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How would you change this SM/Invuln Build?


Glowman

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I found this build on the Discord (not mine). There was mention of proccing out savage leap.  How would you change up this build?

 

Villain Plan by Mids' Reborn : Hero Designer 3.0.0.0
https://github.com/Reborn-Team/Hero-Designer

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Level 50 Magic Stalker
Primary Power Set: Savage Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Body Mastery

Villain Profile:
Level 1: Maiming Slash -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(3), SprStlGl-Acc/Dmg/Rchg(5), TchofDth-Dam%(5), TchofDth-Dmg/EndRdx/Rchg(7), TchofDth-Dmg/EndRdx(7)
Level 1: Hide -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(9)
Level 2: Savage Strike -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Dmg/EndRdx/Rchg(9), SprAssMar-Acc/Dmg/EndRdx/Rchg(11), SprAssMar-Acc/Dmg/Rchg(11), SprAssMar-Dmg/Rchg(13), SprAssMar-Acc/Dmg(13)
Level 4: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(15), RctArm-ResDam/Rchg(15), RctArm-ResDam/EndRdx/Rchg(17)
Level 6: Temp Invulnerability -- RctArm-EndRdx(A), RctArm-ResDam(17), RctArm-ResDam/EndRdx(19), RctArm-ResDam/EndRdx/Rchg(19)
Level 8: Assassin's Frenzy -- SprStlGl-Rchg/Hide%(A), SprStlGl-Acc/Dmg/EndRdx/Rchg(21), SprStlGl-Dmg/EndRdx/Rchg(21), TchofDth-Dam%(23), TchofDth-Dmg/EndRdx/Rchg(23), TchofDth-Acc/Dmg/EndRdx(25)
Level 10: Build Up -- GssSynFr--Build%(A)
Level 12: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(25), Pnc-Heal/Rchg(27), Pnc-Heal/EndRedux/Rchg(27), Pnc-Heal(29)
Level 14: Boxing -- Empty(A)
Level 16: Unyielding -- RctArm-EndRdx(A), RctArm-ResDam(29), RctArm-ResDam/EndRdx(31), RctArm-ResDam/EndRdx/Rchg(31), ImpSki-Status(31)
Level 18: Rending Flurry -- ClvBlo-Acc/Dmg(A), ClvBlo-Dmg/EndRdx(33), ClvBlo-Dmg/Rchg(33), Erd-%Dam(33), Erd-Acc/Dmg/EndRdx/Rchg(34), Erd-Dmg(34)
Level 20: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34), UnbGrd-Max HP%(36), UnbGrd-ResDam/EndRdx(36)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def/EndRdx(37), Rct-Def(50)
Level 24: Environmental Resistance -- RctArm-EndRdx(A), RctArm-ResDam(37), RctArm-ResDam/EndRdx(37), RctArm-ResDam/EndRdx/Rchg(39)
Level 26: Hemorrhage -- Hct-Dam%(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(40), TchofDth-Dam%(40)
Level 28: Reinforced -- LucoftheG-Def/Rchg+(A), GifoftheA-Def(42), GifoftheA-Def/EndRdx(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(43)
Level 35: Shred -- AchHee-ResDeb%(A), Obl-%Dam(42), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Dmg/Rchg(45), Obl-Dmg(46)
Level 38: Tough Hide -- LucoftheG-Def/Rchg+(A), GifoftheA-Def(46), GifoftheA-Def/EndRdx(46)
Level 41: Superior Conditioning -- PrfShf-End%(A), EndMod-I(43)
Level 44: Savage Leap -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg(48), Erd-%Dam(50)
Level 47: Physical Perfection -- PrfShf-End%(A), EndMod-I(50)
Level 49: Super Jump -- Empty(A)
Level 1: Assassination 
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 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48), Mrc-Rcvry+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), EndMod-I(3)
Level 1: Blood Frenzy 
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Some of the IO slotting just seems off. For example the Reactive Defense set in Weave, the build is already capped to S/L resist so RD's set bonuses aren't really doing anything. Three slotting Shield Wall would provide more benefit. Same thing with Obliteration in Shred. Or single slot Impervious Skin into Resist Physical Damage and the build would still be at +75%. S/L. Slots saved could be used to fully IO Savage Leap.

 

Environmental Resistance is an auto power but there's an Reactive Armor end redux IO in it. Kismet is slotted late in Combat Jump when it can be slotted in the T1, Hide.

 

S/L defense can be scaled back a bit since S/L resist is capped. That will save the fourth slot in a couple Reactive Armor sets.

 

Can probably split that Superior Stalker Guile set better to improve the overall stats of Maiming Slash and Assassin's Frenzy.

 

Double slotting Superior Conditioning and Physical Perfection provides less end gain than four slotting Stamina (With Performance Shifter).

 

Blood Frenzy is supposed to provide an end discount to all clicks/toggles. Is Body Mastery even needed? Maybe just Physical Perfection in Weapon Mastery or take a snipe or Water Spout. Free up a power pick for Unstoppable and slot the Gladiator's Armor unique so there's an extra slot to use elsewhere.

 

Overall it's a solid build, it just needs some fine tuning. 

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Ok. So I'm very new to midS. I found another build using procs with the attacks and sort of merged it with this one trying to use your recommendations as best I knew how. What are your thoughts on this build? I still have like 4 slots left and am unsure where to place them. Appreciate the help. The more specific the better. 😛

 

Villain Plan by Mids' Reborn : Hero Designer 3.0.0.0
https://github.com/Reborn-Team/Hero-Designer

Click this DataLink to open the build!

Blue Lagoon: Level 49 Mutation Stalker
Primary Power Set: Savage Melee
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Maiming Slash

  • (A) Superior Stalker's Guile - Accuracy/Damage
  • (3) Superior Stalker's Guile - Damage/Recharge
  • (3) Superior Stalker's Guile - Accuracy/Damage/Recharge
  • (5) Superior Stalker's Guile - Damage/Endurance/Recharge
  • (5) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge

Level 1: Hide

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (7) Kismet - Accuracy +6%

Level 2: Resist Physical Damage

  • (A) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance/Endurance/Recharge
  • (9) Reactive Armor - Resistance
  • (9) Reactive Armor - Endurance

Level 4: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance/Recharge
  • (13) Reactive Armor - Resistance/Endurance
  • (15) Reactive Armor - Resistance
  • (15) Reactive Armor - Endurance

Level 6: Assassin's Frenzy

  • (A) Superior Stalker's Guile - Recharge/Chance to Hide
  • (17) Hecatomb - Damage
  • (17) Hecatomb - Accuracy/Damage/Recharge
  • (19) Touch of Death - Chance of Damage(Negative)
  • (19) Mako's Bite - Chance of Damage(Lethal)
  • (21) Gladiator's Strike - Chance for Smashing Damage

Level 8: Build Up

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 10: Dull Pain

  • (A) Panacea - Heal/Endurance/Recharge
  • (21) Panacea - Heal/Recharge
  • (23) Panacea - Endurance/Recharge
  • (23) Panacea - Heal/Endurance
  • (25) Panacea - Heal

Level 12: Hasten

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO

Level 14: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 16: Unyielding

  • (A) Reactive Armor - Resistance/Endurance
  • (27) Reactive Armor - Resistance/Endurance/Recharge
  • (27) Reactive Armor - Resistance
  • (29) Impervious Skin - Status Resistance

Level 18: Rending Flurry

  • (A) Obliteration - Accuracy/Recharge
  • (29) Obliteration - Damage/Recharge
  • (31) Obliteration - Damage
  • (31) Obliteration - Accuracy/Damage/Recharge
  • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (33) Obliteration - Chance for Smashing Damage

Level 20: Environmental Resistance

  • (A) Reactive Armor - Resistance/Endurance
  • (33) Reactive Armor - Resistance/Endurance/Recharge
  • (33) Reactive Armor - Resistance

Level 22: Boxing

  • (A) Empty

Level 24: Tough

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

Level 26: Hemorrhage

  • (A) Hecatomb - Damage/Recharge
  • (36) Hecatomb - Chance of Damage(Negative)
  • (36) Damage Increase IO
  • (36) Touch of Death - Chance of Damage(Negative)
  • (37) Gladiator's Strike - Chance for Smashing Damage
  • (37) Mako's Bite - Chance of Damage(Lethal)

Level 28: Reinforced

  • (A) Gift of the Ancients - Defense
  • (37) Gift of the Ancients - Defense/Endurance

Level 30: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (39) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (39) Shield Wall - Defense/Endurance
  • (39) Shield Wall - Defense

Level 32: Savage Leap

  • (A) Armageddon - Damage
  • (40) Armageddon - Damage/Endurance
  • (40) Armageddon - Chance for Fire Damage
  • (40) Fury of the Gladiator - Chance for Res Debuff
  • (42) Eradication - Chance for Energy Damage
  • (42) Obliteration - Chance for Smashing Damage

Level 35: Tough Hide

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (42) Gift of the Ancients - Defense/Endurance
  • (43) Gift of the Ancients - Defense

Level 38: Zapp

  • (A) Apocalypse - Damage/Recharge
  • (43) Apocalypse - Chance of Damage(Negative)
  • (43) Sting of the Manticore - Chance of Damage(Toxic)
  • (45) Superior Winter's Bite - Damage/RechargeTime
  • (45) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (45) Gladiator's Javelin - Chance of Damage(Toxic)

Level 41: Ball Lightning

  • (A) Ragnarok - Damage/Recharge
  • (46) Ragnarok - Accuracy/Damage/Recharge
  • (46) Ragnarok - Accuracy/Recharge
  • (46) Ragnarok - Damage/Endurance
  • (47) Ragnarok - Chance for Knockdown

Level 44: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (47) Luck of the Gambler - Defense/Endurance

Level 47: Tactics

  • (A) Adjusted Targeting - To Hit Buff/Endurance

Level 49: Super Jump

  • (A) Empty

Level 1: Assassination 


Level 1: Brawl

Edited by Zer0 Hour
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I like the first build better. Advice specific for one build won't always work with another. 

 

This second build might have end issues. Superior Conditioning and Physical Perfection were removed for two toggles, Maneuvers and Tactics. Also two attacks were added in, Zapp and Ball Lightning, and may be used frequently. 

 

Second build is no longer softcap to anything. Stats in individual powers are all over the place. Reactive Defense unique is gone. Superior Assassin's Mark IOs are gone.

 

Key powers like Assassin's Frenzy and Hemorrhage have a longer recharge time on the new build. Haven't punched in the numbers but I don't really see a usable ST attack chain with Savage Strike removed. The chain for the first build would have been AS-Hem-SS-MS-SS-repeat.

 

You want procs. I totally get it, but I feel like this second build is a step backwards. 

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