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Shock Star

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  1. Sorry for the necro post. Just figured I post the latest version of the build here. Not sure whether this warrants a whole new thread, though. Hero Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Shock Star v5: Level 50 Mutation Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Electric Armor Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Hero Profile: Level 1: Charged Bolts -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(3), SprOppStr-Acc/Dmg/Rchg(3), SprOppStr-Acc/Dmg/EndRdx(5), SprOppStr-Acc/Dmg/EndRdx/Rchg(5), SprOppStr-Rchg/+Opportunity(7) Level 1: Charged Armor -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(7), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(11) Level 2: Lightning Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(13), SprSntWar-Acc/Dmg/Rchg(13), SprSntWar-Acc/Dmg/EndRdx(15), SprSntWar-Acc/Dmg/EndRdx/Rchg(15), SprSntWar-Rchg/+Absorb(17) Level 4: Charged Shield -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-Heal/Rchg/EndRdx(19) Level 6: Fly -- Frb-Fly(A) Level 8: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(19), Rgn-Acc/Dmg/Rchg(21), Rgn-Acc/Rchg(21), Rgn-Dmg/EndRdx(23), Rgn-Knock%(23) Level 10: Conductive Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(27), Ags-ResDam/EndRdx/Rchg(29), Ags-ResDam(29) Level 12: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(33) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), ShlWal-ResDam/Re TP(34) Level 16: Static Shield -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(34) Level 18: Hover -- LucoftheG-Def/Rchg+(A) Level 20: Tesla Cage -- EntChs-Dmg/EndRdx(A), EntChs-Acc/Dmg(34), EntChs-Heal%(36), EntChs-Dmg/Rchg(36), EntChs-Dmg/EndRdx/Rchg(36), PwrTrns-+Heal(37) Level 22: Grounded -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(37) Level 24: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(37) Level 26: Boxing -- Mk'Bit-Acc/Dmg(A) Level 28: Zapping Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(40) Level 30: Lightning Reflexes -- Flight-I(A) Level 32: Thunderous Blast -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg(40), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/Rchg(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg(42), PwrTrns-+Heal(48) Level 35: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(43), UnbGrd-Max HP%(43) Level 38: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(45), LucoftheG-Def/Rchg+(45) Level 41: Short Circuit -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(45), PwrTrns-Dam/EndMod(46), PwrTrns-Dam/Acc/End(46), PwrTrns-Dam/Acc/Rech/End(46), PwrTrns-+Heal(48) Level 44: Hasten -- RechRdx-I(A) Level 47: Power Sink -- EnrMnp-Stun%(A), PwrTrns-+Heal(48), PwrTrns-EndMod(50) Level 49: Power Surge -- Lck-Rchg/Hold(A), EnrMnp-Stun%(50), Lck-%Hold(50) Level 1: Brawl -- Empty(A) Level 1: Opportunity 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: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(25), Mrc-Rcvry+(25) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(27) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon Level 50: Ion Radial Final Judgement Level 50: Preemptive Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Assault Core Embodiment Level 50: Robotic Drones Core Superior Ally ------------
  2. Originally, I was going to leave it untold because I'm kind of embarrassed to bring this up. This part is often considered by some to be a slight taboo on my server. But here goes... While sapper builds are almost useless against EBs/AVs/GMs, they can be quite fun against one other type of enemy. Other players who aren't built for end drain/debuff resistance. I enjoy the sapper build because it can be absolutely brutal against minions/lieutenants/bosses. As well as player characters in PvP who don't have an answer to it(Anything outside elec armor, bio armor, etc. Or didn't take a certain destiny power). Against most players with certain defense secondaries, end drain can severely hinder that. In some cases, the end bar drops almost immediately. In other cases, it takes a little longer. However, if the enemy -is- prepared, I'm screwed. But Preemptive Core Flawless Interface is the meat and potatoes of these builds at Lv 50. This -is- the key component of sapper builds done right. Draining end bars to zero with this beast slotted makes things a lot more brutal to anything not resistant to it. Once that happens, toggles go down. And if cards are played right, those toggles aren't likely to come back up unless someone has an end+ power(or pops blues like M&Ms). In short, preemptive interface does a lot of the heavy lifting in that department. Since every electrical blast power has some level of endurance debuff, that interface just makes it even better at that. Though the damage isn't the best, I've grown attached of the idea of getting in the enemy's way with the added likelyhood of being able to live to tell the tale if I make a mistake. But I'm now very aware that this is simply a biased opinion. I now know there are better ways to spec this beast. I've just grown attached this play style. EDIT: I've decided to post the latest version of the build here EDIT 2: Still feeling a bit embarrassed.
  3. And here I was about to roll a Savage/Regen scrapper...
  4. Hero Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Red Skull: Level 50 Natural Scrapper Primary Power Set: Street Justice Secondary Power Set: Willpower Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Heavy Blow -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(7) Level 1: High Pain Tolerance -- GldArm-3defTpProc(A), UnbGrd-Max HP%(7), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(19), UnbGrd-EndRdx/Rchg(19), UnbGrd-Rchg/ResDam(21) Level 2: Mind Over Body -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam(23), UnbGrd-Rchg/ResDam(23) Level 4: Fast Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(11), NmnCnv-Heal(29), NmnCnv-Heal/EndRdx/Rchg(36) Level 6: Super Speed -- Clr-RunSpd(A) Level 8: Combat Readiness -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(9), GssSynFr--Build%(11), AdjTrg-ToHit/EndRdx/Rchg(42) Level 10: Rib Cracker -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(13), SprCrtStr-Acc/Dmg/Rchg(13), SprCrtStr-Dmg/EndRdx/Rchg(15), SprCrtStr-Acc/Dmg/EndRdx/Rchg(15), SprCrtStr-Rchg/+50% Crit(17) Level 12: Indomitable Will -- Rct-Def/EndRdx(A), Rct-EndRdx/Rchg(37), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(39), Rct-ResDam%(40), Rct-Def(40) Level 14: Boxing -- RechRdx-I(A) Level 16: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(40), Prv-EndRdx/Rchg(42), Prv-Heal/Rchg(43), Prv-Heal/Rchg/EndRdx(43), Prv-Absorb%(46) Level 18: Spinning Strike -- Rgn-Knock%(A), Rgn-Dmg(29), Rgn-Dmg/Rchg(36), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(48) Level 20: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(48) Level 22: Quick Recovery -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-EndMod/Rech(37), PreOptmz-EndMod/End(43) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), Ags-Psi/Status(45) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/Rchg(46) Level 28: Heightened Senses -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(39), ShlWal-EndRdx/Rchg(39), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx/Rchg(48), ShlWal-Def(50) Level 30: Shin Breaker -- Hct-Dmg(A), Hct-Dmg/Rchg(31), Hct-Acc/Dmg/Rchg(31), Hct-Acc/Rchg(31), Hct-Dmg/EndRdx(33), Hct-Dam%(33) Level 32: Crushing Uppercut -- GldStr-Acc/Dmg(A), GldStr-Dam/Rech(33), GldStr-Dam/End/Rech(34), GldStr-Acc/End/Rech(34), GldStr-Acc/Dmg/End/Rech(34), GldStr-%Dam(36) Level 35: Hasten -- RechRdx-I(A) Level 38: Conserve Power -- EndRdx-I(A) Level 41: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(42) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 47: Physical Perfection -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(50), NmnCnv-Regen/Rcvry+(50) Level 49: Strength of Will -- UnbGrd-ResDam(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form 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: Sprint -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Heal(9), NmnCnv-Heal/EndRdx(27) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Task Force Commander Level 50: Vigor Core Paragon ------------
  5. Seems Electrical Blast is in the lead...
  6. Well, I see what you're saying and I agree that stronger enemies are harder to sap. It takes forever to drop an AV's end bar. For example, I use my bread and butter sapping combo and I've barely drained his end at all. There were times when it took me about half a minute to drain an EB's endurance bar. I've also considered upping some of the damage on my elec/elec Sentinel. But there's one thing I probably should keep my mouth shut about. My favorite use of this build.
  7. While I understand where you're coming from, I must argue that sapping is an ability that electrical powers are extremely good at. If sapping isn't seen as a strong choice, then there's something missing from the equation. Because the perfect end drain build should be so potent that sneezing should render most enemies unable to attack. I often found myself just walking up to anything that's not an AV and watching their endurance bar drop to zero in less than three clicks(four or five at most for Elite Bosses). In the right hands, a sapper build not only drains endurance but also makes sure the target(s) only have defeat to look forward to.
  8. I guess the thought of a Blaster being surprised by a Sentinel's damage output is wishful thinking... But it would be a funny sight to behold one commenting on a Sentinel like "That DPS is higher than I expected".
  9. I made my first scrapper last weekend and got him to Level 50. I slotted him last monday, then attuned all of his IOs on Friday. He's a Street Justice/Willpower scrapper who has most of his points invested in regeneration with some defense and resistance. He lands critical hits more than half the time, and he's very unlikely to miss a single strike. I plan to post his build tonight or tomorrow morning.
  10. I'm not good at writing reviews. Despite the fact that my main uses both Electrical Blast(which I should be experienced with) and Electrical Aura, I don't feel like I could properly explain my stance on Electrical Blast as a primary due to my inherent biases in favor of it. Elec probably does the second least damage with Energy Blast being lower(Again, a personal bias because my energy/invuln sentinel's damage is outright pathetic with the sixth slot of every primary being forced to take Sudden Acceleration: Knockback to Knockdown). But the endurance debuff on every power in Electrical Blast more than makes up for it. Short Circuit has the potential to reduce the endurance bar of bosses to nothing when paired with Power Sink. Both sets together can make Malta's bread and butter Sappers look like a complete joke if slotted right. And when both sets are paired with the Interface slotted with Preemptive, you essentially become an energy vampire who can only be stopped by three things: Defense sets with end drain resistance, some madlad who decided to slot for absurd levels of recovery, and toxic damage.
  11. Best Sentinel Primary Power There comes a time when we sentinels have to decide which primary power is best suited for us. It might be the power set that might have the mighty Fire Blaster take notice and say "This poseur might have something". It could be a set that allows you to have fun with your friends and enjoy your character to the fullest. It might even have a hidden feature that most people overlook until they see first hand what you can do with it. The combination of ranged attacks and survival have never been more beautiful. Whether it be the potent blasts and damage over time of Fire, the immobilizing effects of Ice, the versatility of Dual Pistols, the probably-nerfed insanity of Archery, the hidden devastation of Electrical Blast, or the constant knockback of Energy Blast... We love blasting, surviving, and blasting some more. At the end of the day, the blasts are how we open a can of whoop-ass on everything that stands in our way. Some of us are heroes who want to protect Paragon City with our lives. Others are Villains with diabolical master plans. Or perhaps we're Praetorians trying to find our place in an new earth that is a strange reflection of home. One thing stands. Our blasts are not to be underestimated. So.... What's your favorite Primary Blast as a Sentinel? Make sure to vote and comment.
  12. As someone with experience playing a sentinel with an energy primary, I can wholeheartedly agree that it's the worst. The damage isn't impressive and the knockback is enough to piss off a tanker trying to hold aggro. Without enhancements, it's basically little more then a nuisance for the enemy and may even cause enemies to get stuck in the walls of a cave. And most veterans know that ranged enemies stuck in cave walls get to attack with impunity for a given amount of time. Hell, even WITH enhancements, it's still the worst because you have to sacrifice the sixth slot of every primary power with Sudden Acceleration: Knockback to Knockdown.
  13. So far, I've crunched the numbers in mids for this powerset combination and tested it out on the beta servers. So far it looks good in testing, but I wanna know how I can make it better. The offensive powers are great with the exception of whirlpool, which promises high cold DoT but feels a little lacking. As for defenses, this character is very hard to hit and very formidable in the tests that I usually run on all my newly minted Lv 50 characters. Hero Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Neptune's Angry Wife: Level 50 Magic Sentinel Primary Power Set: Water Blast Secondary Power Set: Energy Aura Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Hero Profile: Level 1: Aqua Bolt (A) Superior Sentinel's Ward - Accuracy/Damage (3) Superior Sentinel's Ward - Damage/RechargeTime (3) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (5) Superior Sentinel's Ward - Accuracy/Damage/Endurance (5) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (17) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb Level 1: Kinetic Shield (A) Luck of the Gambler - Defense/Endurance (7) Luck of the Gambler - Defense/Recharge (7) Luck of the Gambler - Endurance/Recharge (9) Luck of the Gambler - Defense/Endurance/Recharge (9) Luck of the Gambler - Defense (11) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 2: Hydro Blast (A) Superior Opportunity Strikes - Damage/RechargeTime (11) Superior Opportunity Strikes - Accuracy/Damage (13) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (13) Superior Opportunity Strikes - Accuracy/Damage/Endurance (15) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (15) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity Level 4: Kinetic Dampening (A) Aegis - Resistance/Endurance (17) Aegis - Resistance/Recharge (19) Aegis - Endurance/Recharge (19) Aegis - Resistance/Endurance/Recharge (21) Aegis - Resistance (21) Aegis - Psionic/Status Resistance Level 6: Fly (A) Freebird - +Stealth Level 8: Power Shield (A) Reactive Defenses - Defense (23) Reactive Defenses - Defense/Endurance (23) Reactive Defenses - Defense/Endurance/RechargeTime (25) Reactive Defenses - Defense/RechargeTime (29) Reactive Defenses - Endurance/RechargeTime (40) Reactive Defenses - Scaling Resist Damage Level 10: Dehydrate (A) Doctored Wounds - Heal/Recharge (25) Doctored Wounds - Heal/Endurance (27) Doctored Wounds - Heal (27) Doctored Wounds - Heal/Endurance/Recharge Level 12: Tidal Forces (A) Adjusted Targeting - To Hit Buff (29) Adjusted Targeting - To Hit Buff/Recharge (31) Gaussian's Synchronized Fire-Control - Chance for Build Up (42) Adjusted Targeting - To Hit Buff/Endurance Level 14: Maneuvers (A) Reactive Defenses - Defense (31) Shield Wall - +Res (Teleportation), +5% Res (All) (31) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Reactive Defenses - Defense/Endurance Level 16: Energize (A) Preventive Medicine - Heal (33) Preventive Medicine - Heal/Endurance (33) Preventive Medicine - Endurance/RechargeTime (33) Preventive Medicine - Heal/RechargeTime (34) Preventive Medicine - Heal/RechargeTime/Endurance (34) Preventive Medicine - Chance for +Absorb Level 18: Kick (A) Damage Increase IO Level 20: Whirlpool (A) Superior Frozen Blast - Accuracy/Damage (34) Superior Frozen Blast - Damage/Endurance (36) Superior Frozen Blast - Accuracy/Damage/Endurance (36) Superior Frozen Blast - Accuracy/Damage/Recharge (36) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (37) Superior Frozen Blast - Recharge/Chance for Immobilize Level 22: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (37) Steadfast Protection - Resistance/+Def 3% (37) Unbreakable Guard - +Max HP Level 24: Weave (A) Reactive Defenses - Defense (39) Reactive Defenses - Defense/Endurance (39) Reactive Defenses - Defense/RechargeTime (42) Reactive Defenses - Defense/Endurance/RechargeTime Level 26: Entropy Shield (A) Recharge Reduction IO Level 28: Assault (A) Endurance Reduction IO Level 30: Repelling Force (A) Shield Wall - Defense/Endurance (43) Shield Wall - Defense (43) Shield Wall - Defense/Recharge (43) Shield Wall - Defense/Endurance/Recharge Level 32: Water Jet (A) Apocalypse - Damage (45) Apocalypse - Damage/Recharge (45) Apocalypse - Accuracy/Damage/Recharge (45) Apocalypse - Accuracy/Recharge (46) Apocalypse - Damage/Endurance (46) Apocalypse - Chance of Damage(Negative) Level 35: Geyser (A) Ragnarok - Damage (46) Ragnarok - Damage/Recharge (48) Ragnarok - Accuracy/Damage/Recharge (48) Ragnarok - Accuracy/Recharge (48) Ragnarok - Damage/Endurance (50) Ragnarok - Chance for Knockdown Level 38: Tactics (A) Adjusted Targeting - To Hit Buff (40) Adjusted Targeting - To Hit Buff/Recharge (40) Adjusted Targeting - To Hit Buff/Endurance (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge Level 41: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 44: Hasten (A) Recharge Reduction IO Level 47: Power Drain (A) Power Transfer - Chance to Heal Self (50) Power Transfer - EndMod Level 49: Overload (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Empty Level 1: Opportunity Level 1: Prestige Power Dash I feel like I can do better than this, but I have no idea how...
  14. I have an Elec/elec that I'm very proud of. Elec*2 isn't for everyone as it isn't very damaging on its own. It's very weak against toxic damage, but the key to making it work is investing in a common feature that Electric Blast and Electric Armor have in common. Once you learn to make use of it, Malta will look like a complete joke to you. EDIT: Sorry about being late to the party. Just wanted to post something to consider for your next Sentinel.
  15. Shock Star


    I currently have a Thugs/pain mastermind and I wanna know how to get the most mileage out of this combo. I've been told that Thugs paired with anything is pretty deadly, though I see tons of Thugs/Time builds in this forum. Here's what I've got so far... Villain Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Mastermind Primary Power Set: Thugs Secondary Power Set: Pain Domination Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mace Mastery Villain Profile: Level 1: Call Thugs -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(3), SprCmmoft-Acc/Dmg/Rchg(3), SprCmmoft-Dmg/EndRdx/Rchg(5), SprCmmoft-Acc/Dmg/EndRdx/Rchg(5), SprCmmoft-Rchg/PetAoEDef(7) Level 1: Nullify Pain -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(46) Level 2: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(11), Thn-Acc/Dmg/Rchg(13), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/EndRdx(19) Level 4: Share Pain -- DctWnd-Rchg(A), DctWnd-EndRdx/Rchg(13), DctWnd-Heal/EndRdx(15), DctWnd-Heal/Rchg(15), DctWnd-Heal/EndRdx/Rchg(17), DctWnd-Heal(17) Level 6: Equip Thugs -- RechRdx-I(A) Level 8: Boxing -- Dmg-I(A) Level 10: Conduit of Pain -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(25), PwrTrns-Dam/EndMod(27), PwrTrns-Dam/Acc/End(45), PwrTrns-Dam/Acc/Rech/End(45), PwrTrns-+Heal(46) Level 12: Call Enforcer -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(21), SprMarofS-Acc/Dmg(21), SprMarofS-Acc/EndRdx(23), SprMarofS-Acc/Dmg/EndRdx(23), SprMarofS-EndRdx/+Resist/+Regen(25) Level 14: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(27), ImpArm-ResDam/EndRdx/Rchg(29) Level 16: Weave -- LucoftheG-Def/Rchg+(A) Level 18: Gang War -- SlbAll-Dmg(A), SlbAll-Dmg/Rchg(29), SlbAll-Acc/Dmg/Rchg(31), SlbAll-Acc/Rchg(31), SlbAll-Dmg/EndRdx(31), SlbAll-Build%(33) Level 20: Combat Jumping -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(33), LucoftheG-Def/Rchg+(33) Level 22: Suppress Pain -- DctWnd-Heal/EndRdx(A), DctWnd-Heal(34), DctWnd-Heal/EndRdx/Rchg(34), DctWnd-Heal/Rchg(34) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 26: Super Speed -- Run-I(A) Level 28: World of Pain -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-EndRdx/Rchg(36), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-Max HP%(43) Level 30: Call Bruiser -- SvrRgh-PetResDam(A), SvrRgh-Acc/Dmg(37), SvrRgh-Acc/Dmg/EndRdx(37), SvrRgh-Dmg/EndRdx(39), SvrRgh-Acc/EndRdx(39), SvrRgh-Acc(39) Level 32: Upgrade Equipment -- RechRdx-I(A) Level 35: Anguishing Cry -- TchofLadG-%Dam(A), TchofLadG-DefDeb/Rchg/EndRdx(46), TchofLadG-DefDeb/Rchg(48), TchofLadG-DefDeb(48), TchofLadG-Rchg/EndRdx(48) Level 38: Painbringer -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(40), NmnCnv-Heal/Rchg(40), NmnCnv-Heal/EndRdx/Rchg(40) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42), LucoftheG-Def/Rchg(42) Level 44: Assault -- RechRdx-I(A) Level 47: Tactics -- RechRdx-I(A) Level 49: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(50), Rct-Def/Rchg(50), Rct-Def/EndRdx/Rchg(50) Level 1: Brawl -- Empty(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: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(43), NmnCnv-Regen/Rcvry+(45) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Punk Level 1: Arsonist Level 12: Enforcer Level 30: Bruiser ------------ EDIT: Money is no object for this build. I want the deadliest Thugs/Pain MM Possible.
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