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SS/SD/Mu.. The AoE gangster


DanteTheStoic

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 P.Fury stacks with Rage + Against all Odds. I'm at 380+ damage bonus in +8 mobs. Without reds or outside buffs/incarnates.

SS powers HandClap and Footstomp slotted with Force Feedback, Sudden Acceleration KD proc are some central powers to this build. 

 

 

5 damaging AoE attacks: Ion, Mu Ball, Mu Cages, F stomp, S Charge. Then there is HandClap.

HandClap stuns all but bosses, let's me throw Mu Ball, aggro more mobs into my Lore Pet's (Banished Pantheon) damaging  rain.

 

Excellent AoE chain, good ST chain, tons of crowd control. This build does is all for moo.

 

If any one is interested, I'll post my build. 

 

You can build a very effective SS/shield for fairly cheap.

 

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I bought into this, I read and immediately ran the patron arc. Love the damage output BUT endurance management here is tough especially coming off energy mastery. I would be curious to see the build you are running with, specifically how you slotted fences and hand clap (not a fan). 

 

Anyways thanks for posting this, despite the end issues atm I love the build and it plays to my chars lore. 

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Hello. Will post build when I get home. Fences and Mu Ball currently have 6 slotted Positrons Blast, with upgrades in progress.

HandClap has 4 slots Absolute Amazement, one Force Feedback, One Sudden Acceleration KB to KD. 

 

The FF procs a lot. Makes the attack chain very smooth. KD solves the KB issue. Footstomp is slotted similar as well(FF proc).:

I run Ageless for incarnate power. And Agility for the end mod. 

 

Between those two, hasten, I rarely need to pop blues even with constant mobs. The Mu ST attack is very nice, the striker is very useless in higher level/aggro environments. 

 

 

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Yeah I'm excited to see. I figured Posi Blast was what you were slotting. My end issues actually came from the cone attack from Mu. Stopped using it, stopped having end issues. I may even give handclap a try. I replaced that in my test build with Assault, meh...

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Assault may not be worth it as a brute. Clap slotted proper stuns/kd's all but bosses, then will stack to stun as the Mu attacks drain them dry. The cone seemed too end heavy for me, and with no other comes, no synergy. Let me get this build up here.

 

 

http://www.cohplanner.com/mids/download.php?uc=1592&c=754&a=1508&f=HEX&dc=78DA6594596F525110C7CF858BB494B6D442E9022D206DE9C2D6C53D9AD82DB1A56952E39B416C8F4044202C49FBE8835F4013FBE2D2BA24FAA04F6EF123B8EB57F0454DBAA84F9A181CEE7F04124E80DF9C99F99F3373EEB944D6A6CD4FE6AE9C144AD3542A96CF474FE58A05693A235712E94C2A135F1734EC73B94C31BDEA9A4A14572EB91633B95C32EF9A0C8C1929D6AD09A211999232B05CCCCA5C74B99093E97821E140685A5E94E93C051349995AFD3F15CD4B994C2A309B8C270AC974DCACCD16642C4B13933659CE4AB96AD5CC99355A377959A60BB1423293B6CD64932B01DEB8188DC4F205995BEFA46A82F4F528F453FE8A9241B4A9428455A1B3305B40B595D90CEE3383AFCD15AD4ED814C4AC6083057C43390AE7289CD3C03926CED1D1D1E8859623F457759AEF2DE90CD0E90DDB141D5445CB57BD16DBFF8DF91BF4529E117A833102BDF50B6AB42E60DECBEB0ECC83E145B09FB48DDC7FE303ACD7719FB909766E31EF82DDF7C077546313B4A269444043853473DDCD3D9CFF97A64E5538E63177F039BC277DAB62D2F4AD6EE80729D4A61D5849B43D428D1F28AF9DF76967AD87F6B1C1A7D878EF5EA69E6276EEC95E36686FD718F6760D29DA59BA8298BB9D88BBBB4095B45DACEDFAC5393FC1033BCC5DE61E38F003F491AE879F43CF439C7FEF63D0FB8819444F5E3F180C811FA94727F7E8E41ECBA5F6F17A7D879137789C79141C3AC23CC6EBF173FE44EB7958EBB989BD0736C1A15BE0F016F336F30E18A576FAA155FAC3BC5F003C4F311F62AAEF29F2475F82FE67CCE760F0051823CD08D7327210EB8C4E320F81FE31BE9713CC71BEAF7406017E370279F83E536F21F685F8793A54C1A3441F1A62B8CE13AAF384EB3CE3759E893ACFAC5A79EF4B0BB55123EA5B52394C3EC58B3BD968A9BCE3A56D53E53F41287EC477AB3EBDE2C67D329D466FE6B3B80FE613B8A33BB57A1FF47BB5FAEBA8A3E51A68D960DE00FF7410B8FE597BD5EEB656EDEFDEAAFDCA53B5B571CE54BE1A702CD5D8176AEC8DF6AAE81FFFB8FD8D

 

Edited by DanteTheStoic
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I rolled this combo, excellent in theory, bad in execution.

 

SD is a defense-based set. Rage crashes defense. Your main source of damage mitigation being cut off every minute basically for 10 seconds really hurts. Sad, but true. IMO, if you're taking SD, roll it on either a stalker or scrapper, the AT modifier (1.125 vs .6-something for brutes) helps shield charge's damage a lot.

 

IMO, this would need almost 60% defense (all positions) for me to really "like" it.

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I think you may have "executed" your SS/Shield poorly then. Shield Charge is a pseudo pet, with a damage cap of %300. I'm easily over %300 in most mobs..

Proper slotted HandClap adds a lot of mitigation with Footstomp and Shield Charge. 

 

I personally enjoy Rage stacking with Fury, AaO. 

Between popping a purple, HandClap, the other KD, rage crash is very manageable.

 

Totally understand that rage crash/my playstyle isn't for everyone.

 

I have also played with other Shield tankers, scrappers, stalkers.. This build is quite survivable with decent DPS( will run hero stats for DPS). 

I find myself doing as much damage as the shield scrapper/stalkers, outlasting the Shield/SS tanks I've played with...

Edited by DanteTheStoic
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Here what I'm currently rolling with. It's an expensive(ish) build but I love it. I removed Hand Clap - I tried it, but its just messes with my very smooth attack chain and having a non damaging "attack"...meh. If you got the inf, I recommend this build. I'm working on Ragnarok for Electric Fences atm.

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(7), Mk'Bit-Acc/EndRdx/Rchg(13), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(19)
Level 1: Deflection -- LucoftheG-Def(A), LucoftheG-Rchg+(15), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(17), StdPrt-ResDam/Def+(19), Ags-Psi/Status(50)
Level 2: Haymaker -- 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(43)
Level 4: Battle Agility -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(21), LucoftheG-EndRdx/Rchg(21), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(23), LucoftheG-Rchg+(25)
Level 6: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(29)
Level 8: Knockout Blow -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(9), SprUnrFur-Acc/Dmg/Rchg(9), SprUnrFur-Dmg/EndRdx/Rchg(11), SprUnrFur-Acc/Dmg/EndRdx/Rchg(11), SprUnrFur-Rchg/+Regen/+End(13)
Level 10: Active Defense -- EndRdx-I(A)
Level 12: Kick -- FrcFdb-Rechg%(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(31), GldArm-End/Res(31), GldArm-3defTpProc(31), GldArm-RechEnd(34), GldArm-RechRes(37)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Rage -- RechRdx-I(A)
Level 20: Phalanx Fighting -- LucoftheG-Def(A), LucoftheG-Rchg+(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(40)
Level 22: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Rchg+(40)
Level 24: Weave -- LucoftheG-Def(A), LucoftheG-Rchg+(39)
Level 26: Hasten -- RechRdx-I(A)
Level 28: Grant Cover -- EndRdx-I(A)
Level 30: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(37)
Level 32: Foot Stomp -- Arm-Dam%(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34), FrcFdb-Rechg%(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)
Level 38: Electrifying Fences -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(46), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(48)
Level 41: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), Ann-ResDeb%(50)
Level 44: Taunt -- PrfZng-Taunt(A), PrfZng-Acc/Rchg(45)
Level 47: Super Jump -- UnbLea-Stlth(A)
Level 49: One with the Shield -- ImpArm-ResPsi(A)
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: Fury 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(40), RgnTss-Regen+(43), Mrc-Rcvry+(48), NmnCnv-Regen/Rcvry+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(42), EndMod-I(50)
Level 50: Agility Core Paragon 
------------

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  • 2 weeks later

Hello again!! 🙂 🙂

Big shout out to @NiyceOne!!

I specced into your build,

took it to level 100 vet. Loved it.

Thank Moo so mooch:) 

I swapped out SJ for Mu Lighting, put a taunt IO (+5) in Against all Odds. It's beautiful. Just wanted to give you some credit/propers Matey.

 

 

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1 hour ago, DanteTheStoic said:

Hello again!! 🙂 🙂

Big shout out to @NiyceOne!!

I specced into your build,

took it to level 100 vet. Loved it.

Thank Moo so mooch:) 

I swapped out SJ for Mu Lighting, put a taunt IO (+5) in Against all Odds. It's beautiful. Just wanted to give you some credit/propers Matey.

 

 

 

Thank you!

 

Here is my current build. Some notable changes:

 

KD proc in Ball Lightning

Purple Sets

I didn't change it in this but I have T4 Agility, Assault, Ageless & Degenerative

 

She is more or less unkillable and crazy fun to play. IF something is standing up, its immobilized and taking one hell of a beating. Love love love this build! 

 

@3333053222 the crash from rage is a non-issue. I've always maintained that some awareness mitigates this 100%, I monitor my  damage buff % which is a lot more noticeable than trying to find the blinking rage icon in a sea of icons. 

 

Powers - SS/SD/Mu

56% Melee // 48% Ranged // 47% AOE Defense

 

64% S/L // 61% F/C // 34% Ene/Neg // 47% Toxic // 41% Psi

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(7), Mk'Bit-Acc/EndRdx/Rchg(13), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(19)
Level 1: Deflection -- LucoftheG-Def(A), LucoftheG-Rchg+(15), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(17), StdPrt-ResDam/Def+(19), Ags-Psi/Status(50)
Level 2: Haymaker -- 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(43)
Level 4: Battle Agility -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(21), LucoftheG-EndRdx/Rchg(21), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(23), LucoftheG-Rchg+(25)
Level 6: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(29)
Level 8: Knockout Blow -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(9), SprUnrFur-Acc/Dmg/Rchg(9), SprUnrFur-Dmg/EndRdx/Rchg(11), SprUnrFur-Acc/Dmg/EndRdx/Rchg(11), SprUnrFur-Rchg/+Regen/+End(13)
Level 10: Active Defense -- EndRdx-I(A)
Level 12: Kick -- FrcFdb-Rechg%(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(31), GldArm-End/Res(31), GldArm-3defTpProc(31), GldArm-RechEnd(34), GldArm-RechRes(37)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Rage -- RechRdx-I(A)
Level 20: Phalanx Fighting -- LucoftheG-Def(A), LucoftheG-Rchg+(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(40)
Level 22: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Rchg+(40)
Level 24: Weave -- LucoftheG-Def(A), LucoftheG-Rchg+(39)
Level 26: Hasten -- RechRdx-I(A)
Level 28: Grant Cover -- EndRdx-I(A)
Level 30: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(37)
Level 32: Foot Stomp -- Arm-Dam%(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34), FrcFdb-Rechg%(34)
Level 35: Shield Charge -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37), FuroftheG-ResDeb%(40)
Level 38: 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%(48)
Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(46), Rgn-Knock%(50)
Level 44: Taunt -- PrfZng-Dam%(A), PrfZng-Acc/Rchg(45)
Level 47: Super Jump -- UnbLea-Stlth(A)
Level 49: One with the Shield -- ImpArm-ResPsi(A)
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: Fury 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), RgnTss-Regen+(43), Mrc-Rcvry+(48), NmnCnv-Regen/Rcvry+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(42), EndMod-I(50)
Level 50: Agility Core Paragon 
Level 50: Assault Total Radial Graft 
Level 50: Warworks Partial Core Improved Ally 
Level 50: Ageless Partial Radial Invocation 
Level 50: Void Total Radial Judgement 
Level 50: Degenerative Total Radial Conversion 
------------

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1 hour ago, DanteTheStoic said:

Why the -res proc, and not two damage procs in the Mu fence/ball? Would two -res procs be worth it? 

 

Went Ageless Core, have Banished Pantheon Pet(s). Love the rain(does -damage) and the fortitude buff it gives.

 

Thanks again!!

I don't have a data driven answer for you. I put a Knockdown proc in Ball Lightning for extra mitigation and a -res proc in Electrifying Fences because it seems like it procs a lot. 

 

If anyone is more informed on numbers and would like to suggest changes to maximize damage that would be wonderful. A few specific enhancements I would have questions about are:

 

  1. Ball Lightning - KD for Mitigation or damage% or damage proc
  2. Electric Fences - -Res or damage% or damage proc
  3. Shield Charge - " "
  4. Taunt - any feedback
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I..slotted a +5 lvl 50 taunt IO in Against all Odds. Mobs come to me now, esp w taunt. The psi damage proc is nice as well.

Shield Charge you can totally.pp out with a Superior "winter" set, the chance for KB proc is redundant tho. Since damage is capped at 300 for charge, a damage proc seems best.

I personally am going to go with damage procs in Mu fences, ball. The Positrons Blast in both help fill the Psi/toxic holes shield has, while giving decent recharge and other set bonus's.

Alt slotting would be to three purple slot Mu Ball and fences for the HP/Regen bonus's, and the Superior winter set for the slow resist/damage bonus. Doing that would allow for flexible slotting, Max damage on both. While giving some nice health/Regen buffs as well.

 

Putting a chance for KD in ball lightning feels a little redundant w foot stomp and charge, I'd rather have a damage proc or -res proc(if on a large team).

 

Will likely keep some engagement unslotters, and -Res procs on me, try to run hero stats, farm for the average:)

 

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  • 3 weeks later

Have't played him yet, just got him to 50, but here is my planned slotting (using Mids' Reborn)

 

http://www.cohplanner.com/mids/download.php?uc=1486&c=679&a=1358&f=HEX&dc=78DA6594C94F535114C6EF6B5F45A0C8D096328A94A1854A6D197469A20C0E34C1901859D50AD7B649034D5B125DBA70EF185D8882E2B471E5B877E518FD3F64746BEAE9FB3E86E4BDB4F9DDFBDD73EE19EE7D2F7E6DD4FD66E2C64965549FCE260B85C4A9FC6251BBE2C95466D6A9E4A9907F8B2526E23AAB75647A31A7F389E9625ECFA78AE9362C8DEAAB7ABE208BE98CCECEED4C55CDD4C24236329E49A58B99F95495359BCE693D576B0D2775724EE70BE94CCEBD33CF899D6F2C97998D30E662229E2C1475FE7A9324D227FF80A1F8941C2AEC502A66AA432130D6077E71CBB2655772A93E19044DE5182463A0396258B6E630786008FC2ABE067D0D1FD7BCE0C1F34ED083F9400359077E135F277C4D27E356759341D01D227B41433AEC423D866B46595AEC12D863E000CAFB559C65ADE360DD0479066C180303E250891C54655859DA77C9AB9A5A7527B47AB1AB8166D4FC13B49BCACB7A7F887DADD58492AAA5BD47ECEBB947FD92C4F298EAA7D879D82BCF367AE3DD021B37C90DB0699D5C039DB29F0FBE0E9FDFB0E2B70C62ADA51D73536CFC8CE9676EE536365B875B7235BF46CD6DAFC89760F005D8FF1C1C58051B65BF56EED7CAFDBACAA1D06357FB7DD3D20EDF23EF9277C0CEDB60F72DB07CC41DACBF6319B91F59259F914FC1CE15F22672F925BD0B306E6005FB752D934FC8C78CB7443E027F8B6F0F7D7B787F7B797F7BA324EF5F90F73DC8FB7F59D208D137F489757C243F90EFC1FE77E45B3029BE61DEC7F009D471F43839420EF35D1C02AF884F043ECEC85F68C7B6C92D7213F4CAF94461ABA23C9F3673F77D979F3CAADFA6446D4ACCA60CD994619B326EEE7E374A93B6D529938BA21896F2A76AF75B41657D4F318C8BA8A0E11C3ABF66B3DED8AF3C400F2E780488529AF1EF8D27BC32666E9F037BFAC37DF6FF0151F9EB65

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Ok.  I've tried

On 10/10/2019 at 11:18 PM, NiyceOne said:

Thank you!

 

Here is my current build. Some notable changes:

 

KD proc in Ball Lightning

Purple Sets

I didn't change it in this but I have T4 Agility, Assault, Ageless & Degenerative

 

She is more or less unkillable and crazy fun to play. IF something is standing up, its immobilized and taking one hell of a beating. Love love love this build! 

 

@3333053222 the crash from rage is a non-issue. I've always maintained that some awareness mitigates this 100%, I monitor my  damage buff % which is a lot more noticeable than trying to find the blinking rage icon in a sea of icons. 

 

Powers - SS/SD/Mu

56% Melee // 48% Ranged // 47% AOE Defense

 

64% S/L // 61% F/C // 34% Ene/Neg // 47% Toxic // 41% Psi

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(7), Mk'Bit-Acc/EndRdx/Rchg(13), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(19)
Level 1: Deflection -- LucoftheG-Def(A), LucoftheG-Rchg+(15), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(17), StdPrt-ResDam/Def+(19), Ags-Psi/Status(50)
Level 2: Haymaker -- 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(43)
Level 4: Battle Agility -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(21), LucoftheG-EndRdx/Rchg(21), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(23), LucoftheG-Rchg+(25)
Level 6: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(29)
Level 8: Knockout Blow -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(9), SprUnrFur-Acc/Dmg/Rchg(9), SprUnrFur-Dmg/EndRdx/Rchg(11), SprUnrFur-Acc/Dmg/EndRdx/Rchg(11), SprUnrFur-Rchg/+Regen/+End(13)
Level 10: Active Defense -- EndRdx-I(A)
Level 12: Kick -- FrcFdb-Rechg%(A)
Level 14: Tough -- GldArm-ResDam(A), GldArm-Res/Rech/End(31), GldArm-End/Res(31), GldArm-3defTpProc(31), GldArm-RechEnd(34), GldArm-RechRes(37)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Rage -- RechRdx-I(A)
Level 20: Phalanx Fighting -- LucoftheG-Def(A), LucoftheG-Rchg+(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(40)
Level 22: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Rchg+(40)
Level 24: Weave -- LucoftheG-Def(A), LucoftheG-Rchg+(39)
Level 26: Hasten -- RechRdx-I(A)
Level 28: Grant Cover -- EndRdx-I(A)
Level 30: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(37)
Level 32: Foot Stomp -- Arm-Dam%(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34), FrcFdb-Rechg%(34)
Level 35: Shield Charge -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37), FuroftheG-ResDeb%(40)
Level 38: 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%(48)
Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(46), Rgn-Knock%(50)
Level 44: Taunt -- PrfZng-Dam%(A), PrfZng-Acc/Rchg(45)
Level 47: Super Jump -- UnbLea-Stlth(A)
Level 49: One with the Shield -- ImpArm-ResPsi(A)
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: Fury 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), RgnTss-Regen+(43), Mrc-Rcvry+(48), NmnCnv-Regen/Rcvry+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(42), EndMod-I(50)
Level 50: Agility Core Paragon 
Level 50: Assault Total Radial Graft 
Level 50: Warworks Partial Core Improved Ally 
Level 50: Ageless Partial Radial Invocation 
Level 50: Void Total Radial Judgement 
Level 50: Degenerative Total Radial Conversion 
------------

| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|

 
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  •  

 

Hello Niyce One and DantetheStoic.

 

I've (inspired by the thread that caught my attention...) made this.  It cost a cool 500 m in cash and another 400 m in Merits.  A 900 m build.  Not cheap.

 

Been after a Shield/SS build that was defence capped for a while.  This caught my imagination.  The last one I had on live cost me 1 billion and was positionally capped on Melee, AoE and Range.  By 1%, I think.

 

56% Melee // 48% Ranged // 47% AOE Defense (-3%?  On all three?)

 

These numbers caught my eye.  I thought, aha.  Melee capped on incarnate.  

 

I ran the link to your build and the stats come up 3% short on all three.  'After' I made the build in my zeal to finally find a superior capped build...with sound res' numbers to back it up.

 

When I went to test it in combat and put all my toggles on.  I had to blink.  Surely, I can't be 3% short?  I rant the link and it confirmed.  3% short.  So maybe a unique is missing?  Or the -res (on one set of power) could have a sixth slot to cap the AoE.  That's the only thing I could find as to why the AoE wasn't capped.  But the melee is short of the incarnate soft cap.  Or just maybe it wasn't 56% in the 1st place and it was a typo.

 

Not a disaster.  And perhaps quibbling (I don't want to sound churlish.  It's a good build.)   My build on live was 45-46% on all three.  So this build is better on one.  Ties on another.  And the AoE falls short by....1%.   And seems faster and more potent damage wise.  3% less isn't the end of the world.  But after spending best part of a billion and not getting capped on AoE I was a little agog.

 

How does it play.?  It probably eclipses my original.  The extra AoE of Mu Ball and Fence vs the Fireball epic I had on live adds extra AoE.  And contains the mob.  I'm not seeing that much end drain or that much KO.  But it's a proc.  It seems to have a smoother attack chain, faster and a platform of decent res' behind that defence cap.  (Well, apart from AoE by 1%.)

 

This builds on Shield's Defensive / Res' base to good effect.  Very hard to kill.  Very survivable.  I have incarnates from my old (non-set build) such as Hybrid Melee.  Diamagnetic.  My Alpha is Cardiac.   Ageless.  No pets yet.  Didn't have to use the melee hybrid much.  Maybe the odd inspire...

 

 

There are windows in the opportunity that weaken this.  I wouldn't call it impossible to kill.  At it's peak it's tough to kill.  And there are time you don't need the hybrid incarnate at all.

 

But there are windows of opportunity where if you're on 3 mobs it can take a kicking and you're down to the last 1/4 of HPs.  That might be off the back of a Rage drop.  I DO play with the % stat open to keep an eye on this.  And try to pop purples as this 'crash' happens.  The sooner they nerf this 'crash' the better.  Hopefully the tanker patch deals dividends.

 

Another point.  I wouldn't say it leans on Ageless to keep it's end up.  There are times you get the double end crash from Hasten and Rage and your stamina bar is in real trouble.  But seeing as most of the time you don't need the inspires you have them on standby for pinks, greens and blues.  Instead of using them to prop you up.  (Like I do on my Fire Blaster farmer.)  Most of the time.  The end is sufficient.  I'd say Cardiac helps in this regard.  I have Vigor.  But it's only T1 and I will try this on T3-4.  And I wonder if Vigor is what gives the extra 3% on the defence numbers?

 

Dante.  I saw things in your build I liked.  Hand Clap.  I regret not taking it.  I'd happily lose the single target Mu strike.  My new to force feedback and the recharge procs.  6 slots?  Not sure I'd go that far.  Your regen and stamina stats seemed a good deal better than Niyce's.  (Do yours include the incarnates you've picked?)  I don't have the stomach to rebuild again just for Handclap.  But to me.  This build could do with extra mitigation.  

 

As quick as Footstomp is to come around there are times when extra mitigation and stun would come in handy.  The knock down proc in chains isn't enough.  I now feel I could throw out Mu single target, pinch one of the slots from Niyce's taunt (two slots for taunt seems a bit much) where I don't feel the psi proc fires that much.  I'd keep that maybe but take the 2nd slot and put it into hand clap.  And pinch another slot from somewhere to make Handclap a 3 slot and go Forcefeedback proc, knock down and maybe a stun.  Even two slotted for FF proc and KDown would have had me happy.  It's end hungry.  But I'd use this mainly when Ageless is up and in full flight.

 

You're not that far behind Niyce's defence numbers except in range where you fall behind quite a bit.  But there are opportunity to 6 slot two powers and get 5% extra range taking you to 42%. I haven't done your pet (Banished Rain?) yet.  But I'm going to.  A cool idea.

 

I hope I don't sound negative.  You both inspired me to make a 900 m build! 😮  

 

It plays great.  It's robust.  It's fast.  

 

Incarnates.  From where I am on Cardiac, Hybrid Melee, Interface Diamagnetic (tiers 3) and Pyre judgment (T1) I'd say there's room for me to finest it by -res the mobs.   I'd be tempted to take Reactive.  And then we'd see this baby cut through mobs like a hot knife through butter.  I think it would suit this.  I'll try the Degen' one as well.  I'll for for the Assault as I don't need the Hybrid most of the time.   So I can really push the damage numbers even further.  And the Banished Rain for the buff.  Sounds a cool idea.

 

I've tested this on the firm and s&L farms.  This thing cleared both on +4 x8.  Leaving a fire farmer gasping in its wake.  It's an AoE monster.  I used Pyre Judgement (from my old build) on T1 and it toasted mobs.  It will be awesome on T4 Radial.   Great for a Shield/SS farmer.  An ode to my old build which had fireball which I liked using.  But I wanted to try Mu ball and Fences.  It's getting talked about.  It's not bad at all.

 

No problems.

 

I just wonder.  Is there room to push this build just a bit further to the Soft Incarnate cap..?  This has got 2 AT sets purpled.  It's got 3 more purple sets.  This is a serious build....and there doesn't seem like a vast room for manoeuvre.  But could those def numbers be eek-ed higher?

 

I have an SR tank which is a very interesting build to compare.  Where I'm Inc' soft capped with strong res numbers to back it up.  But a comparison for another day.

 

I'm just a handclap and 2-3 slots in that being a happy camper.  Mu Lightning doesn't give 'me' much.  I find Handclap fun.  Yeah.  It doesn't do damage.  But the disorient does damage mitigation with knock down to back that up.  I'll pout a while about that.  Maybe work up the will to tweak the build after the dust has settled.

 

Robust and yes, 'great fun' to play.

 

Regards,

 

Azrael.

 

PS.  I put the Taunt in Against the Odds.  I certainly attract aggro...!

 

 

 

Edited by Golden Azrael
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I've given this a few days testing now.   It is most impressive.  On the fire farm +3 or 4 x8 it lays waste to the mobs.  It rocks, shudders, melts and shakes the mobs to the core.  It's highly kinetic.

 

And on that point.  I will add Handclap from Dant's build at some point.  That extra bit of disorient and mitigation e.g. when Rage drops would be most welcome.  And I find Hand clap great, showboating, fun.

 

The original Niyce numbers are correct.  The Agility incarnates gives the extra 3% defence (at Tier 3) to soft cap Incarnate Def' on melee to take it to 56% AND bring the AOE numbers past the standard soft cap.

 

I built my build with Attuned IOs only.

 

Azrael.

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