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Werner

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Everything posted by Werner

  1. You would cut and paste everything, including the whole instruction line, or at least that's what I've always done, and it's always worked. But here's the build. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Turiel: Level 50 Magic Brute Primary Power Set: Super Strength Secondary Power Set: Fiery Aura Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Punch -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(5), SprBrtFur-Acc/Dmg/EndRdx/Rchg(5), SprBrtFur-Rech/Fury(7) Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9) Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/Rchg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(13), SprAvl-Rchg/KDProc(15) Level 4: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17), Rct-ResDam%(19), BlsoftheZ-ResKB(50) Level 6: Haymaker -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(19), SprUnrFur-Acc/Dmg/Rchg(21), SprUnrFur-Dmg/EndRdx/Rchg(21), SprUnrFur-Acc/Dmg/EndRdx/Rchg(23), SprUnrFur-Rchg/+Regen/+End(23) Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(27), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Rchg/HoldProc(29) Level 10: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(33) Level 12: Temperature Protection -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(33), GldArm-3defTpProc(33), Ags-Psi/Status(34) Level 14: Boxing -- KntCmb-Knock%(A) Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36) Level 18: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-Max HP%(37) Level 20: Consume -- EffAdp-EndMod/Acc/Rchg(A) Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(37), ShlWal-ResDam/Re TP(37), ShlWal-Def(39) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 26: Fly -- BlsoftheZ-ResKB(A) Level 28: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(42) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 32: Foot Stomp -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Dmg/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), FrcFdb-Rechg%(45) Level 35: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), Ann-ResDeb%(46) Level 38: Tactics -- HO:Cyto(A) Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Ann-ResDeb%(50) Level 44: Fiery Embrace -- RechRdx-I(A) Level 47: Rise of the Phoenix -- AbsAmz-EndRdx/Stun(A) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- KntCmb-Knock%(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Melee Core Embodiment Level 50: Banished Pantheon Radial Superior Ally Level 50: Ion Core Final Judgement ------------
  2. I'm pretty happy with mine. The one timed run I did was 1.85 million raw influence per minute on level 49 Comicon +4x8 with bosses, timing from first zone entry to final zone glowy clicked, not counting any drops. For comparison, I think a top-tier farming-specific Spines/Fire can do about 2.3 million. Eh, close enough, and I'm still working on some of his incarnate powers. I haven't played a lot of content yet on this build, so I don't know if he's as survivable as I hope, but last night as a test I stood in aggro-capped +4x8 Freakshow with bosses, and they couldn't hurt me. So it could farm smashing/lethal too, not just fire. On the other hand, +0x8 psionic enemies put me down in nothing flat, so I definitely have my weaknesses. Don't let the 31% fire defense get you down - clearly it's not a dedicated farming build, but I only on rare occasions have to hit my heal on a fire farm despite converting everything to reds, and I'm still working on the hit point accolades. The 45% melee defense probably helps quite a bit in that regard, and of course the 90% fire resistance. Oh, unless you have a reason for flying, you'll be better off with Combat Jumping and Super Jump (edit: use Vengeance as the Luck of the Gambler mule instead of Afterburner). Hover burns more endurance and occasionally leads to Foot Stomp and Burn not triggering when they should because I'm slightly too high. Edit: I actually took Ion Core Final Judgment rather than Pyronic. Build fixed. I've not picked my Destiny slot yet. I'd planned on Ageless for the recovery and defense debuff resistance. But other than having to hit Consume now and then, he's not hurting for endurance. So maybe Rebirth? I need to run some tough incarnate content, see what kills me most often, and think about what would help most. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1589;737;1474;HEX;| |78DA6594D94F135114C6EFD029D896520A94964D68CB0E162AA0718B41B146A4860| |4E29BA9235CDB264D69A66DA28F3EF86A5CE38B0BB8BCFA248BA8FF89EF2E889AA8| |71C57A66CE276DEC4D9ADF99EF9EEF9E7BEF994EF4C244F593E3970E0BC57134A56| |5B3B1237A3E27AD512D9E9C13342A67F37A52A6AA286C36A762519992323493CF48| |3D3693D3653A9E4BF8786A429E97E9AC0C459252BF181BCFEB9AFB443A21292717F| |A1738A6171652A1482A194FE49C1C1B61321DB79B4F331929E75D663825B579A967| |13C98CE75826391742FD7C2CAA657354C1479B0AD32FA0088C82552C5A485445C51| |2F880A93E041F312B1F33970D9BE92F58C417CC7D65EEF8067E67AE18A99C6B55EE| |A8A666BF0BDE6356DF071799354B4C1BDDA005752C1EC5D46AB7E8B14D15759F79F| |DF0AB0A93419AB6E23CD66AF6D739990D35A08BD9580BBA995DE4AD82B7EA2A6BBE| |6BE07566F30DF026B3F51673955C369CCFF686F7D4FA96B9F31DB801BE67766C32D| |7C8E5C0F91C5EC53C57870FDCCD39FE313EB7421B74F21E8573D668A02A9E115CF0| |BBD0073FFAE0471F82E88385FC6EE4BA911B446E10B99D3F98EB9455AFD8CD5AF55| |7F87E55F27BE0F7A0179D11F84E32BB279901CAF572AEE21D305E389BE8061D34D7| |84733499BDB389E7F4D4823B6CF9C5F5BA7F337BB6C03F6081D927B8969BD66B43A| |D36ECABAF0124B4A3AFED87E03BC835FBF781FBC103CCC1CB9C7796960FC01B78CA| |BD1E5C065798BB56C135F035EFA99EF6D4C57B125D6304D522349AEAC57ABD7BB9C| |6D008D71C1A05C798E13D20D67B41AE01DCD900EEF12521042D748AF345A310C3D0| |867117ADEAF6FF5C08BC37FDA55A8186182E53C265CA4899325AA6440C45193794C| |254E9AC8D4F3CADE2C3419A8293D86A85D14BD3B369DFFE5A0825C8F31F8B5A85E2| |E71BA9398DAFC124B147151F4A7DBDECFB54AADD467DBBF19E70AD3325B156129F2| |B897FD28D86119B23E2FD4F30C77AC0F8A82AA6BAD159CC686A28C67F01A1010AB4| |-------------------------------------------------------------------|
  3. "Well, all I hear all day long at school is how great Katana is at this or how wonderful Katana did that! Katana! Katana! Katana! I'm tired of being in Katana's shadow all the time!" - Broadsword
  4. I don't think you lose purple or PvP set bonuses when you exemplar, which I think makes them safe to boost rather than attune. And certainly we can boost regular, non-set IOs. For instance, two +5s in Hasten. But I wasn't actually advising to two-slot every secondary power with +5 regular IOs, just giving a simple point of comparison while showing that there's plenty of room left to use set IOs to improve further. I don't think of 50% smashing/lethal defense as being very high for an Energy Aura Brute. I showed one way to hit 54% with only a few set IOs. With a complete build, Hyperstrike has 60% smashing/lethal, 56% energy, 54% fire/cold, 47% negative/melee, 27% ranged, 28% AoE, and better resists as well. I wish we could avoid the psionic hole, but we can't have everything, and some people might argue that 47% 27% 28% positional defense against psionic shouldn't be called a hole. But comparatively, I think it is.
  5. Oh, my! I'm definitely not saying to two-slot your armors and just use regular +5 IOs with no endurance reduction. I absolutely slot sets in there. But when I'm trying to get some idea what a set can do on its own, I two-slot with +5s and see where the numbers fall. It's just my standard point of comparison, not how I would build. The set IOs, though, that's how I'd likely build. Well, I say that, but in my SS/Fire I ended up leaving the Superior Brute's Fury set together rather than splitting it. But I would probably first try it split before trying it together since you get a great +10% SL defense that way.
  6. If I take the secondary powers, Combat Jumping, Tough, Weave, and Maneuvers, two-slot everything with +5 regular IOs, toss in the Steadfast Protection and Gladiator's Armor +3% def IOs, the Shield Wall +5% resist, the Reactive Armor scaling resist, a set of Superior Unrelenting Fury, and a set of Superior Brute's Fury split across two attacks, I get the following: 54% SL defense 48% E defense 45% FC defense 38% N Defense 47% SL resist 40% E resist 29% N resist That's a barely-started build with only 16 set IOs in it, so almost every set bonus is still to come. Since your defense and resistance are lower than that, I'd say you're fairly squishy compared to what Energy is capable of. That's not to say the build is bad if you put all your focus into damage output, say, as it sounds like you may have. But it's not a tank, at least without help. If you have 15% more defense at all times from teaming, then it will probably be reasonably-solid. The good news about loading up on attacks is that many of the best set bonuses come from sets that you slot in attacks, so honestly, have at it. Hit them with everything. Have some fun. I helped a friend with a build with every Kinetic Melee attack because that's what he wanted. It came out just fine.
  7. Werner

    Staff & Dark

    It is indeed endurance heavy! Slot a lot of blues leveling if you don't have influence. If you do have influence, get yourself the Panacea, Miracle, and Numina uniques. A Performance Shifter would help a little as well. These should make a big difference. Generally speaking, you choose either Cloak of Fear or Oppressive Gloom, not both. I dislike the minion wander and self-damage, so I went with Cloak of Fear. The damage from your aura will often wake them from their terror long enough to attack, but I believe they do so at a reduced rate, and that it's still decent mitigation. If you need heal fodder for an AV fight, consider turning off your damage aura, and they'll get very passive. Dark Regeneration - buy yourself a Theft of Essence, and my memory is that used in crowds, it steals as much endurance as it costs, so no more endurance problem from using your heal. You might even recover endurance if you're lucky. I've slotted a single knockback protection IO while leveling, but still sometimes get knocked back. Maxed out in an IO build, I'd want 11 or 12 points of knockback protection. Acrobatics adds yet more endurance drain, so I prefer to get this through IOs, but that's questionable if you have to use slots to get those IOs, since slots are precious. So I fiddle with it both ways and see which seems to be better. If you're still having endurance trouble after all that, I'd consider Body Mastery for Conserve Power and Physical Perfection. But the incarnate powers also give you several ways to handle endurance. I like to be endurance neutral when maxed out, but that's overkill in nearly every situation.
  8. Winged demons unite!
  9. On the other hand, Focused Accuracy is a huge endurance hog (may not be an issue on Regen), and I hate being feared more than I hate being to-hit debuffed (unless I depend on to-hit for my mitigation), so Tactics would usually be my choice. Or when in doubt, run both! 😉
  10. Yes, as long as you've pushed yourself as close to the ground as possible. Eventually it becomes habit, but you will find yourself annoyed on occasion when it doesn't go off.
  11. Don't skip leg day, brah.
  12. If you have 45% fire defense and 90% fire resistance like this build, Barrier shouldn't do anything on a fire farm since you're already maxed out. Or do you mean for regular content? Or is it not a farm build? My non-farm build has 31% fire defense and 45% melee defense. I don't use purples or Barrier, and I hit my heal maybe every few minutes in +4x8+bosses Comicon. I also find that the damage seems to ramp up rather than coming in an alpha. I think it's a combination of needing more than one group on me to saturate my aggro, and the balance of attackers switching towards more bosses as time goes on, since the minions and lieutenants go down faster. Or maybe I'm imagining it.
  13. A dedicated farmer like this would probably benefit from -resist procs. Perhaps a Fury of the Gladiator in Quills or Blazing Aura instead of an Eradication. Maybe find a slot and put an Annihilation in Throw Spines. Maybe find another and put a Force Feedback in Ripper. It's not -resist, but +recharge.
  14. Definitely a nice one. I don't have comparative clear times, but I've switched back and forth between Force Feedback and Fury of the Gladiator in Foot Stomp, and I think I'm going to stick with Force Feedback. Powers seem to more often be recharged when I want them, so it feels smoother to play. And that's in an expensive high-recharge build. I would think the difference would be more dramatic in a cheaper build.
  15. If you want to throw some influence at the problem, the Performance Shifter, Panacea, Miracle, and Numina procs all help. But I would agree that you should see a big improvement when you pick up Power Sink.
  16. I went solo from 1 on the farms that drop you to 1. Went to the trainer just enough to slot out my one attack (probably should have slotted out Brawl as well, then spec'd out). Didn't really bother training much after that. Did that all the way to 50. Only started on Comicon once I had a basic level 50 build with a mixture of SOs and some fairly cheap IO slotting in my attacks, though I'm sure I could have switched over earlier. I think I left Comicon on +1x8 with normal inspiration drops until I had my final build. Then it was +4x8 and converting everything to reds. I did not have my end build in mind when I started, and I was figuring it out for a long time while just farming on my cheapo build at level 50.
  17. I don't know Savage Melee yet, and I've not played Super Reflexes in a long time, but I put together a Super Reflexes build for a friend, and was surprised at just how far it can be pushed these days - soft-capped for incarnate content, passable resistance, particularly as hit points drop, and Rebirth to take care of having no heal. He said it felt very solid in +4 incarnate content, though it's admittedly his first 50 so he has little to compare it to. But on paper, it looked great to me, much better than my old Super Reflexes from so many years ago. For incarnate content. The sort of defense you can get from Super Reflexes and set IOs is wasted if you're playing regular content, and I'd probably go with a set that has more resistance. Well, unless you hate defense debuffs with a burning passion that can only be fully satisfied by Super Reflexes. Or maybe for leveling? It probably levels well, particularly if you slap in the two +3% defense IOs from the start and focus on getting soft capped early.
  18. Yes, even with LotG's and Beta Decay and all the recharge boosts in the world. The maximum recharge rate bonus allowed by the game is +400%. I believe that actually divides by 5, as it corresponds to a 500% recharge. But that's still well short of the 800% recharge you would need to make Meltdown perma. Perma meltdown is prevented by the game's rules.
  19. 45% positional defense first, then as much resistance as you can fit in without compromising your offense by much. Also hit points, possibly Rebirth to give you the healing that you lack. Shield Charge is lots of fun, but they make you wait for it. If planning to run much incarnate content, maybe push onward to 59% melee defense, but I've not tried to pimp out a Shield Defense recently, so I'm not sure which goals are practical and which goals are not. On brief glance 59% looks doable with a bit of trouble. 45% is straightforward, though. Even 59% would fall apart quickly with defense debuffs, though, but at least it would help you soak the alpha strike. I would personally try to fit Grant Cover in, even though I mostly solo, for the little bit of defense debuff resistance and recharge time debuff resistance. I hate defense debuffs. But it's only a small amount, so I'd drop it quickly if there were something else that I wanted.
  20. Suggestions for defense? The Gladiator's Armor +3% defense is a starting point, but it's a matter of picking the sets for defense as well as for your other goals. I can give my Super Strength/Fire build as an example, and there are probably other examples on the forum. I'm sure you can be tankier than my build if you push it, and I normally would push it, but on this build I was trying to go with a balance of offense and defense. In this case, I went for melee defense. It would probably be more typical to go for smashing/lethal, or for fire/cold on a farmer. I also wanted to get my resists up to a passable level, so I put some effort into those as well. Agility Core Paragon also improves defense, though only by a small amount, so there may be better choices depending on the rest of the build, but I built around Agility. I definitely still have weaknesses, like crumpling against ranged psionic attacks, but that's at least a pretty common weakness, so I'll have company when I'm face down on the floor. http://www.cohplanner.com/mids/download.php?uc=1586&c=734&a=1468&f=HEX&dc=78DA6594594F535110C7CFA5B7605B4A29A5B46C425B76B050168D5B0C8835223518886FA65EE1D836694AD325D1471F7C35AED107177079F54956F59BF801DC501335AE58E7DEF94B9BF424CD6FEE9CF99F9939737B231727AB9F1DBF7C4428B6A3492D9B8D4E64F239698E68B1C4BCA0553997CF2464B28ACC26632B1A91492983B3F9B4CC44677319998AE5E25EDE9A9417642A2B83E184CC5C8A8EE7339AF3442A2E292617FC6FD866161793C17032118BE7EC6CEB662215B31A4FB36929171C86392DB50599C9C61369F7B174623E88FCF96844CBE62883978A1AA49F5F115805B3583209115245C532F888A93E069F302B9F32577499A12F98C457EC7D63EEFA0EFE60AEEAA11C6B56EEA986CF7A1F7CC0AC7E082E316B969916BA4113F298DC8AE1ABDDA6C75655D47DE1F343AF2B0C0668DB8C7ECCD5ACAFB333EB6B4007B3A11674323B495B056DD535F679AF8337984D37C15BCC96DBCC355259D09FE50DD7D4F296B9FB1DF81EFCC06CDF62AE93CA86FE6C1EC5E8ABDD0B0E738C6F8CFB56A8403BD728EC73FA0055B1417040EFC01C7C98830F7308600E26D23B11EB446C00B101C476FC646E52944BB11AB95C57F97E55D2BBA17763161D61E84E32BBA6987E8AF570ACE2E927842CA20BB4D15E23FA68346667112FE8A91977D8FC9BF375FD61766F837FC102B357702E279DD78A5CADA8ABB71E24B461AE6D87A13BC439FBF68307C083CC812B1C778E8EF743EB7FCEB31E580157997BD6C0757083E9A29A3AB926D13946504D42A3F37A705ECF30E7181C0147C1BDCCD018B88FF99254FDB8B37EDCE32B4210BEE029AE5D34083104DF10EEA245DDF99F0B81F7A6AFD457A02586CA3CA132CF489967B4CC13D63DCAB8EE294C97EE5AB89319151F0EF229E8C4522BF4591A9A2DEBCED7422801DEFF54F455283E9E7ACD197C0DA688DDAAF858AAEB61DDE752DF1DE4B7EAEF09E73A5B626B25F6F912FB17DD6808B6BFBE68873D45FBB4BB68DF75918D5E36FDBAAD18F63F7CF3FCF5
  21. First few things that occurred to me: +5 the recharges in Hasten Remove a slot from Stamina Add the endurance/recharge to Healing Flames Add Agility Core Paragon as your Alpha slot That'll give you about +33% recharge in Healing Flames, and Hasten will be almost permanent. However, that's not going to help you much. You go from 11.83 seconds recharge down to 10.78 seconds, a fairly marginal improvement, because your recharge was already very high. Generalizing your goal to "better survivability", I think you'd better off with more defense rather than a slightly-faster heal.
  22. I'd give this thread a read, or at least the first two posts: https://forums.homecomingservers.com/topic/7594-farm-fresh-builds-farming-focused-builds-and-tips/ It's showing some /Bio Scrappers much slower than /Fire Brutes on +4x8 Comicon, and /Fire Scrappers were declared unusable due to mob scatter. I've not played a /Fire Scrapper, and I'm not sure I'd ever play a Scrapper again without a Taunt aura.
  23. I'm farming with a Super Strength/Fire Brute. He's my general play toon right now, so not fully optimized for Fire farming, but I can clear Comicon at +4x8 with bosses in about 5 minutes. I've never done it with a group. I'm sure they would only slow me down. But no, the mobs don't get more health. I'm not only taking damage inspirations, I have a keybound popmenu that converts all inspirations into damage inspirations, and eats them, all by spamming a single key. The faster you kill, the faster you're eating reds, so the faster you kill, in a positive feedback loop. I probably average +400% to +500% damage over what's in the attacks, but I see the damage cap reasonably frequently. I think I have tier 3 Interface and tier 3 Judgment right now. I don't have pets because I hadn't decided on which pets I wanted, but I'm leaning towards Banished Pantheon radial for the untouchable pet that does a little bit of damage, hoping he'll help gather crowds. Speed depends a lot on how well the mobs gather vs. me having to run around and collect them one by one. No musculature or assault on mine, again, I'm not optimized for farming, but those should help. You'll want to slot some -resistance procs.
  24. You're over the limit on 2.25% smashing/lethal resistance set bonuses. You can only have any particular bonus five times. That's why you're not seeing the bonus from Preventive Medicine. You can see what's over the limit in the Window -> Sets & Bonuses, scroll down the right side window until you see red. Sometimes you can't avoid going over the limit on something in order to get other bonuses you're after, but it's something to pay attention to. Consider adding Unbreakable Guard +7.5% hit points.
  25. I'm not much familiar with Energy Aura, and I suppose I should familiarize myself better before making extensive comments, but I'm not going to, so hopefully I don't say stupid things. My first glance impression not knowing anything about EA is that the build's survivability is only so-so. Soft capped to FCE, nearly so to SL, passable on negative. Resists seem low to me other than Smashing/Lethal. A Super Reflexes can have resists in that neighborhood while being incarnate soft capped to all positions, so it makes me figure the build isn't as optimized as it could be. Seems like a halfway budget build, halfway not? More influence can always help. I'd be afraid to run +4x8 with it, but I guess it might be fine depending on the enemy group. I'd be afraid of incarnate content as well. You've skipped both Incinerate and Cremate, which are your first and second highest DPS attacks. Are you maybe... in the old game, I did the same - for purely aesthetic reasons, I wanted the all fire sword attack chain... Greater Fire Sword -> Fire Sword -> Fire Sword Circle -> Fire Sword ...and I was willing to sacrifice DPS to do it. For that, I needed massive recharge in Fire Sword Circle. It needs to recharge in 2 * 1.584 + 2.508 = 5.676 seconds. You're at 6.44 seconds, so you're not able to run that chain, even if all fire swords was the intent. And if all fire swords wasn't the intent, and if you want good DPS, then you really should take Incinerate and Cremate. I'd want to get Energy Drain to perma if I'm counting on its defense to soft cap. Probably doable with a little slotting. Ah, no Alpha slot. I usually include a T4 alpha when looking at builds, so we're apples to oranges a bit. Maybe I turn off Energy Drain and stick in a T4 Agility just to see. That's another way to handle soft capping, though there's not much extra even then to handle defense debuffs. But those are tough on most builds. As is psionic and toxic damage for any typed-defense build with little resistance, which is most of them. Agility also gives you more recharge, but still not enough for the all fire swords chain without some reslotting of Fire Sword Circle. Endurance usage vs. recovery looks bad, but maybe it'll be fine. Energy Drain is on quick recharge. Agility helps a little there as well. So do the accolades. Some of the missing uniques would help as well. Apologies if I've missed where any of these are in the build, and many were already mentioned by Haijinx. Kismet +6% to-hit Reactive Defenses scaling +0%-10% resist Miracle +15% recovery Numina +20% regen / +10% recovery Panacea +4.31% hit points, +7.5% endurance Preventive Medicine chance for +absorb Unbreakable Guard +7.5% hit points Steadfast Protection +3% defense I wouldn't normally fully-slot Stamina. I try to keep the number of IOs in powers at least vaguely equivalent to what it would require to get the enhancement values where I want them. Of course set bonuses can change that, but I try to get my five and six slot set bonuses out of attacks, as those would typically want six slots regardless. Same idea with Health, not normally something I would six slot. You can save a slot in Hasten by using +5 IOs. I would typically 3 instead of 4-slot Luck of the Gambler, as the fourth set bonus (+9% accuracy) seems lackluster, and you're not getting much extra enhancement. For that matter, you're over the 5x9% accuracy cap, so you're not even getting that 4th slot bonus on a couple of them. To see that, Window -> Sets & Bonuses, and scroll down the right window to see what's in red and not doing you any good. It feels like a lot of your sets have lackluster bonuses. That may be an intentional choice to keep the budget lower, and if so, OK I guess. I haven't done much on semi-budget builds, so I'm not sure what's available if you skip the pricier sets. But it has a purple set and the Scrapper ATOs. If budget isn't the reason, have a look at the winter sets for some of the attacks. I'm not saying to slot them indiscriminately, sometimes something else is better, but they tend to have very impressive set bonuses, at least if you don't have a conceptual problem with slotting cold sets in fire powers. I'm not sure what you're doing with your level 38+ powers. I would think they were IO mules, but you didn't put any IOs in them. It seems unusual to me to take Combat Jumping as your melee movement power, but then Fly as your actual travel power. Normally I'd stick to just one travel pool. I'd normally Hover/Fly or Combat Jumping/Super Jump, with a preference for Combat Jumping/Super Jump unless the character has wings - less endurance use, faster and more interesting travel, particularly with unlimited jet packs for those rare occasions you truly need to be able to fly to not be completely frustrated, like the Shadow Shard. Fear might be a little painful in incarnate content with no protection, but I don't think there's any way to add protection, just resistance. I'd love it if I were wrong and there's some way to add fear protection? I don't recall it being technically necessary for +4 enemies, as long as you have Kismet and some decent accuracy in the attacks, but I try to fit Tactics into my builds. Too many to-hit debuffs out there. I take Maneuvers to get to Tactics, which helps with defense. And Assault isn't bad if there's room. Well, there are some things to think about, at least. I meant to get to this much earlier, but it was a very busy week. I'm glad to finally have a weekend to relax and try to catch up.
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