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Agree with ShadowNate, the build lacks solid direction to it.
Focusing more on getting recharge, using Fly for travel and hover for movement around the battle, keeping both pets (sounds fun) and the same Patron pool I've come up with this. Hopefully it helps and hopefully someone with more playing experience with Dark/Dark comments on any silliness I may have in the build. Have played both Dark/* and */Dark as defenders or corruptors but have yet to pair them as a Dark/Dark.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Doma Tenebres 2: Level 50 Magic Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Dark Blast -- Dmg-I(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(34), Decim-Build%(36)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(9), Nictus-Acc/Heal(21), Nictus-Acc/EndRdx/Heal/HP/Regen(33), Nictus-Acc/EndRdx/Rchg(33)
Level 2: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(15), Apoc-Dmg/EndRdx(27), Apoc-Dam%(31), Cloud-%Dam(36)
Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/Rng(15), Posi-Dam%(19), Posi-Dmg/EndRdx(31), Cloud-%Dam(37)
Level 10: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(11), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-Rchg/EndRdx(27)
Level 12: Night Fall -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(19), Ragnrk-Knock%(31), Posi-Dam%(37)
Level 14: Hover -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(17), Winter-ResSlow(43), Flight-I(43)
Level 16: Fly -- Zephyr-ResKB(A), Zephyr-Travel(17)
Level 18: Swift -- Run-I(A)
Level 20: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(23), Mrcl-Heal/EndRdx(29)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-End%(23)
Level 24: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(25), SipInsght-Acc/Rchg(25), SipInsght-ToHitDeb/EndRdx/Rchg(37), SipInsght-Acc/EndRdx/Rchg(50)
Level 26: Recall Friend -- Zephyr-ResKB(A)
Level 28: Shadow Fall -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), GftotA-Def/EndRdx(40), GftotA-Def/EndRdx/Rchg(40)
Level 30: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(34), Amaze-Acc/Stun/Rchg(40), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(43)
Level 32: Blackstar -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(46), Armgdn-Dam%(46)
Level 35: Hurdle -- Jump-I(A)
Level 38: Dark Servant -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb/EndRdx(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-Rchg/EndRdx(39)
Level 41: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam/EndRdx/Rchg(42)
Level 44: Soul Storm -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(45), UbrkCons-Dam%(46), Apoc-Dmg(50)
Level 47: Summon Mistress -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge -
Same, those guys just put a huge massive "defeat me first" bullseye on themselves
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While one could fight +0 or +2's with either of these pairings (and blow thru them faster than the proverbial hot knife) myself I'm thinking more or less how far can either pair push it. If fighting +4's (or +5's or higher ... and I know the Emp+Emp duo likely can, particularly if the spawn sizes aren't set much higher, from my Green Machine experiences) then you will want Tactics as your Base Chance to Hit is much lower and Fort is only going to recover half(ish) of it prior to any considerations of To Hit Debuffs coming your way. Part of the thrill, for me anyway, about duo's of this sort rather than a random duo is how the the pairing lets you tackle stuff that normally would eat you alive solo (or with any two AT's pulled off the shelf).
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Indeed love to see how it plays out.
Love to see more ideas on what sort of blaster is paired and what they can bring to help the team while maintaining the offense that's the reason to go blaster over a second emp.
Note that the Aura rotation on the Emp/Sonic build I'm looking at only has about 30 seconds of down time, auras are recharged in about 120 seconds (with AB on both Emps) so a big chunk of time they are stacked.
The lack of that mutual buff, of clear mind etc. etc. when the blaster+emp duo rounds the corner and is staring 3 or more +4/x6+ rikti mobs (or worse?) full of Chief Mentalists and Chief Soldiers in the face is where I think the Emp+Emp duo is going to pull ahead. -
Yep I would expect the Emp+Blaster duo to perform better in 2 general circumstances. First any time below AB ... It's really vital to provided the +recharge to fuel the Emps. Secondly in any given burst of performance such as against a particular hard target such as an EB or AV. In any short spike of activity, assuming usage of inspires and accolades, the Blasters output is going to be very high relatively and the emp can likely predict needing for example breakfrees, +def and +resist inspires to enable him to continue to also maintain high output when auras are down, avoid getting mezzed as the blaster gets nailed by the AV etc.. It's quite possible by choosing to up the size of the mobs and chowing on inspires that the Blaster+Emp duo can continue to perform at or above my hypothetical plateau the Emp duo is sitting on. Where I think an Emp duo has the largest edge over the Blaster+Emp pairing is over several higher difficulty "normal" missions. If both pairs are looking at more or less a series of +4 or +5 missions against say malta, rikti or arachnos set for large team there's no particular time where the Blaster+Emp pair knows to chow down hard on inspires, temp powers etc ... its then, over that period, I expect the valleys to play a role in whether the Emp duo really can set the plateau higher than the Blaster+Emp duo can manage to sustain.
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Quote:Even at higher level's unless and until the blaster and emp have both heavily invested in IO's I believe the emp+emp pairing will maintain a much more vigorous pace at damage levels as a team between the two that over time will likely well exceed the blaster+emp mostly owing to inevitable downtime that will occur with a duo with a sole empath. To keep up the damage over the long haul the blaster doesn't just have to do a bit more damage or even a lot more damage they have to do a great deal more to keep to the overall damage output of the team as high as the emp pair. With the emp pair they are 24-7 at the recovery cap, 24-7 at the regen cap, 24-7 at the defense soft cap vs "ALL" (and few other things stronger as well, such as the teams +to hit average). The blaster+emp duo is unlikely to be at any of these as a pair and neither will be there 24-7. Will the emp+blaster pair be close enough often enough to overcome that deficit in strong bursts of performance *shrug* honestly I'm not nearly enough of a number cruncher to know. All I can say is I feel that is a lot of ground to make up for the lack of mutual support at all levels and builds the emp+blaster duo is facing in comparison. I see the blaster+emp duo as higher peaks and lower valleys. The emp+emp duo meanwhile is essentially a plateau who's height is somewhat less than the others peaks but higher than their valleys.Oh, I definitely agree in the situation of leveling them both up. What I'm talking about, however, is that I already have a level 40 Empathy/Sonic Defender and she'll just be rolling a new toon (prolly PL it to 22, anyway.).
Edit: To include the word "soft" with respect to the defense to (all). -
Here's the build I mentioned up thread. Hopefully it can give you some further ideas for your own build. All in all since it uses no purples it may even fall within your intended budget.
I would note while Fitness/Stamina might be a nice thing early on while leveling, once you are post AB in the build Fitness is utterly unneeded, your recovery is sitting at +1200% or so all the time.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Emp_Sonic dedicated duo2 (v1.00.i16): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Healing Aura -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(11), Numna-Heal/Rchg(11), Mrcl-Heal(23), Mrcl-Heal/Rchg(29), Mrcl-Heal/EndRdx/Rchg(29)
Level 1: Shriek -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Hold%(9), Decim-Dmg/Rchg(21), Decim-Acc/Dmg/Rchg(31), Decim-Build%(31)
Level 2: Scream -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Hold%(5), Decim-Dmg/Rchg(9), Decim-Acc/Dmg/Rchg(15), Decim-Acc/Dmg(31)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(5), Posi-Dmg/Rchg(15), Det'tn-Dmg/Rng(21), Det'tn-Dmg/EndRdx/Rng(36)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Boxing -- Acc-I(A)
Level 10: Clear Mind -- Range-I(A)
Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Rchg+(13), LkGmblr-Def/Rchg(13), LkGmblr-Def/EndRdx(36)
Level 14: Combat Jumping -- Zephyr-ResKB(A)
Level 16: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(17), TtmC'tng-ResDam/Rchg(25)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/Rchg(23), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(37)
Level 22: Assault -- EndRdx-I(A)
Level 24: Maneuvers -- LkGmblr-Def/Rchg(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(50)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Rchg(50)
Level 28: Super Jump -- Zephyr-ResKB(A)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx(37), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(40)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Rchg(34), Efficacy-EndMod/Rchg(34)
Level 35: Screech -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(39), Stpfy-Stun/Rng(43), RzDz-Acc/Stun/Rchg(45), RzDz-Acc/Rchg(46), RzDz-Immob%(46)
Level 38: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Hold%(46), Thundr-Acc/Dmg/Rchg(48), Thundr-Dmg/Rchg(50)
Level 41: Electric Fence -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(42), Dev'n-Hold%(42), HO:Centri(42), HO:Centri(43), TotHntr-Dam%(43)
Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/Rchg(45)
Level 47: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
No one can not perma the auras. You can most definitely perma Hasten and AB (both without external buffs) with global recharge bonuses.
Edit: To be clear, perma AB and perma Hasten in an Emp/Sonic without using Purple sets is a near thing without external buffs. AB from your fellow Emp will at that point make them both perma, and with purples no external buffs would be needed. The Auras, even at the recharge cap, have a downtime of, as I recall, of 10 secs (100=500/(1.0+4.0) >> 100-90=10 downtime). Making AB perma and Hasten all but (think the downtime on Hasten is around 9 seconds) with just SO slotting is at the core of the what makes Green Machine (the all Empathy defender sg of the RO Network) do its thing.
I have a build for a dedicated duo where both Hasten and AB are perma with an external buff of +100% (using Luminara's idea of toggling on Geas for representing the buff from AB). That duo would be sitting at the defender Regen cap (2000%), soft-capped at around +48% defense to (all) and 1491 hit points. The build uses no purples, but I wouldn't call it inexpensive either. -
Here's one possible build. Hopefully in my sleep deprived mind nothing terrible stupid in the build. Can "flip to alternates" to see what it looks like without the purple sets.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(7), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17)
Level 1: Focused Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(5), GftotA-Def/EndRdx/Rchg(29), GftotA-Run+(40), LkGmblr-Rchg+(45)
Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(34)
Level 4: Focused Senses -- GftotA-Def(A), GftotA-Def/EndRdx(5), GftotA-Def/EndRdx/Rchg(29), GftotA-Run+(40), LkGmblr-Rchg+(46)
Level 6: Hurdle -- Jump-I(A)
Level 8: Siphon Life -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/Rchg(13), Heal-I(17)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(15)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
Level 16: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(23), Ksmt-ToHit+(39)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(37)
Level 20: Dodge -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), GftotA-Run+(39)
Level 22: Boxing -- T'Death-Dam%(A)
Level 24: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(25), GftotA-Def/Rchg(31), GftotA-Def/EndRdx/Rchg(40), GftotA-Run+(46)
Level 26: Soul Drain -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(37), GSFC-Build%(37)
Level 28: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(31), Mrcl-Rcvry+(36), Numna-Regen/Rcvry+(50)
Level 30: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-End%(43)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(34), Zinger-Dam%(34)
Level 35: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(36), GftotA-Run+(39)
Level 38: Quickness -- Run-I(A)
Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
Level 44: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45), Aegis-ResDam/EndRdx/Rchg(46), Aegis-Psi/Status(50), S'fstPrt-ResDam/Def+(50)
Level 47: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(48), RedFtn-Def/EndRdx(48), RedFtn-Def/EndRdx/Rchg(48)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury -
I agree with TRTerror's comments and would add:
1) Take Agile, it's end free, adds (with enhancement) over 8% to range defense, part of your defdebuff resistance, and part of your scaling passive damage resistance. Certainly take it vs taking Elude. Elude is fantastic if you find yourself against something with +to hit bonuses or as a get out of jail free card when you aren't soft capped. It also pretty much limits your fight vs the AV to 180 seconds.
2) DN while a nice power to have is going to be virtually useless in helping you vs AV's owing to their strong resistance to To Hit debuffs.
3) Reiterate slotting Siphon Life as an attack first and foremost then worry about how much Healing it does for you.
4) Soul Drain needs to hit to do anything. If you intend to use SD, Gaussian's or another To Hit set is not the best choice as they include no accuracy. If you are using it mainly as a mule for the +def Weave will do the same thing with fewer slots and better +def.
5) Slotting Stamina to gain the aoe defense (I'm guessing) is ... put those slots elsewhere. One of them, for example, in SJ and you get nearly as much.
6) I'd use Obliterate in Dark Consumption. I'd 6 slot it for the melee defense and the enhancement value to the power itself. -
Difference between an Emp+Emp duo and pretty much any Blaster+Emp duo is the relative weakness and vulnerability of the Emp as they get essentially no buffs from the Blaster. Particularly while leveling this means the Emp is going to face and experience getting mezzed, running short of endurance, has less to hit and damage buffs etc.. So while the Blaster may produce more damage this is countered by a much weaker output by the partner Emp. The speed thru mobs by either duo is also heavily influenced by the pace the slowest member of the duo is capable of maintaining. Post level 33 the Emp+Emp duo is essentially running full out non-stop on SO's, a pace the Blaster+Emp duo might hope to match with difficulty and will almost certainly require more than SO's to do so.
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Capping the positional plus the S/L/(other) resists is, I strongly suspect, going to be more survivable than 30% defenses to ranged and 30% defenses in S/L. The trickiest part of high ranged defense is ensuring your foes are in fact at range. Hence Psyonico's suggestion to go with Hover/Fly and why my solo build on Tryth (my Emp/Sonic) uses Hover even though her team build is Hasten/SS. The majority of attacks tossed your way that the S/L defense would apply to so would the Ranged providing you can stay at range. The typical exceptions are some Mind and Illusion mez attacks** which are only typed (psionic) with no position ... which in light of your OP makes an argument for looking to increase your Psionic defense rather than S/L, if anything.
**Rikti, Carnies, Arachnos (Forts) I believe would be some examples of foes using non-positional attacks typed Psionic only -
Well if another Emp is not in the picture I might be very tempted to go with a Fire/Sonic controller. Your Emp with RA and AB will make one of the things making this controller set pairing painful to level mostly go away. Sonic Resonance will make one of the painful things about being the sole Emp on a team, namely mez, go away (Clarity and Sonic Dispersion). Fire backed by Emp buffs and all the sonic -resist flying about is a ton of damage output. Think it would be fun and tend to melt things quickly.
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Hi Biospark,
Here's how I see it for pros and cons.
Pros: Capped range defense. Well enhanced HA, HO, and Regen Aura. Overall very solid personal damage mitigation via defenses and resistances.
Cons: Adrenaline Boost under +1000% endmod (would need to stack RA and AB to counter nuke -recovery crash). No +perception, can be effectively blinded. To hit debuffs could prove annoying, no power (or enhancement) providing resistance to debuffs or providing +to hit for oneself. No Thunderous Blast. No Voltaic Sentinel.
I added the last two as Cons because while they really boil down to personal preference and playstyle their lack fails to use a strength that already exists in the build/set. Recovery post Thunderous Blast is made even easier by the presence of Power Sink while not having Voltaic Sentinel fails to take advantage of having one of only 2 defender secondary's to have a pet.
What might I do ...
Drop Resurrect, a nice power to have but, take Tactics instead. Cut Maneuvers to 3 slots, move 2 to Tactics (for 3 total >> To hit, To Hit/Endred, To Hit/Endred/Rech), move the other into AB. Move one slot from Weave to AB, slot AB with Heal/Rech and Heal/Endred/Rech from both Miracle and Numina's. In the 5th slot of AB use an Endmod/Rech. Slot Maneuvers with the same LotG as in Weave. Now we have to get back the +ranged defense lost as a set bonus in Maneuvers. Swap the order of Power Sink and Shocking Bolt. Move one slot out of Power Sink and one (effectively by juggling slots around) from Fortitude and into Shocking Bolt, add full set of Lockdown. Slot Power Sink with 2 Endmod/Rech IO's. Look at lack of Thunderous Blast and Voltaic Sentinel and wonder if they'd make a difference or not. -
The above 2 posts are probable why both are finding a way into my build. Given your mention of TF's though might lean in the direction of Assault given a choice of one over the other. Between all the other -spd and immobilize you and a team are likely carrying the damage added to the teams output by Assault (multiplied up by all the stuff Deacon mentions) would to my mind outweigh the effects of Snow Storm vs an AV.
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Truth, you do not need set IO's at all much less purple sets. In a team setting specifically, well slotted with common IO's or even SO's, you will in vast majority of cases be more than adequate in keeping the team going even thru relatively hard missions. How and when you choose to use your powers will have a far greater impact. Sets and set bonuses will have a greater impact on your solo ability but even then it will depend on your tolerance for downtime and desire to solo at high(er) difficulties as to how necessary they are. The OP's build, however, and question, isn't about adequate or necessary. I see a build with Purples and Panacea sets and get asked about tweaks, well necessary or even more than adequate are no longer in the design picture, we've entered the realm of waaaay more than adequate with a fair share of dreaming tossed in.
@Biospark, the 7.5% recharge bonuses you are looking at in Mids are likely 2 differing sets of 3. The game works off not the %'s but the name of the bonus where the rule of 5 is concerned. LotG are a bit oddball in that they aren't "tiny, moderate, large, huge, ultimate etc." bonuses but have their own unique name and so tend to stack with other 7.5% recharge bonuses like the ones in Panacea or Kinetic Crash. Don't have any Panacea to confirm this is why Mids displays it so but suspect it to be the case. -
I'd go with 3 common recharge IO's in Recovery Aura. Move 3 of those slots into AB. Drop Dark Consumption and swap it for Vengeance. Slot Vengeance with a LotG +7.5%, slot AB with 5 Panacea and an Endmod/Rech set IO. Net result is both Auras recharge in under 130 seconds and AB will now counter the -recovery debuff of a nuke.
Consider using 3 of the slots in Tough in Tactics (or elsewhere) instead. With Regen Aura running your Regen rate is over 1100% and the smash/lethal of Tough means very little 99+% of the time with that sort of regen. Pop some purple/orange if you think it does or will matter for a given fight.
Move a couple more slots around and you end up with:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Emp_Sonic Duo build_Black Bellatrix: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(3), Panac-Heal/Rchg(3), Panac-Heal/EndRedux/Rchg(5), Panac-Heal(5)
Level 1: Shriek -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(11), Apoc-Dam%(11), Decim-Build%(50)
Level 2: Scream -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13), Decim-Dmg/Rchg(15), Decim-Acc/Dmg(15), Apoc-Dmg(19)
Level 4: Howl -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(21), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(23)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Clear Mind -- Range-I(A)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/Rchg(40)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(25)
Level 16: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(40)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(43)
Level 20: Assault -- EndRdx-I(A)
Level 22: Shout -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46), Thundr-Dmg/Rchg(50)
Level 24: Boxing -- Hectmb-Dam%(A)
Level 26: Regeneration Aura -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(27), Panac-Heal/Rchg(27), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(31), RechRdx-I(33)
Level 28: Tough -- S'fstPrt-ResKB(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 32: Adrenalin Boost -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(34), Panac-Heal/Rchg(34), Panac-Heal/EndRedux/Rchg(43), Panac-Heal(45), Efficacy-EndMod/Rchg(46)
Level 35: Screech -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
Level 38: Heal Other -- Panac-Heal(A), Panac-Heal/EndRedux(39), Panac-EndRdx/Rchg(39), Panac-Heal/Rchg(39), Panac-Heal/EndRedux/Rchg(40)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43)
Level 44: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45)
Level 47: Soul Drain -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(48), Armgdn-Acc/Rchg(48), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Dmg/Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
The primary reason I chose LF early is not to run it at that time but to have it already slotted and enhanced for when you can use it without destroying your blue bar. Presumable this is after Stamina but it would also be available if you happened to team with teammates who use +recovery buffs, for example Rad's AM or Kin's SB. The other choices for powers at lvl 4 are Swipe and Conductive Shield. I choose to get it early as within the next few levels there are a lot of other things I want in the build as well and that situation doesn't get any less demanding. The attacks left are Strike, Slash, Spin and Focus. I wouldn't go using Spin on a single target but when I have several around me. Especially if I'm low or getting low on end. That leaves Strike, Slash and Focus. I don't think our advice is really all that different with respect to attacks.
For me it boils down to whether I need an extra 75% or so end drain resistance in exchange for a power choice. Doesn't really matter if it's an auto (though that's certainly a plus) a toggle or a click. It's one less other power choice I can take that provides more for the build.
Again maybe while leveling up it may be something I'll look back and say would have been easier ... but in a mature higher level build I have a tough time seeing it being useful enough to be worth the power choice over something else. -
Quote:Maybe I'm underestimating it ... I've never had an /ElA brute to high levels. But it is a long way from half of the builds energy resistance. It goes from 75% or so in the build without Grounded to just shy of 85% with Grounded. For end drain resistance it might against Carnies and Mu make enough difference to force one to use an occasional blue more than you would otherwise (or maybe use Power Sink more for getting blue back rather than draining the mob). It is also not the sole source of end drain resistance in the build. It is closer to half of the builds end drain resistance but even there it's less than half. I just have a tough time buying that 175% or so resistance rather than 100% or so is going to make a large enough difference to justify its existence in the build because that seems to me to be why you'd include it at all assuming you have another source of kb protection. Frankly the fact one might have trouble obtaining kb protection would make me far more likely to move it earlier in the build personally (or even include it). One of the most able brutes I've seen has posted their build in the RO networks forums, Grounded is nowhere to be seen in their build at all. For me personally Grounded is going to have to prove itself needed enough to want to burn a respec to move it up earlier. I really think having good +recovery, solid end reduction slotting coupled with having Energize and Power Sink up asap will make a far larger difference in a builds performance overall than having Grounded for the extra end drain resistance will.It's not a good idea to delay grounded to lvl 47, let alone leaving it single slotted. It's more than just kb protection, it's also the other half of your end drain/energy/neg energy resistance. At lvl 16, there's just not enough need for anything else to skip this AUTO power. Three attacks is more than enough at that point.
I do agree that I'd really want Hasten and as much +recharge as I could get in whatever build I have in the long run, but it's not in the build as the OP specifically mentioned they weren't a fan.
I think if one is having trouble maintaining a toggle (Lightning Field) costing between 0.21end/sec and 0.27end/sec (with and without Energizes endred discount) then the build in question has issues overall with endurance slotting and usage they need to solve first. -
Here's a build I've been working on for my Sonic/Dark. He's finally getting to the point where he doesn't run himself bone dry quickly. Still looking for a way to put one more slot in Dark Blast and Gloom, maybe slot a damage proc from Clouded Senses there to push his damage output up some more.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Kennar team build (v2.00.i15 non-purpled): Level 50 Science Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Sonic Barrier -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(36)
Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(37)
Level 2: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(25)
Level 4: Sonic Haven -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(36)
Level 6: Swift -- Run-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Hover -- Flight-I(A), Flight-I(11), Zephyr-ResKB(11)
Level 12: Sonic Dispersion -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(15)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Tenebrous Tentacles -- HO:Nucle(A), HO:Centri(17), HO:Centri(17), Posi-Dam%(31), TotHntr-Dam%(31), Cloud-%Dam(37)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(21), Numna-Heal(39), Numna-Regen/Rcvry+(39)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-EndMod(27), P'Shift-End%(40)
Level 22: Night Fall -- HO:Nucle(A), HO:Nucle(23), Posi-Acc/Dmg/EndRdx(27), Posi-Dmg/EndRdx(31), Posi-Dam%(42), Cloud-%Dam(50)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-EndRdx/Rchg(29), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(50)
Level 26: Clarity -- Range-I(A)
Level 28: Disruption Field -- EndRdx-I(A), EndRdx-I(29)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(50)
Level 32: Liquefy -- LdyGrey-DefDeb/Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg(33), DarkWD-ToHitDeb/Rchg(33), DarkWD-ToHitdeb/Rchg/EndRdx(33), DampS-ToHitDeb/Rchg(34), DampS-ToHitDeb/Rchg/EndRdx(34)
Level 35: Torrent -- HO:Nucle(A), HO:Nucle(36), Posi-Dam%(42), ExStrk-Dam%(43), Cloud-%Dam(43), FrcFbk-Rechg%(46)
Level 38: Life Drain -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(40), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Dmg/Rchg(45), Entrpc-Heal%(46)
Level 41: Sonic Siphon -- Acc-I(A), Acc-I(45)
Level 44: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Efficacy-EndMod/Acc(48)
Level 47: Sonic Cage -- HO:Endo(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
Take Swipe or Strike but not both. Take the one you prefer, taking both eats into you power choices.
For Slash slot an Achilles chance for -resist when you can afford one (either via merits or get lucky with a drop).
Skip or delay Grounded. Use IO's for kb protection, use CJ for Immobilize protection. The power choice it takes up is more valuable at that point than what is left that it provides resistance and protection against. This is especially true if you have CJ and Hurdle ... you'll want those -kb IO's anyway as you'll find out just how often you are off the ground normally when foes keep knocking you about despite Grounded.
Take and slot up Lightning Field early. Then it's already well slotted and ready to go when your end bar can handle it (post Stamina). No waiting a few more levels, post Stamina, while you get it slotted up. Having it already also gives you options, to run it when you can, let it idle when you can't.
Shockwave or Eviscerate, take the one you like, either is a solid choice. You've got two builds. You could put one in each and try them that way. Personally on my scrappers I've had and used both, like them both.
Here's a build to give you some ideas what it might look like.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Claws_ElA (v1.00.i16 non-purpled): Level 50 Technology Brute
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Strike -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(7), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(23), S'fstPrt-ResKB(23)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/Rchg(34), Achilles-ResDeb%(40)
Level 4: Lightning Field -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(5), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg/EndRdx(15), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Acc/Rchg(40)
Level 6: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), S'fstPrt-ResKB(25)
Level 8: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(34), M'Strk-Dmg/EndRdx/Rchg(37)
Level 10: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx/Rchg(25)
Level 12: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(13)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Regen/Rcvry+(46), RgnTis-Regen+(48)
Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31), T'pst-EndDrn%(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21)
Level 22: Super Jump -- ULeap-Stlth(A)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Dmg/Rchg(27), Oblit-Acc/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(37), M'Strk-Dmg/EndRdx/Rchg(43)
Level 28: Energize -- Numna-Heal(A), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29), Mrcl-Heal/Rchg(36), Mrcl-Heal/EndRdx/Rchg(37), Mrcl-Rcvry+(40)
Level 30: Boxing -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(48), C'ngImp-Acc/Dmg(50), C'ngImp-Dmg/Rchg(50)
Level 32: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/EndRdx/Rchg(33)
Level 35: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(39)
Level 41: Electrifying Fences -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(42), Posi-Dam%(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rng(43), TotHntr-Dam%(50)
Level 44: Ball Lightning -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/Rchg(45), Posi-Dam%(46)
Level 47: Grounded -- S'fstPrt-ResKB(A)
Level 49: Taunt -- Zinger-Dam%(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury -
Back from the drawing board. This build incorporates several things mentioned in this thread, it has Thunderous Blast and Leadership. It has SS+stealth IO with Recall at levels available for any TF in the game (as an exemplar at level 9). On the downside it doesn't include Fighting, defense for this build is inspires, teammates, and draining the mob dry fast. Same for mez protection it's breakfrees, teammates and draining the mob to helplessness.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Emp_Elec (v2.00.i16 non-purpled): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-EndRdx/Rchg(43)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(25), T'pst-EndDrn%(48)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(21), T'pst-EndDrn%(46)
Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-EndRdx/Rchg(43)
Level 6: Recall Friend -- Zephyr-ResKB(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(15), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(21)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(17), LkGmblr-Def/Rchg(17), LkGmblr-Rchg+(46)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Clear Mind -- Range-I(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Assault -- EndRdx-I(A)
Level 22: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34), EndMod-I(40)
Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(40)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
Level 28: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-EndRdx/Rchg(36), Efficacy-EndMod/Rchg(37)
Level 35: Maneuvers -- LkGmblr-Rchg+(A)
Level 38: Thunderous Blast -- Dmg-I(A), Dmg-I(50), Dmg-I(50)
Level 41: Electric Fence -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(46)
Level 47: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48)
Level 49: Charged Armor -- HO:Ribo(A), HO:Ribo(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Edit to include second build:
This build does incorporate Fitness and Fighting (tweak tweak!!) and has SS+Stealth IO, but no Recall, Thunderous Blast or Leadership. Hence I'd consider it a meld between a team and solo builds. But in large mobs and/or teams it is much sturdier and less dependent on team support for end and defense needs.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Emp_Elec Fighting pool (v1.00.i16): Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Healing Aura -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(23), Mrcl-Heal/EndRdx(39), Mrcl-Heal/Rchg(40), Mrcl-Heal/EndRdx/Rchg(42)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(25), T'pst-EndDrn%(31)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(21), T'pst-EndDrn%(31)
Level 4: Heal Other -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(39), Mrcl-Heal/EndRdx(39), Mrcl-Heal/Rchg(40), Mrcl-Heal/EndRdx/Rchg(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hurdle -- Jump-I(A)
Level 10: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(15), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc/Rchg(31)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), LkGmblr-Rchg+(13)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(50)
Level 16: Clear Mind -- Range-I(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Health -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Regen/Rcvry+(23), RgnTis-Regen+(34), RgnTis-Heal/EndRdx(43), Mrcl-Rcvry+(43)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(25)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Rchg(37)
Level 28: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(34), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(37)
Level 30: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-EndRdx/Rchg(36), Efficacy-EndMod/Rchg(37)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(48), Zephyr-ResKB(50)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(40)
Level 41: Electric Fence -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 44: Shocking Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(48)
Level 49: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
Even at the soft-cap her final to hit chance, as well as any foe of higher rank and/or higher level, is ABOVE a 5% final chance to hit you because they receive Accuracy bonuses. A +2 AV has, at minimum, a 1.2 accuracy modifier for being +2 to your level and a 1.5 accuracy multiplier for being an AV. It wouldn't surprise me to learn Indigo also has accuracy multipliers on her sword attacks (in addition to -def when they land) just like player broadsword users do. While owing to defense debuff resistance you (should) pretty much ignore the -def there's not much you can do against any +accuracy her powers may have.
All these accuracy multipliers are applied after the to hit and defense portion of the equation is figured, hence 'clamped'. Likely her actually final chance to hit you is more like 10% (or better) and there is pretty much nothing you can do to reduce that. Your combat logs can give you a much better idea of just how good her chance to hit you is or isn't. I'm no math/numbers guru but after she's taken 10 swings or so at you it's getting quite likely that at least one of those blows will have landed. -
Depends on the slotting. Up thread Rush Bolt put it at 9 foes effected to cap +recovery without any Endmod in Heat Loss. Think my Cold/Ice does it with 7 icons with his current slotting (endmod, endmod/rech, endmod/rech/acc, endmod/acc from the perfomance shifter set plus a rech IO common)
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Thought about going Electric Mastery and your comments pretty much cement the idea of going that way over Dark Mastery. Dark Mastery works very well with /Rad, /Dark and /Sonic for me in large part owing to stacked stuns. I jokingly commented about Cosmic Burst being a melee attack. Well for Reyna it pretty much is. She is almost always up in melee range of her foes, bosses in particular, to stack the effects of OG with Cosmic Burst to take them out of the picture. But /Elec has no stun, it does have a hold. Likewise /Elec saps endurance. Both of these effects are present in Electric Mastery. That is a very solid argument for choosing Electric over Dark Mastery.
As for Thunderous Blast well 3 of my 4 Empaths have their nuke. 2 of them use it frequently. Reyna's is recharged and ready to go about 90 seconds or less after use, particularly when teamed with her sg. In the long run I will have Thunderous Blast on at least one of the builds.