TopDoc is my level 50 Fire/Rad Corruptor. He is near and dear to my heart, so I'm going to do whatever it takes to twink him with IOs to the peak of perfection. Here's my planned build for him, along with a LOT of commentary. I'm already most of the way there, but I need another respec to shuffle a few slots and powers.
Play Style
Before I9 I'd bring this char out for a Recluse SF now and then. Since I9 I've been grinding for Invention Salvage or recipes. But I don't have a particular playstyle that I want to maintain.
I'm a badge collector, in fact this char is the top badge collector in all of CoV as far as I know. I'm only missing the final 2 Infamy badges, which are for 1 and 2 BILLION Infamy. If or when I decide to work on these, it'll probably mean playing in big teams doing Rikti Mothership raids. Mowing down massive numbers of high level mobs in a full team is a nice way to earn Inf. But I'm not about to design this char around this one activity.
I'm not big on PvP. I only PvP when trying to earn temp powers, which means defensively. Radiation Infection (RI) is a great ToHit debuff, and with my other Defense oriented powers I'll be well protected. RI is also a great Defense debuff, so I don't really need to load up on Accuracy. Plus the IO sets all give decent Accuracy, and I'll have some Accuracy set bonuses on the side. Tactics will give me Perception, though I mainly took it for big teams. I'll want Stealth, but mainly for stealthing missions. So I don't see any need to make any PvP specific changes.
Recharge Analysis
IOs make perma-Hasten and perma-Accelerate Metabolism (AM) possible, though the slotting cost is very high. After grinding numbers and taking set availability, power choices, and such into consideration, I've decided that I do want to get them perma.
How? Where it makes a difference, I'm trying to slot sets that provide a Recharge Reduction bonus. It takes 5 slots of a set to get a Recharge Reduction bonus, so you'll see that often in my build. That means using Decimation for ranged attacks, even though it caps at level 40. I usually toss in a 6th slot to round out the power. I'm also taking several Defense oriented powers and slotting them with the Luck of the Gambler (LotG) Def/+7.5% Recharge Speed IO. That includes powers like Vengeance, as the LotG IO Recharge Reduction bonus is treated as a set bonus. I'll stick to 3 slotting Hasten and AM for Recharge Reduction, as ED really makes slotting more a waste.
The goal of this build is a silly amount of Recharge Reduction. Why? Simply because it is massively effective. This build has about a 79% Recharge Reduction from sets and IOs. With this setup, Hasten will recharge right when it wears off, while AM will recharge even before it wears off. That means all of my powers will have about +179% Recharge Reduction for free. I can skimp on Recharge Reduction, or slot anyways and get to Ludicrous Recharge Speed.
END Analysis
I want to improve my END situation. Both Fire and Rad are heavy END users, between the AoEs and toggles. Spamming AoEs makes it worse. I can reduce my END costs various way, plus I can increase my END and Recovery. The combination should be all I need.
I have a lot of options to improve my Recovery. Start with Stamina 3 slotted with IOs for +49.9% Recovery. Add perma-AM for +59.9% Recovery. Add the unique Miracle and Numina's Convalesence for +25% Recovery. I've got +9% from Set bonuses, but that's pretty small compared to the bonuses above. Some sets will also increase my END a very small amount, which increases my Recovery. And being a badge collector, I already have all of the +END Accolades. With all of that, I'll be pretty well off.
Most of my attacks currently have a single END Reduction SO. I'll be going with sets that usually have a slightly higher amount of END Reduction. Plus non-set powers with END Reduction SOs can be converted to IOs. All things considered, my END costs should go down a bit.
Protection Analysis
The goal is 45% effective Defense. That will floor a mob's chance to hit me to 5%.
Radiation Infection is a 25% ToHit debuff. It's also a Defense debuff, but it's mainly used for protection. It does not accept any sets, so the best way to slot it is with Enzyme HOs (ToHit & Defense Debuff/End Reduction). Due to ED, you want 3 Enzymes, which makes RI a 39.25% ToHit debuff. I expect this is level adjusted, so higher level mobs will have a smaller debuff.
I'll be taking Combat Jumping both for the LotG IO and the (minor) Defense it provides. That's 2.47% Def (All), along with some Immob protection. I'll also pick up Maneuvers for 4.2% Def (All). That's effectively capped Defense against even con mobs, while higher level mobs will have a slightly higher chance to hit. I have Scorpion Shield which gives Smashing, Lethal, and Energy Defense, so I can still effectively cap Defense against those types of damage even versus +2 mobs.
Movement Analysis
I currently have and like Super Speed (with Hasten) and Teleport (with Recall Friend), but I need to change. I love the high speed and Stealth aspect of Super Speed. I'll love it even more when the Celerity +Stealth IO gives me complete invisibility. It's still a keeper.
Teleport lets me get anywhere, and I can bring my friends with Recall Friend, but that's all I get. I've decided to go with Leaping instead. I can pick up Combat Jumping for a little Defense and Immob protection, plus I can slot the nice LotG 7.5% Recharge Reduction IO. Combat Jumping is very cheap, so I can leave it on in combat. And I can pick up Super Jumping for vertical movement, which is very important in Grandville and the Rogue Isles in general. I won't need this very often, so it doesn't need any extra slots. Finally, Acrobatics gives me Knockback and Hold protection, and those both come in real handy when soloing.
Status Protection Analysis
Accelerate Metabolism provides some nice buffs in this area, but they aren't sufficient. It gives +173% Resistance to Holds, Stuns, Sleeps, and Immobs. That just makes them wear off sooner, so all your toggles will still drop. On the plus side, I hear Mez Resistance is capped at 100%, so I don't need to worry about finding any other Resistance. That means the duration of all Mez effects is cut in half.
Combat Jumping provides 8.3 mag Immob protection. It'll take several stacked Immobs to stop me, and that's hard with my Defense and the Resistance AM adds.
Acrobatics provides 100 mag Knockback protection, which effectively means I'll never get knocked back. It also provides 2 mag Hold protection. That's not a lot, but it means a single Hold won't get me. Soloing, this is a very nice power to have.
Pet Analysis
With Black Scorpion's Mace Mastery as my Patron Pool, I can get the Summon Disruptor power. This summons an Arachnobot Disruptor for 240 seconds (4 minutes), and it normally has a 900 second (15 minute) recharge. Note that when slotted for about 95% Recharge Reduction, it recharges in right about 240 seconds thanks to all of my extra Recharge Reduction. Like Hasten and AM, my pet is perma. It will also have my perma-AM on it, and Tactics when I have that up. The Disruptor provides a nice distraction and does OK damage.
None of the Pet IO sets provide worthwhile set bonuses for me, and none of the Set IOs include Recharge Reduction, so my pet will have absolutely no Set IOs. I'm better off with HOs and plain Recharge Reduction IOs. I'll use 3 Recharge Reduction IOs and some combination of 3 Nuc (Acc/Dam) or Pero (Dam/Mez) HOs. The Disruptor has a 30 second recharge single target hold, and a 60 second recharge small AoE Immob. It wouldn't hurt to improve these a bit, besides I don't need massive Accuracy.
Perma-Vengeance
Yes, even this is perma. Vengeance is a REALLY great buff. It's the second best reason to want someone on your team dead. (The top reason is that you're in a PUG.) It gives about 33% Defense to everything (including Psi) and a 36% ToHit buff as I have it slotted. That Defense is just under FF Defender levels. Vengeance also gives solid knockback, repel, and Fear protection, as well as a 30% Damage buff. It gives some status resistance as well, but again Accelerate Metabolism caps that already.
I expect to do some Rikti Mothership raiding once I10 goes live. All of my AoEs will let me do massive damage, but they will also attract massive agro from high level Rikti. Perma-Vengeance can save me. I hope to find a big team and convince someone to stay dead.
TopDoc: Level 50 Science Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Here are the Enhancement totals and comments on the individual powers. Note that the Def calculation appears to be broken in Mids', as it doesn't combine Defense Enhancements from HOs or different sets.
Fire Blast: Acc 62.63%, Dam 96.49%, End 43.43%, Rchg 38.60%, Build Up%
I'll be cycling this power about once every 2.5 seconds, so the Chance for Build Up will be checked often, and the Build Up itself will be up about 20% of the time. The 6th slot is for a Damage IO, as just using all Decimations will not cap damage.
Radiant Aura: Heal 97.49%, End 73.78%, Rchg 73.78%
Skipped the Recharge IO in the set because I didn't need it.
Radiation Infection: Def Debuff 94.93%, End 94.93%, ToHit Debuff 56%
Fire Ball: Acc 47.7%, Dam 95.11%, End 88.07%, Rchg 26.5%, Dam(Energy)%
It costs a lot of END, so the non-Posi Blast 6th slot goes to END Reduction. It's already damage capped, so the missing Posi Dam/Range isn't very useful.
Accelerate Metabolism: Rchg 99.08%, End Mod 99.08%
Fire Breath: Acc 47.7%, Dam 95.11%, End 47.7%, Range 25.5%, Rchg 26.50%, Dam(Energy)%
The extra Range is useful here to hit lots of mobs. The base of 40 feet at 30 degrees is a bit limiting. The extra 25.5% range actually increases the total area of the cone by 57%.
Hasten: Rchg 99.08%
Hurdle: Jump 42.4%
Super Speed: End 66.6%, Run 66.6%, Stealth
This caps running speed and provides full Invis.
Health: No Heal bonus
This only gets the unique set IOs to improve Recovery. After all, Radiant Aura on auto will get me from 1 HP to full in 25 seconds, while slotting for Regen here and everywhere still means nearly 2 minutes to go from 1 to full. And with my Defense, I don't expect to need much healing or Regen.
Blaze: Acc 80.15%, Dam 96.53%, End 61.98%, Rchg 80.15%
Since I can't slot another Chance to Build Up, the non-Decimation 6th slot gets a Devastation to round out the Enhancements.
Stamina: End Mod 99.08%
Combat Jumping: Def 15.94%, Global +7.5% Recharge
The actual Defense in this is very minor, so not worth slotting.
Super Jump: Jump 42.4%
I won't use this all that often, so it doesn't need more slots.
Acrobatics: End 42.4%
This is a fairly cheap toggle, so a second END Reduction slot wouldn't do much.
Maneuvers: Def about 60%, End 88.07%, Rchg 47.7%, Global +7.5% Recharge
The Defense here is bigger than Combat Jumping, plus it affects the entire team, plus I get a Recharge Reduction set bonus for 5 Red Fortunes.
Tactics: End 66.6%, ToHit 40%
I'd like another Cyto in here, but I can't justify another slot.
Rain of Fire: Acc 47.7%, Dam 95.11%, End 47.7%, Rchg 26.5%, Dam(Energy)%
Vengeance: Def about 57%, ToHit 20%, Global +7.5% Recharge
Lingering Radiation: Acc 73.78%, End 47.7%, Range 15.94%, Rchg 21.2%, Slow 91.78%
This is enough to cap the Slow debuff.
Scorpion Shield: Def about 57%, End 66.6%, Global +7.5% Recharge
I needed the slots, otherwise I would have loaded this up like Maneuvers. I could have used an LotG Defense with the LotG Recharge to get a +10% Regen bonus, but I think the extra movement is more worthwhile. Plus I don't need the extra ToHit from the unique Kismet IO.
Web Envelope: Acc 95.11%, End 53%, Rchg 47.7%, Immob 73.78%
Summon Disruptor: Acc 66.6%, Dam 94.93%, Mez 33.3%, Rchg 99.08%
Normally I like taking Inferno, but it just doesn't fit in this fast build. I'd never use it while soloing. Sure I could do a huge amount of damage with Inferno in a team, but then my toggles drop. I'd have to pop one or more blue Inspirations and retoggle, which can take quite a while. And I'd be very vulnerable and have a lot of agro during that time. I'd be better off simply attacking during that time, as my AoEs cycle fast enough to do about the same amount of damage. The same applies to EM Pulse. It's a GREAT hold, but the recovery debuff would put me out of action for too long.
I didn't take Aim. I don't really need it for the Accuracy. Most of my attacks have decent Accuracy, I've got +27% from set bonuses, Tactics if I need it, and Radiation Infection is a huge Defense debuff. But that 42.5% Damage Buff would be very nice, especially since I can have it up 10 seconds out of every 24 given all the Recharge Reduction I have. It would be more useful solo, as Kinetics are fairly common on big teams at higher levels. But what power do I get rid of to make room for it?
I didn't take Assault. I usually like to on team oriented chars, as it adds +15% Damage to everyone in the team. But I've got AM at +20%, and Vengeance at +30%. Kinetics are fairly common, especially at the higher levels. I can't justify dropping something else for this.
I didn't take Mutation. This is a very nice power for a big team, like one doing the LRSF. But again, what power do I drop?
I didn't slot Gift of the Ancients +Run or the unique Kismet +Accuracy in Combat Jumping. I didn't slot Scorpion Shield with Red Fortunes for 5% Recharge Reduction. I didn't slot Health with Heals, or add the unique Regenerative Tissue IO. Part of me thinks I should drop the Patron Pet, pick up Aim, and use the extra slots elsewhere.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
TopDoc is my level 50 Fire/Rad Corruptor. He is near and dear to my heart, so I'm going to do whatever it takes to twink him with IOs to the peak of perfection. Here's my planned build for him, along with a LOT of commentary. I'm already most of the way there, but I need another respec to shuffle a few slots and powers.
:%U7:C\;;>0GS)34X]8M^_<>
Play Style
Before I9 I'd bring this char out for a Recluse SF now and then. Since I9 I've been grinding for Invention Salvage or recipes. But I don't have a particular playstyle that I want to maintain.
I'm a badge collector, in fact this char is the top badge collector in all of CoV as far as I know. I'm only missing the final 2 Infamy badges, which are for 1 and 2 BILLION Infamy. If or when I decide to work on these, it'll probably mean playing in big teams doing Rikti Mothership raids. Mowing down massive numbers of high level mobs in a full team is a nice way to earn Inf. But I'm not about to design this char around this one activity.
I'm not big on PvP. I only PvP when trying to earn temp powers, which means defensively. Radiation Infection (RI) is a great ToHit debuff, and with my other Defense oriented powers I'll be well protected. RI is also a great Defense debuff, so I don't really need to load up on Accuracy. Plus the IO sets all give decent Accuracy, and I'll have some Accuracy set bonuses on the side. Tactics will give me Perception, though I mainly took it for big teams. I'll want Stealth, but mainly for stealthing missions. So I don't see any need to make any PvP specific changes.
Recharge Analysis
IOs make perma-Hasten and perma-Accelerate Metabolism (AM) possible, though the slotting cost is very high. After grinding numbers and taking set availability, power choices, and such into consideration, I've decided that I do want to get them perma.
How? Where it makes a difference, I'm trying to slot sets that provide a Recharge Reduction bonus. It takes 5 slots of a set to get a Recharge Reduction bonus, so you'll see that often in my build. That means using Decimation for ranged attacks, even though it caps at level 40. I usually toss in a 6th slot to round out the power. I'm also taking several Defense oriented powers and slotting them with the Luck of the Gambler (LotG) Def/+7.5% Recharge Speed IO. That includes powers like Vengeance, as the LotG IO Recharge Reduction bonus is treated as a set bonus. I'll stick to 3 slotting Hasten and AM for Recharge Reduction, as ED really makes slotting more a waste.
The goal of this build is a silly amount of Recharge Reduction. Why? Simply because it is massively effective. This build has about a 79% Recharge Reduction from sets and IOs. With this setup, Hasten will recharge right when it wears off, while AM will recharge even before it wears off. That means all of my powers will have about +179% Recharge Reduction for free. I can skimp on Recharge Reduction, or slot anyways and get to Ludicrous Recharge Speed.
END Analysis
I want to improve my END situation. Both Fire and Rad are heavy END users, between the AoEs and toggles. Spamming AoEs makes it worse. I can reduce my END costs various way, plus I can increase my END and Recovery. The combination should be all I need.
I have a lot of options to improve my Recovery. Start with Stamina 3 slotted with IOs for +49.9% Recovery. Add perma-AM for +59.9% Recovery. Add the unique Miracle and Numina's Convalesence for +25% Recovery. I've got +9% from Set bonuses, but that's pretty small compared to the bonuses above. Some sets will also increase my END a very small amount, which increases my Recovery. And being a badge collector, I already have all of the +END Accolades. With all of that, I'll be pretty well off.
Most of my attacks currently have a single END Reduction SO. I'll be going with sets that usually have a slightly higher amount of END Reduction. Plus non-set powers with END Reduction SOs can be converted to IOs. All things considered, my END costs should go down a bit.
Protection Analysis
The goal is 45% effective Defense. That will floor a mob's chance to hit me to 5%.
Radiation Infection is a 25% ToHit debuff. It's also a Defense debuff, but it's mainly used for protection. It does not accept any sets, so the best way to slot it is with Enzyme HOs (ToHit & Defense Debuff/End Reduction). Due to ED, you want 3 Enzymes, which makes RI a 39.25% ToHit debuff. I expect this is level adjusted, so higher level mobs will have a smaller debuff.
I'll be taking Combat Jumping both for the LotG IO and the (minor) Defense it provides. That's 2.47% Def (All), along with some Immob protection. I'll also pick up Maneuvers for 4.2% Def (All). That's effectively capped Defense against even con mobs, while higher level mobs will have a slightly higher chance to hit. I have Scorpion Shield which gives Smashing, Lethal, and Energy Defense, so I can still effectively cap Defense against those types of damage even versus +2 mobs.
Movement Analysis
I currently have and like Super Speed (with Hasten) and Teleport (with Recall Friend), but I need to change. I love the high speed and Stealth aspect of Super Speed. I'll love it even more when the Celerity +Stealth IO gives me complete invisibility. It's still a keeper.
Teleport lets me get anywhere, and I can bring my friends with Recall Friend, but that's all I get. I've decided to go with Leaping instead. I can pick up Combat Jumping for a little Defense and Immob protection, plus I can slot the nice LotG 7.5% Recharge Reduction IO. Combat Jumping is very cheap, so I can leave it on in combat. And I can pick up Super Jumping for vertical movement, which is very important in Grandville and the Rogue Isles in general. I won't need this very often, so it doesn't need any extra slots. Finally, Acrobatics gives me Knockback and Hold protection, and those both come in real handy when soloing.
Status Protection Analysis
Accelerate Metabolism provides some nice buffs in this area, but they aren't sufficient. It gives +173% Resistance to Holds, Stuns, Sleeps, and Immobs. That just makes them wear off sooner, so all your toggles will still drop. On the plus side, I hear Mez Resistance is capped at 100%, so I don't need to worry about finding any other Resistance. That means the duration of all Mez effects is cut in half.
Combat Jumping provides 8.3 mag Immob protection. It'll take several stacked Immobs to stop me, and that's hard with my Defense and the Resistance AM adds.
Acrobatics provides 100 mag Knockback protection, which effectively means I'll never get knocked back. It also provides 2 mag Hold protection. That's not a lot, but it means a single Hold won't get me. Soloing, this is a very nice power to have.
Pet Analysis
With Black Scorpion's Mace Mastery as my Patron Pool, I can get the Summon Disruptor power. This summons an Arachnobot Disruptor for 240 seconds (4 minutes), and it normally has a 900 second (15 minute) recharge. Note that when slotted for about 95% Recharge Reduction, it recharges in right about 240 seconds thanks to all of my extra Recharge Reduction. Like Hasten and AM, my pet is perma. It will also have my perma-AM on it, and Tactics when I have that up. The Disruptor provides a nice distraction and does OK damage.
None of the Pet IO sets provide worthwhile set bonuses for me, and none of the Set IOs include Recharge Reduction, so my pet will have absolutely no Set IOs. I'm better off with HOs and plain Recharge Reduction IOs. I'll use 3 Recharge Reduction IOs and some combination of 3 Nuc (Acc/Dam) or Pero (Dam/Mez) HOs. The Disruptor has a 30 second recharge single target hold, and a 60 second recharge small AoE Immob. It wouldn't hurt to improve these a bit, besides I don't need massive Accuracy.
Perma-Vengeance
Yes, even this is perma. Vengeance is a REALLY great buff. It's the second best reason to want someone on your team dead. (The top reason is that you're in a PUG.) It gives about 33% Defense to everything (including Psi) and a 36% ToHit buff as I have it slotted. That Defense is just under FF Defender levels. Vengeance also gives solid knockback, repel, and Fear protection, as well as a 30% Damage buff. It gives some status resistance as well, but again Accelerate Metabolism caps that already.
I expect to do some Rikti Mothership raiding once I10 goes live. All of my AoEs will let me do massive damage, but they will also attract massive agro from high level Rikti. Perma-Vengeance can save me. I hope to find a big team and convince someone to stay dead.
================================================== =======================
Villain Plan by Mids' Villain Designer 1.20
http://www.honourableunited.org.uk/mhd.php
TopDoc: Level 50 Science Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
------------
Level 1: Fire Blast
(A) Decimation - Accuracy/Damage: Level 40
(3) Damage Increase IO: Level 50
(3) Decimation - Damage/Endurance: Level 40
(5) Decimation - Accuracy/Endurance/Recharge: Level 40
(17) Decimation - Accuracy/Damage/Recharge: Level 40
(17) Decimation - Chance of Build Up: Level 40
Level 1: Radiant Aura
(A) Doctored Wounds - Heal/Endurance: Level 50
(15) Doctored Wounds - Endurance/Recharge: Level 50
(15) Doctored Wounds - Heal/Recharge: Level 50
(25) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(27) Doctored Wounds - Heal: Level 50
Level 2: Radiation Infection
(A) Special:Enzyme Exposure
(13) Special:Enzyme Exposure
(13) Special:Enzyme Exposure
Level 4: Fire Ball
(A) Positron's Blast - Accuracy/Damage: Level 50
(5) Positron's Blast - Damage/Endurance: Level 50
(27) Positron's Blast - Damage/Recharge: Level 50
(29) Endurance Reduction IO: Level 50
(29) Positron's Blast - Accuracy/Damage/Endurance: Level 50
(31) Positron's Blast - Chance of Damage(Energy): Level 50
Level 6: Accelerate Metabolism
(A) Recharge Reduction IO: Level 50
(7) Recharge Reduction IO: Level 50
(7) Recharge Reduction IO: Level 50
(37) Endurance Modification IO: Level 50
(37) Endurance Modification IO: Level 50
(43) Endurance Modification IO: Level 50
Level 8: Fire Breath
(A) Positron's Blast - Accuracy/Damage: Level 50
(9) Positron's Blast - Damage/Endurance: Level 50
(9) Positron's Blast - Damage/Recharge: Level 50
(31) Positron's Blast - Accuracy/Damage/Endurance: Level 50
(31) Positron's Blast - Chance of Damage(Energy): Level 50
(33) Range IO: Level 50
Level 10: Hasten
(A) Recharge Reduction IO: Level 50
(11) Recharge Reduction IO: Level 50
(11) Recharge Reduction IO: Level 50
Level 12: Hurdle
(A) Jumping IO: Level 50
Level 14: Super Speed
(A) Special:Microfilament Exposure
(34) Special:Microfilament Exposure
(36) Celerity - +Stealth: Level 50
Level 16: Health
(A) Miracle - +Recovery: Level 40
(36) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 18: Blaze
(A) Decimation - Accuracy/Damage: Level 40
(19) Decimation - Damage/Endurance: Level 40
(19) Decimation - Damage/Recharge: Level 40
(23) Decimation - Accuracy/Endurance/Recharge: Level 40
(23) Decimation - Accuracy/Damage/Recharge: Level 40
(25) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
Level 20: Stamina
(A) Endurance Modification IO: Level 50
(21) Endurance Modification IO: Level 50
(21) Endurance Modification IO: Level 50
Level 22: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
Level 24: Super Jump
(A) Jumping IO: Level 50
Level 26: Acrobatics
(A) Endurance Reduction IO: Level 50
Level 28: Maneuvers
(A) Luck of the Gambler - Recharge Speed: Level 50
(37) Red Fortune - Defense/Endurance: Level 50
(43) Red Fortune - Defense/Recharge: Level 50
(43) Red Fortune - Endurance: Level 50
(46) Red Fortune - Defense/Endurance/Recharge: Level 50
(46) Red Fortune - Defense: Level 50
Level 30: Tactics
(A) Special:Cytoskeleton Exposure
(40) Special:Cytoskeleton Exposure
Level 32: Rain of Fire
(A) Positron's Blast - Accuracy/Damage: Level 50
(33) Positron's Blast - Damage/Endurance: Level 50
(33) Positron's Blast - Damage/Recharge: Level 50
(34) Positron's Blast - Accuracy/Damage/Endurance: Level 50
(34) Positron's Blast - Chance of Damage(Energy): Level 50
Level 35: Vengeance
(A) Luck of the Gambler - Recharge Speed: Level 50
(36) Luck of the Gambler - Defense: Level 50
(40) Special:Membrane Exposure
Level 38: Lingering Radiation
(A) Tempered Readiness - Accuracy/Slow: Level 50
(39) Tempered Readiness - Accuracy/Endurance: Level 50
(39) Tempered Readiness - Range/Slow: Level 50
(39) Tempered Readiness - Endurance/Recharge/Slow: Level 50
(40) Tempered Readiness - Accuracy/Damage/Slow: Level 50
Level 41: Scorpion Shield
(A) Special:Cytoskeleton Exposure
(42) Special:Cytoskeleton Exposure
(42) Gift of the Ancients - Run Speed +7.5%: Level 40
(42) Luck of the Gambler - Recharge Speed: Level 50
Level 44: Web Envelope
(A) Enfeebled Operation - Accuracy/Recharge: Level 50
(45) Enfeebled Operation - Endurance/Immobilize: Level 50
(45) Enfeebled Operation - Accuracy/Endurance: Level 50
(45) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
(46) Enfeebled Operation - Accuracy/Immobilize: Level 50
Level 47: Summon Disruptor
(A) Special:Nucleolus Exposure
(48) Special:Nucleolus Exposure
(48) Special:Peroxisome Exposure
(48) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50
Level 49: Enervating Field
(A) Endurance Reduction IO: Level 50
(50) Endurance Reduction IO: Level 50
------------
Set Bonus Totals:
+2% DamageBuff
+2.5% Defense(Lethal)
+5.4% Max Endurance
+27% Enhancement(Accuracy)
+4% Enhancement(Heal)
+3% Enhancement(Immobilize)
+78.8% Enhancement(RechargeTime)
+1.5% Enhancement(Slow)
+27.1 (2.25%) HitPoints
+MezResist(Immobilize) (Mag 7.7%)
+MezResist(Terrorized) (Mag 2.2%)
+9% Recovery
+10% Regeneration
+7.25% Resistance(Fire)
+7.25% Resistance(Cold)
+1.88% Resistance(Negative)
+7.5% RunSpeed
| Copy & Paste this data chunk into Mids' Hero Designer to view the
build |
|-----------------------------------------------------------------------------|
|MHDz;3917;1027;1372;|
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|-----------------------------------------------------------------------------|
================================================== =======================
Here are the Enhancement totals and comments on the individual powers. Note that the Def calculation appears to be broken in Mids', as it doesn't combine Defense Enhancements from HOs or different sets.
Fire Blast: Acc 62.63%, Dam 96.49%, End 43.43%, Rchg 38.60%, Build Up%
I'll be cycling this power about once every 2.5 seconds, so the Chance for Build Up will be checked often, and the Build Up itself will be up about 20% of the time. The 6th slot is for a Damage IO, as just using all Decimations will not cap damage.
Radiant Aura: Heal 97.49%, End 73.78%, Rchg 73.78%
Skipped the Recharge IO in the set because I didn't need it.
Radiation Infection: Def Debuff 94.93%, End 94.93%, ToHit Debuff 56%
Fire Ball: Acc 47.7%, Dam 95.11%, End 88.07%, Rchg 26.5%, Dam(Energy)%
It costs a lot of END, so the non-Posi Blast 6th slot goes to END Reduction. It's already damage capped, so the missing Posi Dam/Range isn't very useful.
Accelerate Metabolism: Rchg 99.08%, End Mod 99.08%
Fire Breath: Acc 47.7%, Dam 95.11%, End 47.7%, Range 25.5%, Rchg 26.50%, Dam(Energy)%
The extra Range is useful here to hit lots of mobs. The base of 40 feet at 30 degrees is a bit limiting. The extra 25.5% range actually increases the total area of the cone by 57%.
Hasten: Rchg 99.08%
Hurdle: Jump 42.4%
Super Speed: End 66.6%, Run 66.6%, Stealth
This caps running speed and provides full Invis.
Health: No Heal bonus
This only gets the unique set IOs to improve Recovery. After all, Radiant Aura on auto will get me from 1 HP to full in 25 seconds, while slotting for Regen here and everywhere still means nearly 2 minutes to go from 1 to full. And with my Defense, I don't expect to need much healing or Regen.
Blaze: Acc 80.15%, Dam 96.53%, End 61.98%, Rchg 80.15%
Since I can't slot another Chance to Build Up, the non-Decimation 6th slot gets a Devastation to round out the Enhancements.
Stamina: End Mod 99.08%
Combat Jumping: Def 15.94%, Global +7.5% Recharge
The actual Defense in this is very minor, so not worth slotting.
Super Jump: Jump 42.4%
I won't use this all that often, so it doesn't need more slots.
Acrobatics: End 42.4%
This is a fairly cheap toggle, so a second END Reduction slot wouldn't do much.
Maneuvers: Def about 60%, End 88.07%, Rchg 47.7%, Global +7.5% Recharge
The Defense here is bigger than Combat Jumping, plus it affects the entire team, plus I get a Recharge Reduction set bonus for 5 Red Fortunes.
Tactics: End 66.6%, ToHit 40%
I'd like another Cyto in here, but I can't justify another slot.
Rain of Fire: Acc 47.7%, Dam 95.11%, End 47.7%, Rchg 26.5%, Dam(Energy)%
Vengeance: Def about 57%, ToHit 20%, Global +7.5% Recharge
Lingering Radiation: Acc 73.78%, End 47.7%, Range 15.94%, Rchg 21.2%, Slow 91.78%
This is enough to cap the Slow debuff.
Scorpion Shield: Def about 57%, End 66.6%, Global +7.5% Recharge
I needed the slots, otherwise I would have loaded this up like Maneuvers. I could have used an LotG Defense with the LotG Recharge to get a +10% Regen bonus, but I think the extra movement is more worthwhile. Plus I don't need the extra ToHit from the unique Kismet IO.
Web Envelope: Acc 95.11%, End 53%, Rchg 47.7%, Immob 73.78%
Summon Disruptor: Acc 66.6%, Dam 94.93%, Mez 33.3%, Rchg 99.08%
Enervating Field: End 88.32%
================================================== =======================
What I didn't do...
Normally I like taking Inferno, but it just doesn't fit in this fast build. I'd never use it while soloing. Sure I could do a huge amount of damage with Inferno in a team, but then my toggles drop. I'd have to pop one or more blue Inspirations and retoggle, which can take quite a while. And I'd be very vulnerable and have a lot of agro during that time. I'd be better off simply attacking during that time, as my AoEs cycle fast enough to do about the same amount of damage. The same applies to EM Pulse. It's a GREAT hold, but the recovery debuff would put me out of action for too long.
I didn't take Aim. I don't really need it for the Accuracy. Most of my attacks have decent Accuracy, I've got +27% from set bonuses, Tactics if I need it, and Radiation Infection is a huge Defense debuff. But that 42.5% Damage Buff would be very nice, especially since I can have it up 10 seconds out of every 24 given all the Recharge Reduction I have. It would be more useful solo, as Kinetics are fairly common on big teams at higher levels. But what power do I get rid of to make room for it?
I didn't take Assault. I usually like to on team oriented chars, as it adds +15% Damage to everyone in the team. But I've got AM at +20%, and Vengeance at +30%. Kinetics are fairly common, especially at the higher levels. I can't justify dropping something else for this.
I didn't take Mutation. This is a very nice power for a big team, like one doing the LRSF. But again, what power do I drop?
I didn't slot Gift of the Ancients +Run or the unique Kismet +Accuracy in Combat Jumping. I didn't slot Scorpion Shield with Red Fortunes for 5% Recharge Reduction. I didn't slot Health with Heals, or add the unique Regenerative Tissue IO. Part of me thinks I should drop the Patron Pet, pick up Aim, and use the extra slots elsewhere.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304