STJ/SR amidoinitrite?
With the current issues over at CohTitan the DataLink doesn't function at the moment. Can you post a Data Chunk?
Edited first post to include data chunk.
"It's your money or your life madam. Oh wait! Today's Thursday! It's both."
Here's a first go around crack at things. Since I've no experience yet with Street Justice I didn't alter anything there outside of swapping out a Hecatomb and replacing it with another damage proc in Heavy Blow. Crushing Uppercut also screams at me to add a slot for an Endred/Rech which would push both Endred and Rech well into ED in the power. But atm not really wanting to pull the slot from elsewhere (though CJ leads the pack for freeing up slots ... would readily pull all 3 Serendipity as needed). Stuck to changing/swapping stuff in SR and pools rather than any of the Street Justice powers as much as possible.
As for End Usage and net Recovery ... should be quite safe going Musculature Core Paragon in either of the builds. Both yours and my alternate build, are producing a lot of net recovery even before considering the multiple Performance Shifter +End procs both builds have (worth about 0.2 end/sec for each proc). I'd try with Musculature Radial (which will also boost recovery as well) before I'd think about Cardiac. But needing more would surprise me ... a lot.
For each instance where you use a purple set I'd recommend doing as I did with the Hecatomb's in Heavy Blow and swap the pure Damage for the sets proc. Due to ED limits you'll average more damage as the proc isn't limited by ED and the set is well into ED for damage enhancement after 4 slots (and waaay beyond when Musculature gets into the picture). The kd proc from Ragnarok in Spinning Strike is more preference but I think adding it should help ensure stuff winds up on its behind without stacking the effect to send stuff flying away from you.
Freed up some slots by ...well first moved some slots out of FA then swapped to Superior Conditioning. It does drop one just shy of the soft cap. But honestly you'd likely have to run your combat log through a fine tooth comb to really see a difference and you are extremely like to find the few percent from teammate buffs 99+% of the time in any case. On the otherhand the hardcore SR in me wants that soft cap back and both Superior Conditioning and FA are essentially equally ... bleh. I also slotted up Tough and used a Glad proc to counter the loss of +def GSFC in FA. Regardless of if you can get a hold of the Glad proc (A-merits is how I got mine) I'd try to find some slots and run Tough. Moved other slots around and changed enhancements to keep inline with the Rule of 5.
So here's an alternate build for ideas. Love to see Hasten earlier in build. Could see if one could get the +def with GSFC in Combat Readiness (would need 4 slots from somewhere(s)). --> Done and gain less than a second going with a pure recharge instead of the GSFC chance for BU so went ahead and grabbed the +def.
Villain Plan by Mids' Villain Designer 1.952
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StreetJusticeSR_Doomguide (v1.00.i20 Incarnate): Level 50 Magic Brute
Primary Power Set: Street Justice
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Heavy Blow -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Zinger-Dam%(7)
Level 1: Focused Fighting -- S'dpty-Def(A), S'dpty-Def/EndRdx(7), S'dpty-Def/Rchg(9)
Level 2: Sweeping Cross -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(9), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(11), Armgdn-Dmg/EndRdx(13), FotG-ResDeb%(13)
Level 4: Focused Senses -- S'dpty-Def(A), S'dpty-Def/EndRdx(21), S'dpty-Def/Rchg(21)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(25), Ksmt-ToHit+(25)
Level 8: Rib Cracker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Super Jump -- Zephyr-Travel(A)
Level 14: Agile -- LkGmblr-Rchg+(A), GftotA-Def(31), GftotA-Run+(43)
Level 16: Dodge -- LkGmblr-Rchg+(A), GftotA-Def(33), GftotA-Run+(43)
Level 18: Spinning Strike -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(34), Ragnrk-Dmg/EndRdx(34), Posi-Dam%(34)
Level 20: Evasion -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 22: Combat Readiness -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(36), GSFC-Build%(46)
Level 24: Boxing -- Acc-I(A)
Level 26: Shin Breaker -- Achilles-ResDeb%(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39)
Level 28: Lucky -- LkGmblr-Rchg+(A), GftotA-Def(31), GftotA-Run+(39)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(43), GA-ResDam(45), GA-3defTpProc(45)
Level 32: Crushing Uppercut -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 35: Quickness -- Run-I(A)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), RgnTis-Regen+(46)
Level 47: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg/Rng(48), Zinger-Taunt/Rng(48), Zinger-Dam%(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 0: Marshal
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 50: Void Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Musculature Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(15), Mrcl-Heal/EndRdx(15), Numna-Heal(17), Numna-Heal/EndRdx(46), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Acc(19), P'Shift-EndMod/Rchg(19)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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Your comment about Musculature and ED reminded me that I could slot Crushing Uppercut like this
Level 32: Crushing Uppercut -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/Hold(40), Dmg-I(42), Dmg-I(46)
for a 7.5%+ Rech in addition to capped out damage and other goodies. I'm still tinkering with your input in mind. It's odd that the only way to get +Rech in Melee Damage sets is Crushing Impact.
Similarly, I'm looking at moving Hecatomb to Rib Cracker and putting the full Kinetic Crash in Heavy Blow.
"It's your money or your life madam. Oh wait! Today's Thursday! It's both."
I previously posted about StJ/EA, but ended up rerolling. Here's my planned build for late game with STJ/SR.
So, I'm kinda a dope at IOs. That is, I have no idea what to do after softcapping. This build is softcapped to all positions without the Gladiator's Armor 3%. MY instinct is to push for Recharge, Recovery, and Regen, but is there something else I could be doing for this build? I'd like to push the Recovery higher so I can safely use Musculature over Cardiac, but StJ sucks end like crazy.
I know that I'm over the cap on +1.13% HP bonuses due to the overlap of LotG and Crushing Impact- is there a better way to get the recharge and regen from these without wasting slots for these over the cap bonuses?
Is there a better way to move around my health/stamina/physical perfection slots?
"It's your money or your life madam. Oh wait! Today's Thursday! It's both."