SS/SR for Critiques/Tweaks
I slot your build a little differently such that it has slightly higher hit points and regeneration.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(34), Hectmb-Dam%(34), Mako-Dam%(34)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9)
Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(11)
Level 4: Haymaker -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(37), Mako-Dmg/Rchg(40), T'Death-Dmg/EndRdx(42), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(42)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Agile -- SW-Def(A), SW-Def/EndRdx(13), SW-Def/Rchg(13)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Dodge -- SW-Def(A), SW-Def/EndRdx(17), SW-Def/Rchg(17)
Level 18: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit(43), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
Level 20: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(23)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(25), TtmC'tng-ResDam(25), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-EndRdx(31)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(29)
Level 28: Lucky -- SW-Def(A), SW-Def/EndRdx(29), SW-Def/Rchg(31)
Level 30: Stimulant -- Empty(A)
Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(43), FrcFbk-Rechg%(43)
Level 35: Quickness -- Run-I(A)
Level 38: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40), IntRdx-I(40)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), P'Shift-EndMod/Acc(45), Numna-Regen/Rcvry+(45), Numna-Heal(46), Mrcl-Rcvry+(46)
Level 47: Hurl -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50), Apoc-Dam%(50)
Level 49: Taunt -- Zinger-Dam%(A)
------------
Level 1: Brawl -- Empty(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 -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(19), RgnTis-Regen+(50)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(5)
Sorry Twilight, I didn't even see that anyone had replied here. Your link won't open for me, but I'll take a gander at that build.
In the meantime, here's a different one I cooked up.
Build Highlights:
**46.7/46.7/46.5 M/R/AoE defenses
**2079 Hit Points
**Regens 27.57 hp/s
**Recovers 4.0 eps, 4.6 when you factor in Perf. Shifters
**Passive End Drain of .91 eps
**77.5% Recharge
**No Purples (does use the Gladiator's PvP, but 30 HMerits are like 3 weeks of work; no biggie)
If anyone can find any areas for improvement, fire away!
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I'll post the data chunk of my posted build here. Make sure that you have the latest version of Mid's planner.
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That's a pretty solid build, but...it's like 10x more expensive than mine. It's also lacking any kind of a single target chain, which is important to me. Definitely some food for thought in it, though. Thanks!
Actually, my posted build was a reply to your first post. Your first posted build uses pvp and purple IOs. I simply kept using them if that is what you want. I don't understand why my attack chain can be different from your posted builds. All the 3 builds take the same attacks, except that I replaced resusitate with hurl.
Oh, my mistake, you're right; I had forgotten that that build had so many expensive things in it. After tracking the markets for a few weeks, I realized that I'd much rather save 4 billion Inf than make fairly negligible increases in survivability.
The attack chains differ in that I have Boxing slotted as an attack, and can use it as a filler for gaps between Punch/Jab/KoB, while your posted build will have gaps.
Here's a build I made tonight; the character's coming up on 32, which is when I usually start slotting the sets I want. Three things:
1. No Hasten: Already has 90% global recharge, and really only the attack chain and Foot Stomp benefit...Aid Self, too, I guess, but if I need another 70% of recharge in there, then I'm doing something very wrong.
2. Expensive: Which is fine; this is one of only 2 projects right now (along with a DM/SD), and I've been fine so far with affording pricey things for that one, between marketeering and Alignment Merits.
3. Resuscitate: The level 49 slot...really not much else to grab there. Totally open to suggestions (that aren't Hasten).
EDIT: Just wanted to add that I'll be grabbing the Cardiac Boost with this one, so the End Burn (a "passive"--i.e., without figuring an attack chain--3.1 EPS) will be even lower; by how much I'm not sure, because that's more math than I want to do right now.
Here it is: