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Posts
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Joined
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Certainly seems interesting. While the concept looks like Martial Arts meets Energy Melee, the powers do seem to more closely resemble a smashing version of Claws. I imagine a lot of these powers won't do too much damage, but work quickly... allowing build up to potentially decent damage. Probably as close to a Brute as a Scrapper could get, come to think of it. Something tells me Kin/Elec Armor Scrappers could do quite well.
God help us all if Kin Melee is allowed for Brutes. -
I don't know claws all that well, but I know Elec. I can't see Claws doing all that well in the set... simply because it's mitigation is damage. Elec, for the most part, can be very tough to play if your primary set doesn't have a good form of mitigation. -Tohit, Stun, Knockback, etc. While the extra damage is nice, you'd have to have it in abundance for it to work well as a form of mitigation for you... which works against the Brute concept from the start, since they have to be in the fray for a bit before they get Fury up to a good amount.
In the end, I can see a level 50 Claws/Elec brute playing pretty well... if built right... and I mean an IO'd out beast with extra defense and crazy recharge. But man... it'll be hell leveling that thing up. -
If you set it up (and your graphics aren't turned down too much) you should be able to see a difference. It may be my hidden OCD talking, but nothing really matches up. You can see the highlight just stop once it gets to the Matte gloves/boots.
In the end it's only a minor difference... but I'm a bit of a perfectionist... Kind of like how I never use the Stone Skin when I use the reverse joint legs because the boots don't have a Stone Skin to go with it. Stuff like that irks the hell outta me. -
Nope. It seems the skin is as reflective as the regular tights. Thanks for the suggestion, though.
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I was creating a costume for one of my characters when I came up with an idea. I wanted to make his costume all black, with just a starburst aura around him. Like a Solar eclipse deal... I didn't like how reflective the tights were, so I looked for a less reflective texture. I saw the Matte options for the gloves and they looked great. Unfortunately, I only saw the option for boots after that... nothing else had it.
Why?
Is there any specific reason as to why the Matte textures were only placed in the gloves and boost section of the costume designer? I'd kinda like to see it show up for chest, legs, and mask if at all possible.
Thanks. =) -
I just rolled a DP/Nrg as well. It seems to be a pretty logical combination...
I'm very curious to see how it turns out. -
Quote:You're mad because... you didn't... get to see... more...Yanno, we just disagree. Yes the island happened to them. And? Some of them GOT OFF the island. So what then? Their lives were pointless? They never fell inlove again? They couldnt move on? How was Hugo as the #1? What happened for his turn?
You liked it I didnt. move on.
That's kinda the point of ending the show, isn't it? Not getting to see more...
I mean, no matter *where* they decided to end the show... unless it actually ended with us seeing everyones death... there will always be more. Hell, why even stop there? I want to know what their after-life is like. Does Heaven have golden streets? What's God like? Can He tell a good knock-knock joke?
lol, all in play. It's perfectly understandable to hate a show for ending. Oh Dollhouse... we barely knew ye. -
Quote:I'm curious as to why you thought they sucked. That is... assuming you have a reason and it's not just a by-the-gut "I didn't like it because I just didn't" kind of thing.I thought the last episode(s) sucked. The last 3 or so were just sub-par to the rest of the series.
The last episode seemed like scraps just thrown together while someone had to go poo... and needed to hurry it up.
I understood everything, but was greatly disappointed.
The best moments of the final episode were when the lovers found each other.
The whole death thing just pissed me off. What a stupid way to end it. Just stupid. -
I hope they release a DVD/Blu-ray called 'Lost: Answers' that's just the creators and writers sitting in front of a camera and going through the list of odd-ball things that were never directly discussed on the show. That would be absolutely hilarious and awesome at the same time.
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Quote:This.Because you just gave an entirely different explanation to what most of us got?
The Island isn't Purgatory. The flash-sideways were, but not the island itself. As Jacob explained... people can die on the island. It's not an after life if you are still alive.
On a side note: I'd like to know what it was that turned MiB to Smokey. I half-way expected Desmond to come back out as a white Smokey. -
I'm with you on this. Holy crap, I just thought of something. Ben would have spent his time on the island being somewhat of a teacher to Hurley... which makes his role as a teacher in the flash-after make *much* more sense. Huh. Damn it Lost, you're so good at story telling!
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I rarely post in these threads (most of the time because I didn't have my subscription active), but I've always enjoyed reading them.
I can't believe we are approaching the end here. Lost has been such a big part of my TV schedule for so long.... it will be difficult to find a replacement.
As for what might happen, I think I'm sticking with my theory on the alternate universe: That the islands destruction actually freed Smokey there.
Ultimately, I would love to see some actual ramifications from Smokeys 'release' from the island... We've really only see him perform some local destruction. I'd like to see if he was able to perform global destruction in any way (other than just flying around the globe kill'n stuff around him). I'm thinking he's actually freed by the destruction of the island in the alt universe... and the gathering to the concert is to set up electro magnets to destroy him there. That's his only real weakness and, I'm guessing, the only way to destroy him. Put him between 2 massive Electro Magnets and pump up the volume. Desmond's immunity would probably come in handy too. He could keep Smokey there long enough for them to start up. Desmond steps out of the way and Smokey gets trapped and/or destroyed or sent back into the alternate universe to merge with his other self. The merge is because, since he technically has no 'body'... there is nothing rooting him to that universe.
And on the other universe? Everyone but Jack and Smokey leaves the island (via airplane) and never look back.
But that's just a theory. I can't wait to see what actually happens. -
The only really reason I could see a need for non-power based travel is for RP purposes. For those characters who are 'powerless' (IE: Katana/WP scrapper, AR/Dev blaster, etc). And even then, the air is pretty much covered by the jetpacks (although, I would like to see faster version made. Something that can keep up with the regular Fly). A temp ground based travel 'vehicle' is the only one that's missing.
The only one I could see actually working is a small and sleek motorcycle. Much like how the MM thug rides in on his when summoned, you could have a batman-inspired auto driven motorcycle pull up beside you, animate the character to get on and trigger the speed boost. It could be small, so using it in buildings and up stairs isn't so far fetched. It would also reduce clipping with objects.
Or, if that's too much, I could see a 'jet pack' being applied to ground based speed. Instead of pushing you up, it pushes you forward. -
Then our experiences are different. I've seen several people discuss the relevance of snipe in builds.
As for 'perma fear'.... I said give it a "chance to". Obviously perma fear on a snipe would be overpowered. Since there is no equivalent to 'hide' for anyone who can actually use snipe, giving the power a semi-low percentage of applying the fear effect is the only other way I could see it applied.
In any case, I just thought it would be a fun little addition. I know I found it funny any time I hit someone with AS from hide and saw their buddy next to them cower in fear. Seeing as how Snipes usually have the same kind of surprise, I thought it would add a little realism. -
I was thinking the other day... from what I can tell, a lot of people skip their respective sniper attacks. Either they have too many powers to choose from and the sniper happened to be least effective/favorite, or they just don't see it as worth taking. So, I thought.... what could make it more interesting?
Then I came up with an idea. It might not be the best, but feel free to post your own in this topic as well. Sniper attacks for sets should be the Assassins Strike of ranged powers. Yes, it already does more damage than most attacks out there, but I would *love* to see a sniper attack with an added chance to perform an AoE fear around it's target.
What do you think? -
Okay.... so... funny thing happened. Aion went live and I suddenly forgot that I still play CoX. I apologize for missing however many gatherings there have been.
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Wow. That's pretty friggen nice. You improved most of the areas I was looking for while sacrificing what seems to be very little. I'm not fond of the Hami O's, but I see why you put them there... That will more than likely be the most expensive part of this build. Still, it's not bad considering how expensive it could have been. I appreciate the work you all put into this. Hopefully I can get some time away from Aion to get this build at least started. lol.
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Yeah, I suppose that's true. I really, really like Build up, but it is pretty much the next in line to go if I absolutely have to have LR.
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Here is the latest update. Still doesn't feel finished quite yet.
If you can fit Lightning Reflexes, be my guest. I actually had to drop Darkest Night in order to fit Stamina. Before Stamina, the build's recovery was even with it's end usage... and that was without Darkest Night toggled. Energize was able to even it out again, but still... I didn't like the endurance hole it was creating. Felt like it was more than Power Sink was able to handle.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Grounded Wire: Level 50 Mutation Brute
Primary Power Set: Stone Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Stone Mallet- (A) Crushing Impact - Accuracy/Damage
- (3) Crushing Impact - Accuracy/Damage/Recharge
- (3) Crushing Impact - Damage/Recharge
- (5) Crushing Impact - Accuracy/Damage/Endurance
- (5) Crushing Impact - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (37) Reactive Armor - Resistance
- (40) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Endurance/Recharge
- (A) Crushing Impact - Damage/Recharge
- (7) Crushing Impact - Accuracy/Damage/Recharge
- (7) Crushing Impact - Accuracy/Damage/Endurance
- (9) Crushing Impact - Damage/Endurance/Recharge
- (9) Crushing Impact - Accuracy/Damage
- (A) Reactive Armor - Resistance/Endurance
- (13) Reactive Armor - Endurance
- (15) Reactive Armor - Resistance/Endurance/Recharge
- (15) Reactive Armor - Resistance
- (A) Accuracy IO
- (A) Force Feedback - Chance for +Recharge
- (11) Perfect Zinger - Chance for Psi Damage
- (11) Perfect Zinger - Taunt/Recharge
- (43) Perfect Zinger - Accuracy/Recharge
- (50) Perfect Zinger - Taunt/Recharge/Range
- (A) Reactive Armor - Resistance/Endurance
- (13) Reactive Armor - Resistance/Endurance/Recharge
- (39) Reactive Armor - Resistance
- (42) Reactive Armor - Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (19) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (21) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Run Speed IO
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance
- (37) Reactive Armor - Resistance/Recharge
- (37) Reactive Armor - Endurance
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (36) Kismet - Accuracy +6%
- (A) Numina's Convalescence - Heal
- (34) Numina's Convalescence - Heal/Endurance
- (34) Numina's Convalescence - Heal/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (A) Kinetic Combat - Damage/Endurance/Recharge
- (25) Kinetic Combat - Damage/Recharge
- (25) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (27) Pounding Slugfest - Accuracy/Damage
- (40) Pounding Slugfest - Damage/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Doctored Wounds - Heal/Endurance
- (29) Doctored Wounds - Endurance/Recharge
- (29) Doctored Wounds - Heal/Recharge
- (39) Doctored Wounds - Heal
- (39) Doctored Wounds - Recharge
- (A) Multi Strike - Accuracy/Damage/Endurance
- (31) Scirocco's Dervish - Damage/Endurance
- (31) Scirocco's Dervish - Accuracy/Damage/Endurance
- (31) Multi Strike - Damage/Endurance
- (A) Force Feedback - Chance for +Recharge
- (33) Scirocco's Dervish - Accuracy/Damage/Endurance
- (33) Obliteration - Accuracy/Damage/Recharge
- (33) Obliteration - Accuracy/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (45) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod/Endurance
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Efficacy Adaptor - EndMod
- (42) Efficacy Adaptor - EndMod/Recharge
- (42) Efficacy Adaptor - EndMod/Accuracy
- (A) Decimation - Accuracy/Damage
- (45) Decimation - Accuracy/Damage/Recharge
- (46) Decimation - Damage/Endurance
- (46) Decimation - Damage/Recharge
- (46) Decimation - Accuracy/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (50) Positron's Blast - Chance of Damage(Energy)
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 13% Defense(Smashing)
- 13% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 10.8% Defense(Energy)
- 10.8% Defense(Negative)
- 3% Defense(Psionic)
- 9.88% Defense(Melee)
- 11.1% Defense(Ranged)
- 5.5% Defense(AoE)
- 2.25% Max End
- 4% Enhancement(Heal)
- 23% Enhancement(Accuracy)
- 47.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 163 HP (10.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 14.3%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 4.95%
- 8% (0.13 End/sec) Recovery
- 70% (4.38 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 5% RunSpeed
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Thank you for submitting these solid looking builds.
Tonality: Thank you. I appreciate the apology as well as the help you've been providing.
Exxar: I actually have a DM/FA at 26 right now. I love the potential for damage with Soul Drain + Fury. Unfortunately, this build is actually a level 50 toon I already have. I'm not planning on playing this game for that much longer... Or, at the very least, it will become a secondary MMO (getting the occasional single-month purchase when updates are released).
I'll be doing some tweaking later today and see what else I can squeeze from this build. The only major problem I can see if that I have too many powers I want to take. lol. -
Tonality: Do you have to be so curt? I'm sorry I haven't gotten it perfect the first or second time through, but I'm afraid I'm not very used to advanced IO setups.
JuliusSeizure and Exxar: My apologies. I'm new to this sort of thing and I actually had to figure out how to get the chunk data in the first place. lol.
Here is the latest attempt. No doubt Tonality will smite me for making other mistakes. Unfortunately, it looks like I've sacrificed some defense (and recharge) in order to get whatever regen I got from Health. I'm not entirely sure if it's worth it.
*edit* Just realized I didn't replace Cloud senses. I'll update shortly.
*edit 2* Updated.
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Okay, made some adjustments. Without considering the boosts from Hasten and the Recharge procs, Energize is sitting at 45 second recharge. My S/L defense is at to 25% with the other averaging out to 20% (ish, psionic was 14 I think). It's really starting to look like the jack of all trades, master of none. lol. But at least the damage modifiers are significantly better. And this is all without Purples, so I'm pretty proud right now. lol. Feel free to crush my spirits and tell me this new build sucks. lol
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Level 1: Stone Mallet C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Charged Armor ImpSkn-Status(A), ImpSkn-ResDam/EndRdx/Rchg(40), ImpSkn-EndRdx/Rchg(40), ImpSkn-ResDam/Rchg(45), ImpSkn-ResDam/EndRdx(45)
Level 2: Heavy Mallet C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg(9)
Level 4: Conductive Shield RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(15)
Level 6: Kick Acc-I(A)
Level 8: Fault FrcFbk-Rechg%(A), Zinger-Dam%(11), ExStrk-Dam%(11)
Level 10: Static Shield RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(39), RctvArm-EndRdx/Rchg(42)
Level 12: Build Up GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(21), GSFC-Build%(21)
Level 14: Stealth LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(34)
Level 16: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam(43)
Level 18: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 20: Lightning Reflexes Run-I(A)
Level 22: Weave LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(45)
Level 24: Seismic Smash KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Acc/Dmg(25), KntkC'bat-Dmg/EndRdx(27), P'ngS'Fest-Acc/Dmg(27), P'ngS'Fest-Dmg/Rchg(40)
Level 26: Grounded ResDam-I(A)
Level 28: Energize Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(39), Dct'dW-Rchg(39)
Level 30: Lightning Field Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Efficacy-EndMod/EndRdx(31), Efficacy-EndMod/Acc(34), Efficacy-EndMod(37)
Level 32: Tremor FrcFbk-Rechg%(A), Zinger-Dam%(33), ExStrk-Dam%(33), Sciroc-Acc/Dmg(33), Sciroc-Acc/Rchg(34)
Level 35: Power Sink Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Hasten RechRdx-I(A)
Level 41: Gloom SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(42), SipInsght-Acc/EndRdx/Rchg(42), SipInsght-ToHitDeb/EndRdx/Rchg(43), SipInsght-ToHitDeb(50)
Level 44: Dark Obliteration Cloud-Acc/Rchg(A), Cloud-Acc/EndRdx/Rchg(46), Cloud-Acc/ToHitDeb(46), Cloud-%Dam(46), Cloud-ToHitDeb/EndRdx/Rchg(48), Cloud-ToHitDeb(48)
Level 47: Darkest Night EndRdx-I(A), EndRdx-I(48)
Level 49: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Fury
------------
Set Bonus Totals:
5% DamageBuff(Smashing)
5% DamageBuff(Lethal)
5% DamageBuff(Fire)
5% DamageBuff(Cold)
5% DamageBuff(Energy)
5% DamageBuff(Negative)
5% DamageBuff(Toxic)
5% DamageBuff(Psionic)
11.3% Defense(Smashing)
11.3% Defense(Lethal)
5.94% Defense(Fire)
5.94% Defense(Cold)
7.19% Defense(Energy)
7.19% Defense(Negative)
7.5% Defense(Melee)
10.6% Defense(Ranged)
7.19% Defense(AoE)
2.25% Max End
4% Enhancement(Heal)
23% Enhancement(Accuracy)
53.8% Enhancement(RechargeTime)
14% FlySpeed
157.4 HP (10.5%) HitPoints
14% JumpHeight
14% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 10%
MezResist(Held) 10%
MezResist(Immobilize) 19.4%
MezResist(Sleep) 12.2%
MezResist(Stun) 10%
MezResist(Terrorized) 12.2%
5.5% (0.09 End/sec) Recovery
58% (3.63 HP/sec) Regeneration
1.26% Resistance(Fire)
1.26% Resistance(Cold)
3.13% Resistance(Negative)
19% RunSpeed
4% XPDebtProtection -
Aw man, looks like I fail. lol.
So the recharge proc really isn't that good? I heard it comes significantly more reliable if used in an AOE power like I have slotted here. And considering how much I'm going to be using Fault, and it's crazy recharge time, that gives it more chances to fire.... right?
Oh well. I'll re-consider my slotting. I'm going to keep trying to make my recharge as high as possible and lower the amount of damage I sacrifice. I *really* like the idea of not having to take the Fitness pool because my end discount/regen will be perma (or close to it). -
I'm probably not the best at doing stuff like this, but I thought I would give it a shot.
Mids says duration is 30 seconds and I managed to get it to 25 recharge. I'm debating on whether I should keep Power Surge or not.
If this build is strong enough, that spot might be best used for Taunt or something.
Please let me know of anything you see that could make this build better.
-------------------------------------
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Grounded Wire: Level 50 Mutation Brute
Primary Power Set: Stone Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
------------
Level 1: Stone Mallet KinCrsh-Rechg/EndRdx(A), KinCrsh-Acc/Dmg/KB(3), KinCrsh-Acc/KB(3), KinCrsh-Dmg/KB(5), KinCrsh-Rchg/KB(5), KinCrsh-Dmg/EndRdx/KB(15)
Level 1: Charged Armor ImpSkn-Status(A), ImpSkn-ResDam/EndRdx/Rchg(40), ImpSkn-EndRdx/Rchg(40), ImpSkn-ResDam/Rchg(45), ImpSkn-ResDam/EndRdx(45)
Level 2: Heavy Mallet KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(9), KinCrsh-Acc/Dmg/KB(15)
Level 4: Conductive Shield RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(42), RctvArm-ResDam(42), RctvArm-EndRdx(46), RctvArm-ResDam/EndRdx/Rchg(48)
Level 6: Kick Acc-I(A)
Level 8: Fault FrcFbk-Rechg%(A), Zinger-Dam%(11), ExStrk-Dam%(11), RzDz-Acc/EndRdx(13), RzDz-Immob%(13), RzDz-Acc/Rchg(17)
Level 10: Static Shield RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(42), RctvArm-ResDam(43), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-EndRdx(50)
Level 12: Build Up AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(19), AdjTgt-ToHit/EndRdx(21), AdjTgt-Rchg(21)
Level 14: Stealth LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def(46)
Level 16: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam(43)
Level 18: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 20: Lightning Reflexes Run-I(A)
Level 22: Weave LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(45)
Level 24: Seismic Smash BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-Rchg/Hold(27), P'ngS'Fest-Acc/Dmg(27), P'ngS'Fest-Dmg/Rchg(40)
Level 26: Grounded ResDam-I(A)
Level 28: Energize Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(39)
Level 30: Lightning Field Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31), Efficacy-EndMod/EndRdx(31), Efficacy-EndMod/Acc(34), Efficacy-EndMod(37)
Level 32: Tremor FrcFbk-Rechg%(A), Zinger-Dam%(33), ExStrk-Dam%(33), Sciroc-Acc/Dmg(33), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34)
Level 35: Power Sink Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Power Surge RechRdx-I(A)
Level 41: Gloom Acc-I(A)
Level 44: Soul Tentacles Acc-I(A)
Level 47: Darkest Night EndRdx-I(A), EndRdx-I(48)
Level 49: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Fury
------------
Set Bonus Totals:
4.5% DamageBuff(Smashing)
4.5% DamageBuff(Lethal)
4.5% DamageBuff(Fire)
4.5% DamageBuff(Cold)
4.5% DamageBuff(Energy)
4.5% DamageBuff(Negative)
4.5% DamageBuff(Toxic)
4.5% DamageBuff(Psionic)
2.5% Defense(Smashing)
2.5% Defense(Lethal)
5.94% Defense(Fire)
5.94% Defense(Cold)
6.56% Defense(Energy)
6.56% Defense(Negative)
1.25% Defense(Melee)
5.63% Defense(Ranged)
7.19% Defense(AoE)
4% Enhancement(Heal)
65% Enhancement(RechargeTime)
9% Enhancement(Accuracy)
112.4 HP (7.5%) HitPoints
Knockback (Mag -10)
Knockup (Mag -10)
MezResist(Confused) 15%
MezResist(Held) 15%
MezResist(Immobilize) 17.2%
MezResist(Sleep) 17.2%
MezResist(Stun) 15%
MezResist(Terrorized) 17.2%
7% (0.12 End/sec) Recovery
70% (4.38 HP/sec) Regeneration
5% Resistance(Smashing)
1.26% Resistance(Fire)
1.26% Resistance(Cold)
1.26% Resistance(Energy)
7.51% Resistance(Negative)
1.26% Resistance(Toxic)
1.26% Resistance(Psionic)
11% RunSpeed
2% XPDebtProtection -