SD/SS - Build advice please


Akia

 

Posted

Below is an update I am considering for my build. I just wanted to see if there was any obvious flaws or changes that need to be corrected.

I wanted to change from pyro, to mu for the added aoe attack. I also added the tanker AT set, not sure if I put it in the best place though. I am not totally thrilled with static discharge, I am just honestly not sure what to put in its place. I am also over on the 9% acc bonus.

Thanks in advance!
-Akia


Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/

Click this DataLink to open the build!

Crystle: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(5), ResDam-I(5), ResDam-I(7)
Level 1: Jab -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(11)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13), LkGmblr-Def/Rchg(13)
Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/EndRdx/Rchg(15), ResDam-I(17), ResDam-I(17), GA-3defTpProc(50)
Level 6: Active Defense -- RechRdx(A)
Level 8: Against All Odds -- EndRdx(A)
Level 10: Haymaker -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(19), Hectmb-Dmg(19), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(23)
Level 12: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 16: Super Speed -- Winter-ResSlow(A)
Level 18: Grant Cover -- LkGmblr-Rchg+(A)
Level 20: Knockout Blow -- SMotTanker-Rchg/Res%(A), SMotTanker-Acc/Dmg/EndRdx/Rchg(25), SMotTanker-Dmg/EndRdx/Rchg(27), SMotTanker-Acc/Dmg/Rchg(27), SMotTanker-Dmg/Rchg(29), SMotTanker-Acc/Dmg(29)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(36), ImpArm-ResDam/Rchg(36), ImpArm-ResDam/EndRdx/Rchg(37)
Level 26: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg(31), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33)
Level 28: Rage -- GSFC-Build%(A), GSFC-ToHit/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-ToHit/Rchg(34), GSFC-ToHit(36)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(39)
Level 32: One with the Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/Rchg(39), S'fstPrt-ResDam/Def+(40)
Level 35: Taunt -- RechRdx-I(A)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Rchg(40), Sciroc-Dmg/Rchg(40), Sciroc-Dmg/EndRdx(42), Sciroc-Acc/Dmg(42), FrcFbk-Rechg%(42)
Level 41: Electrifying Fences -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/EndRdx(43), Posi-Acc/Dmg(50)
Level 44: Ball Lightning -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg(46)
Level 47: Static Discharge -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Acc(50)
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Melee Core Embodiment
Level 50: Reactive Core Flawless Interface
Level 50: Cimeroran Core Superior Ally
Level 50: Ion Core Final Judgement
Level 50: Ageless Core Epiphany
------------
------------
Set Bonus Totals:

  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 12.25% Defense(Melee)
  • 9.12% Defense(Smashing)
  • 9.12% Defense(Lethal)
  • 8.81% Defense(Fire)
  • 8.81% Defense(Cold)
  • 7.25% Defense(Energy)
  • 7.25% Defense(Negative)
  • 7.88% Defense(Psionic)
  • 8.5% Defense(Ranged)
  • 11.63% Defense(AoE)
  • 2.25% Max End
  • 82% Enhancement(Accuracy)
  • 83.75% Enhancement(RechargeTime)
  • 10% SpeedFlying
  • 274.1 HP (14.63%) HitPoints
  • 10% JumpHeight
  • 10% SpeedJumping
  • MezResist(Immobilized) 2.2%
  • MezResist(Sleep) 2.2%
  • MezResist(Stunned) 2.2%
  • 18% (0.3 End/sec) Recovery
  • 52% (4.06 HP/sec) Regeneration
  • 20% ResEffect(SpeedFlying)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(SpeedRunning)
  • 2.52% Resistance(Smashing)
  • 2.52% Resistance(Lethal)
  • 8.19% Resistance(Fire)
  • 8.19% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 7.52% Resistance(Toxic)
  • 2.52% Resistance(Psionic)
  • 10% SpeedRunning


 

Posted

Looks good, overall. There are only a couple of things I'd recommend changing.

First, KoB isn't a good choice for a MotT set. You want something with much lower recharge so you have more chances for the resist proc to fire. I'd put it in Jab since you're not taking Punch.

Also, OwtS is overslotted, IMO, the HP bonus isn't worth spending three slots on and the extra resistance isn't that useful. I'd put the Steadfast +Def in the base slot and use the three free slots to add a slot each to Active Defense, Health, and Static Discharge. I'd slot another recharge in AD, (as it is, you'll lose most of your recharge bonuses if you exemp below 50) a Numina Heal in Health, and a fifth PB slot in SD to pick up the recharge bonus.

Other that that, I think you're good to go!


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

ok made the changes you suggested. I chose to put the extra slots in health, KoB, and Health. Generally I don't exemp with this character.

Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx(5), ResDam-I(5), ResDam-I(7)
Level 1: Jab -- SMotTanker-Rchg/Res%(A), SMotTanker-Acc/Dmg/EndRdx/Rchg(7), SMotTanker-Dmg/EndRdx/Rchg(9), SMotTanker-Acc/Dmg/Rchg(9), SMotTanker-Dmg/Rchg(11), SMotTanker-Acc/Dmg(11)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/Rchg(13), LkGmblr-Def/EndRdx(15)
Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/EndRdx/Rchg(17), ResDam-I(17), ResDam-I(19), GA-3defTpProc(19)
Level 6: Active Defense -- RechRdx-I(A)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Haymaker -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(21), Hectmb-Dmg(23), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(25), Hectmb-Acc/Rchg(25)
Level 12: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 16: Super Speed -- Winter-ResSlow(A)
Level 18: Grant Cover -- LkGmblr-Rchg+(A)
Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Dmg/EndRdx(31), C'ngImp-Acc/Dmg(31), Mako-Dam%(31)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(33)
Level 26: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Rchg(36), Oblit-Dmg(36)
Level 28: Rage -- GSFC-Build%(A), GSFC-ToHit/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-ToHit/Rchg(37), GSFC-ToHit(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def/EndRdx(50)
Level 32: One with the Shield -- S'fstPrt-ResDam/Def+(A)
Level 35: Taunt -- RechRdx-I(A)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(42), FrcFbk-Rechg%(42)
Level 41: Electrifying Fences -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(42), Posi-Acc/Dmg(43), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43)
Level 44: Ball Lightning -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg(46)
Level 47: Static Discharge -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(46), EndMod-I(50)
Level 50: Agility Core Paragon
Level 50: Reactive Core Flawless Interface
Level 50: Ion Core Final Judgement
Level 50: Cimeroran Core Superior Ally
Level 50: Ageless Core Epiphany
Level 50: Melee Core Embodiment
------------
------------
Set Bonus Totals:

  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 12.25% Defense(Melee)
  • 9.12% Defense(Smashing)
  • 9.12% Defense(Lethal)
  • 8.81% Defense(Fire)
  • 8.81% Defense(Cold)
  • 7.25% Defense(Energy)
  • 7.25% Defense(Negative)
  • 7.88% Defense(Psionic)
  • 8.5% Defense(Ranged)
  • 11.63% Defense(AoE)
  • 2.25% Max End
  • 82% Enhancement(Accuracy)
  • 90% Enhancement(RechargeTime)
  • 5% SpeedFlying
  • 210.8 HP (11.25%) HitPoints
  • 5% JumpHeight
  • 5% SpeedJumping
  • MezResist(Immobilized) 2.2%
  • MezResist(Stunned) 2.2%
  • 18% (0.3 End/sec) Recovery
  • 64% (5 HP/sec) Regeneration
  • 20% ResEffect(SpeedFlying)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(SpeedRunning)
  • 2.52% Resistance(Smashing)
  • 2.52% Resistance(Lethal)
  • 8.19% Resistance(Fire)
  • 8.19% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 7.52% Resistance(Toxic)
  • 2.52% Resistance(Psionic)
  • 5% SpeedRunning


 

Posted

Quote:
Originally Posted by Finduilas View Post
First, KoB isn't a good choice for a MotT set. You want something with much lower recharge so you have more chances for the resist proc to fire. I'd put it in Jab since you're not taking Punch.
Do bear in mind that while this advice is spot on currently, once I24 comes out with the changes to Procs, this will no longer be the case.

Jab will be a horrid power for Procs once that change occurs. If you don't want to have to respec again, bear that in mind.


 

Posted

I don't have a problem respeccing again, I have several available from vet rewards.

How far out is i24, and what are the proposed changes?


 

Posted

Quote:
Originally Posted by Akia View Post
I don't have a problem respeccing again, I have several available from vet rewards.

How far out is i24, and what are the proposed changes?

It's not even in Beta yet. So, ... months?

Here is the thread, and the most important and informative of Synapse's posts:

http://boards.cityofheroes.com/showt...84#post4215484


 

Posted

Come i24, all procs are becoming PPM (proc-per-minute) procs, and the mechanics of PPM are also changing somewhat.

The MotT proc is already a PPM proc, so i24 won't hugely affect how good/bad that proc is in Jab.

The thing about PPM procs is that their chance to go off scales with the power's cycle time (recharge+activation). So in Jab, with a cycle time of 3.07 seconds, the proc chance will be 6*3.07/60=30.7%. Whereas in Haymaker it will have a proc chance of 6*9.5/60 = 95%. So unless you use Jab more than 3x as often as Haymaker, the MotT set is better in Haymaker.

Meanwhile, unless that Hecatomb set is the Attuned version, its proc has a flat 33% proc chance, which means it has the same chance to go off in Jab as in Haymaker. But you probably use Jab more often (although maybe not >3x as often), so that proc prefers being in Jab.

In short, you would probably benefit from having the MotT and the Hecatomb sets switch places.


 

Posted

Quote:
Originally Posted by Hopeling View Post
The thing about PPM procs is that their chance to go off scales with the power's cycle time (recharge+activation). So in Jab, with a cycle time of 3.07 seconds, the proc chance will be 6*3.07/60=30.7%. Whereas in Haymaker it will have a proc chance of 6*9.5/60 = 95%. So unless you use Jab more than 3x as often as Haymaker, the MotT set is better in Haymaker.
These numbers assume no recharge slotted in the power. While that is probably reasonable in Jab frankenslotted for A/D/E, it's not for any sets slotted for set bonuses.

The MotT set and Hecatomb both have unavoidable recharge slotting when you go for the set bonuses. Haymaker still fairs well versus current proc values. Jab will not in most cases.


 

Posted

I was talking about what they will do currently. You're correct about how that will change in i24, though, yeah. Come i24 the Hecatomb will be a PPM anyway, so there won't be a clear winner for which to put in Haymaker vs which to put in Jab... although a decent case could be made to move the Crushing Impact set to Jab and one of the proc sets to Knockout Blow.


 

Posted

Quote:
Originally Posted by Caulderone View Post
Do bear in mind that while this advice is spot on currently, once I24 comes out with the changes to Procs, this will no longer be the case.

Jab will be a horrid power for Procs once that change occurs. If you don't want to have to respec again, bear that in mind.
Actually the advice isn't even applicable now, since the ATIO procs are PPM.



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