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Tryth (the one trying to solo lvl 54 Rikti) is an Emp/Sonic/Dark with Fitness, Fighting, Flight and Speed along with Dark Mastery for her pools on the solo build. So yes to Tough, Weave etc., gives her about 62% S/L resistance and a 47% or so ranged defense. Even the 54's have a very hard time hurting her as long as the Auras are up. Tricky part is living thru the time when the Aura's are down. When she gets mezzed it suppresses her defenses to the low 30's as I recall and at that point the 54's with no RA's running get very painful when you aren't using inspires. The single largest difference between her team and solo builds (outside power choices) is all that ranged defense comes at the price of global recharge. That translates into over 40 seconds or more of additional downtime in her auras when solo and that's painful long time for lvl 54's (or anything else) to be plinking at you.
As for the team build and Thunderous Blast, yeah love to add it in there. Just haven't decided what I'd be willing to give up to get it yet. If I had Thunderous Blast in the build I'd be looking at it going "but it's missing Soul Drain or other useful power" I want that. Still if I stare at it long enough. Currently the most likely target would be to swap over to SS as the travel power and lose Air Superiority with its slots essentially shuffled about to end up in Thunderous Blast. Air Superiority, Hasten and Fly becoming Hasten, Super Speed and Thunderous Blast basically. Definitely some advantages there in terms of running TF with Stealthing/Recall available. Problem is for a rather melee oriented Emp I like Air Superiority for the knockup mitigation against stuff in my face, like it a lot. Solution here might be Air Sup for leveling up and respec into SS and Thunderous Blast later. Biospark is, of course, already "later".
I'd be thinking of losing some slots from Tough and Weave. For much the same reasons I wouldn't worry much about mez I would also be looking to use as few slots in Tough and Weave as I could and use the slots elsewhere. Actually I'd personally lose Fighting altogether and grab myself Leadership. -
No, this was an Emp/Electric build I created in Mids for the heck of it. I do have multiple Empaths but none currently are /Elec. The Emp/Rad I mentioned is one of two I have in Green Machine, one of the Repeat Offender sg's on Freedom. Much of the actual slotting and set usage for the Empath side is very similar to how I do it on most of my Empaths, though as mentioned the usage of the Heal uniques is a bit of an experiment and only Reyna Morningdew's second build currently has them slotted this way. All of them run without Stamina or Health and have no way to slot the uniques, at least, in their primary builds.
One of my Emps on Pinnacle did get a second build inspired by your solo thread and has managed to solo a lvl 53 Rikti mob in the RWZ sans inspires etc. The 54's, however, have beat the tar out of her so far. More tweaking and more attempts will be had.
When (and not if) I create an Emp/Elec it will likely look very similar to this build.
Reyna Morningdew Emp/Rad/Dark of Green Machine -
At the moment when I am trying to look at a build (on these forums, specifically the Defender section) by "Click this Link to open the build" I am getting redirected to this thread.
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Quote:One thing I've wondered is if having more than 100 endurance helps and if so how? For example, my Cold/Ice has multiple sets of Entropic Chaos which add 2.25% to his max endurance, plus he has the accolades leaving him with something like 118 endurance total. Now if I understand how it works you get your end back in 'server tics' so rather than larger amounts of end per tic what happens is you get more tics of end in a given time span. By having more tics is this increasing the likelyhood of "getting lucky" as Rush Bolt has put it? Does this explain why I sometimes have only Sprint running and the next time all my toggles?It's like this:
Heat Loss is used pre-nuke. Say on the spawn before the nuke is used. If that Heat Loss was fully saturated AND fully slotted, that would give the Blaster 1337% +Recovery (10 targets plus 1 caster).
The game caps that at the Blaster's Recovery cap (500%), but also remembers that the Blaster actually does have 1337%. It basically says, "OK, you've got this much, but I'm only going to let you use this much."
The Blaster then nukes the next spawn. This zeroes his END, but also applies a 1000% -Recovery debuff on him. This is where the game says, "OK, you had 1337%, now you just lost 1000%. You're now at 337% +Recovery."
And that's how a slotted, saturated Heat Loss can bypass the Recovery crash. It can't avoid the END crash. Nothing can do that except lucky timing*. But it will let you start regaining END immediately instead of after 10s.
Also note that we're talking about the Recovery crash, not the END crash. There's 2 crashes. The END crash zeroes your blue bar. The Recovery crash keeps it zeroed for 10s after. Nukes have both, tier 9s tend to have just the END crash (only Elude, Overload and Power Surge come with both).
* - By lucky timing, I mean that you're zeroing out right as you get a Recovery tick, thus you drop to zero inbetween server ticks and thus don't lose your toggles. -
Agreed you won't need HO, HA prior to slotted Regen Aura and Adrenaline Boost should be more than enough, just need to stay close to each other. After those are slotted even HA will be largely moot, you'll 'heal' via regeneration not by getting 'healed'. You won't need Fitness and Stamina in particular. I'd strongly consider Leadership and Hasten. Since you are going with CJ+SJ that leaves one pool and an epic left. Concealment would do well for giving you the option to initiate combat on your terms (with Grant Invisibility), or Fighting for Tough and Weave making your regen go even further.
EDIT to add a build in ... hrmm notice you have swift, this build doesn't include swift but should give you some ideas. Basically I started by thinking well if HA isn't going to be all that needed but you have to take it anyway may as well make it work for you. Decided to grab as much +hit points in the build as I could. Ends up with an Empath pushing 1470 health, 65% S/L resists, capped defenses to everything (assuming Fort and Maneuvers from your duo), and assuming 1 Regen Aura plus AB from your duo partner, capped regen.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Emp_Sonic dedicated duo (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/Rchg(23), Ksmt-ToHit+(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/EndRdx(25), LkGmblr-Rchg+(37), LkGmblr-Def/Rchg(50)
Level 22: Assault -- EndRdx-I(A)
Level 24: Maneuvers -- LkGmblr-EndRdx/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(37)
Level 28: Super Jump -- Zephyr-ResKB(A)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(46)
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: Dreadful Wail -- Oblit-Dmg(A), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/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 -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
It has been interesting to look at Emp/Electric builds. Some interesting differences to most of the Emp builds I'm more familiar with. Electric Blast has no stun and instead has a hold. Electric blasts are not -def, -resist or -to hit but -end coupled with -recovery. With Short Circuit being the main attack for sapping, the set screams melee not unlike Rad blast/Irradiate.
One of the things I did on one of my staminaless Emp builds was place the Heal uniques in Heal Aura and Heal Other. Did it this way to avoid dipping into yet another pool, tight on pool choices already without trying to add Fitness into the mix. Still working on the build live so not totally sure how its going to work but so far so good.
Here's another build for thought. Pretty much zero defense or mez protection. That's what breakfrees and teammates are for. Solo I'd worry about it, teamed *shrug* not so much. And this is from the prospective of an Emp/Rad who was and is quite able to develop scrapperlock and does spend the majority of her time face to face with the bosses ... bet you didn't know Cosmic Burst is a melee attack *grin*
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Emp_Elec team (v1.00.i16): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-EndRdx/Rchg(23), Mrcl-Rcvry+(42)
Level 1: Charged Bolts -- Dev'n-Hold%(A)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Efficacy-EndMod/Rchg(42)
Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-EndRdx/Rchg(23), Numna-Regen/Rcvry+(42)
Level 6: Recall Friend -- Zephyr-ResKB(A)
Level 8: Air Superiority -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 10: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Efficacy-EndMod/Acc/Rchg(17), Efficacy-EndMod/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(31), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(33), Ksmt-ToHit+(33)
Level 14: Fly -- 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(25), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(39), Det'tn-Dmg/EndRdx/Rng(43)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(31)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(39), Numna-EndRdx/Rchg(43)
Level 28: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40), Lock-%Hold(46)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(36), Efficacy-EndMod/Rchg(46)
Level 35: Resurrect -- EndRdx-I(A)
Level 38: Vengeance -- LkGmblr-Rchg+(A)
Level 41: Oppressive Gloom -- Acc-I(A)
Level 44: Dark Consumption -- Oblit-Dmg(A), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(46)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), AdjTgt-ToHit/EndRdx(48), AdjTgt-ToHit/EndRdx/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Dark Embrace -- HO:Ribo(A), HO:Ribo(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
If I'm understanding your question it's the difference between losing your toggles or a chance not to, among other things. If you are already under a strong +recovery buff (like in Heat Loss or AB) when you nuke you could look at your toggles and find them all still running. No need to retoggle and by the time you move to the next mob you end bar is likely nearly full, certainly full enough to start unleashing on the next mob without pause. If instead you wait to use Heat Loss on the next mob all your toggles are down (like armor toggles) regardless of how full or not your end bar is when you get to the next mob. Now obviously if you are running few or no toggles this is much less an issue.
One of the "other things" is Heat Loss carries a -resist (-30% for a defender) to its targets, so ideally the hypothetical toggleless blaster/defender/corruptor etc., benefits by waiting to nuke after Heat Loss rather than prior because the foes are also -resist debuffed when you nuke.
Edit: This isn't "some" recovery we are talking about ... it's the equivalent of having 5 Recovery Auras running on you and a bit more. -
Unable to open the link. Did you use phpBB/Zetaboards as your format?
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Heat Loss with endmod enhancements and hitting sufficient targets will counter a nuke crash in the same way Adrenaline Boost would by providing enough +recovery to counter the penalty so you immediately start regaining endurance post nuke. Unlike AB it will also add +end directly much like Transference if you are in the area and effected when Heat Loss is used. Normally and more realistically the boost of +end occurs prior to the use of the nuke (or you risk having no targets for Heat Loss :P).
With 10 targets effected my Cold/Ice is well over the +recovery cap and beyond. As I recall it takes around 7 targets to cap him and hitting just one foe will keep his end bar topped short of nukes or heavy -recovery/-end foes.
Also much like AB it seems rather random and variable as to what stays toggled on post nuke. I've had it range from all my toggles drop to none, with the norm being something between the two extremes. For the record those toggles are normally the following: Maneuvers, Tactics, Super Speed, Sprint and Arctic Fog. Sometimes Snow Storm is running as well but with any luck it's detoggled by the targets death in the next second or so anyway.
Edit: and as a separate note, it only take one Endmod to overcome the nuke crash in AB (my usual Empath slotting is 5 Doctored Wounds and 1 lvl 50 Endmod common which yields roughly 967.7% regen and 1139% recovery) -
Quote:This build concentrates on more +ranged defense. It's one small purple inspire from the soft cap for ranged defense. I'd considered going from CJ+SJ to Hover+Fly, they are pretty near interchangeable in the build (including the IO's used). Getting airborne eliminates some of the mess of melee on the ground and if you get mezzed most of the time you just float there out of reach whereas on the ground they can have at you. On the flip side it's rather tricky to use Bonesmasher on foes you are deliberately staying at arms length from.No comments? That signals to me that its a solid build with little to no problems. I don't believe I could have wound up that lucky! =P
Only looking for a strong PvE toon, if that helps any.
I'd also tend to want to ditch CP, both builds (yours and this one) are end efficient enough to not "need" it to deal with normal PvE play making it rather situational. It would take some fiddling but putting Bonfire in the build and using it as a melee free zone would let you keep CJ+Hurdle for moving about on the ground while keeping foes at a distance. Particularly indoor areas with low ceilings that would be useful.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Blazing Enchantress (v2.00.i16): Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(43)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7)
Level 4: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-Rchg(5)
Level 6: Swift -- Run-I(A)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(9), Det'tn-Acc/Dmg(9), Det'tn-Dmg/EndRdx/Rng(13), Det'tn-Acc/Dmg/EndRdx(29)
Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(36)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Def(17), GftotA-Run+(17), Zephyr-Travel(19), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(48)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(36)
Level 16: Energy Punch -- Acc-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(29), Mrcl-Heal(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Aim -- AdjTgt-EndRdx/Rchg(A), AdjTgt-Rchg(23)
Level 24: Blaze -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Acc/Dmg(27), Thundr-Dmg/EndRdx/Rchg(34)
Level 26: Hurdle -- Jump-I(A)
Level 28: Conserve Power -- RechRdx-I(A)
Level 30: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(34)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dam%(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 44: Melt Armor -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(45), AnWeak-DefDeb/EndRdx/Rchg(45), AnWeak-Acc/Rchg/EndRdx(45), AnWeak-%ToHit(46), Achilles-ResDeb%(46)
Level 47: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), S'fstPrt-ResDam/Def+(48)
Level 49: Rise of the Phoenix -- Amaze-Stun(A)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance -
Like you I'm in the process of rebuilding/rethinking and just plain experimenting with my Fire/Nrg. First blaster I stuck with long enough to get to 50 (a few years back now, before xp smoothing, before the new defiance, before IO's, etc.). No idea how available, never mind expensive for instance, the Javelin Volley's are, though I would expect pricey, as the build basically just exists in Mids for now.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Soulfire Lily (v5.00.i16): Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Acc/Dmg/Rchg(29), Entrpc-Dmg/EndRdx/Rchg(33), Entrpc-Dmg/Rchg(33)
Level 1: Power Thrust -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg(46)
Level 2: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(7), JavVoll-Acc/End/Rech(13), JavVoll-Dam/End/Rech(27), JavVoll-Acc/Dmg/End/Rech(40)
Level 4: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(5), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(34), AdjTgt-Rchg(34)
Level 6: Rain of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(9), Posi-Dmg/Rchg(9), JavVoll-Acc/End/Rech(21), JavVoll-Dam/End/Rech(29), JavVoll-Acc/Dmg/End/Rech(39)
Level 8: Swift -- Run-I(A)
Level 10: Bone Smasher -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Acc/EndRdx/Rchg(21), Mako-Dmg/Rchg(34)
Level 12: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(15)
Level 14: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(15), Numna-Regen/Rcvry+(46)
Level 16: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(40), AdjTgt-Rchg(40)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(48)
Level 22: Blaze -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(25), Dev'n-Acc/Dmg/Rchg(25), Entrpc-Dmg/EndRdx/Rchg(31), Entrpc-Dmg/Rchg(33)
Level 24: Super Jump -- Zephyr-ResKB(A)
Level 26: Fire Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), JavVoll-Acc/End/Rech(31), JavVoll-Dam/End/Rech(39), JavVoll-Acc/Dmg/End/Rech(46)
Level 28: Stealth -- LkGmblr-Rchg+(A)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Total Focus -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Acc/EndRdx/Rchg(45), Mako-Dmg/Rchg(45)
Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Dam%(45), JavVoll-Acc/End/Rech(50)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A)
Level 47: EM Pulse -- Amaze-Stun(A), Amaze-Stun/Rchg(48), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(50), Amaze-EndRdx/Stun(50)
Level 49: Hurdle -- Jump-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance -
I'll second what KingSnake has said. Even if the entire team was made of odd, unusual builds, unfinished post respec characters etc., playing as a team will impact it more. Might take longer and folks might die more but if everyone is having fun I'll take that any day over an efficient speed run where I don't have fun for whatever the reason.
That said as far as what might benefit me most in a hypothetical sense it's really going to boil down to who I'm playing. As an example, if I'm on my 2500+ hours played well IO'd and purpled claws/sr I'll take your solo build over bubbles, more defense adds virtually nothing to her survivability. Tactics and Assault plus offense from you adds quite a bit more. If on the otherhand I'm playing my up and coming not yet 50, not yet soft capped DM/SR brute those bubbles even unslotted or unenhanced are likely the difference between being soft capped and not, and that's a HUGE jump in survivability and my overall effectiveness against massed Cimeroran's. The big bubble might put me there as well, but it's an anchor so to speak, I have to stay within to get the buff and if I move too fast to the next spawn or around the next bend or ... and "anyone got vengeance?". -
Here's another build for thought. It's about one solid additional recharge boost (purple set, LotG etc.) from having perma AB with the Auras around 150 seconds recharge. I skipped Resurrect as I just have trouble using a power choice for something an inspire can readily cover, but it should be easy enough to fit in if desired. First thing I'd personally drop is Absorb Pain. I'm to much of an offender by play style and it would tend to get me killed.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Empathy_Psy Blast (v2.00.i16): Level 50 Science Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Rchg(23)
Level 1: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(7)
Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-EndRdx/Rchg(21)
Level 4: Absorb Pain -- Heal-I(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Clear Mind -- Range-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(15)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(15), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(46)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(23), Posi-Dam%(34)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(21), Numna-Heal(50), Numna-Regen/Rcvry+(50)
Level 22: Assault -- EndRdx-I(A)
Level 24: Will Domination -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(34)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Rchg(43)
Level 28: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(34)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(43)
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-Rchg(36), Efficacy-EndMod/Rchg(37)
Level 35: Scramble Thoughts -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40)
Level 38: Psychic Wail -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 41: Dark Consumption -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45), EndMod-I(46)
Level 44: Dark Embrace -- HO:Ribo(A), HO:Ribo(46)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), M'Strk-Dmg/Rchg(48), FotG-ResDeb%(50)
Level 49: Oppressive Gloom -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
Quote:Well the nice thing about it is if you are teamed and start to run low on end you can always just slow or stop attacking for a bit (let your PA, Phantasm, and Tornado do the work for a bit), ask for blue and very likely, especially on many RO teams, have one or more teammates who have a +recovery powers and when not teamed but solo then well you can selectively turn off leadership toggles as needed.Was thinking about Leadership again and it's probably not such a bad idea.
Maneuvers in particular since that and Steamy Mist together help your team and phanta man.
Tactics is skippable if you use Freezing Rain.
All 3 toggles from Leadership plus Steamy Mist would eat too much END.
In fact the leadership toggles in a team setting are a bargain in terms of end cost and efficiency when compared to using Blind, Deceive and Spectral Wounds as an attack chain. Running Steamy Mist (0.30), Assault (0.27), Tactics (0.22) and Maneuvers (0.39) costs a total of 1.18 end/sec. Now take a peek at any of those 3 attacks and compare its end/sec costs. -
Keep in mind too that "Hidden" does not equal "I have no aggro". Not sure how or if ambushes relate to (or generate?) aggro but its quite possible to be "Hidden" and have mobs make a beeline for you because you have generated aggro somehow. My Claws/Nin learned early to remember if and where her caltrops were as I've had more than a few mobs chase me around several corners after a patrol or returning runner wanders into my caltrops still laying about from a fight.
-
Absolutely, especially given I was routinely teaming with another Cold/Ice, all sorts of stacked ugliness for the baddies at that point! All this was pre i16, love to see what our pair could handle now that we could ramp up the spawn size, foe levels etc..
edit: for spelling -
No need to worry about the accuracy of Freezing Rain it rarely misses anything ... unless you routinely run around fighting Paragon Protectors who've popped MoG you're unlikely to see it miss enough to matter.
Freezing Rain -->
4 slots: Touch of Lady Grey (end/rech and defdebuff/end/rech) plus Undermined Defenses (end/rech and defdebuff/end/rech) or what I prefer is
6 slots: the above plus a ToLG defdebuff/rech and an Achilles -resist proc
I'd slot the blasts for damage (particularly since the OP is talking about a soloable build here). The To Hit Debuff particularly with PBU running is sweet ... but the damage is anemic. Might work in a team setting but solo it will be painful I'm thinking.
The following build isn't soft capped but has higher recharge and +regen with Soul Drain up for 30 secs and down for under 10secs boosting damage output, the build should solo well when needed. I also slotted the two aoe cones so the range on both is essentially the same.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Storm_Dark_solo1 (v1.00.i16): Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Gale -- Acc-I(A)
Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg/Rchg(5), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Cloud-%Dam(15)
Level 2: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(15), Cloud-%Dam(40)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Freezing Rain -- UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(9), UndDef-DefDeb/Rchg(9), LdyGrey-DefDeb/Rchg(37), LdyGrey-DefDeb/Rchg/EndRdx(37), Achilles-ResDeb%(37)
Level 10: Hurdle -- Jump-I(A)
Level 12: Steamy Mist -- HO:Cyto(A), HO:Ribo(13), LkGmblr-Def(19), LkGmblr-Rchg+(42), ImpArm-ResDam/EndRdx(43), ImpArm-ResDam(48)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Tenebrous Tentacles -- AirB'st-Dmg/Rng(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rng(17), Det'tn-Acc/Dmg/EndRdx(19), Det'tn-Dmg/EndRdx/Rng(31), Det'tn-Dmg/Rng(36)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(21), Numna-Regen/Rcvry+(45), Numna-Heal(46)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(46)
Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31), Cloud-%Dam(42)
Level 24: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb(25), DarkWD-Rchg/EndRdx(36)
Level 26: Tornado -- UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(27), FrcFbk-Rchg/EndRdx(27), S'bndAl-Dmg/Rchg(39), S'bndAl-Dmg(40), S'bndAl-Dmg/EndRdx(45)
Level 28: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(40)
Level 30: Boxing -- Acc-I(A)
Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(39), GftotA-Run+(39)
Level 41: Dark Consumption -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-%Dam(45), Efficacy-EndMod/Acc(46)
Level 44: Dark Embrace -- HO:Ribo(A)
Level 47: Soul Drain -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(50), Sciroc-Acc/Dmg/EndRdx(50), Sciroc-Dmg/EndRdx(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
Hi Ignatz,
Here's a build in progress I have for my Illusion/Storm ('Flip All to Alternate' should show the final thoughts/plan as well and while it shows Fire Mastery I haven't yet decided where I'm going APP-wise)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
False Front (v1.00.i16 non-purpled): Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Spectral Wounds -- Acc-I(A), Acc-I(3), EndRdx-I(11), Dmg-I(13), Dmg-I(13), Dmg-I(43)
Level 1: Gale -- Acc-I(A)
Level 2: Deceive -- Acc-I(A), Acc-I(3), RechRdx-I(5), RechRdx-I(9), EndRdx-I(15), RechRdx-I(40)
Level 4: Blind -- Acc-I(A), Acc-I(5), EndRdx-I(9), RechRdx-I(11), Hold-I(15), Hold-I(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hover -- Flight-I(A), Flight-I(34), Zephyr-ResKB(37), Zephyr-Travel/EndRdx(40), Zephyr-Travel(50)
Level 10: Swift -- Flight-I(A)
Level 12: Group Invisibility -- EndRdx-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Freezing Rain -- UndDef-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-Rchg/EndRdx(17), Achilles-ResDeb%(21), AnWeak-DefDeb/EndRdx/Rchg(27), UndDef-DefDeb/Rchg/EndRdx(37)
Level 18: Phantom Army -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), Acc-I(21), Dmg-I(27), Dmg-I(34)
Level 20: Health -- Mrcl-Heal(A), Numna-Heal(23), Mrcl-Rcvry+(29), Numna-Regen/Rcvry+(45)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(29)
Level 24: Steamy Mist -- EndRdx-I(A), EndRdx-I(25), ResDam-I(25), ResDam-I(48), DefBuff-I(50), DefBuff-I(50)
Level 26: Assault -- EndRdx-I(A)
Level 28: Spectral Terror -- Empty(A), Empty(46), Empty(46), Empty(48), Empty(48)
Level 30: Tactics -- Empty(A), Empty(31), Empty(31), Empty(31), Empty(46)
Level 32: Phantasm -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34)
Level 35: Tornado -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37)
Level 38: Lightning Storm -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40)
Level 41: Fire Ball -- Empty(A), Empty(42), Empty(42), Empty(42), Empty(43)
Level 44: Fire Shield -- Empty(A), Empty(45), Empty(45)
Level 47: Vengeance -- Empty(A)
Level 49: Rise of the Phoenix -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
There is no link or data chunk included in W Peace's post/build ... and I was curious and had the time. So I believe the following is as intended or at least very close:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
SS_WP_W Peace (v1.00.i16 non-purpled): Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Dmg/EndRdx(31)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(23)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Dmg/EndRdx(34), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Regen/Rcvry+(25), Mrcl-Heal(43), Mrcl-Rcvry+(43), RgnTis-Regen+(43)
Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(11), S'fstPrt-ResDam/EndRdx(37), S'fstPrt-ResDam/Def+(40)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Dmg/EndRdx/Rchg(31), Mako-Dmg/EndRdx(39)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), LkGmblr-EndRdx/Rchg(37)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 14: Super Speed -- Zephyr-Travel(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), HO:Golgi(19)
Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(40)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(27), Numna-Heal/Rchg(27)
Level 26: Stamina -- EndMod-I(A), EndMod-I(50)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(37)
Level 30: Boxing -- Empty(A)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(33), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), FrcFbk-Rechg%(34)
Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), HO:Ribo(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), DarkWD-ToHitDeb/Rchg(46), DarkWD-ToHitDeb/EndRdx(46)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(46), DarkWD-ToHitDeb/Rchg(48)
Level 47: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48), DarkWD-ToHitDeb(50), EndRdx-I(50)
Level 49: Strength of Will -- ResDam-I(A)
------------
Level 1: Brawl -- RechRdx-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Fury -
The actual To Hit cap is (at level 50) +200.35% which courtesy of Green Machine and the RO Network in general I've run into on several characters, primarily my Emp/Rad and my Night Widow. Of course given the clamping in the To Hit/Defense formula most of that was excess to say the least. I'm unaware of an Accuracy cap and Mids has on occasion put the number well over 300% (or 3.0 vs 1.0 base). Reyna's Nuke, for example, is listed at 366.2% in Mids v1.601 (and if I toggle on Vengeance goes to 478.2%)
As an aside you could check this out by simply buying a tray full of yellows and using them until your To Hit number turns blue.
Reyna Morningdew lvl 50 Emp/Rad/Dark of Green Machine
Edit: Paragon Wiki article "Limits" has the known caps to various things such as Recharge (how I original came across the article), Damage Resistance, Defense etc. etc..
Edit#2: Bit of a tangent but related note. My Cold/Ice in Mids with Aim, Tactics, and PBU toggled on is showing an Accuracy in Infrigidate of 509.4%. Not quite sure how Mids figures that number but I can say he's pounded on a MoG'd PvE +5 and +6 Paragon Protectors as if the poor fellows had no defense at all. -
Are you planning on moving into sets? Or is this more for advice about power choices and slot placement rather than IO sets?
-
Quote:Depends, I went with CJ over Assault for a couple reasons. First it can take any of a large number of defense IO specials including the one I put in there (the LotG +7.5%), obviously at this time no sets can be used in Assault. Secondly (and more importantly) with the ability to scale up the mobs size by upping your effective team size and the recharge on FS (plus Siphon Power and global bonuses) you should be pretty much at the cap all the time ... in theory Assault isn't helping at that point.I see you gave up Assault for CJ. Any reason in particular? As I do solo quite a bit with him the Assault gives him a slight edge in that aspect as well as a benefit for group play (considering the lack of other team oriented powers). On the same note, Vengeance is another team oriented power that I may or may not need. Now looking at where it ended up it seems like that was just a, "shoot, I don't really have a power that I need so I'll just throw that in" kind of thing?
BTW, I do have a team oriented build complete with SB and ID and Vengeance etc. for when it's requested/required, although I rarely touch it.
As for Vengeance it's more a mule for the LotG +7.5% than chosen for its team value. One could swap it out with minimal effect for something else. So while yes it is sort of thrown in there for lack of any thing else I did choose it specifically over several other choices. Just whatever that something else is it has to be effective with just the base slot (or back to the drawing board). IR, ID, Hurdle or Assault would be some other things that could be chosen at 49th as well. IR while an aoe ally effecting power does effect you as well, ID in this case would be to mule a IO of some sort, Hurdle when stacked with CJ in particular is fanatastic mobility around a fight ... and with all the knockback you can create for yourself mobility I'm guessing is a big plus. And Assault works there as well as earlier if you find you aren't reliable capping your damage via FS (plus the rest) and want the boost. Also grabbed Vengeance in part because PBU+Vengeance is nasty for those times you are teamed and running your solo build. -
Welcome back to CoH
The build looks solid overall. Changes I would consider: shift 3 of those slots out of Elude (leave just the recharge) as Elude by itself will pretty much "soft cap" your defenses. Then move those 3 slots into your attacks and slot with endred. To reiterate what Broken Prey mentioned your attacks is where a huge chunk of you endurance vanishes (in almost any build not just yours). Don't know how comfortable you are with Mids but if you mouse over the End Cost stat of one of your attacks while its "locked" it can tell you what the end/sec costs are ... most of the ones in the level 40 build are running around 1.0 end/sec compared to the toggles which, with current slotting, are running about a 1/6th of that at 0.16 end/sec. Excluding DA you have 5 attacks so after moving 3 slots from Elude I'd look for 2 more. Likely I'd move them from your toggles. The net loss from the missing endred in the two toggles is 0.08 more end/sec, you'll save that much and a good deal more just moving that slot into SotW, and then even more putting the other in Flashing Steel. Then I'd slot Divine Avalanche to do damage. Why, because if you use it in your chain it reduces the damage you do over the course of the fight in exchange for making you melee and lethal defense much higher. Currently you are sitting around 30% defense vs melee, another +15% puts you at the soft-cap. That's one hit with DA without any slotting for +defense (and it stacks) so you slot for damage to minimize the impact it'll have on your overall damage output.
With just those changes and the build will look like this:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Katana/SR Scrapper: Level 40 Mutation Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Hero Profile:
Level 1: Sting of the Wasp -- Acc(A), Dmg(3), Dmg(13), Dmg(36), Acc(37), EndRdx(37)
Level 1: Focused Fighting -- DefBuff(A), DefBuff(5), DefBuff(5), EndRdx(34)
Level 2: Flashing Steel -- Acc(A), Dmg(3), Dmg(13), Dmg(36), Acc(37), EndRdx(40)
Level 4: Focused Senses -- DefBuff(A), DefBuff(7), DefBuff(7), EndRdx(34)
Level 6: Agile -- DefBuff(A), DefBuff(9), DefBuff(11)
Level 8: Divine Avalanche -- Acc(A), EndRdx(9), Dmg(15), Dmg(15), Dmg(19), Acc(19)
Level 10: Practiced Brawler -- RechRdx(A), RechRdx(11)
Level 12: Hover -- DefBuff(A)
Level 14: Fly -- Flight(A)
Level 16: Dodge -- DefBuff(A), DefBuff(17), DefBuff(17)
Level 18: Swift -- Flight(A)
Level 20: Health -- Heal(A), Heal(21), Heal(21)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(23)
Level 24: The Lotus Drops -- Acc(A), Dmg(25), Dmg(25), Dmg(29), Acc(36), EndRdx(39)
Level 26: Soaring Dragon -- Acc(A), Dmg(27), Dmg(27), Dmg(29), Acc(31), EndRdx(40)
Level 28: Stealth -- EndRdx(A)
Level 30: Lucky -- DefBuff(A), DefBuff(31), DefBuff(31)
Level 32: Golden Dragonfly -- Acc(A), Dmg(33), Dmg(33), Dmg(33), Acc(34), EndRdx(40)
Level 35: Quickness -- Flight(A)
Level 38: Elude -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- Heal(A)
Level 1: Critical Hit
Edit: As for BU vs Quickness vs Other, in the long run I'd ideally want both. Which I would grab first is more a matter of taste, but nothing quite says "Hello!" like Build Up followed by Golden Dragonfly specially if you connect with more than one foe. Also you may wish to consider how to get Evasion in there .. as you move thru the 30's and beyond AoE can get to be a deadly common occurrance and Evasion is your aoe defense toggle. -
I personally have Fitness on my Kins particularly while leveling up (even after gaining Transference) it just makes it smoother and less worrying about endurance management. No worrying about missing the mob or having the mob die on me mid-Transference or any of the numerous things that can happen to prevent you from getting the +end out of it. But I can see it be a choice if there were another pool or powers one wanted to have instead. Ditto for grabbing a travel power vs IR or Siphon Speed.
I played around a bit with your build while trying to avoid relatively major changes overall. Hopefully it gives you some ideas on what you can do differently and tweak it further to taste.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Francis LeBeau (v2.00.i16): Level 50 Mutation Defender
Primary Power Set: Kinetics
Secondary Power Set: Energy Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Transfusion -- Theft-Acc/EndRdx/Heal(A), Theft-Heal/Rchg(3), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/EndRdx/Heal/HP/Regen(13), Nictus-Acc/EndRdx/Rchg(15), Dct'dW-Heal/Rchg(19)
Level 1: Power Bolt -- Apoc-Acc/Rchg(A), Apoc-Acc/Dmg/Rchg(5), Apoc-Dam%(5), Apoc-Dmg/Rchg(9), Apoc-Dmg/EndRdx(34)
Level 2: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(34), Thundr-Dmg/Rchg(43)
Level 4: Energy Torrent -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(11), Posi-Acc/Dmg(11), Posi-Dmg/Rchg(13), Det'tn-Dmg/EndRdx/Rng(29), Posi-Dmg/EndRdx(40)
Level 6: Super Jump -- Zephyr-ResKB(A)
Level 8: Siphon Power -- Acc-I(A), EndRdx-I(46)
Level 10: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(27), Thundr-Dmg/Rchg(37)
Level 12: Siphon Speed -- P'ngTtl-EndRdx/Rchg/Slow(A)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(17), Numna-Heal(21), Mrcl-Rcvry+(21)
Level 18: Sniper Blast -- Mantic-Dam%(A), Mantic-Dmg/ActRdx/Rchg(23), Mantic-Dmg/EndRdx/Rchg(23), Mantic-Acc/Dmg(25), Mantic-Dmg/EndRdx(25)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod(43)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Rchg+(45)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(46)
Level 28: Tactics -- HO:Cyto(A), HO:Cyto(46)
Level 30: Power Push -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/KB(31), KinCrsh-Acc/KB(33), KinCrsh-Dmg/EndRdx/KB(33)
Level 32: Fulcrum Shift -- Acc-I(A), EndRdx-I(33), RechRdx-I(34)
Level 35: Explosive Blast -- Ragnrk-Knock%(A), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Dmg/EndRdx(40)
Level 38: Nova -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40)
Level 41: Power Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-Rchg(50)
Level 44: Temp Invulnerability -- GA-ResDam(A), GA-3defTpProc(45), S'fstPrt-ResDam/Def+(45)
Level 47: Total Focus -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(50), Mako-Acc/Dmg/EndRdx/Rchg(50)
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