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SS/WP - Oh tough guy eh?


luxlorica

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A standardesque SS/WP build. Leaning hard on S/L, light on Energy/Negative resists.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

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Punchy McGee: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Punch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg(42)
Level 1: High Pain Tolerance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(50)
Level 2: Haymaker -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg(7), SprBrtFur-Rech/Fury(9), SprBrtFur-Acc/Dmg/EndRdx/Rchg(9), SprBrtFur-Acc/Dmg/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(42)
Level 4: Mind Over Body -- Ags-ResDam(A), Ags-ResDam/EndRdx(11), Ags-ResDam/Rchg(13), Ags-ResDam/EndRdx/Rchg(13), Ags-EndRdx/Rchg(50)
Level 6: Hover -- LucoftheG-Def/Rchg+(A), Ksm-Def/EndRdx(15), Ksm-EndRdx/Rchg(19), Ksm-Def/EndRdx/Rchg(48)
Level 8: Knockout Blow -- SprUnrFur-Dmg/EndRdx/Rchg(A), SprUnrFur-Rchg/+Regen/+End(17), SprUnrFur-Acc/Dmg/EndRdx/Rchg(17), SprUnrFur-Acc/Dmg/Rchg(19), SprUnrFur-Dmg/Rchg(21), SprUnrFur-Acc/Dmg(46)
Level 10: Fly -- BlsoftheZ-ResKB(A)
Level 12: Fast Healing -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-Heal/Rchg/EndRdx(23), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25)
Level 14: Indomitable Will -- Ksm-Def/EndRdx(A), Ksm-EndRdx/Rchg(25), Ksm-Def/EndRdx/Rchg(27)
Level 16: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(43), Prv-Heal/Rchg/EndRdx(50)
Level 18: Rage -- RechRdx-I(A)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(29), EndMod-I(31)
Level 22: Kick -- FrcFdb-Rechg%(A)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34), UnbGrd-Max HP%(36)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), Rct-ResDam%(34), LucoftheG-Def(48)
Level 28: Heightened Senses -- LucoftheG-Def/Rchg+(A), Ksm-Def/EndRdx(34), Ksm-EndRdx/Rchg(36), Ksm-Def/EndRdx/Rchg(36), LucoftheG-Def(43)
Level 30: Maneuvers -- Ksm-Def/EndRdx(A), Ksm-Def/EndRdx/Rchg(37), Ksm-Def/Rchg(37)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
Level 35: Foot Stomp -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg(43)
Level 38: Superior Conditioning -- EndMod-I(A), EndMod-I(40)
Level 41: Physical Perfection -- EndMod-I(A)
Level 44: Cross Punch -- AbsAmz-ToHitDeb%(A), AbsAmz-Stun(45), AbsAmz-Stun/Rchg(45), Arm-Dam%(45), Arm-Dmg(46), Arm-Dmg/EndRdx(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Boxing -- Empty(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 -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(33), Prv-Absorb%(33), RgnTss-Regen+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), EndMod-I(31), EndMod-I(31)
Level 50: Agility Core Paragon
Level 50: Ageless Core Epiphany
Level 50: Support Core Embodiment
------------

 

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I really like the high S/L resist, not pleased with the low E/N resists. But What to do? If I tank the IOs toward E/N, S/L will slide away. What I am really hoping is that I missed a big trick somewhere. I am hoping that someone will be able to remake this in some maximal fashion that I can use.

 

That said, I am pretty fond of flight. If hover goes away that's fine (except I need that defense yo). But I like to be able to fly. Sorcery flight is fine. Normally I can't find room for flight and combat jumping, so I just tack in hover for the defense. But if you see a different way let me know.

 

Basic strategy is to stand there not dying until you do more damage, and then keep not dying until the other guy dies... excuse me, is defeated

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I'm no expert but I had a few thoughts. 

 

I wouldn't double-slot Superior Conditioning. I *would* double-slot Physical Perfection. You're better off using that one as a proc mule than Health/Stamina as it's worth half of what the latter give you. So slot Health with a heal and one of your health procs, Stamina with an end mod and a PerfShift proc. Then slot Superior Conditioning with an end mod or PerfShift proc. Put another PerfShift proc in Physical Perfection and add the rest of your health procs. While you're at it, just put 1 end mod or PerfShift in Quick Recovery and you get 2 slots back. If end is an issue after all of that, you are doing something seriously wrong...

 

Why the KB protection in Fly? I'm not challenging it... just curious. 

 

Here's where I go off the rails a bit. Not sure why you are so focused on S/L def? It may be better off building to WP strength and focus on regen, while building in some broader def/res. For instance you can buy the (relatively) inexpensive Touch of Death sets, 6 slot 4 of your melees, and you'd have 15% melee def as well as 15% s/l resistance. WP already gives you mediocre res and def. If you can beef it up a little (and you've already got procs giving you overall def and res) that's all I'd think you'd need to deal with the alpha strike. Eat a purple or orange if you're facing off with a boss. 

 

Along those lines with so many def powers I'm not sure why you wouldn't 3-slot 5 of them with LoTG and get the 50% boost to regen, over 5% boost to your health and 37.5% boost to recharge. With a couple purple sets I would think you'd have more than enough recharge to do away with Hasten, especially for a set that doesn't rely on a bunch of clicks? And we haven't talked about Incarnate abilities yet. 

 

Boxing can be used as stun mule. I'd throw your stuns in there and slot Cross Punch for damage. I'm assuming you took both Kick and Boxing for the extra juice to Cross Punch? That would at least make Boxing viable for you (think of it as a stun and not damage power). 

 

 

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On 10/14/2019 at 3:21 PM, loyalreader said:

Why the KB protection in Fly? I'm not challenging it... just curious. 

Because I always have a slot left over in fly and KB protection is a pretty low priority because I expect to be hovering. So, When I am looking for something useful to put in flight other than just "moar fly", KB protect is just there and it sounds useful. I don't really need anything there but I figure, ehh why not.

 

On 10/14/2019 at 3:21 PM, loyalreader said:

Not sure why you are so focused on S/L def? It may be better off building to WP strength and focus on regen, while building in some broader def/res.

Well, S/L is so easy to reach and I hate to be below a cap that I can easily reach. Something about being sub cap on something so basic makes me visualize taking damage later in the game and thinking "If only I had capped this, it would not be this bad. You are a bad builder and you should feel bad". Then the voices in my head start up and its a whole thing.

 

But if you would like to propose an alternate build, I would love to see it. If I can get a better defensive spectrum with good resists and keep damage (such as it is) about where it is now then that would be, as the young heroes say, super dope.

 

Regen is great for recovery and uptime, but not so hot for mitigation. I don't think you are going to regen faster than you take damage without some ridiculous regen numbers. I have a hard time seeing regen as a primary defense without bursts of health to cover those hits and WP only has one of those. So I was hoping to mitigate through actual resists and defense. taking less damage and taking it less often. To me, that gives regen a chance to make some kind of difference. But if I switch those priorities, then I am taking more damage more often, and regen can't keep up with that.

 

...or that's my philosophy anyway. I could be wrong. I'm certainly no expert and this thread is just as much yours as mine, so feel free to discuss and correct.

 

On 10/14/2019 at 3:21 PM, loyalreader said:

Boxing can be used as stun mule. I'd throw your stuns in there and slot Cross Punch for damage. I'm assuming you took both Kick and Boxing for the extra juice to Cross Punch? That would at least make Boxing viable for you (think of it as a stun and not damage power).

Aye, truth. Bit of an experiment that. Normally I just take kick on the off-chance I luck into a ForceFeedback proc. But since I had the architecture for it here I figured why not, lets see what happens. Fine call on boxing, I think I just mentally blocked it. I click and then forget. I'll fix it in post.

 

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11 minutes ago, luxlorica said:

Because I always have a slot left over in fly and KB protection is a pretty low priority because I expect to be hovering. So, When I am looking for something useful to put in flight other than just "moar fly", KB protect is just there and it sounds useful. I don't really need anything there but I figure, ehh why not.

 

 

My default throw it in there IO for a travel power is always Winter's Gift 20% slow resistance myself.  It protects against both slows to movement and to recharge.  Especially the -recharge debuff can be a serious killer when you get hit by them.  Personally I'd suggest that over a bit of extra kb protection.

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18 hours ago, luxlorica said:

But if you would like to propose an alternate build, I would love to see it. If I can get a better defensive spectrum with good resists and keep damage (such as it is) about where it is now then that would be, as the young heroes say, super dope.

Ha - like I said, I'm no pro at this. I'm a loooong time player, but never a min/maxer. But... I am working on a build that should see fruition in a week or 2. As you know, numbers don't always match up with playability. Once I have some time to wring it out, I'll post the build if it feels good. Not ignoring defense or resists, just trying to cram a bunch of regen and xtra health. 

 

I should throw out the caveat that my main on live was a /regen scrapper so... I tend to bias that way. Realize that regen is a way more active defensive set than wp but there you go. 

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