

4) My biggest concern all along has been being able to keep enough END, and I understand your point on the expenditure fully. I was hoping Dark Consumption being up often enough, and being able to turn toggles on and off as needed might be manageable. It may not be per your analysis, even though I pick ACC and END in the sets as a priority.

5) I also know late game there's lots of exploding knockback types of attacks, so wasn't sure if the Knockback IO would be necessary or not. As expressed before, I'm no pro.

At this point, this experiment is proving to be not so great - you've pointed out some key problems to this strategy: the fact that I'll overburn endurance, lose accuracy, and can't slot for damage appropriately all in pursuit of set-based improvements to defense. I guess I'm not so clear why people go this way, or if to make it work, you HAVE to spend billions on orange or purple sets.

C'est la vie.


 

Posted

1) I'd only put a second end red in Weave if everything else that needs it is well slotted for end reduction. A level 50 common end red IO gives 42% enhancement, which should be enough for most purposes. Remember that you get to the point of diminishing returns pretty quickly in everything but the most costly toggles. (Damage toggles, FA, etc.)

2) Don't worry about AoE def; trying to get your positional defense up to meaningful levels is pretty much an excercise in futility. Build on what you have--typed def--and that will take care of 90% of the damage you come across. (Basically everything but Psi and Toxic.)

3) Not sure Superior Conditioning is worth it?!? IMO, it's a classic one-slot power. FA, on the other hand, needs at least 2-3 slots for end reduction and ToHit.

4) Picking up Acc and End as bonuses is fine, but you also need to slot your powers for enhancement where appropriate. IMO, set bonuses are just that, a nice bonus to help your build, but NOT a replacement for proper slotting, especially in attacks.

5) Unyielding has mag 10 KB protection and a load of KB resistance for Brutes, only Tanks get more. My guess is that'll take care of 99% of the KB you'll face in PvE, except for unresistable KB like the Rikti bombs.

Of course you can slot your powers properly, still get defense bonuses and not spend billions! The first build I posted had defense and resistance totals very, very close to yours--higher in some cases--and well slotted powers. You have to make some choices, give up a few percentage points of def or resistance here and there, but on the whole it's a much more well-rounded and playable build than your high-end one.

It's really not that complicated. As long as you start with the base assumption that your attacks and powers should be well-slotted, and try to build for the set bonuses you want and that you can afford, you'll be fine. If there are budgetary constraints, no, you will not be able to put together a super high recharge, soft-capped to everything build. But the improvements that you can make will still be worth the effort.


My Characters

Knight Court--A CoH Story Complete 2/3/2012