SS/WP - am I doing this right?
I'd move the Numina's proc to Health and put a regular Heal IO in physical perfection. I wouldn't really bother with the Regen Tissue proc it's benefit is very minimal on WP. Putting that Heal IO in Phys Perf is going to give you about the same as the regen tiss proc.
You may not need Energy Mastery. My WPs run sprint and super speed all the time and only rarely run into end issues
I don't have access to Mids at the moment, but I can tell you, my SS/WP brute runs with sprint, combat jumping, all four WP toggles, Tough and Weave. I have an active attack chain that includes Kick and Air Supperiority, and the only time I have end issues if when fighting rooms full of Mu, or a Malta Sapper that I didn't see in time, or very rarely against Carnies. Will power's Quick Recovery three slotted and Stamina three slotted as well as SO's and common IO's for end redux in all attacks and my blue bar only barely moves when I activate Soul Mastery's Darkest Night (come on, an ability that reduces the chance you get hit and debuffs the damage the hits that get through do, it's a WP dream come true).
If I can make a suggestion though, leave out Hand Clap. It does no damage and knocks the enemies out of Rise to the Challenge's healing range. It doesn't help a WP brute at all.
Hurl I will say, personally I don't like it. It's faster for me to jump after a running enemy and hit him with a knock down attack then it is for the Hurl activation time. At least that one won't hamper WP'rs regen though, so keep it if you like it.
You may not need Energy Mastery. My WPs run sprint and super speed all the time and only rarely run into end issues
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Overall, though, I'd agree with this. Unless you're trying Stupid Scrapper Stunts like soloing a pylon Body Mastery is kind of a waste on a /wp (Hell, even if you are. I don't have it - I use soul mastery for access to Gloom and darkest night). The regen bonus isn't large, the endurance recovery isn't needed, and the attacks are lackluster.
I'll lobby for Hurl, though. Sometimes jumping after a target isn't wise or even an option:
- During the Apex task force breaking those pylons in the sewers. Those Hydra are WP kryptonite made flesh.
- Helping with the blue mitos during a hamidon raid.
- If you get two sequester warnings in the new BAF and need to leap away for a good chunk of time to avoid holding your group and want to do more than pick your nose.
All of those are common situations in the current end game. Plus, four slotted with thunderstrike gives you a nice boost to your negative energy? defense and accuracy.
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
I don't have access to Mids at the moment, but I can tell you, my SS/WP brute runs with sprint, combat jumping, all four WP toggles, Tough and Weave. I have an active attack chain that includes Kick and Air Supperiority, and the only time I have end issues if when fighting rooms full of Mu, or a Malta Sapper that I didn't see in time, or very rarely against Carnies. Will power's Quick Recovery three slotted and Stamina three slotted as well as SO's and common IO's for end redux in all attacks and my blue bar only barely moves when I activate Soul Mastery's Darkest Night (come on, an ability that reduces the chance you get hit and debuffs the damage the hits that get through do, it's a WP dream come true).
If I can make a suggestion though, leave out Hand Clap. It does no damage and knocks the enemies out of Rise to the Challenge's healing range. It doesn't help a WP brute at all. Hurl I will say, personally I don't like it. It's faster for me to jump after a running enemy and hit him with a knock down attack then it is for the Hurl activation time. At least that one won't hamper WP'rs regen though, so keep it if you like it. |
Hand Clap - looks like it might be useful in a tight spot but I'm not wedded to it. As above it's mainly there because it doesn't really need slots. I'd probably forget it was there if it came down to it anyway.
Hurl - I'm with TheBruteSquad on this one - sometimes a ranged attack is the way to go. The Devs insisted on giving AE custom mobs ranged attacks and there is wisdom in this. I'll be d*mned if I'll be Hover-Kited by some smug NPC
"If there's anything worse than being sacrificed, it's being sacrificed incompetantly."
Only running @ ~80% before Hasten, the alpha, and the empowerment station buff, iirc.
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Unless you are running the very best attack chain possible for the power set, with all toggles running, AoEing at a whim, untouchable by rage and hasten crashes no matter how long you fight. If that's the case then you are a GOD and I bow my brutish little head to you.
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
SS/WP seems to be out of fashion but looking through the forums I came up with this build. I was wondering if anyone had any suggestions.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Golah: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(13), C'ngImp-Acc/Dmg/Rchg:41(43)
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(7), Numna-Heal:50(21), ImpArm-ResDam:40(36), ImpArm-ResDam/EndRdx:40(46), ImpArm-ResDam/Rchg:40(48)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(13), C'ngImp-Acc/Dmg/Rchg:41(43)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+:40(A)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), C'ngImp-Dmg/EndRdx/Rchg:41(43)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(17), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(42)
Level 12: Fast Healing -- Numna-Heal:50(A), Numna-Heal/Rchg:50(15), Numna-Heal/EndRdx:50(31)
Level 14: Super Jump -- SprngFt-Jump:41(A), SprngFt-EndRdx:41(39), SprngFt-EndRdx/Jump:41(46)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx:41(A), Numna-EndRdx/Rchg:41(17), Numna-Heal/EndRdx/Rchg:41(21), Mrcl-Heal/EndRdx:40(27), Mrcl-Heal:40(40), Mrcl-Heal/Rchg:40(45)
Level 18: Rage -- GSFC-ToHit:41(A), GSFC-ToHit/Rchg:41(19), GSFC-ToHit/Rchg/EndRdx:41(19), GSFC-Rchg/EndRdx:41(45), AdjTgt-ToHit/Rchg:40(50)
Level 20: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(31), Efficacy-EndMod/EndRdx:50(39)
Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(25)
Level 24: Taunt -- Mocking-Taunt:40(A), Mocking-Taunt/Rchg:40(25), Mocking-Taunt/Rchg/Rng:41(45), Mocking-Taunt/Rng:41(46)
Level 26: Hurl -- Dev'n-Acc/Dmg:41(A), Dev'n-Dmg/EndRdx:41(27), Dev'n-Dmg/Rchg:41(37), Dev'n-Acc/Dmg/Rchg:41(40), Dev'n-Acc/Dmg/EndRdx/Rchg:41(42)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Def:50(29), LkGmblr-Rchg+:50(34)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-EndRdx/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37), S'fstPrt-ResDam/Def+:30(42)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg:41(A), Sciroc-Dmg/EndRdx:41(33), Sciroc-Dmg/Rchg:41(33), Sciroc-Acc/Rchg:41(33), Sciroc-Acc/Dmg/EndRdx:41(34), M'Strk-Dmg/EndRdx/Rchg:41(50)
Level 35: Resurgence -- EndMod-I:40(A)
Level 38: Strength of Will -- ResDam-I:40(A), ResDam-I:40(39)
Level 41: Superior Conditioning -- P'Shift-End%:40(A)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+:40(A)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Rchg+:50(48)
Level 49: Hand Clap -- Acc-I:40(A), Acc-I:40(50)
Level 0: Invader
Level 0: High Pain Threshold
Level 50: Cardiac Total Core Revamp
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Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 1: Fury
Level 1: Sprint -- Run-I:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 2: Swift -- Run-I:40(A)
Level 2: Health -- RgnTis-Regen+:30(A)
Level 2: Hurdle -- Jump-I:40(A)
Level 2: Stamina -- EndMod-I:40(A)
Level 4: Ninja Run
This is already pretty expensive by my standards - all those Kinetic Combats are going to take me a while - so aside from Purples and PvP sets have I missed anything obvious?
"If there's anything worse than being sacrificed, it's being sacrificed incompetantly."