SS/WP Build - Obvious Holes?
It looks fine. I would change a couple things though.
You don't need accuracy bonuses. Rage's to-hit buff makes it easy to get a 95% chance to hit a +4. Once you get level-shifted, +3 is the highest you will see in current content.
To run the top attack chain for SS/WP/Soul, KO blow needs to recharge in 7.524 seconds and Gloom in 3.168 seconds. Even with the tier 4 Spiritual Alpha, you don't have the recharge needed to run the top attack chain. For reference, it is Gloom -> Haymaker -> KO Blow -> Gloom -> Haymaker -> Punch.
I would drop the defenses down to 32.5% and fit more recharge in the build. You will be fine in most situations with 32.5%. When you get in tougher situations, a small inspiration gets you to 45%. It all depends on what role you want to play, though. If you don't care about doing as much DPS as possible and only want to casually stroll through enemy groups, your build will work. Personally, I prefer to steamroll through enemy groups and rely on inspirations or team buffs for survival.
Thanks for feedback Syn, I will need to think about how I want to play. A few immediate questions spring to mind
With the orig build I could ignore def insps and just make reds to keep damage up couldn't I? Also how much regen is good with a single target for WP? Finally it would be great to know if there's a way to see power recharge times in Mids factoring in Global Recharge etc., is this possible.
With WP i personally think you always wanna go for def. That +rech literally does NOTHING for your entire secondary. No matter how much +rech you throw at just about any SS/WP/soul toon it not gonna be an epic steamroller, or if you just go with +rech your gonna be a glass cannon compared to other brutes. WP is simply a brick wall set. But at the same time you can easily support the spirit alpha which is quite a bit of +rech.
EDIT: mids DOES factor in global rech when it shows you rech times. And imo, 50 hp/sec is good.
EDIT EDIT: I'd also like to mention recharge DR, if your +rech from sets were you double you would take off little more than a second or two from your AoEs.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
I wasn't suggesting to go for recharge only. You seem to suggest neglecting recharge completely. I prefer a good balance of recharge and defense, while relying on inspirations for defense if needed. The difference between running a top attack chain and running an attack chain with less than 100% global recharge bonus (including Hasten) is very noticeable. Things die much faster if you can activate your best DPS powers more often.
Also, 45% defense is overkill for most of the game. You can live without worry of imminent death with only 32.5% defense when fighting most enemy groups' average spawns. Small purple inspirations are easy to get at the vendor or by combining, so you can have more than you should need for one encounter or fight.
Damage inspirations won't do much to a Brute. Damage bonuses are added together and Fury provides a good 150% damage bonus in most situations. Adding another 25% to that won't make your powers do a lot more damage. If you want, combine the small reds to make purples and save the bigger reds for fights where you need to kill faster. Farming is different, but this is not the thread to go into inspiration strategy for farming since your build is for general content.
No, 45% isnt even close to overkill. On teams of 8 insp dont drop for **** and simply can't be relied on. If you DONT have 45% def it will evaporate within a matter of seconds. Not to mention its still VERY possible to get soft capped and have a decent chunck of +rech. +rech has DR but def gets BETTER the closer you get to the soft cap and you can reach the point where DR simply gets too high its a waste while still soft capping.
Tada! Soft capped to s/l/e/n and 37.5% +Rech from sets. And of course hasten and the FF Proc as well.
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"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
On teams of 8 insp dont drop for **** and simply can't be relied on. |
If you DONT have 45% def it will evaporate within a matter of seconds. |
Not to mention its still VERY possible to get soft capped and have a decent chunck of +rech. +rech has DR but def gets BETTER the closer you get to the soft cap and you can reach the point where DR simply gets too high its a waste while still soft capping. |
Tada! Soft capped to s/l/e/n and 37.5% +Rech from sets. And of course hasten and the FF Proc as well. And i believe it's still possible to run the attack chain you mentioned, with a t3 sprit alpha (which is really quite easy to get, and the best for WP imo). |
Reaching the required recharge times would take 233% recharge bonus in KO Blow and 278% bonus in Gloom. Hasten gives 70% bonus. Slotting can provide around 95% bonus. The Spiritual Alpha can provide about 35% bonus. That's 200% so far. That means you need about 78% from sets to make Gloom recharge fast enough to run the top attack chain without pauses.
The OP needs to consider the role they want to fill on teams. If they want to be as self-reliant as possible and never use inspirations for surviving, aiming for 45% defense is the way to go. If they want to be DPS machines and have enough defense to survive anything the game can throw at them as long as they can pay attention to their inspiration usage, 32.5% defense is the way to go.
Thanks for the input both. Given that it's only the Kinetic C and LoTG IO's that are pricey on this build I think I will make both by using my alt build.
I can drop some defence, raise recharge and take Mu for more damage on one build and leave the other build as pretty much S/L/E/N soft-capped.
If either doesn't work for me those IO's are always useable on another toon.
One last question, are Accolades affected by Global recharge?
With the orig build I could ignore def insps and just make reds to keep damage up couldn't I?
|
Also how much regen is good with a single target for WP? |
Since you aren't quite softcapped, I'd shoot for 600%, and maybe try to get close to 700% if you have room in your build.
I haven't managed to get it much higher than 700% without gimping the rest of the build though, so trying for any more than that probably isn't a good idea.
Finally it would be great to know if there's a way to see power recharge times in Mids factoring in Global Recharge etc., is this possible. |
It's in the info window. Click on any powers that will affect your recharge. Then look at the info for the power you want to know about, and it will show you the adjusted recharge of that power.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Feedback most welcome to see if I have left any obvious holes in this build.
Goals were medium price, generally good all-rounder with ability to tackle end-game TF's. Thanks in advance.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
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Eugene X: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(7)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Heal-I(15), Heal-I(15)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(9)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx(17)
Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx(50)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(19), BasGaze-Acc/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-EndRdx(25)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(46)
Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27), RechRdx-I(31), RechRdx-I(31)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(29)
Level 22: Combat Jumping -- HO:Enzym(A), HO:Enzym(48)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(34)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(36)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 32: Foot Stomp -- FrcFbk-Rechg%(A), Erad-Dmg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Acc/Rchg(40), Sciroc-Dmg/Rchg(40)
Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Rchg(42), Mocking-Taunt/Rng(43)
Level 38: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(48), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam/Rchg(50)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45)
Level 44: Dark Obliteration -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-ToHitDeb(45), SipInsght-Acc/ToHitDeb(45), SipInsght-Acc/Rchg(46), SipInsght-ToHitDeb/EndRdx/Rchg(46), Dmg-I(48)
Level 47: Darkest Night -- HO:Enzym(A)
Level 49: Super Speed -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(31)
Level 4: Ninja Run