Claws/Elec - Polishing up Build
I have a 50 Claws/Elec that I IO'd to the gills. Probably could have better spent that money elsewhere, but its a hella fun build to play. Similar build goals, similar power selections, but I have very different slotting.
General comments:
Overall you've underslotted some important powers in order to slot IO bonuses for Smashing / Lethal defense - i.e., enfeebled operation, multiple powers with 4 slots of reactive armor. Your single target attacks are really hurting for accuracy - Follow Up will miss quite a bit above even cons which will put you further in the hole. Your single target attacks are also missing for recharge - could be tough when you need to put someone down fast.
Now, Smashing/Lethal is awesome and a great build goal ... but you can get there effectively with other ways as well.
So where do we take OUT slots?
(1) Unless you really want Electric Fences slotted, drop the three extra IOs in it. We'll get the 2.5% S/L defense back later.
(2) Re-slot Numina's with three extra slots (four total): Recharge IO, Numina Heal, Numina Heal/Rech, Numina Heal/Rech/End. This will get you rock solid recharge and heal in the power, and saves one slot. The Numina +Rec/+Regen will only be active when Energize is running, which makes it less useful in this power.
(3) Swap out the Regen Tissue +Regen with the Numina +Rec/+Regen. You'll drop some over regen, but will retain the Numina in a more useful power.
(4) Drop a slot from Hasten. The third slot is nice, but basically overkill, you will get MUCH more bang for that slot elsewhere.
That gives us five slots to throw around. Where to put them?
- Take two slots and put them in Weave and Maneuvers with LOTG Def IOs. Fully slot your powers, man! 1.13% HP per power, you've got back the Enfeebled Ops +S/L def and you've added def to your other areas (i.e., E/N/F/C/P).
- Take your three other slots and slot your attacks - the Mako's quad does wonders. Put at least two of those slots into Follow Up - Mako's Quad and a Perfect Zinger Acc/Rech makes it really well slotted for Acc / Rech / Dam / End.
That's a start IMO. My build is a little sacreligious ... I dropped Power Sink - I found that with Cardio Alpha and capped S/L defense I just didn't need it in 99% of play. I took a few other power with +def mainly to slot more LOTG +Rech IOs (i.e., stealth, vengeance). I actually run Stealth for the +Def - yes, it partially suppresses in combat, but its 50% suppressed level is still enough to drive me to the S/L cap and saves me slotting elsewhere (i.e., you could drop some of those Grounded slots ...).
EDIT: I would also find a way to get the Kismet +ToHit IO into Combat Jumping as well. Need more accuracy!
Anyway, good luck!
Thanks for taking the time to check it out and respond!
Great observations! I didn't catch how bad the accuracy was in spots.
I worked something up based on your feedback. One point to note is that just adding one lotg def into weave and maneuvers didn't get me to 45, only 43.8 as it doesn't fully make up for the loss from Enfeebled bonus.
Here's what I did based on your advice, and trying to chase 45.
- Pulled slots from Fences
- Pulled slots from Energize
- Pulled slot from Hasten
- Pulled slots from Grounded
- Used your proposed Energize slotting
- Added slot to Weave = Enzyme (sigh $$) [trying to keep end down]
- Added slot to Maneuvers = Enzyme
- Changed slot in Maneuvers to Kismet 6%
- Added slot to CJ = LOTG Def
- Added slots to Lightening Field = 1.88 SL and a Proc
- Changed Slot in Strike = more ACC/RCH
- Added slots to Follow up = more ACC/RCH
- Changed slot in Focus = More ACC
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Good call on the Lightning Field slotting, I overlooked that.
Very good call on the Enzymes, was going to suggest them, but as they cost similar amounts to Purples, I figured you'd say no. Quick tip: The synthetic HOs are generally cheaper than the pure HOs, no good reason why.
Overall I think you'll be happy with your build! Its not quite as sturdy as some of the defense-oriented powersets, but it gets the job done and builds out really well under incarnates.
I splurged on PvP +Res IO and went Tier 4 Cardiac for nearly (not quite) 70% S/L res which is very nice indeed. I took the Destiny buff for defense debuff resistance which is also very nice, REALLY helps against those annoying Psi enemies that blast def debuffs right through me. (I'm looking at you, Tarantula Mistress!)
Dusted off an old Claws/Elec Brute, and I am looking to finish leveling him up and respeccing into a permanent spec.
My thinking with this build was to get to S/L cap while maintaining as much damage, energize uptime and power sink uptime as possible. I am sure that there is a way to slice it even better.
This is an "all around build" that currently includes no purples or HO's to start off with. I am already going to be getting hit a bit on all the KC's. Some purple's or HO's are cheaper than others by a long shot, but in addition to the cost, some purple sets would disrupt some key set bonuses, so a bit stuck there even if cheaper.
Also, my end use is a bit bad and I don't know how successful power sink will be to combat that. I do have around 50% uptime of energize which gives a discount, and helps counter it.
I am looking for any tweaks or feedback, as this is my first claws character this far, and first char with a resistance set for defense, so I am sure I bungled something =)
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
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Level 50 Mutation Brute
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(27)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Achilles-ResDeb%(27)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(29)
Level 10: Lightning Field -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg(23), M'Strk-Acc/EndRdx(23), M'Strk-Dmg/EndRdx(25)
Level 12: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(25), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(37)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Grounded -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(50)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(45)
Level 28: Energize -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(39), Numna-Heal(39), Numna-Regen/Rcvry+(40)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
Level 35: Power Sink -- Mocking-Taunt(A), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(45)
Level 38: Power Surge -- S'fstPrt-ResDam/Def+(A)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
------------
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), RgnTis-Regen+(11)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(13), EndMod-I(13)
Level 4: Ninja Run