DM/SD Build Advice


Adeon Hawkwood

 

Posted

This build is made more for a brute but I didnt think there was much difference between scrappers and brutes build wise and seeing as the Scrapper Thread is a little more active I thought I'd look for help here.

Built around recharge and Defense, 145% Recharge and Softcap Positionals. Just want to make sure I cant do much more with the slots and sets. Also at this moment its a purple free build, but will always take suggestions.

Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(31)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/Rchg(7)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/Rchg(9)
Level 4: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(13), Sciroc-Acc/Dmg/EndRdx(13), Sciroc-Dam%(39)
Level 6: True Grit -- Heal-I(A)
Level 8: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), Heal-I(39)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(19)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 14: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43)
Level 16: Against All Odds -- Taunt(A)
Level 18: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(34), P'Shift-EndMod/Acc(37), P'Shift-End%(40)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A), DefBuff(23), DefBuff(23)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/Rchg(25)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 28: Grant Cover -- LkGmblr-Rchg+(A)
Level 30: Fly -- Zephyr-Travel(A)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(39)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: One with the Shield -- Empty(A)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Hover -- Krma-ResKB(A)
Level 49: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(50), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-Rchg/EndRdx(50)
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(21), Empty(21)





http://www.cohplanner.com/mids/downl...CACF3F97ABFA42


 

Posted

I've opened up your build and there are still 5 slots left to be placed. Is that a bug, or have you not decided on where they should go yet?

I would always leave Phalanx Fighting down at 0 players around you. The only time that part of the power is reliable is when everyone is huddled around for an AV beatdown. With Phalanx Fighting set to 0, the build is currently giving up a huge amount of survivability for its recharge.

I can tweak the build for you later, if nobody has given a build by then.


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Posted

Quote:
Originally Posted by bAss_ackwards View Post
I've opened up your build and there are still 5 slots left to be placed. Is that a bug, or have you not decided on where they should go yet?

I would always leave Phalanx Fighting down at 0 players around you. The only time that part of the power is reliable is when everyone is huddled around for an AV beatdown. With Phalanx Fighting set to 0, the build is currently giving up a huge amount of survivability for its recharge.

I can tweak the build for you later, if nobody has given a build by then.
Wasn't sure where to put the slots, as for Phalanx fighting I had forgotten about setting that up I was just checking it out....rework time. I dont know if its a bug but Phalanx Fighting seems to count yourself, atm I am totally alone and getting 3.75%


 

Posted

Quote:
Originally Posted by Jakarr View Post
Wasn't sure where to put the slots, as for Phalanx fighting I had forgotten about setting that up I was just checking it out....rework time. I dont know if its a bug but Phalanx Fighting seems to count yourself, atm I am totally alone and getting 3.75%
It's not a bug. Phalanx Fighting provides a constant defense bonus even if no one is in range (3.75% for Brutes/Scrappers, 5% for Tankers). However, this bonus is un-enhanceable.