What's the dope on SS/SD?


Airhammer

 

Posted

It's occurred to me that a Super Strength/Shield Brute would get three constant damage bonuses: Fury, Rage, and AAO. That seems...interesting.

But I haven't seen much discussion of the combo (compared to, say, SS/Fire). I do see one thread n the front page, but not much else recently (searched a few months back AND went back about six pages of threads manually). I'll admit I have not haunted the Brute forum with the same intensity I have the Scrapper and Tanker forums, so I may have simply missed a major topic of discussion.

Is there something that makes this combo less sensational than it first sounds...like maybe it exceeds the damage cap and is largely wasted? Or am I just late to the party everyone else has already been enjoying?


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Kind late to the party. SS/Fire is just the current FoTM.. Shidl has been around for a while.. so a lot of SS/SD and Fire/SD stuff is old hat now.. Just because something isnt the most talked about thing now doesnt mean it aint good


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

The more you depend on damage boosting, the less damage you get additional damage boosts, relatively speaking.

Example:

A tanker starts usually at about ~195% damage. Throw in saturated AaO for +65%, one Rage for +80%, and you're jumping from 195% to 340%. That's a ~74% net damage increase.

A brute usually hovers around ~345% damage (75 Fury). Again adding the same thing, +145%, you go from 345% to 490% - a "mere" ~42% damage increase.

In this example, the tanker almost get twice as much of a boost from the same powers.

This isn't to say SS/SD is bad for brutes. It's a great combo. SS by itself is way above the curve, and so is SD. When you pair two so-great-it's-arguably-overpowered sets with each other, you can't go wrong even if they don't interact especially well.


 

Posted

I guess some people like being that close to the Brute damage cap.


 

Posted

I think that view of Tank vs Brute might be a little simplistic.. Tank has a lower modifer for damage I believe than a Brute does.. so the Brute will always do more damage than the tank regardless of how much more than tank gets out of it


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by Airhammer View Post
I think that view of Tank vs Brute might be a little simplistic.. Tank has a lower modifer for damage I believe than a Brute does.. so the Brute will always do more damage than the tank regardless of how much more than tank gets out of it
Actually, according to this paragonwiki page, brute has a lower melee damage modifier by a little bit. I'm no expert though so I could be reading this wrong or something.


Global: @Charler

 

Posted

The problem with the Build is the fact it includes Shield.
Shield offers virtually no resistance which is something no amount of IOs is going to fix. Any set that relies solely on Defense is going to be less effective than one that has decent Resist and gains Defense through IOs for double layered protection.


 

Posted

Quote:
Originally Posted by Giant2005 View Post
The problem with the Build is the fact it includes Shield.
Shield offers virtually no resistance which is something no amount of IOs is going to fix. Any set that relies solely on Defense is going to be less effective than one that has decent Resist and gains Defense through IOs for double layered protection.
And because of this, I hardly see people playing Shield at all. Oh wait... I have the tank version, but it's only at 20 and on a low pop server so it doesn't get played much. I really do like what I have seen so far. For a leveling build, I focused on getting as much of the Shield powers as possible to make it sturdy for Posi as possible even if it meant delaying KO Blow a little bit. Things will get switched to normal later on. Also note this being the tank version so focusing on the defense aspect would be better to start. AAO + Rage + FS just seems like it has to be done.


 

Posted

Quote:
Originally Posted by Giant2005 View Post
The problem with the Build is the fact it includes Shield.
Shield offers virtually no resistance which is something no amount of IOs is going to fix. Any set that relies solely on Defense is going to be less effective than one that has decent Resist and gains Defense through IOs for double layered protection.
Let's compare to Invuln for a Brute/Scrapper:

Shield Defense offers 17.8% Resistance to all damage types, except Psi with just 2 powers and a total of 6 slots dedicated.

Invuln offers 23.8% Resistance to the exotic damage types and specializes in SM/L (53.5%) but it requires 5 powers to do so.


So a difference of 6% Resistance vs. exotics compared to Invuln while simultaneously being able to both softcap to all positions easier than Invuln softcaps to all damage types and packing a ton of offense & recharge at the same time.


You can also throw OWTS in there on an as needed basis, since it is a very forgiving T9 power, unlike Unstoppable.

OWTS with 2 L50 Res IOs brings shield to:

SM/L Res: 51.7%
All exotics to 34.7%, except psi


On top of all of that shield easily allows a Brute to get into the 2300 HP range, and up to 2800 with OWTS slotted and running.


Invuln is still the tougher of the two and is an amazing set, but your claims that SD has "virtually no resistance" and "relying only on defense" is completely wrong - it also completely ignores that SD manages to bring a ton of burst offense to the table, only second to FA IMO.


Maybe you should learn to build better.


 

Posted

Quote:
Originally Posted by Sailboat View Post
Is there something that makes this combo less sensational than it first sounds...like maybe it exceeds the damage cap and is largely wasted? Or am I just late to the party everyone else has already been enjoying?
No, not really.

SS/FA is the FOTM/Y, because it is hands down the absolute best offense available to brutes.

Its also got several holes that need to be filled, and you will never be softcapped to all damage types.

A good player can do amazing things with it.


SS/SD is also a great combination, and softcapped it has better survivability overall than FA, while also bringing a very respectable offense.


 

Posted

Quote:
Originally Posted by Airhammer View Post
I think that view of Tank vs Brute might be a little simplistic.. Tank has a lower modifer for damage I believe than a Brute does.. so the Brute will always do more damage than the tank regardless of how much more than tank gets out of it
I never said nor implied in any way, shape or form a SD/SS tanker would do more damage than a SS/SD brute.

If anything, it has nothing to do with tanker vs brute, and there isn't even a need to bring CoH into the reasoning.

Bob earns $1,000 a month. Joe earns $10,000 a month. They each get a $1,000 raise. Who do you think gets the biggest increase in quality of life? Joe still earns much more than Bob, but Bob doubled his income while Joe merely earnt 10% more than he used to.

I'm only speaking agaisnt the idea that having multiple high damage buffs is intrinsically better, nothing else.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
Let's compare to Invuln for a Brute/Scrapper:

Shield Defense offers 17.8% Resistance to all damage types, except Psi with just 2 powers and a total of 6 slots dedicated.

Invuln offers 23.8% Resistance to the exotic damage types and specializes in SM/L (53.5%) but it requires 5 powers to do so.


So a difference of 6% Resistance vs. exotics compared to Invuln while simultaneously being able to both softcap to all positions easier than Invuln softcaps to all damage types and packing a ton of offense & recharge at the same time.


You can also throw OWTS in there on an as needed basis, since it is a very forgiving T9 power, unlike Unstoppable.

OWTS with 2 L50 Res IOs brings shield to:

SM/L Res: 51.7%
All exotics to 34.7%, except psi


On top of all of that shield easily allows a Brute to get into the 2300 HP range, and up to 2800 with OWTS slotted and running.


Invuln is still the tougher of the two and is an amazing set, but your claims that SD has "virtually no resistance" and "relying only on defense" is completely wrong - it also completely ignores that SD manages to bring a ton of burst offense to the table, only second to FA IMO.


Maybe you should learn to build better.
All Brutes have crappy resist to the exotics except Stone.
But it is a rare Brute which has anywhere near as crappy resists to S&L as Shield does which also happens to be the most common damage type in the game. The difference is huge.
I am a little surprised how you chose to compare it to Invulnn considering you are plain awrong about them capping Defense. Against one mob they get to 50+% rather easily, you add more mobs and their defense is just plain stupid. I build an Invuln and slotted it the same way I slot all my Brutes and actually had to look for ways to lower my Defense because I felt so stupid having it exceed the cap by such a margin.


 

Posted

Quote:
Originally Posted by Giant2005 View Post
I am a little surprised how you chose to compare it to Invulnn considering you are plain awrong about them capping Defense.
Deus' point was that Shield Defense's resistance is not unlike Invulnerability's (except for the S/L) and has an easier time of getting more defense-based protection than Invulnerability. It seems like you have no experience with Shield Defense builds with a comment like that. I feel the need to clarify so that others reading this may not get confused, misled, or fall into the "Invulnerability is the best armor set" crowd.

Invulnerability gains .75% defense per enemy in range of Invincibility before enhancements. At 10 enemies in range, it gives 7.5%. Tough Hide gives 3.75%. That is a total of 11.25% defense to all damage types except psionic, but only if 10 enemies are in range. With only 1 enemy in range, the bonus is only 4.5%.

Shield Defense's Battle Agility and Deflection give 11.25% defense to all three positions before enhancements. That sounds the same as Invulnerability, but that also leaves out Phalanx Fighting which gives 3.75% defense (unenhanceable) with no allies in range. That's a total of 15% defense before enhancements. Shield Defense is the winner for pure defense gained, so far.

When considering slotting, Invulnerability should slot for S/L and E/N defense at the very least. This leaves the dreaded psi-hole open, and does not protect against F/C damage which is fairly rare at 50. Shield Defense needs melee, ranged, and AoE defense soft-capped to be fully-effective.

Even though it needs one more defense category, that doesn't make it harder to slot for Shield Defense to reach the soft-cap. Aside from being closer to the soft-cap than Invulnerability from the start, inventions for positional defense are slightly more convenient. A 3% defense IO from Steadfast Protection gives 9% effective defense (melee+ranged+AoE) to the Shield Defense user while it only gives 6% effective defense (S/L and F/C) to Invulnerability. A Gaussian's set gives 7.5% effective defense (2.5% to all positions) to Shield Defense while it isn't worth wasting 6 slots for 2.5% effective defense on Invulnerability. Those two advantages, combined with being closer to the soft-cap, make it easier to get the rest from set bonuses for Shield Defense.

Also, consider what is covered by Invulnerability's defense, compared to Shield Defense's. An Invulnerability Brute may only be protected against S/L and E/N damage and feel very squishy when facing Crey, certain Rikti packs, or Circle of Thorns. Shield Defense's positional defense covers almost every attack in the game. The few that don't have a vector flag are low-damage, or on critters that you usually only find one of in a group of x8 enemies.

In the end, Shield Defense is easier to slot for, has just as much survivability as Invuln, and has a USEFUL tier 9 power that won't kill you.

Quote:
I build an Invuln and slotted it the same way I slot all my Brutes and actually had to look for ways to lower my Defense because I felt so stupid having it exceed the cap by such a margin.
And how exactly do you slot all of your Brutes? Do you only go for S/L defense and ignore everything else? It takes a fairly experienced builder to reach 45% defense to more than one category on most characters. If you leave your E/N defense open, you probably struggle to stay alive in incarnate trials.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
Deus' point was that Shield Defense's resistance is not unlike Invulnerability's (except for the S/L) and has an easier time of getting more defense-based protection than Invulnerability. It seems like you have no experience with Shield Defense builds with a comment like that. I feel the need to clarify so that others reading this may not get confused, misled, or fall into the "Invulnerability is the best armor set" crowd.
Let me clarify, I wasn't disputing the fact that Shield can easily cap Defense and can do so easier than Invuln. I was disputing the fact that the OP claimed Invuln has a hard time capping Defense which is absurd. Also just FYI, I don't think Invuln is the best secondary by a long shot. Layered protection wins all the time which is why I don't like Shield. Dark Armor can have capped Defenses, High Resists, a natural -to hit to everyone in melee, an amazing heal and a mez aura which renders all minions impotent. When it comes to layered Defenses, DA is God.
Quote:
Originally Posted by Syntax42 View Post
And how exactly do you slot all of your Brutes? Do you only go for S/L defense and ignore everything else? It takes a fairly experienced builder to reach 45% defense to more than one category on most characters. If you leave your E/N defense open, you probably struggle to stay alive in incarnate trials.
I always cap S&L, E&N on all my characters unless they are specialized in Farming or PVP characters.


 

Posted

Quote:
Originally Posted by Giant2005 View Post
I was disputing the fact that the OP claimed Invuln has a hard time capping Defense which is absurd.

Please quote where I said that Invuln has "a hard time softcapping".

This is not what I said, you are incorrect.


I'm also not the OP.


Quote:
Originally Posted by Giant2005 View Post
Also just FYI, I don't think Invuln is the best secondary by a long shot. Layered protection wins all the time which is why I don't like Shield.
Again, incorrect.

Shield does have layers.

+HP, +Def, +Resistance, usable T9 for more +Resistance and +HP and the offense to remove your enemies.

It also has a small amount of -damage.


Quote:
Originally Posted by Giant2005 View Post
Dark Armor can have capped Defenses, High Resists,
Um...


Quote:
Originally Posted by Giant2005
All Brutes have crappy resist to the exotics except Stone.


Which one is it?




Quote:
Originally Posted by Giant2005 View Post
I always cap S&L, E&N on all my characters unless they are specialized in Farming or PVP characters.

Now try to softcap F/C/Psi as well as getting 150% global recharge and not gimping your attacks functionality to do so with an Invuln build.

This is what I mean by SD...

Quote:
Originally Posted by Deus_Otiosus
...being able to both softcap to all positions easier than Invuln softcaps to all damage types and packing a ton of offense & recharge at the same time.

Make sure you read it this time.


 

Posted

Quote:
Originally Posted by Giant2005 View Post
I always cap S&L, E&N on all my characters unless they are specialized in Farming or PVP characters.
On all of them? I'd love to see this /DA build that is capped to S/L/E/N. I'd say impossible or impossibly gimped.

Also everyone is forgetting that AAO has a nice -dam to all foes in its aura (its not much but its there). -Dmg acts just like resistance.

High end Invuln builds are tougher, but Shield can be very, very tough and gives you a lot more dmg than Invuln.


 

Posted

Quote:
Originally Posted by MajorTractor View Post
On all of them? I'd love to see this /DA build that is capped to S/L/E/N. I'd say impossible or impossibly gimped.

Also everyone is forgetting that AAO has a nice -dam to all foes in its aura (its not much but its there). -Dmg acts just like resistance.

High end Invuln builds are tougher, but Shield can be very, very tough and gives you a lot more dmg than Invuln.
Just looked and it isn't quite capped. 0.3% off.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29)
Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(50)
Level 2: Death Shroud -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Dmg(37), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Acc/Rchg(40)
Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(48)
Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Heal(40), Theft-Heal/Rchg(43), Erad-Acc/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-Acc/Dmg/Rchg(45)
Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), Krma-ResKB(48)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27)
Level 26: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 28: Siphon Life -- Theft-+End%(A), Dct'dW-Heal/Rchg(34), KntkC'bat-Acc/Dmg(34), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 30: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(46)
Level 32: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(46), Erad-Dmg/Rchg(46)
Level 35: Cloak of Fear -- N'mare-EndRdx/Fear(A), N'mare-Acc/EndRdx(36), N'mare-Acc/Fear(48)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod/Acc(42), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(42)
Level 44: Super Speed -- Clrty-Stlth(A)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50)
Level 50: Cardiac Core Paragon
------------
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 -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(17), P'Shift-EndMod(17), P'Shift-EndMod/Rchg(19)


 

Posted

Quote:
Originally Posted by MajorTractor View Post
On all of them? I'd love to see this /DA build that is capped to S/L/E/N. I'd say impossible or impossibly gimped.
I'd also like to see that, while also having 150% recharge, which a top end SD build is completely capable while also being softcapped.


Quote:
Originally Posted by MajorTractor View Post
Also everyone is forgetting that AAO has a nice -dam to all foes in its aura (its not much but its there). -Dmg acts just like resistance.
I didn't , but you were probably writing your post when I was writing mine.



Quote:
Originally Posted by MajorTractor View Post
High end Invuln builds are tougher, but Shield can be very, very tough and gives you a lot more dmg than Invuln.
Exactly.


 

Posted

I don't have MID's on this computer (at work,) but going by memory on set bonuses and giving you the benefit of the doubt, color me impressed.

It doesn't look like you'd be running the top attack chain and I'm not a fan of just 4 kin combats in the attacks (doesn't ED cap enough), but it should be extremely tough.

I still don't get why your down on /SD, it's a great set.


 

Posted

Quote:
Originally Posted by MajorTractor View Post
I don't have MID's on this computer (at work,) but going by memory on set bonuses and giving you the benefit of the doubt, color me impressed.

It doesn't look like you'd be running the top attack chain and I'm not a fan of just 4 kin combats in the attacks (doesn't ED cap enough), but it should be extremely tough.
30% global recharge before hasten, 100% with - so no, he hasn't met my requirements for a top end build to run a top end chain as well as being softcapped to all the things he says he can softcap to.

On top of this, there is zero global accuracy in the build and none of the melee attacks have more than 30% accuracy slotting from Kinetic Combat.

The build also has Death Shroud as its only source of AoE damage.


EDIT: I do not want anyone else to misconstrue my point, I have nothing against Dark Armor or Invuln nor any disparaging ideas about their performance or survivability levels.

I'm addressing the ridiculous notion that SD relies solely on defense, and has no layers of mitigation - which is simply not true.


 

Posted

Here's 20 minutes of my life I cant get back

S/L/E/N - at 45% defense
127.5% recharge with hasten
Runs Smite-SL-Smite-MG while hasten is up (spiritual)
12 KB prot
Ball Lightning for a bit of aoe

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SD is SD....
If you don't play it... good... one less of them off the streets....


 

Posted

Quote:
Originally Posted by Iggy_Kamakaze View Post
Here's 20 minutes of my life I cant get back



The build is solid, as expected, from an Iggy build.

However, Giant2005 is stating that SD has "pathetic" resistance to SM/L and SD "relies solely on defense".

Your build is DM/DA with 52.8% Resistance vs. SM/L, my DM/SD has 41% Resistance vs. SM/L.

I don't think that is enough disparity, all other things considered, to make a statement like he is making.



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It lacks Dark Regen.

It has Siphon life & Rebirth T4 however, as well as Darkest Night to reach the incarnate softcap.

So I simply don't see SD's survivability as being "pathetic".


 

Posted

Yeah I think some peeps just look at the unslotted numbers for Deflection and True Grit and go with that... Then there's OwtS which could get you 80% S/L resists and 40+ f/c/e/n...
I really don't like endorsing shields........ I think the less people playing it the more happier I be....



Yeah I know I have 2 Shielders at 50... 100 waisted levels... not as bad as when I took a Grav/Emp troller to the 40s, but close.... (IkeedIkeed)


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post



The build is solid, as expected, from an Iggy build.

However, Giant2005 is stating that SD has "pathetic" resistance to SM/L and SD "relies solely on defense".

Your build is DM/DA with 52.8% Resistance vs. SM/L, my DM/SD has 41% Resistance vs. SM/L.

I don't think that is enough disparity, all other things considered, to make a statement like he is making.



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It lacks Dark Regen.

It has Siphon life & Rebirth T4 however, as well as Darkest Night to reach the incarnate softcap.

So I simply don't see SD's survivability as being "pathetic".
Sure that build is nice but it costs about 8 bil more than my character and is far out of my reach.

58.1% Vs 41.5% is the difference between 41.9% incoming damage and 54.1125% (factored in AAO) incoming damage for just under 25% difference (over 25% for ranged attacks).
I guess it all depends on perspective, I have just finished rerolling my Dark Brute into a Tank because he was too easily slaughtered, considering he was 25% more resilient than your shield Brute, I expect that Brute is even more likely to be lying on the floor.
A 55% damage bonus means nothing to a corpse.


 

Posted

Quote:
Originally Posted by Giant2005 View Post
58.1% Vs 41.5% is the difference between 41.9% incoming damage and 54.1125% (factored in AAO) incoming damage for just under 25% difference (over 25% for ranged attacks).
Darkest Night is -21% damage, with AAO that is a total of -28.5% damage from all enemies within AAO's radius, and -21% within Darkest Night's massive 25 foot radius.

OWTS boosts SM/L RES to 63.5% - and the character is also incarnate softcapped with Darkest Night running.

However I only really use OWTS when I have Marauder's aggro on Lambda.



Quote:
Originally Posted by Giant2005 View Post
I guess it all depends on perspective, I have just finished rerolling my Dark Brute into a Tank because he was too easily slaughtered
Player problem.


Quote:
Originally Posted by Giant2005 View Post
considering he was 25% more resilient than your shield Brute, I expect that Brute is even more likely to be lying on the floor.
My DM/SD brute can solo an entire half of the lambda split phase with zero deaths, and has solod the ITF pre incarnates.



Just because YOU end up on the floor with your DA Brute, does not mean that others would as well.