Build help: MA/SD
I was able to squeeze out another 12.6 percent s/l resists while maintaining soft cap defense. Got another 20 or so hp, lost a little bit of end recovery but your endurance will still be sufficient for your attack chain (SK CAK SK CS) ad infinitum since conserve power has 50 percent uptime. Little bit more recharge, same regeneration rate. Got enough innate accuracy to hit +4's at 95 percent with the exception of cobra strike which is 93.8 (which won't matter once you get your t3 alpha slot and get the level shift). Fit a recharge proc into dragon's tail for lulz - it's very very good in footstomp so I figured it was probably worth it in DT as well. You will notice a pretty good sized difference going from 22 percent s/l resists to 35 - I'm a big advocate of slotting tough and deflection for resistance since you can hit your t9 and come close to the cap with 1 small orange (and hit it with 1 medium).
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Thanks, I definitely like your build more, but I think I'm gonna make some itty bitty changes. I can steal a slot from hasten and have it have a 1 second downtime, which is probably worth more elsewhere, and I'll probably drop the mako proc for an end reducer in SK, simply because I don't like how much endurance the chain is costing. That reduces EPS by like .5, and moving the slot to health gives me like 15% extra regen and a little recovery (Miracle: Heal)
Endurance reduction is all and good and I definitely agree that reducing costs where you can is great, but you don't need to. As posted the chain will be burning end at the rate of .546 so you can attack for ~201 seconds before running out - not counting the two perfshifter procs which are worth around .2 eps each. Basically you'll be able to attack almost infinitely with that amount of endurance cost, and conserve power has a 50 percent uptime which means that it will be recharged long, long before you get close to running out of endurance.
Having loads of end recovery is great, but it's the sort of thing where you sort of plateau - if you have enough you have enough, and having more doesn't really do anything for you. Obviously your choice but that's how I've approached it personally =)
I was able to squeeze out another 12.6 percent s/l resists while maintaining soft cap defense. Got another 20 or so hp, lost a little bit of end recovery but your endurance will still be sufficient for your attack chain (SK CAK SK CS) ad infinitum since conserve power has 50 percent uptime. Little bit more recharge, same regeneration rate. Got enough innate accuracy to hit +4's at 95 percent with the exception of cobra strike which is 93.8 (which won't matter once you get your t3 alpha slot and get the level shift). Fit a recharge proc into dragon's tail for lulz - it's very very good in footstomp so I figured it was probably worth it in DT as well. You will notice a pretty good sized difference going from 22 percent s/l resists to 35 - I'm a big advocate of slotting tough and deflection for resistance since you can hit your t9 and come close to the cap with 1 small orange (and hit it with 1 medium).
Code:
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I'm confused. You say the attack chain is SK-CAK-SK-CS. But when I look in MIDS, I see SK with a rechage of 1.954 seconds, where CAK/CS have cast times of 1.848 seconds. Am I missing something? This is using Aracnatime. If you turn on the Spiritual Core paragon, then yeh you drop SK to 1.706 seconds. Maybe that is the requirement? Actually it looks like it falls to 1.7 and change even with the entry level Spiritual.
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Cool. I really like the build. I was poking around with it to add Fireball in place of the conserve power / pp pool.
Lost some endo rec, and endo probably isn't sustainable but you get Fireball
I think there are probably 2-3 slots that could come out of Aid Self without really losing much, just not sure where to put them - one could go into Phalanx for a 7.5% LotG.
Just having to rely on the Glad Armor IO to softcap makes me a sad panda though ......
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and here's a version that slots up Char and Fire Blast for some utility (hold, ranged dmg) while maintaining 45% ranged def.
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The build already has 5 of the LOTG global +rech slotted so more wouldn't do anything - Phalanx fighting isn't enhanceable so it's a great spot for the kismet 6 percent acc IO. You certainly don't need the glad PVP unique to create a great /shield build, it simply frees up some slots and makes the build better. It's also a good bit more difficult to fit in aid self without it - usually I would say drop it for maneuvers to cover the 3 percent loss.
The top build you linked only has 85 percent DDR, so when a roman hits you with a standard melee swing (-10 percent def) you will drop 1.5 percent defense as opposed to .5 percent with 95 percent resist which makes cascading defense failure a real possibility. I personally wouldn't want to play without capped DDR but your mileage may vary. Granted you could carry some purples in case that happened, but if you're going to do that you might as well play something that can't be inherently DDR capped, like regen or WP. I dislike carrying inspirations to cover something that I can eliminate the need for by building for it, be it purples or blues. I tend to create my builds in mids rather obsessively so that when I'm ingame, I can run around like a retarded kitty exploding everything that looks at my teammates crossways - whenever I join a team it usually ends in either comments about how great my build is, or the leader will sternly inform me that I need to stay behind the tank and stop one shotting spawns without his permission...
Also, as you mentioned, the endurance may not be sustainable without heavy reliance on blue insps which I wouldn't want to play either (again, personal choice - I'd rather save room in my tray for greens or reds). Not including things like the 10.4 end every 60 secs from hitting AD to keep it double stacked, the 15 end per 120 sec for hasten drops, the 10.16 end for each use of dragon's tail, or the endurance from using aid self, the SK CS SK CAK chain burns (as slotted) 4.03 end/sec. The toggles run 1.08 eps leaving 2.71 assuming .2 eps recovery from the perfshifter proc in stamina. You'll be losing 1.32 EPS which means you'll be forced to stop using attacks after 83 seconds, or you'll need to hit a blue inspiration every ~19 seconds. If you want to solo a pylon or kill some AV's(which this build is certainly capable of) you'd need to carry a lot of blues.
Also, I think the fire EPP is hugely overrated as an EPP pick - mids shows fireball as having 142 dmg base but when I look at it ingame it shows 35 damage base. Same for fireblast and char, ingame tags say they have about 1/5 of the damage mids shows. No clue if that's correct, but if it is I'm not really sure if a ~100 pt aoe every 10 seconds is worth 3 power picks (especially with dragon's tail which does 264 every 4 secs)- that's more of a personal choice though. I've just never felt the need for more aoe due to how powerful shield charge is for insane bursts of aoe damage, and I'm used to dark/shield where that's the only aoe (though now that I have a t4 judgement, I'm even happier). YMMV.
Probably wall of textish and more information than you wanted but those are my personal reasons for building /shield the way I do. Definitely not trying to tell you that your build "lol sucks" or anything of the sort - just going through the reasons I chose the EPP and slotting that I did. There's many many different philosophies about creating builds in this game and you have to find your own playstyle and make it yours. Werner plays a katana/dark that he's done amazing things with - I just wouldn't ever want to play it
The build already has 5 of the LOTG global +rech slotted so more wouldn't do anything - Phalanx fighting isn't enhanceable so it's a great spot for the kismet 6 percent acc IO. You certainly don't need the glad PVP unique to create a great /shield build, it simply frees up some slots and makes the build better. It's also a good bit more difficult to fit in aid self without it - usually I would say drop it for maneuvers to cover the 3 percent loss.
The top build you linked only has 85 percent DDR, so when a roman hits you with a standard melee swing (-10 percent def) you will drop 1.5 percent defense as opposed to .5 percent with 95 percent resist which makes cascading defense failure a real possibility. I personally wouldn't want to play without capped DDR but your mileage may vary. Granted you could carry some purples in case that happened, but if you're going to do that you might as well play something that can't be inherently DDR capped, like regen or WP. I dislike carrying inspirations to cover something that I can eliminate the need for by building for it, be it purples or blues. I tend to create my builds in mids rather obsessively so that when I'm ingame, I can run around like a retarded kitty exploding everything that looks at my teammates crossways - whenever I join a team it usually ends in either comments about how great my build is, or the leader will sternly inform me that I need to stay behind the tank and stop one shotting spawns without his permission... Also, as you mentioned, the endurance may not be sustainable without heavy reliance on blue insps which I wouldn't want to play either (again, personal choice - I'd rather save room in my tray for greens or reds). Not including things like the 10.4 end every 60 secs from hitting AD to keep it double stacked, the 15 end per 120 sec for hasten drops, the 10.16 end for each use of dragon's tail, or the endurance from using aid self, the SK CS SK CAK chain burns (as slotted) 4.03 end/sec. The toggles run 1.08 eps leaving 2.71 assuming .2 eps recovery from the perfshifter proc in stamina. You'll be losing 1.32 EPS which means you'll be forced to stop using attacks after 83 seconds, or you'll need to hit a blue inspiration every ~19 seconds. If you want to solo a pylon or kill some AV's(which this build is certainly capable of) you'd need to carry a lot of blues. Also, I think the fire EPP is hugely overrated as an EPP pick - mids shows fireball as having 142 dmg base but when I look at it ingame it shows 35 damage base. Same for fireblast and char, ingame tags say they have about 1/5 of the damage mids shows. No clue if that's correct, but if it is I'm not really sure if a ~100 pt aoe every 10 seconds is worth 3 power picks (especially with dragon's tail which does 264 every 4 secs)- that's more of a personal choice though. I've just never felt the need for more aoe due to how powerful shield charge is for insane bursts of aoe damage, and I'm used to dark/shield where that's the only aoe (though now that I have a t4 judgement, I'm even happier). YMMV. Probably wall of textish and more information than you wanted but those are my personal reasons for building /shield the way I do. Definitely not trying to tell you that your build "lol sucks" or anything of the sort - just going through the reasons I chose the EPP and slotting that I did. There's many many different philosophies about creating builds in this game and you have to find your own playstyle and make it yours. Werner plays a katana/dark that he's done amazing things with - I just wouldn't ever want to play it ![]() |
I take your point about DT -- it's on such a short recharge that maybe having FB is redundant.
I'm trying to make a top end Martial Arts/Shields to use as my new main, and this is my planned build. Help me make it better please!
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick
- (A) Hecatomb - Damage
- (3) Hecatomb - Accuracy/Damage/Recharge
- (3) Hecatomb - Accuracy/Recharge
- (5) Hecatomb - Damage/Endurance
- (5) Hecatomb - Chance of Damage(Negative)
- (7) Endurance Reduction IO
Level 1: Deflection- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense
- (13) Luck of the Gambler - Defense/Endurance
- (15) Luck of the Gambler - Defense/Endurance/Recharge
Level 2: Cobra Strike- (A) Touch of Death - Accuracy/Damage
- (7) Touch of Death - Damage/Recharge
- (9) Touch of Death - Damage/Endurance
- (9) Touch of Death - Accuracy/Damage/Endurance
- (11) Touch of Death - Damage/Endurance/Recharge
- (11) Touch of Death - Chance of Damage(Negative)
Level 4: True Grit- (A) Miracle - Heal/Endurance
- (46) Miracle - Heal/Recharge
- (48) Miracle - Heal/Endurance/Recharge
- (48) Miracle - Heal
- (50) Miracle - +Recovery
Level 6: Battle Agility- (A) Luck of the Gambler - Recharge Speed
- (15) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (17) HamiO:Enzyme Exposure
Level 8: Boxing- (A) Empty
Level 10: Active Defense- (A) HamiO:Membrane Exposure
- (23) HamiO:Membrane Exposure
- (25) HamiO:Enzyme Exposure
Level 12: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
Level 14: Tough- (A) Gladiator's Armor - TP Protection +3% Def (All)
Level 16: Against All Odds- (A) Endurance Reduction IO
Level 18: Crippling Axe Kick- (A) Mako's Bite - Accuracy/Damage
- (19) Mako's Bite - Damage/Endurance
- (19) Mako's Bite - Damage/Recharge
- (21) Mako's Bite - Accuracy/Endurance/Recharge
- (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (23) Mako's Bite - Chance of Damage(Lethal)
Level 20: Phalanx Fighting- (A) Luck of the Gambler - Recharge Speed
- (34) Kismet - Accuracy +6%
Level 22: Weave- (A) Red Fortune - Defense
- (34) Red Fortune - Endurance
- (34) Red Fortune - Defense/Endurance
- (37) Red Fortune - Defense/Recharge
- (46) Red Fortune - Endurance/Recharge
- (48) Red Fortune - Defense/Endurance/Recharge
Level 24: Aid Other- (A) Empty
Level 26: Dragon's Tail- (A) Armageddon - Damage/Recharge
- (27) Armageddon - Accuracy/Damage/Recharge
- (27) Armageddon - Damage/Endurance
- (29) Armageddon - Accuracy/Recharge
- (29) Armageddon - Chance for Fire Damage
- (31) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 28: Aid Self- (A) Doctored Wounds - Heal
- (31) Doctored Wounds - Recharge
- (31) Doctored Wounds - Heal/Endurance
- (33) Doctored Wounds - Heal/Recharge
- (33) Doctored Wounds - Heal/Endurance/Recharge
- (33) Interrupt Reduction IO
Level 30: Grant Cover- (A) Luck of the Gambler - Recharge Speed
Level 32: Hasten- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
Level 35: Shield Charge- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Chance for Smashing Damage
- (36) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (37) Obliteration - Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Recharge
Level 38: Focus Chi- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (42) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 41: Conserve Power- (A) Recharge Reduction IO
Level 44: Physical Perfection- (A) Numina's Convalescence - +Regeneration/+Recovery
- (45) Numina's Convalescence - Heal
- (45) Endurance Modification IO
- (45) Performance Shifter - EndMod
- (46) Performance Shifter - Chance for +End
Level 47: One with the Shield- (A) Steadfast Protection - Resistance/+Def 3%
Level 49: Super Jump- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 50: Spiritual Radial BoostLevel 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl
- (A) Empty
Level 1: Critical HitLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja RunLevel 2: Swift
- (A) Empty
Level 2: Health- (A) Regenerative Tissue - +Regeneration
Level 2: Hurdle- (A) Empty
Level 2: Stamina