SS/fire/fire build for Jestrix
Awesome! Thanks for the share!
Project 86 - Bane SoA
Threat Agent - Elec/Shield Scrapper
Voodoo Hood - Thugs/Dark MM
And numerous other minions as well...
Interesting. Overall I approve but I personally find no point in slotting additional defense into venge. Should you ever choose to respec I suggest throwing the lotg def slot into punch or boxing. I find kin combat a bit lacking by itself. Did you not mention what alpha you use or did I miss it?
I'd swap the sets in Burn and Footstomp. Footstomp will make better use of the proc and higher enhancement numbers the 'Geddon set provides.
How do you find your endurance useage? Are you running the Cardiac Alpha?
Also agree about dropping the second LotG from Veng. That regen bonus is giving you .7hp/sec regen. You can definitely use that slot better elsewhere. Like as a 6th slot for Healing Flames. Putting an end rdx in there will drop it down to 5.5 end, which I've found to be well worth it.
Alternatively, if you really want to use the Panacea proc you could put that in Healing Flames, since the hp/end you get from it over time in Health is pitiful but in Healing Flames it will give you a 20% chance to actually gain endurance using it.
The Melee Teaming Guide for Melee Mans
So is this a PVE build? Or a farming build? Likely rolling one of these and I want to be able to have fun w/ it along the way.
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As to other thread questions:
I run the Cardiac alpha unless I know there are good +END buffs on the team as it is a pig without it. With good +END buffs, I swap to Spiritual.
Reasons for sets in Footstomp/Burn are purely endurance-related. How I have Footstomp slotted conserves much more END since Burn has a low cast-cost to begin with. Though I will certainly play with your suggestions in Mids and see if I can come up with a compromise.
As to the 2nd slot in Vengeance...I'm torn. I would most certainly love to have another slot elsewhere but i REALLY rely on the +DEF (and the near-permanancy of Veng) to stay upright. Especially in ITFs (i LOVE ITFs) where I'm not just facing Sm/Le but also a crapload of Nrg/Neg. As to adding a slot to Punch/Boxing...meh. Boxing isn't even on my powerbar as it's just a set-mule and Punch gets mashed so infrequently (again, mostly a set-mule) with all my recharge that it seems silly to add another slot there. But again, I am always open to others' ideas and how I might have even MORE fun with this build.
I honestly had not considered Panacea in HFs. It has a chance to proc every 10 secs in a passive, no? HF isn't recharged in 10 secs. Would like to understand your thoughts behind that suggestion a little better in case i am missing something.
Well...I have seen it in action and it rocks....all I can say...thats why I wanted the build to check it out and see where I could improve mine or maybe change it completely.
The build might not work for everyone as she knows how to run this build but it is pretty awesome none the less!
Asked to share, so am sharing.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre 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(9)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam/Rchg(21)
Level 2: Blazing Aura -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Dmg/EndRdx(13)
Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Rchg(45)
Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), C'ngImp-Dmg/EndRdx/Rchg(31), G'Wdw-Acc/EndRdx(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam/Rchg(36)
Level 18: Rage -- HO:Membr(A), HO:Membr(29), Rec'dRet-ToHit/Rchg(31), Rec'dRet-ToHit(42)
Level 20: Consume -- Mocking-Acc/Rchg(A), Mocking-Rchg(42), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(43)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/EndRdx/Rchg(33), KntkC'bat-Dmg/Rchg(34)
Level 24: Tough -- HO:Ribo(A), HO:Ribo(34), S'fstPrt-ResDam/Def+(34)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 28: Burn -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(31), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(37), Armgdn-Dam%(37)
Level 30: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37)
Level 32: Foot Stomp -- FotG-Acc/Dmg(A), FotG-Acc/End/Rech(33), FotG-Dam/End/Rech(39), M'Strk-Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(40), FrcFbk-Rechg%(46)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
Level 38: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A)
Level 44: Fire Blast -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(45), Apoc-Dmg(45), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46)
Level 47: Fire Ball -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50), EndRdx-I(50)
Level 49: Rise of the Phoenix -- HO:Perox(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5), Panac-Heal/+End(11)
Level 2: Stamina -- EndMod-I(A), EndMod-I(5), P'Shift-End%(7)