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Spaghetti Betty

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This was previously going to be a Brute, but due to the recommendation of some forum members, I decided to try a Tanker instead. The end goal was softcapped positional defense even during rage crash, and trying to mitigate the demand for endurance as much as possible. How this could possibly be further improved is beyond me. Maybe some wizard will grace their presence and blow my build out of the water.

 

This Hero build was built using Mids Reborn 3.0.2.19
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Ksm-Def/EndRdx(3), Ksm-Def/Rchg(5), Ksm-EndRdx/Rchg(5)
Level 1: Jab -- Hct-Dmg(A), Hct-Dmg/Rchg(7), Hct-Acc/Dmg/Rchg(7), Hct-Acc/Rchg(9), Hct-Dmg/EndRdx(9)
Level 2: Focused Senses -- Rct-Def(A), Rct-Def/EndRdx(11), Ksm-Def/EndRdx(13), Ksm-Def/Rchg(13), Ksm-EndRdx/Rchg(15)
Level 4: Haymaker -- SprGntFis-Dmg/Rchg(A), SprGntFis-Acc/Dmg(15), SprGntFis-Acc/Dmg/Rchg(17), SprGntFis-Dmg/EndRdx/Rchg(17), SprGntFis-Acc/Dmg/EndRdx/Rchg(19), SprGntFis-Rchg/+Absorb(19)
Level 6: Practiced Brawler -- RechRdx-I(A)
Level 8: Agile -- RedFrt-Def/EndRdx(A), Rct-Def(11), RedFrt-Def(21), LucoftheG-Def/Rchg+(21)
Level 10: Taunt -- Empty(A)
Level 12: Evasion -- Rct-Def(A), Rct-Def/EndRdx(23), Ksm-Def/EndRdx(23), Ksm-Def/Rchg(25), Ksm-EndRdx/Rchg(25)
Level 14: Dodge -- RedFrt-Def(A), RedFrt-Def/EndRdx(29)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 18: Hand Clap -- SuddAcc--KB/+KD(A), RopADop-Acc/Rchg(31), RopADop-EndRdx/Stun(31), RopADop-Acc/Stun(31), RopADop-Acc/EndRdx(33), RopADop-Acc/Stun/Rchg(33)
Level 20: Knockout Blow -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(33), SprMghoft-Acc/Dmg/Rchg(34), SprMghoft-Dmg/EndRdx/Rchg(34), SprMghoft-Acc/Dmg/EndRdx/Rchg(34), SprMghoft-Rchg/Res%(36)
Level 22: Lucky -- Ksm-ToHit+(A), Ksm-Def/EndRdx(37), Ksm-Def/Rchg(37), Rct-Def(50)
Level 24: Boxing -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dmg/Rchg(36), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(39), Mk'Bit-Dam%(48)
Level 26: Quickness -- Run-I(A)
Level 28: Rage -- GssSynFr--Build%(A), RechRdx-I(39)
Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(39), UnbGrd-ResDam(40), UnbGrd-Max HP%(40), UnbGrd-ResDam/EndRdx(40), UnbGrd-ResDam/EndRdx/Rchg(42)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(43)
Level 35: Hurl -- FrcFdb-Dmg/KB(A), FrcFdb-Acc/KB(43), FrcFdb-Rchg/KB(43), FrcFdb-Rchg/EndRdx(45), FrcFdb-Dmg/EndRdx/KB(45), FrcFdb-Rechg%(48)
Level 38: Foot Stomp -- FrcFdb-Rechg%(A), ScrDrv-Dam%(45), ScrDrv-Acc/Dmg(46), ScrDrv-Dmg/EndRdx(46), ScrDrv-Dmg/Rchg(46), ScrDrv-Acc/Rchg(48)
Level 41: Super Jump -- Empty(A)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(50), RedFrt-Def(50)
Level 47: Tactics -- ToHit-I(A)
Level 49: Elude -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(27), NmnCnv-Regen/Rcvry+(27)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(29)
Level 50: Cardiac Core Paragon 
------------

Mainly on Excelsior. Find me in game @Spaghetti Betty.

AE Arcs:  Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577

Click to look at my pets!

 

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Quick look, i think you went over the rule of 5 on the 1.5% res to s/l bonuses. Agile looks like it has a reactive piece in instead of a red fortune. I'd stick a 3rd shield wall piece in weave-the hp bonus is much more useful than any regen bonus. Not sure about hurls slotting it might be better with a full superior winters bite set although you'd lose the ff+rech. I still think stamina will need at least 1 end mod in if you ever plan to run any sub 45 content. I'd also swap the superior might of the tanker and hecatomb sets from jab and ko blow around. The heca proc will have more chance to go off in ko blow and you can spam jab to get the chance for res to go off more often which it looks like you need as your res numbers in mids are counting it as always on which it won't be, with jab theres a better chance of getting it to stack once/twice. Same build and slotting with a little shuffle although if it was me i'd dump hurl and maybe elude/tactics for a way to fit in laser beam eyes/focused acc/pp/conserve power or whatever but thats because i dislike hurl and its knockback :

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

SR SS: Level 50 Science Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
------------
Level 1:    Focused Fighting        Rct-Def:50(A), Rct-Def/EndRdx:50(3), Ksm-Def/EndRdx:30(3), Ksm-Def/Rchg:30(5), Ksm-EndRdx/Rchg:30(5)
Level 1:    Jab                SprMghoft-Rchg/Res%:50(A), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(7), SprMghoft-Dmg/EndRdx/Rchg:50(7), SprMghoft-Acc/Dmg/Rchg:50(9), SprMghoft-Dmg/Rchg:50(9), SprMghoft-Acc/Dmg:50(33)
Level 2:    Focused Senses            Rct-Def:50(A), Rct-Def/EndRdx:50(11), Ksm-Def/EndRdx:30(13), Ksm-Def/Rchg:30(13), Ksm-EndRdx/Rchg:30(15)
Level 4:    Haymaker            SprGntFis-Dmg/Rchg:50(A), SprGntFis-Acc/Dmg:50(15), SprGntFis-Acc/Dmg/Rchg:50(17), SprGntFis-Dmg/EndRdx/Rchg:50(17), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(19), SprGntFis-Rchg/+Absorb:50(19)
Level 6:    Practiced Brawler        RechRdx-I:50(A)
Level 8:    Agile                RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(11), RedFrt-Def:50(21), LucoftheG-Def/Rchg+:50(21)
Level 10:    Taunt                MckBrt-Taunt/Rchg/Rng:50(A)
Level 12:    Evasion                Rct-Def:50(A), Rct-Def/EndRdx:50(23), Ksm-Def/EndRdx:30(23), Ksm-Def/Rchg:30(25), Ksm-EndRdx/Rchg:30(25)
Level 14:    Dodge                RedFrt-Def:50(A), RedFrt-Def/EndRdx:50(29)
Level 16:    Combat Jumping            LucoftheG-Def/Rchg+:50(A)
Level 18:    Hand Clap            SuddAcc--KB/+KD:50(A), RopADop-Acc/Rchg:50(31), RopADop-EndRdx/Stun:50(31), RopADop-Acc/Stun:50(31), RopADop-Acc/EndRdx:50(33), RopADop-Acc/Stun/Rchg:50(33)
Level 20:    Knockout Blow            Hct-Dam%:50(A), Hct-Dmg/EndRdx:50(34), Hct-Acc/Rchg:50(34), Hct-Acc/Dmg/Rchg:50(34), Hct-Dmg:50(36)
Level 22:    Lucky                Ksm-ToHit+:30(A), Ksm-Def/EndRdx:30(37), Ksm-Def/Rchg:30(37), Rct-Def:50(50)
Level 24:    Boxing                Mk'Bit-Acc/Dmg:40(A), Mk'Bit-Dmg/EndRdx:40(36), Mk'Bit-Dmg/Rchg:40(36), Mk'Bit-Acc/EndRdx/Rchg:40(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg:40(39), Mk'Bit-Dam%:50(48)
Level 26:    Quickness            Run-I:50(A)
Level 28:    Rage                GssSynFr--Build%:50(A), RechRdx-I:50(39)
Level 30:    Tough                GldArm-3defTpProc:50(A), StdPrt-ResDam/Def+:30(39), UnbGrd-ResDam:40(40), UnbGrd-Max HP%:50(40), UnbGrd-ResDam/EndRdx:50(40), UnbGrd-ResDam/EndRdx/Rchg:50(42)
Level 32:    Weave                LucoftheG-Def/Rchg+:50(A), ShlWal-Def/EndRdx/Rchg:50(42), ShlWal-ResDam/Re TP:50(42), ShlWal-Def/EndRdx:50(43)
Level 35:    Hurl                SprWntBit-Rchg/SlowProc:50(A), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(43), SprWntBit-Acc/Dmg/Rchg:50(43), SprWntBit-Acc/Dmg/EndRdx:50(45), SprWntBit-Dmg/Rchg:50(45), SprWntBit-Acc/Dmg:50(48)
Level 38:    Foot Stomp            FrcFdb-Rechg%:50(A), ScrDrv-Dam%:50(45), ScrDrv-Acc/Dmg:50(46), ScrDrv-Dmg/EndRdx:50(46), ScrDrv-Dmg/Rchg:50(46), ScrDrv-Acc/Rchg:50(48)
Level 41:    Super Jump            WntGif-ResSlow:50(A)
Level 44:    Maneuvers            LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(50)
Level 47:    Tactics                AdjTrg-ToHit/EndRdx:50(A)
Level 49:    Elude                LucoftheG-Def/Rchg+:50(A)
Level 1:    Brawl                Empty(A)
Level 1:    Gauntlet    
Level 1:    Sprint                Empty(A)
Level 2:    Rest                Empty(A)
Level 2:    Swift                Run-I:50(A)
Level 2:    Health                Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(27), NmnCnv-Regen/Rcvry+:50(27)
Level 2:    Hurdle                Jump-I:50(A)
Level 2:    Stamina                PrfShf-End%:50(A), PwrTrns-+Heal:50(29), PwrTrns-EndMod:50(50)
Level 50:    Cardiac Core Paragon    
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 4:    Ninja Run    
------------

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The original post is a slightly more durable build the way it is.
But the original build is VERY tight on Endurance.

The second build is MUCH nicer on Recovery vs End Consumption.
But the Resist values are lower.

And in both cases, tossing Cardiac or Resilient doesn't really improve things much.
Though, in the first build it DOES aleviate about a third of the resting endurance consumption and will further reduce the end consumption of attacks.

That said, here's how *I* might go after it.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Focused Fighting -- ShlWal-Def(A), ShlWal-Def/EndRdx(3), ShlWal-Def/Rchg(3), ShlWal-Def/EndRdx/Rchg(5)
Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(5), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Dmg/EndRdx/Rchg(7), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(9)
Level 2: Focused Senses -- ShlWal-Def(A), ShlWal-Def/EndRdx(11), ShlWal-Def/Rchg(11), ShlWal-Def/EndRdx/Rchg(13)
Level 4: Haymaker -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(17), SprGntFis-Acc/Dmg/Rchg(19), SprGntFis-Dmg/EndRdx/Rchg(19), SprGntFis-Acc/Dmg/EndRdx/Rchg(21), SprGntFis-Rchg/+Absorb(21)
Level 6: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25)
Level 8: Practiced Brawler -- RechRdx-I(A), RechRdx-I(25)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27)
Level 14: Evasion -- ShlWal-Def(A), ShlWal-Def/EndRdx(27), ShlWal-Def/Rchg(29), ShlWal-Def/EndRdx/Rchg(29)
Level 16: Kick -- FrcFdb-Rechg%(A)
Level 18: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31)
Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/Rchg(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), SprBlsCol-Rchg/HoldProc(33)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-Max HP%(34), GldArm-3defTpProc(36), StdPrt-ResDam/Def+(36)
Level 24: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(36), ShlWal-Def/Rchg(37), ShlWal-Def/EndRdx/Rchg(37)
Level 26: Quickness -- Run-I(A)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(37), RctRtc-Pcptn(39)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 32: Elude -- LucoftheG-Def/Rchg+(A)
Level 35: Hurl -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(42)
Level 38: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43)
Level 41: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(45), ShlWal-Def/Rchg(45), ShlWal-Def/EndRdx/Rchg(45)
Level 44: Gloom -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(46), Apc-Acc/Rchg(46), Apc-Dmg/EndRdx(46), Apc-Dam%(48)
Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50)
Level 49: Super Jump -- WntGif-ResSlow(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(15), PwrTrns-+Heal(17)
Level 50: Cardiac Core Paragon
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Thanks for the quick replies.

 

@Meknomancer I was checking my set bonuses really closely. The build sits on the rule of 5 for a lot of bonuses but doesn't go over. I agree. Hurl kinda sucks, but it makes a great IO mule. The Force Feedback slotting was more because I was being thrifty and didn't want to slot a bunch of Winter IO's. I took your advice, moved some slots around, and dropped Tactics for Conserve Power. with Cardiac, my resting end drain was less than 1/s. I feel like what we came up with was a great budget version.

 

@Hyperstrike That build is insane. I'm going to be studying it for a while to figure out how you got the defense and resistance numbers so high without sacrificing any recharge. I guess I'll have to bite the bullet on the overall cost because I'm so interested in giving it a whirl. Thanks a bunch.

Mainly on Excelsior. Find me in game @Spaghetti Betty.

AE Arcs:  Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577

Click to look at my pets!

 

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Been playing around a lot lately on my ss/rad and ss/elec brutes and i have come to love handclap with 2 purples an ff+rech and a sudden acc kb/kc its been a lifesaver during rage crashes or when i've been debuffed. On less  squishy alt's i might skip it but honestly its tons of fun and if you have a spare slot for a zinger proc it can do occasional damage. Same goes for an elec/elec tank and lightning clap-doesn't need it but it makes playing it a lot more fun and those ff+rech really fire off a lot in mobs, you may get away with no hasten if you could squeeze it in that way. 

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4 hours ago, Leetdeth said:

Thanks for the quick replies.


No problem!  I aim to Tank!

 

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@Hyperstrike That build is insane. I'm going to be studying it for a while to figure out how you got the defense and resistance numbers so high without sacrificing any recharge. I guess I'll have to bite the bullet on the overall cost because I'm so interested in giving it a whirl. Thanks a bunch.

 

The E/N Resist MOSTLY comes from 4-Slotting Shield Wall.  2% or so comes from the 4-slotted Unbreakable Guard in Tough.  Then the two Resist uniques.  You also get some from the Gauntleted Fist ATIO set 6 slotted.

The F/C Resist mostly comes from the WinterO sets.

Defense
The two +3% Defense uniques.
KO Blow and Foot Stomp, with the Melee and PBAOE WinterO sets provide more Melee Defense and AOE Defense.
The Gauntleted Fist set also provides Melee Defense..
You're getting +2.5% from the Gaussian Set too.

Ranged is propped up by Winter's Bite.

AoE is almost TOTALLY carried by the WinterOs.

I dropped the LOTG+Rech's into Auto Defense powers as well as low-End Combat Jumping and intermittently used Elude.  Basically, if you;'re using Elude on this build, something has gone HORRIBLY wrong.  As well as a 10% Rech bonus from Apocalypse and the ATIOs.

It's not as durable vs S/L Resist as yours is.  So if something is able to reliably crack your Defense, you could be in Big BIG Trouble.
I would recommend using the Diamagnetic Interface to add an additional -ToHit to your bag of tricks.

Basically this would allow you to Rage Crash and ACTUALLY over Incarnate Soft Cap on Melee and TECHNICALLY there on AOE.  Without Elude.  Hell, Elude's just been reduced to a mule.

Practiced Brawler is a bit overkill on Recharge.  So what?
Rage is nice and easy to double. 

Not really using Cardiac for more than the Endurance reduction.  You have decent Recovery.  So your whole job is to grab aggro, then ATTACKATTACKATTACK like you were a Scrapper/Brute.

You're not really getting much Resist-boost.  Even if you went with Resilient.  Because most of your Resists are from set bonuses, rather than power enhancement.  Still if you're in real danger, and have Agile capped out, you're pulling down TOTALLY respectable Resistance numbers.

And you still have Elude as an "Oh Shit" button 50% of the time.

You've also got Build-Up firing out of Tactics, Slow Resist in SuperJump, and the Perception Boost in Rage.
You've got all the Recovery/+End uniques in Health, as well as a Chance to Heal in Stamina (oh the reversal).

And 4 of your attacks are carrying a Damage proc.

Edited by Hyperstrike

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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If you can swing it Def Wise, the Guassian's will fire more often without all that recharge in Tactics.  

 

on my SR/SS I just use Guassian's and one End Red in Tactics   

 

I think I'm running around 70% S/L resist which seems plenty.  Actually the 50% I had while leveling seemed plenty.   

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Mids resistance numbers are a bit misleading if you have the might of the tanker proc turned on i leave it off on mine for the simple reason that if your not running it in a damage aura like lightning field your relying on it proccing from a single target attack usually. With ss your running into mobs and your first attack is probably going to be footstomp, then your looking for bosses and using your heavy hitters like ko blow. How often will you be using an attack like jab. I'm lazy and stick it on auto so thats its always firing off giving it a good chance to proc but you have to hit with it and then hope it goes off which isn't always the case and in higher level content it ends up being one of the least used attacks. Running it in different primaries with damage auras you only seem to need to be in range of 3 enemies to have it perma stacked. Running it in a single target attack chain its not. If i could i'd stick it in footstomp but i know i'd be sacrificing too much if i did. Its a minor point but leave it off in mids if you want to see your actual resists because it won't be on when your running into the mob and it may not even fire off during combat unless your spamming jab and who plays ss and does that? Its always footstomp footstomp footstomp and ko blow. You'll often see tankers just standing there in mobs hitting footstomp and nothing else and the tanker proc never fires off.

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