Stone Melee/Elec Armor on 1-2b inf
I came up with a much better build which is also more expensive, though I think (can't check atm) within budget. S/L is up to 32.6% without sacrificing recharge speed. I realized I shouldn't really care so much about E/N defense on an /ElA. Two purple sets were used, but IIRC they're two of the cheapest. This build has near-perma Night Widow which counts for a lot.
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What's with all the quietness? Are SM and ElA boring sets? Do people not like such small budgets?
Stamina deserves more than one slot.
It's not worth slotting auto powers like Grounded (a resist IO gives 1.8% resist). I would just slap a Steadfast Res/Def3% in it and call it good.
It would be nice if you had more HP.
If it were me, I'd not even use Stone Fist or Power Surge
I added some of my thoughts to yer build.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: Stone Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Zinger-Dam%(7)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9), RctvArm-EndRdx(9)
Level 2: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Zinger-Dam%(15)
Level 4: Lightning Field -- Erad-Dmg(A), Erad-Acc/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-Acc/Dmg/Rchg(17), EndRdx-I(29)
Level 6: Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(46)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 10: Static Shield -- EndRdx-I(A)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(21), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(29)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Seismic Smash -- KntkC'bat-Acc/Dmg(A), Zinger-Dam%(23), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(23), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 24: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(39)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 32: Tactics -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(40)
Level 35: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc/Rchg(40), RechRdx-I(42)
Level 38: Fault -- Amaze-EndRdx/Stun(A), Amaze-Stun/Rchg(42), Amaze-Acc/Stun/Rchg(42), Amaze-Acc/Rchg(43), Amaze-ToHitDeb%(43), FrcFbk-Rechg%(43)
Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/Rchg(45)
Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(50), DarkWD-Slow%(50)
Level 47: Summon Widow -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(48), S'bndAl-Acc/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Invader
Level 0: Born In Battle
Level 0: High Pain Threshold
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Knock%(46), KntkC'bat-Dmg/Rchg(48)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(31)
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Set Bonus Totals:
- 25.5% Defense(Smashing)
- 25.5% Defense(Lethal)
- 33% Enhancement(Accuracy)
- 50% Enhancement(RechargeTime)
- 371.1 HP (24.8%) HitPoints
perma jump is ---> /up 1
I made a relatively radical revision based in part on your advice (specifically the part about more HP and stamina slots, and dumping PS and Grounded's slots) and the advice of a friend (don't get Widow) and I think I have something better. The attack chain is SS > SF > Gloom > SF > HM > SF (almost the best one) and Hasten is only 7 seconds away from perma. It's got +20% HP, S/L defense of ~32.5%, and has all its resist shields pretty well enhanced. Still weakish against negative, fire/ice, and psionic but I didn't like any of the possible solutions to that. It also relies on running stealth continuously for its defense, which I know some people don't like for brutes but I always liked my /EA's cloak power. No idea what what incarnate powers I'd take, but I don't really like to think that far in advance anyway :)
edit: D'oh, forgot to turn CJ on. Time for more tweaking!
I had too many slots this time around, I just tossed the last 5 or so into anywhere I could get misc bonuses.
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Yup, pretty much what the title says. I wanted a build that could be very survivable solo and in teams and put out impressive single target DPS. I went for 20% S/L/E/N defenses (and overshot the target a little) and enough recharge for perma hasten and to run the best attack chain (Seismic Smash>Stone Fist>Gloom>Stone Fist>Heavy Mallet) and ALMOST made it. I wanted to include air superiority too but it would have taken too many slots and meant room for one less LotG. Fault is optional; I like having it, but I don't consider it a game changer or anything. Net end recovery is low but power sink is up every 15 seconds so it should be OK.