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Dracomicon

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  1. Just tested with the new changes: On BETA (all at +3/x8 no Lore): - Ran the Briggs #133 S/L Farm and completed the first mission in 6min 21sec an increase of 6% in time from live - Defeated a Pylon in 5 min 26sec an increase of 32% in time from live - Ran the first two missions of Ouro Tsoo Coup at lvl 24 and finished about 50% longer than live Opinion: As I have been re-running the same content, I have gotten better at completing it. So some of the increase in times is my own learning experience as I have learned to time my build-up and have a better attack chain. Having the 10 max targets helps keep more hit with contamination, and plays better as I work the mob groups.
  2. I am more of a casual player, and since my main character for years was a tanker, I have a more defensive style of play. This character is not a farmer, but more of a solo and team player. I will often sacrifice a bit of offensive potential to make a more defensive rounded character. With the huge offensive potential of IG, I slotted for more defense on purpose. I also added more -res procs to assist in AV and EB targets when on a team. Ultimately it works for me, and I was just testing to see how the new changes will affect one of my characters. I am hoping that adding more data to how the changes effect players would be helpful. I built the Rad / Bio for my casual playstyle, definitely going more defensively. I built the Spines / Bio trying to keep things the same with changes only for IOs that no longer work. Obviously you can't do an apples to apples comparison, but I was just wanting to look at a similar set with similar AoE potential and how it compared to Rad. after the changes in Beta. To get a better feel for how I would slot a Spines / Bio, I would level it up normally but that would take months with my available time and playstyle, so I made some quick choices.
  3. Another point of testing, I copied my build onto a Spine/Bio brute (build below): Results: On BETA (all at +3/x8 no Lore): - Ran the Briggs #133 S/L Farm and completed the first mission in 6min 18sec a 18% speedup - Defeated a Pylon in 6 min 12sec a 6% speedup - Ran the first two missions of Ouro Tsoo Coup at lvl 24 and finished about 10% faster than my other build on Beta. The main increase in speed was due to the mobility I enjoyed by not having to keep the mobs in the patch and being able to move around to place my cone attack. Opinion: As it currently stands, the Spines primary is slightly better overall than Radiation Melee. You would be hard pressed to argue that Spines is a top tier primary for Brutes. So this IG adjustment knocked Radiation Melee from top tier to near the bottom being worse than Spines for a casual player. I would still argue that Radiation Melee needs a bit of something to make it worth playing. Maybe an increase in the -Def it applies as I on occasion noticed that I was able to hit the mobs better with Radiation than with Spines but most of the time it was not noticeable. Build | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1754;767;1534;HEX;| |78DA7594594F13511480CF74A6564B4B69A1050444CA4EA582D1F8E40688895225C| |1F85A9B728549A06D6620D11FE06F30312EE09288CB93AC6EEF4450FF826F2A8226| |6A5C12339ECE99A397214ED2CE37E7DC7BD67B4FEA625F607565E0282825BD6319D| |34CF7189313C23794D5452E2B540008F6E6C70B19439C15E684307C2889D86BD229| |31264472A8A0E784594FA23E7141E44C91ECD1F3E933C64826A767D3C78CF1BC018| |1C17C7E2C392032B87C24687FF4EB23A313F8E5B7BF860A420C8778D5B030CC51BD| |103D5ED0B349C7DD643A95298670A90A6368C3DF720BFE29C08FE505B88511776BE| |0816986BB041A0C830359820648786C78DCB8D98C06F08D3695C257825DF09DA011| |7E1074C23E8259DCAD48BBD1D215B23B871A55D2A82A44155BB30D4EB1832F6CAE8| |2542F3127AF6CCE0B33646E05353E395B1FDCD36CCD769861B84FE087070C0F0902| |F088601EA3DA2199B162D8D21249A094709865F01B05751AACA2EB2048410561948| |27A82D64272502158579DCD1F095AE11DC31AC15EF8C0F09EE0153A08CB66C2B0E1| |B15D47B086F6920858E4B2020E31947A6D88C15B5AF314A329578A1B9C8A9773276| |3DCC92AEE641377D283F947E58A47E13239505153291F8C4A3657C5E69AFE99FBC9| |9D2C6EC1C85F634ED5724ED510A016EC84204329412D8434E7A0953184099E614E3| |5B2991A88A8B6835A0812B48349017770B13AE030C3118238E6522767590709BA07| |6F30CE7AD9413D4CD19EDD709BE10EC37E8F73790E301C24788E71C6653371B8A63| |977E63AC30D8276B8C930A53927619AE0059A69966BDECCA7A6850F540BA414074E| |2BCEC9724A725EA5C9F037CB36B84A4B32A849C8E12560963CEE813986798605826| |E58645822D0B08C49F9B224F9B274F30D0EE3922EB9D25DBCA45FDB3C68AC5A0DE4| |C7B2859605035BE55EAAF2A0265BB0A78DBD63DDBF650A75527B37B66ADA48F3C9A| |5F128D0A03AF3E99CE24C8D9308AD1A7CF6FF6FCA4D95E34B8AC8FA1543819C6575| |854B70A2D225586B720966E22EC162716AC95E16DC8225B7E00FF4D5E7CD| |-------------------------------------------------------------------|
  4. As a casual player, I did some testing with my Rad / Bio brute (build at the end) and these are my results: Results: On LIVE (all at +3/x8 no Lore): - Ran the Briggs #133 S/L Farm and completed the first mission in 6min - Defeated a Pylon in 4 min 7sec - Ran the first two missions of Ouro Tsoo Coup with no problems at lvl 24 On BETA (all at +3/x8 no Lore): - Ran the Briggs #133 S/L Farm and completed the first mission in 7min 25sec an increase of 24% in time - Defeated a Pylon in 6 min 33sec an increase of 59% in time - Ran the first two missions of Ouro Tsoo Coup at lvl 24 and finished almost twice as long on live due to the Sorcerers heals overwhelming my damage potential in the large mobs, even picking them off first. On Live there was no need to focus on them. I roughly estimate this as an increase of 100% in time to complete. Opinion: The changes to Irradiated Ground are needed, however the rest of the melee set feels lackluster without it. I used Irradiated Ground for damage and defense with the knockdown proc and damage procs, and the feel is that now the power set has lost maybe more than needed. I did not realize just how much I was leaning on one power from the set to compensate for the rest of the set. I would suggest a boost to the damage that happens with contamination, and an increase in the chance to contaminate. This would keep the flavor of the set but give it a slight boost that does not rely on Irradiated Ground. Build | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1767;776;1552;HEX;| |78DA7594594F13511480CF74A6564B4B29A5050404CA0E52C17737404CB4552289A| |F75D25EE9C4D2366D49F407F866944563625CC0E5816759DD12DFE547F8A6226AA2| |C625D1F130678E5C4A6C32E977CFB967BDF79ED8A521CFDAEBE85150CA06D37AA11| |01FC84F14856B3461884C42A800E01F4C897123A1A79B06B3898B45DD48BB505A67| |ED8BC7445A88C8593D69E845239BA17523E986C405912988C880918D9FC98FE9192| |3113F961FCFE6C13392CDA62351A1E78CCC98D75A0C1B63A922AEDCD66A342744D2| |C7BB92225F4819B9E0F19C9188D87127E231BD5014F9CB35984C277E57DB41FE994| |E8007987EBF060E9863784CA041126C481034C31587054F5A50A06CB9D100BE9151| |397C25D807DF095AE007412F1C2458406B45B2464FB7C8EF226A5449A3AA10542CC| |D2E38C501BEB0BB2A525DC39A9CB23B27CC93BBEBA871C9D5BA6052B334BB618A61| |9AC00D330C37083C70936009B3DA23053043E8B44C1228659C6605FC46418306931| |8DA2B85C6458A927A8ADE7C92B1D3071BAA6DFC81A003DE32AC131C80F70CEF08A6| |30805F76E387571820A04125F6D0DA52092685AC82430C6B042178437B9E6136016| |5D3C0EE78804F32C42759C327D9CA27E9C0FA8372C7837C3154D454CB17A39ADDD5| |B0BBD62D773FF924374DB069D35853AD5C532D78E808F68297A19CA01E7C9A7DD12| |A18FC04CFB1A63AD94D1D54AA56807AF01274418112EEE66675C36186230461ACA5| |41AEB2017AE81DCC609E8DF2BD6A8459B26982870C8F18FE38ECC76332D807F502F| |30CCB7986E18E66BF99BB0CF708BAE03EC3AC66DF84398297E8A64DEE791BDF9A76| |BE50ED10536C38ADD837CB6EC9799526C3BF2A3BE1366DD151D323A7D7030B14713| |F2C322C312C13F4C30AC32A81866D8CC88F25C28FA59F5FB01FB7F4C99DEEE32DC3| |DAF64163D66BDB079825344D88EE943BA9DD239AECC19A3696C5867BC714EAA5E3F| |DB853D3499A4F251A8702CDAA3D9FCE29F6D43889D0A1C167F7FFA6DC6C00FFA48C| |CC5F2114C855D65695084E549708D65B4B04F3E112C1CAE6D492A32C970A564B057| |F0189D5ED0D| |-------------------------------------------------------------------|
  5. Trying out my first Defender and here are some of my thoughts on Electical Affinity and Water Blast sets. This has been a difficult adjustment as I am used to playing a blaster and the damage difference between Blaster and Defender is huge. Procs added to the blast set powers can help out here, but then you lose out on set bonuses. Electrical Affinity This is a very clicky set, that has alot of potential but I often feel like I am herding a bunch of stray suicidal cats that can't sit still. Just trying to get the PUG members to stay in the Faraday Cage or keep moving it to follow them is exhausting. The more you use your powers the more static you get, the more players you can affect. I am not sure if chasing recharge or defense/resist bonuses is the best way to go yet. Shock - This is a nice debuffer for the harder targets. Plus it builds one stack of static. I just don't use it much. It's hard to see the effects of the debuff, so I just put an one accuracy in it. Rejuvenating Circuit - This is a nice heal that can make quite a difference if you are in the right place at the right time. It is great to have in the low levels but it often becomes less needed in the higher levels. I sloted this with Preventative Medicine (6 slots). Galvanic Sentinel - My little sparky buddy. Nice to have when solo to get your bonuses bounced back at you. His help is situational but the -regen is helpful on hard targets. I am still debating about the slotting here. Energizing Circuit - This end boost makes a big difference to most players. Just need enough recharge to have it when needed. I slotted this with 6 Synapse's Shock for the recharge and resist boost. Faraday Cage - A fantasic power that gives a great boost to all resists and Mez protection to all but fears and confuses. This is a must have power. I drop 4 Unbreakable Guards and some of the resist uniques. I find it nice to have some sort of stealth to follow the melee and drop this down when they stop to clear mobs. You can also stay back with the ranged folks and give them some nice protection. Empowering Circuit - This will give a nice boost to Damage and To Hit. The downside is that it only lasts for 60 seconds. I slotted this with 6 Gaussians for the defense bonus. Defibrillate - A nice AoE rez that I have not used yet. I slot this with recharge. I am wondering if I should have taken this earlier in my build. Insulating Circuit - I love this power! It give a nice chunk of absorb and a boost to regeneration. It is good to get this on as many players as possible and as often as you can cause it only lasts 30 seconds. I slot with a full set of Numinas. Amp Up - This is a nice boost to recharge and specials of an player. Mids says it has a defense component but that is not correct. I just put a recharge in it. Water Blast This seems like a really nice set, and I kinda want to use it on a blaster. Full of slows and -Def and good damage if you are not a Defender. Lots of AoE as well. Aqua Bolt - You have to take it, but the damage is lackluster. It builds tidal power. I slot for the bonuses. Hydro Blast - This does more damage, builds tidal power, slows, and can knockdown. If I had a chance, this is the power to take first. I did not see the use of having both Aqua Bolt and this power. Water Burst - This is an AoE with Aqua bolt damage and possible knock up. The more tidal power the better change to knock up. This is a power that I use often. Whirlpool - I like this power, it slows and damages a large targeted area. I struggle to figure out how to slot this. Do I slot for slows, procs, or damage? Tidal Forces - It is a nice build up power. It grants 3 tidal, so you can click this then click Water Jet twice. Slot for recharge and maybe to hit. Water Jet - This is a great power when proc'ed out and you can hit this twice with 3 tidal. I liked this much more with procs, but is that best for it? Steam Spray - I do not use cone powers much, and so I skipped this. But if you have the slots, this is a nice power with some range in it and procs. Geyser - Love this power, large area, slows, can disorient. I stuffed as many procs in this as I could and love it. However, I did try 6 bombardments and it was good as well. Power Pools These are common pools that all ATs have access to, that help round out a build and give travel powers to all. Probably the most commonly chosen pools are: Speed, Leadership, Fighting, Leaping, and Flight. I am still learning which pools work well for my Defender. Here are some of my thoughts: Fighting - This pool helps shore up your resist and defense with Tough and Weave. Leadership - This is a great teaming pool that if everyone takes on your team the team bonuses are absurd. Maneuvers gives everyone ~5% defense in a 60' radius, and nice to have. Leaping - This gives combat jumping for yet more defense and access to a fun travel power Super jump. Acrobatics is a not needed due to Faraday Cage. Sorcery - A great set of powers with Spirit Ward for a bit more health protection, Flight, Enflame for a damage patch and Run of Protection for a great get out of jail button when needed. Speed - The closest thing we have to a must have is Hasten, shouldn't be needed but very helpful in being able to use that favorite power more often. Super Speed with a stealth IO gives full invisibility, Burnout is an interesting power that can be fantastic when used correctly (two gang wars at once), and Whirlwind is a decent control power with a KB to KD IO if you have the end to run it. Teleport - Combat Teleport is great for quick movement. Fold Space is great to round up mobs. Questions: 1) End use seems like feast or famine. I either have plenty to use, or I am bone dry with no blue available. What's up with that? All the powers use a bit of end, am I spamming them too much? 2) Electrical Affinity is better in melee or at range? Does this change on a team? 3) How often do I use Shock? Only for AV's, or Bosses too, or also Leutenants? 4) Who do I use Amp Up on? The crazy suicidal blaster, or boost the secondaries of a controller/dominator? It is more like a power boost and I am not sure how to use it. 5) Do I chase after procs or bonuses with the blast powers? Are they even worth using most of the time as the damage is so low? 6) Is there a good binding for Whirlpool that players use? I often click on it and loose the targeting recticle. 7) Do the proc's activate twice if you use the 3 tidal reset for this power? Proc's happen more often on long recharge powers when you have lots of global rechage, but with the tidal reset of the recharge does this mess up the proc rate? Here is a build that focuses on defense range and S/L: Level 50 Magic Defender Primary Power Set: Electrical Affinity Secondary Power Set: Water Blast Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(46), Prv-EndRdx/Rchg(46), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(48), Prv-Absorb%(50) Level 1: Aqua Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 2: Galvanic Sentinel -- SynSck-EndMod(A), SynSck-Dam/Rech(42), SynSck-EndMod/Rech(43), SynSck-Dam/Rech/Acc(43), SynSck-Dam/Acc/End(43) Level 4: Water Burst -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(11), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(13) Level 6: Energizing Circuit -- SynSck-EndMod(A), SynSck-Dam/Rech(15), SynSck-EndMod/Rech(15), SynSck-Dam/Rech/Acc(17), SynSck-Dam/Acc/End(40), SynSck-EndMod/+RunSpeed(42) Level 8: Faraday Cage -- UnbGrd-ResDam(A), StdPrt-ResDam/Def+(17), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(19), UnbGrd-Max HP%(21), GldArm-3defTpProc(21) Level 10: Whirlpool -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(23), PcnoftheT-Acc/EndRdx(23), PcnoftheT-Rng/Slow(25), PcnoftheT-EndRdx/Rchg/Slow(25), PcnoftheT--Rchg%(27) Level 12: Empowering Circuit -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(31) Level 14: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(50), ShlWal-ResDam/Re TP(50) Level 16: Tidal Forces -- GssSynFr--ToHit/Rchg(A) Level 18: Hasten -- RechRdx-I(A) Level 20: Dehydrate -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(31), PcnoftheT-Acc/EndRdx(33), PcnoftheT-Rng/Slow(33), PcnoftheT-EndRdx/Rchg/Slow(33), PcnoftheT--Rchg%(46) Level 22: Shock -- PreOptmz-EndMod/Acc/Rech(A) Level 24: Super Speed -- Clr-Stlth(A) Level 26: Insulating Circuit -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(34), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(36), NmnCnv-Heal(36) Level 28: Water Jet -- ImpSwf-Dam%(A), IceMisTrmt-Dam/Rech(36), GldJvl-Dam%(37), IceMisTrmt-+ColdDmg(37) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37) Level 32: Amp Up -- RechRdx-I(A) Level 35: Kick -- Empty(A) Level 38: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Dam/Rech(39), Artl-Acc/Dam/Rech(39), Artl-Acc/Rech/Rng(40), Artl-End/Rech/Rng(40) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 44: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 49: Defibrillate -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 1: Swift -- Flight-I(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 24: Speed Phase ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1430;676;1352;HEX;| |78DA6594596F525110C7CF854B29B440E9462B5D2850E84269F113185BFBA0AD694| |BEB6EC80D5C964880004DEC83718B5FC0179F5CA3551F5CBF821FC66EB4266AD4F8| |80C39DFF0934DEC0FDDD336766FE33E70E2CDF5CE84CA7174F09C5399FD72A95C48| |29ED60B29BD6C59D632B9A4685C56FA7AA53D717A339D8EC6B3C5E48DC47A562F6B| |A5ADE6DE9A56C8E8A9E845ADDA70A47C55D1B1522CE6A38BF95C265BB51BCFF192A| |EA75CC6E392AE5158259B2B39D8ADE1952B64BC674AB96474BE582E6F96AAC57262| |594BEA74AB50DAAD01AA2640DF8D29BA294681758BD8310B1153C5CC2EB8C79CDD0| |70F98B11AF356A035F8B1308CA627E053A6FA0C7CCE6C7BC1BC44CA0A8255654F35| |8C93FBCCA903B0061E326F93A2592A9ACD16C3D8AE32ED16B08DD96905DB999749D| |122832D507442D109C52E2886A13879C4BC42C156196CFDC107D0E521CBB02ABA7F| |F2BAFB17B3F70F78927987CAB6C960DB3BC530F6BF073F30073E829F98273E33AF9| |272870CEE7869E2CD57CCA16DF03573E40DF89669A3B17320D8E4E8E38CB1EF788F| |E79877A93C179C840B99FD14E99646F734BFB47BE4D9236BE941232368C487467C6| |8C4874666D0C83A35D22733F6FDE5730D908C471A3D36D6BE4E9E835266F002878F| |AD826B609C1958073798F7A9462F82CDDE6D7E43013BCF4030C22D079DBC7693FC3| |09C95619C4FB09799A03246656DA338021345F8058CFE3A5DE201298ECB72C73195| |214C65085319C254863195614C65890A9A90154CA08249546026B169D9CB34A62E8| |2698B60DA22BF992A394765A62832CD22D335EA654EF632875E865421AF3A7D1ABD| |2CFD6F3AAF367FE6F515553ED3BE62ECD7ECCD7DFE57A1D4472D46458C71856D67C| |91256C5E1B188098EF8762CE2114F42FB43E6D7FE6659F59DD6C56EEBE20B75E991| |8B7FA609D8F0| |-------------------------------------------------------------------|
  6. My first 50 on live was a Broad Sword / Regeneration that I liked more for the backstory than the actual playstyle. My current scrapper is an Electric Melee / Shield Defense for the telenuke fun that it brings. The FX can be turned down on most of it, but you do have the click mez protection. If you add in Spring Attack then it's click boom, click boom, click boom all the time. So my vote was for Shield Defense - 100% @Dracomicon
  7. @Onlyasandwich: Thanks, that is just the kind of thinking that I was struggling with. I don't work with purples much and didn't even consider breaking up the sets to go for the bonuses that matter most. Your build is fantastic and is giving me more ideas. This is an easy transition from my current plans. @BrandX: Thanks for the input. I am glad to know that Jacobs Ladder will work towards upping the single target damage. I like it for my character concept enough to try keeping it. @Nemu: Thanks for the constructive feedback. I generally do not use purples in my builds so I tend to think of the whole set as one unit not individual pieces. It's funny you mention melee heavy Blasters since my second favorite character to play is a Dual Pistols/Ninja Blaster that has soft capped positional defense and enough resist that with RoP and stealth its rare that I run into problems. I have heard good things about cross punch, just never tried it yet. I admit that I have been using RoP as a crutch to smooth over my rough spots in play style. I definitely miss having tactics and on the +4 settings it shows quite a bit. Thank you for your build. There is a lot going on with each power made to shine. I am going to have to run this on Beta to see how it flows, specifically at the lower levels but it looks to keep the same general feel with the exemplar rules.
  8. That is a good point. I currently use Rune mostly when running the lower content because it is available so much sooner than OOTS. So it is a matter of how I play mostly. I also like having fly and an extra ranged attack or team member buff so there is that. The Sorcery pool just clicks with my game right now. I did redo my build and find a decent increase in resists when shifting over to my wish-list build with some nice numbers that may allow for running without Rune. My cheap build still needs some work but I do like the idea of placing a -Res proc in Jacobs Ladder for those times I need a little extra dmg on single target. I just can't fit that proc in my cheap build yet. Here are my updated builds: Cheap Build Brock Sparks: Level 50 Technology Scrapper Primary Power Set: Electrical Melee Secondary Power Set: Shield Defense Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), RedFrt-Def(7), RedFrt-Def/EndRdx(9), StdPrt-ResDam/Def+(9), RctArm-ResDam(11), RctArm-ResDam/EndRdx(11) Level 2: Jacobs Ladder -- Obl-Dmg(A), Obl-Acc/Rchg(23), Obl-Dmg/Rchg(25), Obl-Acc/Dmg/Rchg(25), Obl-%Dam(34), Obl-Acc/Dmg/EndRdx/Rchg(40) Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), RedFrt-Def(13), RedFrt-Def/EndRdx(13) Level 6: Build Up -- GssSynFr--ToHit(A) Level 8: Thunder Strike -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(19), ScrDrv-Dam%(19), ScrDrv-Dmg/EndRdx(37), ScrDrv-Dmg/Rchg(39), ScrDrv-Acc/Rchg(39) Level 10: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), Prv-Heal(17), Prv-Absorb%(17), GldArm-3defTpProc(21) Level 12: Active Defense -- EndRdx-I(A) Level 14: Hasten -- RechRdx-I(A) Level 16: Against All Odds -- PrfZng-Taunt(A) Level 18: Chain Induction -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(29), TchofDth-Dmg/Rchg(29), TchofDth-Acc/Dmg/EndRdx(42), TchofDth-Dmg/EndRdx/Rchg(42), TchofDth-Dam%(43) Level 20: Phalanx Fighting -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(21), LucoftheG-Def/Rchg+(27) Level 22: Arcane Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(31), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(43) Level 24: Mystic Flight -- Frb-Stlth(A) Level 26: Rune of Protection -- TtnCtn-ResDam(A), Ags-ResDam(27) Level 28: Kick -- FrcFdb-Rechg%(A) Level 30: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(40) Level 32: Lightning Rod -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(33), ScrDrv-Dmg/Rchg(33), ScrDrv-Acc/Rchg(33), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dam%(34) Level 35: Shield Charge -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(36), ScrDrv-Dmg/Rchg(36), ScrDrv-Acc/Rchg(36), ScrDrv-Acc/Dmg/EndRdx(37), ScrDrv-Dam%(37) Level 38: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42) Level 41: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(45), ExcCnt-Dmg/ActRdx(46), ExcCnt-Dmg/Rng(46), ExcCnt-Dmg/Rchg(46), ExcCnt-Stun%(50) Level 44: Ball Lightning -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(48), Ann-Acc/Dmg/Rchg(48), Ann-Acc/Dmg/EndRdx(48), Ann-Acc/Dmg/EndRdx/Rchg(50), Ann-ResDeb%(50) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Grant Cover -- Rct-ResDam%(A) Level 1: Critical Hit Level 1: Brawl -- Dmg-I(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- IntRdx-I(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(45) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45) Level 49: Quick Form Level 22: Arcane Power ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1429;682;1364;HEX;| |78DA5594DB4E13511486F7B445A44C0B15A11C7B8252283082F1018C02170209498| |D179E9AC9B07BB093B6995605BDF60530D12B8FF14D3CE073281E6E50130F40B08E| |8BFE6BA73049FB31FFAC7FEF7FAF3565657D5ECFE516CF0B2D78D1366BB56CC672C| |C6A553AFECBD22A942B7625BF21E8D22F3815AB14CB544DA7546B2721AA0AB32BD2| |96D258B0A555778A966943683D9F973959AE492353284A7B4DDD0AFF6AA5621B99A| |A946B3AFEAC3896743602CD9BC562BE502F96F378B42CCD2ADD8417AA45CBC8D44D| |BB74B8EFEDEC8A59AB93A59FF2C4E9F327405FDA615CE1B6891C61CE273C796601F| |41599B7C01325D07FCCDCABE161103CE967868923549C20A688117037A0BC64D60E| |3CCDE2BEBF607F83F90F8C0B6F932917F79D64F6F2CE1E2FEFACF3CE3AEFBC47456| |D5C24DA5EC1B94F62BBCADC7E070739758F791F1CBB0B8EAF3337409DCC1DCADCF1| |0B9982BF997B60F757E60E78FA2C182073A78AD319C78A097A31024A0C4C410C526| |597D6EC8E2BBACA087E406248ED1DBA2A9A4D1CBEC6BC0E4EDE60DE04D359B08BCC| |3DAA5F3D4B1CAC219A9319E4FE6D2685E85513E97D4248D0449E6285C83370FC399| |87AC13BBC44E687640EB359841B58F11189032C6A0306C4C173A0878E3EA48E3EF4| |00A7F49238C2A277641F4123DCE908773AC59D6ED0A9A2AA25519E658C6717E3D9C| |57876719E719C671C22734299136C1E65F3289B47D93CC6E63136FB286692CD5A92| |FB37C9EFDF36A59B502B4FBC8663FA0D38F396F98EB905CEBD07777521A69479EA0| |30E7AE623739BF9099CFBCCFC02F6512C43B5D4E058DD74D05925CEFE4465D4D7FA| |E9BAC33EA12E97DA8F20CBC744972EB1EA6BFD64853684BA1D7F6B252166207E3B2| |64E40FC7E44F4883882A4AF20E5F425FC5BF871A448138FF1564C6F824B693A0A07| |70B7D2ADD7D5FD0F5D29D024| |-------------------------------------------------------------------| Expensive Build Brock Sparks: Level 50 Technology Scrapper Primary Power Set: Electrical Melee Secondary Power Set: Shield Defense Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), RedFrt-Def(7), RedFrt-Def/EndRdx(9), StdPrt-ResDam/Def+(9), RctArm-ResDam(11), RctArm-ResDam/EndRdx(11) Level 2: Jacobs Ladder -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(23), Mlt-Acc/Dmg/EndRdx(25), Mlt-Dmg/EndRdx/Rchg(25), FuroftheG-ResDeb%(34), FuroftheG-Acc/Dmg(40) Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), RedFrt-Def(13), RedFrt-Def/EndRdx(13) Level 6: Build Up -- GssSynFr--ToHit(A) Level 8: Thunder Strike -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(19), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(39) Level 10: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), Prv-Heal(17), Prv-Absorb%(17), GldArm-3defTpProc(21) Level 12: Active Defense -- EndRdx-I(A) Level 14: Hasten -- RechRdx-I(A) Level 16: Against All Odds -- PrfZng-Taunt(A) Level 18: Chain Induction -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Rchg/HoldProc(43) Level 20: Phalanx Fighting -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(21), LucoftheG-Def/Rchg+(27) Level 22: Arcane Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(23), Thn-Dmg/EndRdx/Rchg(31), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(43) Level 24: Mystic Flight -- Frb-Stlth(A) Level 26: Rune of Protection -- TtnCtn-ResDam(A), Ags-ResDam(27) Level 28: Kick -- FrcFdb-Rechg%(A) Level 30: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(40) Level 32: Lightning Rod -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(34) Level 35: Shield Charge -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(36), SprCrtStr-Acc/Dmg/Rchg(36), SprCrtStr-Dmg/EndRdx/Rchg(36), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(37) Level 38: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42) Level 41: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(45), ExcCnt-Dmg/ActRdx(46), ExcCnt-Dmg/Rng(46), ExcCnt-Dmg/Rchg(46), ExcCnt-Stun%(50) Level 44: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Grant Cover -- Rct-ResDam%(A) Level 1: Critical Hit Level 1: Brawl -- Dmg-I(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- IntRdx-I(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(45) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45) Level 49: Quick Form Level 22: Arcane Power 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  9. So aim for 45% then go for resists and damage. I just have seen many builds that push towards 50% defense or higher I assume to avoid cascading defense failure but maybe having more defense debuff resist from Grant Cover is the way to go. I could free up slots from Build Up and swap out Spirit Ward for Arcane Bolt giving me another ranged attack in the low levels which is nice to have. I like focusing more on the resist bonuses than the defense, this opens up more possibilities for slotting. I have noticed that if I am not using OOTS very much as Rune of Protection covers any blunders I usually make. I will make the swap for Grant Cover and see what happens. I usually do not even think about using the Power Transfer proc, but that is an idea. I also like the idea of slotting Deflection for more resists, so that gives me more ideas on my build. Thanks for your input!
  10. I have seen a few builds for an Electric/Shield scrapper, but as I am now playing this scrapper I have more questions about specific IO set choices and power choices. Below is my limited experience with the powers and some questions that I have. Any help and discussion is greatly appreciated. Electric Melee This is a nice set that has a little more AOE focus and less single target focus. I haven't really noticed a benefit from the -End on the attacks but the little zap jiggle that I assume is the sleep component that sometimes is a help especially in the early levels when your attack chain is incomplete and you can get a breather for a second as they jiggle. I was quite the slave to hitting the positional defense numbers in my slotting of attacks since pairing this with Shield. Charged Brawl - This is the starter attack being a quick punch. I usually never pick the quick attack going for the stronger second attack. However, a case can be made for picking this and Havoc Punch and not getting Jacobs Ladder. This can be slotted with 6 Mako for the Ranged defense set bonus. Havoc Punch - This is a solid hitting attack and rarely I notice the sleep. The animation is a bit long but still ok. I ended up slotting this with 6 Mako to get the Ranged Defense set bonus. Jacobs Ladder - This is a cone that has a consistent sleep on it and does about the same damage as Havoc Punch. Even with the animation time just a little longer than Havoc Punch it feels really long having both in my attack chain. Rarely do I hit two unless I am in a large spawn, but I never liked positioning for a cone. I slotted this to round out my melee defense with 6 Obliteration but with money I would put Armageddon in here. I am still on the fence if I like this or not. Build Up - Standard boost to damage and To Hit. This is a must get and put at least Guassian's Build up proc in it for a double whammy of a damage boost. I 6 slotted with Guassians to get the overall 2.5% Defense bonus. Thunder Strike - This is a nice Melee AoE that does decent damage, usually knockdown, and sometimes a disorient. Another must get power, and only occasionally does the knockdown become knockback. I slotted 6 Scirocco for the AoE defense set bonus. With money I would put 6 Superior Avalanches, or 5 Avalances and a dmg proc if defense numbers are ok. Confront - Skip this power. I have yet to see anyone in game with this power. It's a single target taunt. Chain Induction - A great power to have, quick cast time and it bounces from foe to foe for some nice extra damage. The jump is not very far so until you get to the 4 team size mobs it only hits 1 to 2. I put 6 Touch of Death IOs for the Melee defense set bonus. Lightning Clap - This is PBAoE Disorient that has a good radius, but deals no damage so can't be a proc bomb. This is a skippable power for most, but effective crowd control in the right hands. Lightning Rod - A must have power. Get it and love the teleport nuke and the large damage numbers it produces. I slotted this with 6 Scirocco for the AoE defense set bonus. But once you get the money put Superior Scrapper's Strike in here. For this power, I found using a bind or macro to telenuke my target is often the best for hitting what I want. Macro (type this in chat to create a new power button): /macro Light "powexec_location target "Lightning Rod"" Key Bind (set to the u key): /bind u "powexec_location target "Lightning Rod"" Shield Defense This is a good defensive set for scrappers since you can get to capped positional defense and some ok resists with a little IO set bonuses. I like the taunt aura giving extra damage and do use the T9 but miss not having a heal. Deflection - This is the start of your positional defenses and a must have. I slotted with 1 LotG +rech and 2 Red Fortunes for the SL resist bonus. I also used this as the dumping ground for my other defense unique IOs: Steadfast Protection +3def, Reactive Defenses +scaleRes, Kismet +Acc. Battle Agility - This completes your positional defenses and is a must have. I slotted with 1 LotG + rech and 2 Red Fortunes for the SL resist bonus. True Grit - This is a weird power in that it gives CFEN resist and boosts your Max Health. It feels like a must have power, but I am unsure of what to slot for. Some slot just the resists, others the health, I opted for a little of both doing 3 Aegis for the AoE defense set bonus and 2 Panacea. Active Defense - This is your status protection and it's a click. You must get this and starting out I slotted it with a recharge reduction IO and then later an End Reduction once my global recharge was sufficient to not lapse on status protection. I set this power as my green autofire and yes it goes a little too often but I just learned that you can click this while mezzed to break free. So with high defenses you could set this as a click as you remember to do it. Against All Odds - This is your taunt aura and damage booster, a must have power. I tried slotted this with a Perfect Zinger +Psi dmg but it hit every 4 foe, so maybe just add a Taunt IO? Phalanx Fighting - You get a bonus to your Positional Defenses as you stay near team members. This is a nice power that I often forget to take advantage of. I use it to mule a LotG +rech and Shield Wall +res unique. Grant Cover - This is an odd duck where you can grant some defense to team members but not yourself, and you get some recharge and defense debuff resistance. The debuff resistance is the main attraction here, but for 0.16 end a second it was just too high a cost for me. Shield Charge - This is a wonderful telenuke to have and you should get it. It does a little more than half of Lightning Rod but it does knockdown and has a taunt component on it so often I will hit with this then with Lighting Rod depending on what enemies I am facing. I slotted this with 6 Scirocco for the AoE defense set bonus. But once you get the money put Superior Critical Strikes in here. Once you have the Critical Strikes unique this is the first attack to lead with to increase the criticals on all your other attacks. For this power, I found using a bind or macro to telenuke my target is often the best for hitting what I want. Macro (type this in chat to create a new power button): /macro Shield "powexec_location target "Shield Charge"" Key Bind (set to the y key): /bind y "powexec_location target "Shield Charge"" One with the Shield - This is a nice T9 that does not completely drain your end and gives some nice bonuses. I picked this up and rotate it with Rune of Protection for those groups that I need more to survive against. In some ways Rune of Protection is a better T9 than this so many skip it. I found it really depends on your playstyle. I place a attuned resist IO here, but really would like to add one more slot if I could find it to double the resist numbers. Questions: 1) Is the sleep component of the Melee attacks the electric jiggle? 2) For your starting attacks do you get Jacobs Ladder? I see a few builds with Charged Brawl and Havoc Punch skipping Jacobs Ladder and some skipping all but the mandatory one and leaving it unslotted. 3) Can Jacobs Ladder be proc'ed out for a better use? 4) What is the final number you aim for for Positional Defense? (45%, 59%, 69%) And is going over that overkill or does the debuff defense resistance help with more defense obtained? 5) What is the best slotting for True Grit? 6) Is Grant Cover better to choose than One with the Shield? 7) How do you make up for not having a heal, or is it even needed? I tend to horde green inspirations for that just in case moments. My Cheap(ish) Build This build brings in 48%+ defense in all positions and has Rune of Prot and One with the Shield as backup buttons when things get real since I get scrapperlock real bad. I really chased after the defense numbers but wonder if I could have left them nearer to 45% and still have the same performace like moving the slots out of Build Up. I aimed to get plenty of rechage for bringing up the Telenukes as often as possible. This build does play well at lower levels, and I am just starting play at 50. Suggestions are welcome. Brock Sparks: Level 50 Technology Scrapper Primary Power Set: Electrical Melee Secondary Power Set: Shield Defense Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), RedFrt-Def(7), RedFrt-Def/EndRdx(9), StdPrt-ResDam/Def+(9), Ksm-ToHit+(11), Rct-ResDam%(11) Level 2: Jacobs Ladder -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(23), Obl-Acc/Dmg/Rchg(25), Obl-Dmg(25), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(40) Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), RedFrt-Def(13), RedFrt-Def/EndRdx(13) Level 6: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(19), GssSynFr--ToHit/Rchg/EndRdx(19), GssSynFr--Rchg/EndRdx(21), GssSynFr--ToHit/EndRdx(21), GssSynFr--Build%(23) Level 8: Thunder Strike -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(37), ScrDrv-Dmg/Rchg(39), ScrDrv-Acc/Rchg(39), ScrDrv-Acc/Dmg/EndRdx(39), ScrDrv-Dam%(40) Level 10: True Grit -- Ags-ResDam(A), Ags-ResDam/EndRdx(15), Ags-ResDam/EndRdx/Rchg(15), Pnc-Heal(17), Pnc-Heal/EndRedux(17) Level 12: Active Defense -- EndRdx-I(A) Level 14: Hasten -- RechRdx-I(A) Level 16: Against All Odds -- PrfZng-Dam%(A) Level 18: Chain Induction -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(29), TchofDth-Dmg/Rchg(29), TchofDth-Acc/Dmg/EndRdx(42), TchofDth-Dmg/EndRdx/Rchg(42), TchofDth-Dam%(43) Level 20: Phalanx Fighting -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(27) Level 22: Spirit Ward -- Prv-Absorb%(A) Level 24: Mystic Flight -- Frb-Stlth(A) Level 26: Rune of Protection -- TtnCtn-ResDam(A), Ags-ResDam(27) Level 28: Kick -- FrcFdb-Rechg%(A) Level 30: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(31), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(40) Level 32: Lightning Rod -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(33), ScrDrv-Dmg/Rchg(33), ScrDrv-Acc/Rchg(33), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dam%(34) Level 35: Shield Charge -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(36), ScrDrv-Dmg/Rchg(36), ScrDrv-Acc/Rchg(36), ScrDrv-Acc/Dmg/EndRdx(37), ScrDrv-Dam%(37) Level 38: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(43) Level 41: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(45), ExcCnt-Dmg/ActRdx(46), ExcCnt-Dmg/Rng(46), ExcCnt-Dmg/Rchg(46), ExcCnt-Stun%(50) Level 44: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: One with the Shield -- TtnCtn-ResDam(A) Level 1: Critical Hit Level 1: Brawl -- Dmg-I(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- IntRdx-I(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(45) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45) Level 49: Quick Form ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1416;672;1344;HEX;| |78DA5593EB4E1341188667DB2D85B22D27A19CDB72B0D0C20AEA0518057E0824243| |5FEF0D46C96E9C16EDA665B15F4B717A0267A031EAFC3E385F81735F10004EBFAB1| |EF37296CD23EDD77E69D7967BEAF9B3B2B46A1B0764968B12B8ED568E473B66BD5E| |BD28D5C9376A95A736AC55D418F71D9ADD99564AE6EB995469884849A98DF948E94| |E6AA23EDA65BB62D07427B7C451664B521CD5CA92C9D6DF52A225BB59A63E6EA526| |E1BF859736DE9EE46FD97B572B1D42C578B18DA90569D5EE2ABF5B26DE69A965339| |DEF75E7ED36A34C9324C7992F4F913A52FED38AEF042A24058D645A0C82C817A997| |917ECA8809153E6410D8331B033C28C132768724B803F83BEBE4F664D99B5BF015F| |1C6A81C3FF984760CA03D302E66E3207D91C08F2CE06EF6CF0CE073429A47608BDC| |40AFDAF98AFC1336F986F39C13BF090CC61650EDFC781671E80677798BBCC8760FA| |116890B98BCD7AD745C4892D312F80BD499CA5771C8C92A99B4DA23B8595A6A871A| |282C56816628C941ECDBF794FF43410F888C43E15B8EF0621AD8BF19BCC5BE0FC6D| |E61D3093077BC83CC0666D601D8146F95E9FCC0A31883A7B62700F83CF488CABB4F| |116663E277184D36A2326C4513E7F808E32A61C638F913A48E284BAA989F3587BF2| |30E8B7CAE42F7EFF0DA60FC016A54DA8A326B83649AE4D926B93E4DAA4B83629AE4| |D1F99A794798ACDD36C9E66F3349B67D83CC3669DE2CEAABE9BE5FB99E7BECB70DF| |7DA594736A87B9F7702E7C00173F323F313F83CB5FC07D43882C5F61281B0CF9E23| |99D19627680CB6166273844F14C75C526C7EBA7032FA9165AE2A224F4F65FD71BD7| |857A3CBA7804D938257AF4882D5D7948D2C6306F2FD25E49884588DF4E897310BF9| |F100322855A66AE23D0C255CDEFC41F272669E205BA64E129B89E691FC5FB0F8715| |C4BD| |-------------------------------------------------------------------| My Expensive Build This build uses the wonderful Scrapper ATOs and several purple sets to up the recharge and resists. I need lots of feedback on this build since it feels like I am placing purple sets in just to do so and I am not fully settled on how much defense I should aim for in my final totals. Brock Sparks: Level 50 Technology Scrapper Primary Power Set: Electrical Melee Secondary Power Set: Shield Defense Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), RedFrt-Def(7), RedFrt-Def/EndRdx(9), StdPrt-ResDam/Def+(9), Ksm-ToHit+(11), Rct-ResDam%(11) Level 2: Jacobs Ladder -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(23), Obl-Acc/Dmg/Rchg(25), Obl-Dmg(25), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(40) Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), RedFrt-Def(13), RedFrt-Def/EndRdx(13) Level 6: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(19), GssSynFr--ToHit/Rchg/EndRdx(19), GssSynFr--Rchg/EndRdx(21), GssSynFr--ToHit/EndRdx(21), GssSynFr--Build%(23) Level 8: Thunder Strike -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(40) Level 10: True Grit -- Ags-ResDam(A), Ags-ResDam/EndRdx(15), Ags-ResDam/EndRdx/Rchg(15), Pnc-Heal(17), Pnc-Heal/EndRedux(17) Level 12: Active Defense -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A) Level 16: Against All Odds -- PrfZng-Dam%(A) Level 18: Chain Induction -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Rchg/HoldProc(43) Level 20: Phalanx Fighting -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(27) Level 22: Spirit Ward -- Prv-Absorb%(A) Level 24: Mystic Flight -- Frb-Stlth(A) Level 26: Rune of Protection -- TtnCtn-ResDam(A), Ags-ResDam(27) Level 28: Kick -- FrcFdb-Rechg%(A) Level 30: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(31), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(40) Level 32: Lightning Rod -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(34) Level 35: Shield Charge -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(36), SprCrtStr-Acc/Dmg/Rchg(36), SprCrtStr-Dmg/EndRdx/Rchg(36), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(37) Level 38: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(43) Level 41: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(45), ExcCnt-Dmg/ActRdx(46), ExcCnt-Dmg/Rng(46), ExcCnt-Dmg/Rchg(46), ExcCnt-Stun%(50) Level 44: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: One with the Shield -- TtnCtn-ResDam(A) Level 1: Critical Hit Level 1: Brawl -- Dmg-I(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- IntRdx-I(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(45) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45) Level 49: Quick Form ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1416;671;1342;HEX;| |78DA55935B4F1341188667DB2D85B22D27A19C5B502C145841FD0146810B8184A4C| |65B5C97E9C16E68B3AD89FC00EF053CDC784C3CFE0E8FF1F827BC454D3C00C1BA7E| |ECFB4D0A93B44FE79D7967DEF966BA786DC6C866E7CE082D76CEB12A95E58CED5AE| |5B2742317A49D5F2D39A5DC9AA0669C754B763199295B6EB1122621A1262E2F4A47| |4A73D69176D52DD89603A13E3E23B372B522CD4CBE209D15D51591A552C93133652| |9570CFC2CB9B674D7A27E67AE90CB570BAB390C2D48AB4C9DF86CB9609B99AAE514| |F7F7BDBABC6855AA64E9A63C49FAFC89D297B61F57782191254CEB229063E641BDC| |0BC023614C1C82173A786C118D81861C6890334B926C09F415FDF26B3A6CCDADF80| |2F76D5C0EE7FCC3D70C8035302E6663207D91C08F2CE06EF6CF0CE3B3429A476083| |DC60AED4F984FC123CF98CF39C10B7097CC61650EDFD57DF1D83DF0F87DE603E643| |30F50834C8DCC466BDE934E2C4A698A7C0D624CED2DA0F46C9D4CC26D13C8E120FD| |3C3892A31CA628C66B6687EE53DD15241E03D12DB54E0B61B08D2BFCEDC00C73699| |37C1F42DB085CC1D6CD63AE611A897EBBA3E224427EED9139D5B18DC2431AE82C56| |B98799BC41EC1CBF498107BF9FC013A4A9F72F45D47EA208903AA520327B1F6E06E| |D07F2A83BFB8FF1B4CED80354A9B50474DBC8798FCC0FCC8FC040E7D667E01DBC83| |CACCCC39770FEA316F332D3E60B5F614A50A7B823EADD8D707DC6F8DDA5F9DD7DA5| |8D46D50EA32F716713AFC0C9D7CC37CCB7E0F43B70DB10629C4B181A0F867CF184C| |E0C311BC0E930B311ECA278A62AB1C9F1DAE9C053BCA298E24B49E8F5BFAED7AF0B| |D53C2A3C822C1C123D6A6249571E92B43ECCDB8AD457126212E2B743E228C4EF07C| |48018C275A42F22D0C479624A173F0E4CD2C41DBC92890D703E5D3F8AF71FBD36C8| |FA| |-------------------------------------------------------------------|
  11. I will second Erratic1’s remarks they are spot on. Rad / Bio does have a slight lag to the damage build up as you wait for Irradiated Ground to drop and start ticking away. Irradiated Ground is too good and even without it you are a beast, but when it does kick in it’s awesome. I have been farming with my Brute and it’s loads of fun to watch the mobs melt. As for PVP, my experience is limited and it’s often fast paced and hit and run. My current build doesn’t do very well, but I’d be interested if there is a PVP build that does do well or if it is just user error.
  12. My main since beta: Inv / Fire Melee Tanker
  13. My 2 cents ... Rad / Bio is by far the most damaging AOE combo you can choose at the moment. I enjoy my Brute at all levels and a scrapper is just more damage. It is quite the sight to see the mobs melt before you. But I have noticed that since Iradiated Ground is a drop at your feet AOE, that some times by the time it has dropped the mobs are dead and the higher level groups have moved on. It also takes a few seconds for the -res to kick in and then you really start to hammer the mobs. So for keeping up with a powerful group it can lag at times. For feeling like you need to keep up, I would actually go with an Electric / Shield since you will end up with two Tele-Nukes that means for every mob group you see you can tele-boom right into the middle of them. I keep trying to add Spring Attack to the mix for a third Tele-nuke but just can't seem to get enough damage out of it to make it work. It is not quite the beast that Rad / Bio is, but for keeping up with the crazy AOE carnage I think it actually does better.
  14. I found for a few enemies with sappers, it was nice to have an attack that costs no endurance when used given the Theft of Essence proc. Specifically, the Vanguard Sword with that 50% end reduction debuff. But I agree that this can change. In my next build with purples (see below), I am looking at using both knockdown procs for more damage mitigation in my Aura toggles. Which proc gives more floppage, Overwhelming or Avalanche, in Irradiated Ground? I am convinced and will try out Degenerative. Thanks for the clarification on the 'higher % fail' bug getting fixed. See my build below, I got much better defense numbers using purples and I am going to switch to Barrier. I am still able to cap S/L resistance with 6 enemies around me in defensive mode so I didn't lose too much in adding purples. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Chemical Cocktail: Level 50 Science Brute Primary Power Set: Radiation Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Radioactive Smash -- SprBrtFur-Acc/Dmg/Rchg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Rech/Fury%(3), CrsImp-Acc/Dmg/EndRdx(5), CrsImp-Acc/Dmg/Rchg(5), FrcFdb-Rechg%(34) Level 1: Hardened Carapace -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(15), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(36), GldArm-3defTpProc(46) Level 2: Inexhaustible -- PrfShf-End%(A) Level 4: Environmental Modification -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(7), Rct-ResDam%(15), LucoftheG-Def(46) Level 6: Fusion -- GssSynFr--Build%(A) Level 8: Radiation Siphon -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Rchg/HoldProc(13) Level 10: Adaptation Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17) Level 14: Taunt -- MckBrt-Taunt(A) Level 16: Ablative Carapace -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(17), Prv-Heal(40), Prv-Heal/Rchg(40), Prv-EndRdx/Rchg(48), Prv-Heal/EndRdx(48) Level 18: Irradiated Ground -- AchHee-ResDeb%(A), Obl-%Dam(19), Obl-Acc/Dmg/EndRdx/Rchg(19), Arm-Dam%(21), TchofLadG-%Dam(21), OvrFrc-Dam/KB(23) Level 20: Evolving Armor -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(23), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(37) Level 22: Kick -- FrcFdb-Rechg%(A) Level 24: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(25), UnbGrd-Rchg/ResDam(37), UnbGrd-Max HP%(37), StdPrt-ResDam/Def+(46) Level 26: Devastating Blow -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(27), SprUnrFur-Acc/Dmg/Rchg(27), SprUnrFur-Dmg/EndRdx/Rchg(29), SprUnrFur-Acc/Dmg/EndRdx/Rchg(31), SprUnrFur-Rchg/+Regen/+End(31) Level 28: DNA Siphon -- ThfofEss-+End%(A), ThfofEss-Heal(29), PrfZng-Dam%(42), Obl-%Dam(43), FuroftheG-Acc/Dmg/End/Rech(43), FuroftheG-ResDeb%(43) Level 30: Hasten -- RechRdx-I(A) Level 32: Atom Smasher -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), AchHee-ResDeb%(34) Level 35: Genetic Contamination -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/EndRdx/Rchg(36), SprBrtFur-Acc/Dmg/EndRdx/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(42), SprAvl-Rchg/KDProc(48) Level 38: Parasitic Aura -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(39), DctWnd-Heal/Rchg(39), DctWnd-Heal/EndRdx/Rchg(39), ThfofEss-+End%(40) Level 41: Electrifying Fences -- TraoftheH-Acc/Immob/Rchg(A) Level 44: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- Qck-EndRdx(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(13) Level 2: Stamina -- PrfShf-End%(A) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 50: Barrier Core Epiphany Level 50: Agility Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Banished Pantheon Radial Superior Ally Level 50: Assault Radial Embodiment ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1470;727;1454;HEX;| |78DA65934B4F534114C7E7B6B7544B4B29A505E45DA0509002EE95080889522592B| |8AD37B723BDB1B44D5B125DBA70679487C6C4F8001F0B366EE4E92BF103F821DCA9| |889AA8F19198EBE93D7F68136F72F39B3933E79CFF9C9913BB34E67E3A716558289| |5A3292D9F8F8FE4E60AD239AD1B32AD4BBB10C2379A94B386AEA5DA4633FAC58266| 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  15. I have updated my initial post with some of my thoughts on Incarnate powers. I have been playing this character as my main for awhile now and my current choices have not changed from my initial picks: Alpha - Agility Core Paragon since my build has no purples, I needed a little bit more of a boost in my Defense values and the End Modification helps as well. Judgement - I went with Ion Core Final since it is so easy to use, I do not like cones, and I prefer the extra damage over the secondary effects. Interface - Reactive Core Flawless is what I choose for the nice -Res that works with my procs and the fire proc for a smidge of extra damage. For Interface you want to make sure to choose the higher % chance on the first ability since the second will not fire if the first fails to proc is what I have been told. Lore - I went with Banished Pantheon Radial Superior Ally for the unkillable pet and the cool ice storm that they drop. Both the Demons Radial and the Carnival Radial are also good choices. Destiny - I picked Ageless Core for the +Recharge since that is what my build is missing by not having more expensive purples in it at this time. While I notice the +Recharge, I will probably switch to Barrier Core as I get enough money to go for the more expensive IO's. Hybrid - Assault Radial because I love the double hit.
  16. Whew, took me this long to read the all 23 pages. Here is my input to the conversation. An example that can be viewed as procs are too good but also showcases how you get to make many good build choices is Radiation Melee's Irradiated Ground. This is fantastic power for using procs since the procs fire off of the Pseudo Pet that is created. This means that you can have two Pets overlapping at one location and get almost twice the percent of proc hits at that location. Is this too good? I don't know because since the Pet is at a fixed location and only 10' radius it often means that on a team the mobs are steamrolled before you drop a pet at all. However, solo it is a power that really shouldn't be skipped. It has the opportunity to use the following procs: Obliteration (PBAoE): 3.5 PPM Smash Dmg Eradication (PBAoE): 3.5 PPM Energy Dmg Sciricco's Dervish (PBAoE): 3.5 PPM Lethal Dmg Armageddon (PBAoE, Unique): 4.5 PPM Fire Dmg Sup. Avalanche (PBAoE, Unique): 3.5 PPM Knockdown Fury of Glad (PBAoE, Unique): 3.5 PPM -20% Res Touch of Lady Grey (Def Debuff): 3.5 PPM Neg Dmg Achille's Heel (Def Debuff): 3.5 PPM -20% Res Shield Breaker (Acc. Def Debuff): 3.5 PPM Lethal Dmg Analyze Weakness (Acc. Def Debuff): 2 PPM 30% chance for 20% To Hit for 10sec Overwhelming Force (Univ. Dmg, Unique): 20% chance for Knockdown The first slot is often for End/Acc enhancement or go for 2-slot bonuses, then you 5-slot with procs. The choices are actually very difficult since you can go all damage, or you can add one of the Knockdown procs since they reduce incoming damage significantly for a more defensive build, or you can add the -res procs it increases your damage so your attacks have more crunch. It's great to be able to change your slotting for your playstyle. You like to take on AV's then make sure to take both the -res procs, you like to jump into a large group then take one or both Knockdown procs to survive the damage, or just add all damage and watch the mobs melt. The only one that is a bit lackluster is the Analyze Weakness proc that doesn't feel like it helps much on many builds. You also have to take into consideration that if you slot one of the uniques then you might miss out on some of those sweet bonuses like if you use Armageddon or Avalanche's procs. I have slotted out this power multiple times with many different variations until I came to a slotting that encouraged my playstyle and still allowed my build to have the bonuses that I was chasing. Should the Procs be dialed back to make Irradiated Ground less of a fantastic power? Should Irradiated Ground be dialed back to not take advantage of the procs so well? Or is this a good example of how a power should be able to force difficult build choices that enrich the play experience and if more powers had these options then there would be many valid builds that can be created?
  17. I noticed in the build you posted earlier in this tread you only got Melt Armor and not Fireball. I ran into the same dilemma and decided that I liked the ranged AoE more and that is what led me to look at the Mu pool. How to you get the mobs into your cones if using Leviathan? Range is 60' but the arc is only 30' which feels small to me and I am lucky to get more than a few in the cone. Hrmmm ... you make a good point about chance to hit. This made me change my build to move a slot around to get that Kismet +Acc slotted.
  18. Well, I went and played with the Epic Pools a bit on the Beta server and ended up liking the Mu Epic pool. It saves me a power pick so that I can get taunt and feels more fun to play even if the numbers are similar to less than Pyre. I make a few tweaks to push my res closer to the cap and no longer play in defensive adaptation mode as the default. It feels like a brand new build even though the powers are mostly the same. I have teamed up for so low level content and had an enjoyable time with no difficulties. Once you slot the Alpha to T3 things really pick up. All said it was about 300ish million to make this build as I started bidding as I leveled up and with some patience got good prices. I did use my own converters to make the superior versions of the Brute IO sets after 50 and that does make a difference as well. The main cause of my failures to succeed in engaging the enemies was for two common reasons: 1) Inattention - The phone rings and I look away for a second-ish and look up and I'm faceplanting. The new build post T3 Alpha this is not so much a problem as I can put on defensive mode and be relatively safe for a while. 2) End Drain - Until the Alpha is T2 or better, this is a end heavy build and anything in the mid to high levels that removes end starts to make things quite difficult. Specifically there are Vanguard Sword mobs that give a 50% end reduction debuff that lasts for 2ish minutes that is rough, and Malta sappers. However, I did not have any trouble with Mu or Freakshow zappers as the do not drain as quickly and are easier to spot and eliminate early. The new build is in the first post of this topic for easy lookup.
  19. What are good Epic Pool picks for a Brute? I like fire for Melt, but Fireball feels lackluster probably because of the low damage modifier that Brutes start out with for ranged attacks. Is Mu a good pick for the earlier pick to get Ball Lightning and for Fences even though the radius of Fences seems small and Ball Lightning will feel lackluster as well damage wise or am I not slotting the ranged AoE correctly or being patient enough for Fury to boost the damage? I do not have a lot of experience with Epic Pools.
  20. I have to agree even though I prefer to keep both -res procs in my Irradiated Ground since I like to see big numbers with my attacks and this helps in the low levels before you get DNA Siphon. But I did test it out and the defense gained from the flopping enemies is worth more than the loss of some -res per minute. I have a Fire/Kin so when I think flopping enemies I expect a bonfire reaction and this is not that but that is just my bias. I have changed my mind and will now agree that Taunt is a good pick to have. The radius of Irradiated Ground is small enough that some of those darn ranged mobs will not get close enough, and I feel bad when I have a bunch all locked on me and then a blaster runs by and grabs all the attention. I am such an attention hog, having Taunt is a decent power pick for these reasons. Is there a limit to the number of mobs taunted per activation? I remember that it used to be like one for Brutes and 5 for Tankers.
  21. I am loving running with a Brute. The leveling is soo much better since Fury makes going from 1-50 quite a joy. There is some debate right now about end-game difference between Brutes and Tanks with tanks getting an edge with AoE and large mobs, but Brutes still edge them out by a little bit 10%ish or more when Bosses are added into the mixture since it still feels like days to whittle down a boss with a tanker's damage. If you like damage, then I would try a Brute since it feels like it is pushing out more damage even if tanks are close by numerically. My opinion, and there is quite the debate about it. Here is one link about it: Buff Brutes or Nerf Tanks The long answer is that it procs so often that you don't notice the misses, and your after 50 build should have bonus accuracy from sets and other places to help with harder to hit mobs. I would definitely put the Achille's Heel -Res proc in Irradiated ground since it really softens up the mobs. I put the Obliteration Acc/Dmg/Rec/End IO in for the S/L set bonus but I may be chasing those bonuses too much. I also like having the gladiator -Res in it too, so my slotting right now is: 1 Acc/Dmg/Rec/End, Achille's Heel -Res proc, Gladiator -Res proc, and 3 Dmg procs one being from the Obliteration set. I have an odd playstyle at times and so my slotting is still evolving as I continue to level up. Yomo points out that having the Gladiator proc in DNA Siphon gives you more control over when it fires, since it will proc every mob you hit with DNA Siphon every time you use DNA Siphon where in Irradiated Ground it will proc a little more often but you lack the control to determine when it fires off. It comes down to one's strategy in battle. Yomo also puts a chance for knockdown proc in Irradiated Ground that will give you more breathing room in a large group of enemies since some will be knocked down. I personally haven't had much success using the chance for knockdown proc, but that is most likely my playstyle preferences. Short answer is no, it does not need accuracy. I would say that the general recommendation given to me so far is 5 damage procs and the Achilles Heel -Res proc. Then modify according to your playstyle, preference, and fortune.
  22. Honestly, playing this Brute feels like being the Hulk chasing Black Widow on the flying fortress. Having taunt would just slow me down at this point. It gives me a bad case of short attention span, as look more mobs over there ... 🙂
  23. This is my first Brute and the first time starting Redside, so I wondered why it seemed fairly easy when many say that Redside is harder content. I am up to level 20 and cruising at +1 so far with few difficulties. Only a few un-expected ambushes have stressed my defenses. I love this, since it is a 3.5 PPM that means that roughly every 3rd hit with this attack will give you back 10% so it cuts the end cost of this attach by 1/3rd-ish. This explains the slots you saved in health and stamina. However, is it worth it in DNA Siphon? I mean this power will give you end back when you fire it, ahh but it takes three mobs hit to get more than you spent. Mids is showing that for every mob hit you get 10% back from the Theft of Essence, is this correct? If so, that is fantastic. I had the same question about Parasitic Aura, but if you are getting 10% end back for every mob in the Aura then it is a crime to not have this proc. Why did you put the Fury of the Glad proc in here? I was looking to put in in Irradiated Ground for the potential -20 res from it and the Achillie's Heel proc seems to really soften up the mobs and will hit more often which seems to be worth more than another damage proc in Irradiated Ground. Why Panacea? I was looking at Theft of Essence and 2-sloting with Doctored Wounds and 2 slot with Preventative Medicine to get the same-ish enhancements but with a total of 3.75% additional S/L as a cushion since you only cap S/L when in Defensive mode with 9ish mobs in your armor aura. I love that you split Brute's Fury to get double the S/L Defense set bonus, and will definitely do that. I swapped this for Fire Ball in the Epic, since I am lucky to get 2 in the arc as I misjudge the range distance all the time. This means I am more single target focused in the early levels, but once I hit level 18 all the mobs melt from Irradiated Grounds anyways. I am looking at skipping the purples at this time, since I only have 500mil to build this. The 500mil is thanks to your blaster contest so thanks again! This is the first build and buy as I level toon for me 🙂
  24. Thanks for the input, it is very helpful. I definitely added more procs to the toggles that you all recommended and found that I had Evolving Armor set to just one target so I changed that to 3 which for most content is achievable and that opened up more bonuses since in Defensive Adaptation it will cap S/L at a much lower value. I found that many builds use Unbreakable Guards to boost the Defense aspects of the armors so I now have much better defense values. I also franken-slotted Parasitic Aura to move slots elsewhere and still have the enhancement of the values I wanted in that power. I went for both -res procs in Irradiated Ground since you get that at lvl 18 and for exempted content it will be very helpful. Here is my current iteration of my build that fits in more procs where I did not need to chase after certain bonuses. I am still leveraging Obliteration a lot for the S/L 2 slot bonus where I can. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Chemical Cocktail: Level 50 Science Brute Primary Power Set: Radiation Melee Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Pyre Mastery Villain Profile: Level 1: Radioactive Smash -- BrtFur-Acc/Dmg(A), BrtFur-Dmg/Rchg(13), BrtFur-Acc/Dmg/Rchg(13), BrtFur-Dmg/EndRdx/Rchg(15), BrtFur-Acc/Dmg/EndRdx/Rchg(23), BrtFur-Rchg/Fury(27) Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), StdPrt-ResDam/Def+(25), GldArm-3defTpProc(46) Level 2: Inexhaustible -- PrfShf-End%(A), PrfShf-EndMod(5) Level 4: Environmental Modification -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(7), LucoftheG-Def/EndRdx(7), LucoftheG-Def(9) Level 6: Fusion -- GssSynFr--Build%(A) Level 8: Radiation Siphon -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(33), Mk'Bit-Dmg/Rchg(33), Mk'Bit-Acc/EndRdx/Rchg(33), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(34) Level 10: Adaptation Level 12: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15) Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(40) Level 18: Irradiated Ground -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(34), AchHee-ResDeb%(25), FuroftheG-ResDeb%(37), Erd-%Dam(37), TchofLadG-%Dam(37) Level 20: Evolving Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-Max HP%(23) Level 22: Kick -- FrcFdb-Rechg%(A) Level 24: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(27) Level 26: Devastating Blow -- UnrFur-Acc/Dmg(A), UnrFur-Dmg/Rchg(42), UnrFur-Acc/Dmg/Rchg(42), UnrFur-Dmg/EndRdx/Rchg(42), UnrFur-Acc/Dmg/EndRdx/Rchg(43), UnrFur-Rchg/+Regen/+End(43) Level 28: DNA Siphon -- PrfZng-Dam%(A), Erd-Dmg/Rchg(29), TchoftheN-%Dam(29), Obl-%Dam(31), Obl-Acc/Rchg(40) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Atom Smasher -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx/Rchg(43), Mlt-Dmg/Rchg(45), Mlt-Acc/EndRdx(45), Obl-%Dam(45), Obl-Acc/Dmg/Rchg(46) Level 35: Genetic Contamination -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-%Dam(36), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(40) Level 38: Parasitic Aura -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(39), Prv-Heal/Rchg(39) Level 41: Char -- Lck-%Hold(A) Level 44: Melt Armor -- AchHee-ResDeb%(A) Level 47: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg/EndRdx(50) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(11) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1385;696;1392;HEX;| |78DA6593DB4E13511486F7B4032D3D009553A1B4400B2D8254EA0B10296262686C2| |4311ED34CDA4D3B52DA66A62472E9857746235EF80CDE78C3C973E203786F7C0215| |4113311E715CCCBF04129A4CBFD9EBB0D7BFD79A9DB939E57B7CF6D68450BCE9B26| |69AB94963B12E5DB3795D56F2D2298408A44B7241CF6BE5FE74353F5FD7F4B28BAC| |213B2E979165299317B482AED5F56A05EB3EF8A6E49CAC983239A95773E78DA256D| |1F3B9D3C642D5109E6CB55A4ECED6A42CF8ECD719A9D5F44AD16F2FA6F562A94EAB| |96FFAE8234CC925E0B9CA9E9F96476C9A0B29A5997C652908444E9B913A73F851E6| |135884B243AA50ADF65E615B0F92AD8790DECB90EAEC40EE5EEC0E6F8C6FC01AADF| |C1601705865531760AEB55CA5590AB280F1D885D06D7C8E784CFE9EC506C5BE357E| |435B662ED6E07EF92FE06C48A8647C8BF473617EB72CD1112AAE82F324B4C1D1CB8| |C19C07D7A9761372AD284DCBCB1ABDA3C2DE7B8CD9493E3FFBFCACB17957D8677C4| |67BB470FD96F7D0DDFA81F9113CB6C9FC0426B6C0FBA43DC0B90101DB808573055F| |13DB54313801FBE0B6C3AE37F806FEE754B74D71DA7D6BE379B4F33CDA790E9D3F7| |93EA4BF83FBD6711BF94EB275F199BAA28ADD8F9E08B84CBABA595777A36AC71F77| |31DDCC2670C4C3F4822F485708B96AC884E6DE4D66107A227CD6C41FFE16484B183| |98E30F737C2338FF037F08034F50968EAAB612E238BE00983693279FFB1BFD8FF25| |698AF279A2BF618B71ED18C7C6B8EFF15D30C1B9AF287708751D43196889CF3279A| |E6F09C3DCDFE15FC8DBF10931CAB6519EE53B8A4B622F35B902AD2757996BCC7530| |B50106A837E3DC9B71EE4D8A7B93E2DE4CABFB77D3EA5505FFACBDA5658999032F7| |DEE509755D94436C58EDAF2ECDF51B66C1FB17C3EB03894019CDD7D111A3CE7F0ED| |7CF11CBDEB1EBEEB4FF6EE1BAA5A1B87DE9F1E7AFF07BFD0DCF3| |-------------------------------------------------------------------|
  25. I have decided to build my first brute and I am looking to play sets that I have never played before, so I have chosen Rad melee and Bio armor. I know very little about these sets and come from playing a main of Inv / Fire tank for a very long time. I want to know if anyone has a breakdown of the powers and their best slotting individually? I cannot afford anything above 10mil per IO so my builds tend to be tier 2 non-purple builds. I am looking for a brute that plays well when exemplared but also can farm for some cash as I am often quite poor. Here is what I understand about each power, please correct me if I am wrong and at the bottom is my current attempt at a possible build that can be done while leveling and still be good at 50. --UPDATED-- Here is an update of my understanding of this build from all the help that I have received, that way those that find themselves here through search will see the latest breakdown of what I have learned. Radiation Melee This is a great melee set with -def a nice extra effect depending on the power and a damage aura that hits hard. Contaminated Strike - Seems like a standard quick punch with a small -def and extra damage when contaminated. A skippable power, and for the lower levels when you need an extra attack use the origin and P2W powers for this. Radioactive Smash - First pick for me, a stronger slower punch with an occasional splash damage component when contaminated. This seems like a good place for three of the Bute's Fury IO's to get double the melee defense bonus. Also good to put the FF +rec proc. Proton Sweep - This is a DoT cone. I hate cones but as long as you hit two targets it a good attack especially in the lower levels. I will often get hasten to speed up my single smash attack and still use P2W attacks. Slotting a AH -res proc here then work those bonuses. Fusion - Contaminate is 100% during its duration, so a great way to ensure extra damage and also to setup for Radiation Siphon if you need the heal. The Gaussian Build up proc is all that is needed. Radiation Siphon - Bigger punch and part of my single target damage chain. The heal is noticeable but can't be counted on. Note that anytime you can slot a Theft of Essence proc you should do so. So I went with 5 Mako and Theft of Essence +End proc for the S/L resist. If you have the cash use 5 Blistering Cold (up to 100 million then make superior with catalysts at 50 for more cash or drops when you get them). Taunt - Totally depends on your playstyle. I found that the Irradiated Ground patch is a little small and Taunt will gather up those ranged attackers with its -range. Good for teams to help out the squishies particularly on PUGs. Irradiated Ground - PBAoE toggle that will slowly damage critters. This is a must have! It significantly increases the proc rate due how the patch drops. Put as many procs as you can. You should have at least Achilles Heel -res. I found it is nice to have a Acc/Damage/End IO in here as well. I found in early levels having Fury of the Gladiator -res in here really helps the mobs melt but at later levels replacing it with Overwhelming Force Knockdown proc adds more defense and you can put the Gladiator proc into DNA Siphon. That leaves 3 damage procs which is still plenty. Devastating Blow - Final punch with mag 3 stun, with very nice looking animation but a little slow. This is a great place for the Unrelenting Fury set. Atom Smasher - PBAoE blast with mag 2 stun that hits for very noticeable damage. This is a must have power. Placing the Achilles Heel -res proc here is nice and then Armageddon fits well here if you can afford it. I am not so wealthy and placed 2 Obliterations, 3 Multi-Strike and the AH -res proc for the S/L resists and fraken-slotting. Bio Armor This is a truly hybrid set that has a lot of defensive potential with regen, heals, resists, and defense plus a damage aura. It is an active set that does require a bit of attention, but well worth the effort. The main downside is that all the powers are good enough that you should take them all. Hardened Carapace - S/L/T resistance with Stun and Sleep protection. This is a must power. Unbreakable Guard 4 slots for the endurance discount and the Melee defense bonus. Inexhaustible - This is like having health and Stamina rolled into one power, a great power. I slotted this like I slot Stamina with Perf. Shif. proc and end mod. You can only slot for Per. Shif. proc and save a slot in your end game build but I really liked having the extra slot while leveling. Environmental Modification - This is your status toggle for Holds, Knock, Immob., plus some def for E/N/F/C/P. A must have power. You can get by with just the LotG global, but I like placing an additional slot here for LotG defense since it boosts my defense that lacks a little since those big bonuses are found in the Purple expensive IOs. I also placed the Defense uniques here as well instead of in Combat Jumping. Adaptation - This is great power that gives adaptability to how you play. Each mode does make a noticeable difference, if your end is low the endurance toggle will help a lot, if you are getting pounded then defensive toggle will turn it into a manageable situation, and the offensive toggle does add some crunch to your attacks. A great default setting is Offensive especially in the lower levels, endurance when needed, and later levels depending on your slotting you will find defensive a more comfortable stance until you slot up your defenses. Since my build is cheaper and relies more on resists, I tend to stay more in defensive mode as my default after level 40. Ablative Carapace - A good heal with a bit of absorb to help keep you standing. I use this as my first delay when in over my head or heading towards a big alpha. Six slotting preventative medicine here seems like the best slotting. You can skimp on slots here and slot for Heal/Recharge/Endurance in that order with Preventative Medicine at least 2 slots for the S/L resist bonus. Evolving Armor - A Taunt aura toggle that gives -res to critters and some resistance. When defense adaptation is toggled you get a defense boost per enemy nearby and it makes a difference. Unbreakable Guard 4 slots for the endurance discount and the Melee defense bonus. DNA Siphon - A click PBAoE that heals, gives endurance, and does a little damage. A great place for procs. I found that for a more consistent panic button to fill up your health slotting for heal helps as well as accuracy. In latter levels and high recharge builds this can be a good damage power in your rotation. Theft of Essence proc is a must. I slotted for heal and a S/L bonus, plus the Gladiator of Fury -res proc to soften up the mobs. (Thanks Yomo Kimyata, changed my mind on this one.) What is left takes damage procs. Genetic Contamination - A damage aura that has the nice effect of causing debris to spin around you. I like standing under trees with falling leaves and watching them circle around me. Slot this with the final 3 Bute's Fury IO's to get double the melee defense bonus and then 2 Obliterations for the S/L bonus. Parasitic Aura - A fantastic give me some breathing room power, that keeps you going. I did find that if I clicked this too late it did not save me, but clicked proactively before you are blinking red and you can withstand a lot. Slotting Theft of Essence proc is a must, plus at least 2 Preventitive Medicines. A place to work those bonuses. Power Pools These are common pools that all ATs have access to, that help round out a build and give travel powers to all. Probably the most commonly chosen pools are: Speed, Leadership, Fighting, Leaping, and Flight. The best way to learn about these pools is to try them out and see what you like. I will only cover the pools I choose, but there are many good options depending on your playstyle. Fighting - This pool helps shore up your resist and defense with Tough and Weave, and I am told that Cross Punch is not a bad attack if you have Boxing and Kick. In my case, Tough is what I really wanted to bump up my S/L resist to the cap. Weave is also good in getting me ever closer to 45% cap as well. Leadership - This is a great teaming pool that if everyone takes on your team the team bonuses are absurd. Maneuvers gives everyone 3% defense in a 60' radius, and was a nice to have in my build to up my own defense at bit closer to the cap. I just didn't have anymore power choices to spare. Leaping - This gives combat jumping for yet more defense and access to a fun travel power Super jump. Acrobatics is a bit expensive for squishies to get hold and knockback protection. Spring attack is a fun ranged AoE that is a bit weak but ok. Speed - The closest thing we have to a must have is Hasten, shouldn't be needed but very helpful in being able to use that favorite power more often. I use it to help bring up Atom Smasher, and DNA Siphon as often as possible. Super Speed with a stealth IO gives full invisibility, Burnout is an interesting power that can be fantastic when used correctly (two gang wars at once), and Whirlwind is a decent control power with a KB to KD IO if you have the end to run it. Epic Pools I am still learning about the differences here, but the two most popular to show up in builds is Mu and Pyre. Note that Brute ranged attacks have a low AT modifier so it feels weak hitting with the ranged AoE after destroying with Atom smasher. The Villain pool pets I tend to skip since they die with the mobs I jump into. Mu - You get a ranged AoE for only two power picks with Ball Lightning, and Elec. Fences that is a good group Immob. to keep mobs in your Irradiated Ground, but the radius is small. Fences and Ball Lightning are fillers while waiting for Atom Smasher. Save a power pick to get the ranged AoE but need more slots to use fences effectively. Pyre - This has a good hold in Char, Melt Armor shines as it really helps for 40 seconds your next attacks hit hard especially with a Achilles Heel proc here, Fire Ball does ok ranged AoE damage. You can save slots here as you only need to slot up Fire Ball but 3 power picks to get it. Artic - A hold, a Blast, then a good ranged AoE. Pyre seems to shine here because of Melt Armor which really softens up the enemies. Earth - An immob. vs AoE sleep, Quick Sand for the slow and then a ranged AoE. Not sure about this one, I like the slow but my character already is quite the end hog. Energy - A power pick for an accolade bonus or lots of end use for accuracy, Superman eye attack, more regen and recovery to pay for the accuracy power, then a cone. I can see Focused Accuracy as a good pick if you hate missing on higher level mobs. Leviathan - Too many cones for me to consider. Mace - Kind of like Mu but with knockback and a slightly larger radius for the Immob. but no damage. Soul - Cone Immob., Anchor -Dmg -ToHit, AoE that trades damage for -ACC. There are some builds that use Gloom in their attack rotation but this doesn't seem to fit in with my build or preferences. Incarnate Powers Good advice here on Incarnate Powers: Farm Fresh Builds Tips and Tricks Alpha - I like having the Agility Core for the Endurance, Recharge, and Defense boost. Many go for Musculature (either but usually core) for more damage or Spiritual (either but usually core) for more recharge. Judgement - I don't like the cones and tend to get Ion or Pyronic. Ion is the simplest to use since it chains to everything it can hit and the most popular choice. Interface - Reactive Core is the way I went, but some say Degenerative Core is also good. Lore - Pick any pet but make sure you go Radial for the unkillable buff pet since you will most likely going to be fighting mobs that will quickly kill the Core pets. I like the Banished Pantheon Radial myself. See here for specifics: Lore Pet Spreadsheet Destiny - Many like Ageless Core for the +End and +Recharge. Other options are Barrier for a defensive boost and to help out your teammates, or Rebirth for the Heal. I have not decided yet but I am leaning towards Ageless or possibly Barrier. Hybrid - Assault Radial is definitely the way to go. Here is the current build that incorporates all the help that I have received. It can be played exactly as slotted while leveling using SOs till in range of the correct IOs, and works well for 50+ content as well as running lower level content. I have even run this through several different types of farms with an OK time. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Chemical Cocktail: Level 50 Science Brute Primary Power Set: Radiation Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Radioactive Smash -- SprBrtFur-Acc/Dmg/Rchg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Rech/Fury%(3), CrsImp-Acc/Dmg/EndRdx(5), CrsImp-Acc/Dmg/Rchg(5), FrcFdb-Rechg%(34) Level 1: Hardened Carapace -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(15), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(36), GldArm-3defTpProc(46) Level 2: Inexhaustible -- PrfShf-End%(A), PrfShf-EndMod(7) Level 4: Environmental Modification -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), Rct-ResDam%(48), LucoftheG-Def(50) Level 6: Fusion -- GssSynFr--Build%(A) Level 8: Radiation Siphon -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), ThfofEss-+End%(13) Level 10: Adaptation Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Kismet-+Acc(17) Level 14: Taunt -- MckBrt-Taunt(A) Level 16: Ablative Carapace -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(17), Prv-Heal(40), Prv-Heal/Rchg(40), Prv-EndRdx/Rchg(48), Prv-Heal/EndRdx(48) Level 18: Irradiated Ground -- AchHee-ResDeb%(A), Obl-%Dam(19), Obl-Acc/Dmg/EndRdx/Rchg(19), Erd-%Dam(21), TchofLadG-%Dam(21), OvrFrc-Dam/KB(23) Level 20: Evolving Armor -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(23), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(37) Level 22: Kick -- FrcFdb-Rechg%(A) Level 24: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(25), UnbGrd-Rchg/ResDam(37), UnbGrd-Max HP%(37), StdPrt-ResDam/Def+(46) Level 26: Devastating Blow -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(27), SprUnrFur-Acc/Dmg/Rchg(27), SprUnrFur-Dmg/EndRdx/Rchg(29), SprUnrFur-Acc/Dmg/EndRdx/Rchg(31), SprUnrFur-Rchg/+Regen/+End(31) Level 28: DNA Siphon -- ThfofEss-+End%(A), ThfofEss-Heal(29), PrfZng-Dam%(42), Obl-%Dam(43), FuroftheG-Acc/Dmg/End/Rech(43), FuroftheG-ResDeb%(43) Level 30: Hasten -- RechRdx-I(A) Level 32: Atom Smasher -- Mlt-Dmg/EndRdx/Rchg(A), Mlt-Acc/Dmg/EndRdx(33), Mlt-Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Dmg/Rchg(34), AchHee-ResDeb%(34) Level 35: Genetic Contamination -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/EndRdx/Rchg(36), SprBrtFur-Acc/Dmg/EndRdx/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(42) Level 38: Parasitic Aura -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(39), DctWnd-Heal/Rchg(39), DctWnd-Heal/EndRdx/Rchg(39), ThfofEss-+End%(40) Level 41: Electrifying Fences -- TraoftheH-Acc/Immob/Rchg(A) Level 44: Ball Lightning -- Bmbdmt-Dam/Rech(A), Bmbdmt-Acc/Dam/Rech/End(45), Bmbdmt-Acc/Rech/End(45), Bmbdmt-Acc/Dam/Rech(45), Bmbdmt-Dam(50) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- Qck-EndRdx(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(13) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1393;695;1390;HEX;| |78DA6593494F53511886CF6D6FA9969652A00C3217289314EA0F900888895A2592B| |8AD37B797F66A699BB624BA74E1CE38E0C2C495E3C28D1BE731F107F823DC398126| |6AD4055C3FEEFB824D6CD23CF79BCEF79EEF9C933A3B177C70E8FCB4D2EA67F346A| |5929E29AF542DFFA2695B05D3F22AA522B3396BD9368D7CDF6CD13C5335ECBC5FBC| |9D6E5E3A65E52D2B71C2C8D846D52E1660F72236672D59858A9598B18BE9E3E5AC5| |1B0CDF481F272B1AC820BC5623E71D4324A76211B728D793B9BAB8A1570ADC59265| |65C2DB5919AB5CC9D9A5E8C1926D26D877259D322A55AB7CAE5DC4C4E47F31AEF87| |37CEAB6084FEACA738BBC07EA19059A60FF058FCB8703626B6EADAE7E22B7E107D8| |F30B1CF80D4EEC031F498D861A4DBB8E75EA56C1C712F322E6F54635D4B58093DF5| |19F3C025E12DD3EE42ADF7DD45F169F9F7BF12F41EBAE2C99030336791A0C36C97A| |DDBA7A22BD77633DA75516A9A7C67AEA68DC506EDE15E911420F15CAA1EF0BA90D2| |3DF175E83BEC62FE0F007F23338F989FC085E95F522AC8DBC95F59A75D5A4106B72| |B07ECBBAC7EDDDF20E76EB7BC45F4ADF66CEAB99F36FE5FCDB39FF41CEDF237B8A7| |25E519E9F577C6D3CBF36D6B7B37E70BBFE0FCF6F2B5134AC8ADE0EEAED08EA6E6C| |4F886C00BBC2604F2319015F89DE4ED67672EE5D2170B4024D63DCFBD87E721A8C8| |9D66EEAEF1EC7D95D132DBD3CEFDE15F8FAAA6499E40CFB3749CEF8B5688971EFB1| |9BBCAB77C8BBE0286B47A9E98DD40CB16688E719E739C753B827F163E030F7774A3| |0C2FB32720331437CE3F0E9E30E66B357F3819BB437C0A4825F97FD27782713BC93| |49BE8D88C4A6389B29C6E6F59DB7E974E93B6F7CCB741C75B4D6E3C32E177416884| |F73B3D6023B6F55691398E77AAD6F04BEAFFF7C1EAD1FF3A83B091DC1C3C2615D7D| |0BFCFFEE1BF8EE9F6DBD3D74769ED67C3FAFF9FE0B7459D8D5| |-------------------------------------------------------------------| Any aditional help is always appreciated. Thanks.
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