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Posted (edited)

Since I've sparked alot of questions and interests teaming up n'rampaging around...figured it was about time to actually post her build so people can see what actual madness went into this build. Amusingly, this was actually what I would consider a 'cheap' build compared to my others...only 2 full ATO sets, 1 purple damage proc, plus the usual pvp procs...vs the usual 3-5 purple sets, etc etc. Basically you can play the rng market with converters to make most of the rarer stuff like the lotg procs, so those pieces cost next to nothing to get your hands on. All sets are attuned so you maintain a large portion of your defenses n'other bonuses pretty nicely, solo pieces and generic IO's are all +5'd for max effect and just because I could.

 

Also, this is a weirdly sneaky build as well, Stealth + stealth IO and turning off Evasion (Aka the taunt aura) means you can zip around unnoticed and do all kinds of silly things like soloing key mobs in stealthable missions.

 

Also-also....be warned that leveling up will not be easy at first...SR is like tissue paper in the early levels before you get your defenses built up properly and SS's huge end usage/Rage crashes will make your blue bar cry frequently at its mistreatment till you get the +end procs going. Once you get things built up and in order though, you'll never really have to pay attention to your end bar again...even with rage crashes.

 

Key features:

Overall Defense: 55-58% (I only monitor aoe def since its the lowest of the 3, melee/ranged are +3%)

Resistances: 53% S/L, 20% F/C, 16% E/N, 15% T/P (Dodge/Agile/Lucky can crank these numbers way up when your health drops)

Debuff Resistance: 95% Defense debuff (Cim mobs are a literal joke, as is Anti-mater), 60% Perception/Recharge/Speed debuff

Tohit Bonus: +31.5% (With Rage)

Damage Bonus: 30% (Without Rage/Fury, usually up in the 250-300% range otherwise)

Global Recharge: 85%

Hit Points: 2080 (With accolades)

Regeneration Rate: 1.17% - 24 hp/sec (Rebirth and Melee jack this waaaaaaay up as needed)

Endurance: 119

Recovery Rate: 3.02% - 3.6 end/sec (PS and Panacea +end procs play a big role)

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Soul Fury: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Energy Mastery

------------
Level 1: Jab

  • Mako's Bite - Accuracy/Damage
  • Mako's Bite - Damage/Endurance
  • Mako's Bite - Damage/Recharge
  • Mako's Bite - Accuracy/Endurance/Recharge
  • Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • Mako's Bite - Chance of Damage(Lethal)

Level 1: Focused Fighting

  • Red Fortune - Defense/Endurance
  • Red Fortune - Defense/Recharge
  • Red Fortune - Defense/Endurance/Recharge
  • Red Fortune - Defense
  • Red Fortune - Endurance
  • Reactive Defenses - Scaling Resist Damage

Level 2: Punch

  • Superior Brute's Fury - Accuracy/Damage
  • Superior Brute's Fury - Damage/Recharge
  • Superior Brute's Fury - Accuracy/Damage/Recharge
  • Superior Brute's Fury - Damage/Endurance/RechargeTime
  • Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge
  • Superior Brute's Fury - Recharge/Fury Bonus

Level 4: Focused Senses

  • Red Fortune - Defense/Endurance
  • Red Fortune - Defense/Recharge
  • Red Fortune - Defense/Endurance/Recharge
  • Red Fortune - Defense
  • Red Fortune - Endurance
  • Shield Wall - +Res (Teleportation), +5% Res (All)

Level 6: Haymaker

  • Mako's Bite - Accuracy/Damage
  • Mako's Bite - Damage/Endurance
  • Mako's Bite - Damage/Recharge
  • Mako's Bite - Accuracy/Endurance/Recharge
  • Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • Mako's Bite - Chance of Damage(Lethal)

Level 8: Knockout Blow

  • Mako's Bite - Accuracy/Damage
  • Mako's Bite - Damage/Endurance
  • Mako's Bite - Damage/Recharge
  • Mako's Bite - Accuracy/Endurance/Recharge
  • Mako's Bite - Accuracy/Damage/Endurance/Recharge

Level 10: Practiced Brawler

  • Recharge Reduction IO (+5)

Level 12: Combat Jumping

  • Luck of the Gambler - Recharge Speed

Level 14: Super Jump

  • Winter's Gift - Slow Resistance (20%)

Level 16: Kick

  • Empty

Level 18: Rage

  • Gaussian's Synchronized Fire-Control - To Hit Buff
  • Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 20: Evasion

  • Red Fortune - Defense/Endurance
  • Red Fortune - Defense/Recharge
  • Red Fortune - Defense/Endurance/Recharge
  • Red Fortune - Defense
  • Red Fortune - Endurance

Level 22: Tough

  • Steadfast Protection - Resistance/+Def 3%
  • Gladiator's Armor - TP Protection +3% Def (All)
  • Unbreakable Guard - +Max HP
  • Aegis - Resistance
  • Aegis - Resistance/Endurance
  • Aegis - Resistance/Endurance/Recharge

Level 24: Dodge

  • Luck of the Gambler - Defense
  • Luck of the Gambler - Recharge Speed

Level 26: Agile

  • Luck of the Gambler - Defense
  • Luck of the Gambler - Recharge Speed

Level 28: Lucky

  • Luck of the Gambler - Defense
  • Luck of the Gambler - Recharge Speed

Level 30: Hurl

  • Superior Unrelenting Fury - Accuracy/Damage
  • Superior Unrelenting Fury - Damage/RechargeTime
  • Superior Unrelenting Fury - Accuracy/Damage/RechargeTime
  • Superior Unrelenting Fury - Damage/Endurance/RechargeTime
  • Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime
  • Superior Unrelenting Fury - RechargeTime/+Regen/+End

Level 32: Foot Stomp

  • Scirocco's Dervish - Accuracy/Damage
  • Scirocco's Dervish - Damage/Endurance
  • Scirocco's Dervish - Damage/Recharge
  • Scirocco's Dervish - Accuracy/Damage/Endurance
  • Scirocco's Dervish - Accuracy/Recharge
  • Armageddon - Chance for Fire Damage

Level 35: Quickness

  • Run Speed IO (+5)

Level 38: Weave

  • Red Fortune - Defense/Endurance
  • Red Fortune - Defense/Recharge
  • Red Fortune - Defense/Endurance/Recharge
  • Red Fortune - Defense
  • Red Fortune - Endurance

Level 41: Taunt

  • Perfect Zinger - Taunt/Range
  • Perfect Zinger - Taunt/Recharge
  • Perfect Zinger - Taunt/Recharge/Range
  • Perfect Zinger - Chance for Psi Damage

Level 44: Superior Conditioning

  • Endurance Modification IO (+5)

Level 47: Physical Perfection

  • Regenerative Tissue - +Regeneration

Level 49: Stealth

  • Red Fortune - Defense/Endurance (+5)

------------

Level 1: Fury

 

Level 1: Sprint

  • Unbounded Leap - +Stealth

Level 2: Swift

  • Run Speed IO (+5)

Level 2: Health

  • Panacea - +Hit Points/Endurance

Level 2: Hurdle

  •  Jumping IO (+5)

Level 2: Stamina

  • Performance Shifter - EndMod
  • Performance Shifter - EndMod/Recharge
  • Performance Shifter - EndMod/Accuracy/Recharge
  • Performance Shifter - EndMod/Accuracy
  • Performance Shifter - Chance for +End

------------

Level 50: Agility Radial Paragon 
Level 50: Melee Core Embodiment 
Level 50: Reactive Radial Flawless Interface 
Level 50: Mighty Radial Final Judgement 
Level 50: Demons Core Superior Ally 
Level 50: Rebirth Radial Epiphany 
------------

Edited by The Godchild
Posted (edited)

Not all that much...honestly I didn't even notice the -def part for the longest time, usually it was the -10K damage debuff that held my attention :P Unless its like....a +4 mob with high acc/weapon-type powers or endgame uber-incarnate mobs (54+) I really don't notice, if they do land a hit or two either my hybrid regens the damage right after or I can just pop Rebirth if tits go cloudward in short order.

 

Even with the crash, her defenses are still well above 30% which is more then enough to dodge most attacks still unless RNG has it in for ya.

Edited by The Godchild
Posted (edited)

Why do you have so many attuned? You can get far greater effects (edging closer to ED caps) with some of those IO sets boosted, and the 'boosted' effect will carry over when you exemplar to the minimum level of the enhancement set.

I also don't get all the minor damage bonuses. Sure they stack up, but all told they will get you maybe 5% of the way to your damage cap, absolutely NOT worth all the slots, as well as missing an LOTG proc opportunity. Rage will already put you darn close to the damage cap, if not over it.


do you really need 60% positional defense even with the crash? Why is concealment so late in your build, since it's not really a mule?

Edited by Frostweaver
Posted (edited)

Eh, I like having my set bonuses at basically any level I would have access to those powers (Permadom/hasten still during a manti on my dom for example) so its more of a personal preference thing. If you wanna min/max that extra little bit just because...go ahead and +5 whatever but the attuned version works just fine. Also might just be a slight ocd thing too...I like the round look, and not having to care about it once slotted since they scale up anyway so I can start building early without having to upgrade along the way. Straight up buying the attuned versions was the same price or in alot of cases cheaper then non-attuned since people either want the lowest level, or the highest...or I was buying a cheap piece from a different set in the same type to play converter wheel of fortune for something way better.

 

Also pay no mind to the levels the slots were actually put in...I was basically just straight copying it from ingame waaaaaaaaaaay back when on live and I never bothered to fix it in mids since I'm not quite that ocd yet and the 'hide level placed' feature if a thing >.> 

Edited by The Godchild
Posted

I remember someone mentioning in these forums, that attacks always check against the highest of your defenses, and that since aoe was either a melee or ranged attack, that as long as you had ranged and melee maxed out, you didn’t need to worry about aoe defense. Is that incorrect?

Posted

AoE also covers things that you're not the direct target of...like getting caught in the aoe of a fireball, footstomp, most non-targeted/use anytime attacks/etc.

 

Fireball is actually a good example since there's 2 ways you'd be targeted by it: Directly (you are the main target) or indirectly (standing near the main target). The main target would be using ranged defense vs the initial projectile, people caught in the blast would be making checks vs AoE. When I forget to turn my aoe toggle back on after stealthing something...its noticeable how much stuff you get caught in even with high aoe def without the toggle :P

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