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Posted

While the AH is much more accessible than back on live, I remain an  impoverished individual because I no stomach for farming even though I want the nice things that come from farming. So I've tossed together a build which is designed to be relatively inexpensive and get me started on endgame stuff, not be the end all, be all of what SS/Bio can be. If anyone would care to take a look at it and provide feedback, I would be most appreciative:

 

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!

Unconquerable: Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Bio Armor
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(13)
Level 1: Hardened Carapace -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(5), Ags-ResDam(7), Ags-ResDam/Rchg(7), Ags-EndRdx/Rchg(9), StdPrt-ResDam/Def+(9)
Level 2: Haymaker -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5)
Level 4: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(17)
Level 6: Environmental Modification -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(19), RedFrt-Def(19), ShlWal-ResDam/Re TP(21)
Level 8: Super Jump -- Empty(A)
Level 10: Knockout Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23), FrcFdb-Rechg%(25)
Level 12: Adaptation 
Level 14: Inexhaustible -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-Heal/Rchg(27), Prv-Absorb%(27)
Level 16: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(29), Ags-ResDam(29), Ags-Psi/Status(31), Ags-ResDam/EndRdx/Rchg(31)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(31)
Level 20: Cross Punch -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33)
Level 22: Evolving Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(33), Ags-ResDam/EndRdx/Rchg(34), Ags-ResDam(34), Ags-EndRdx/Rchg(34)
Level 24: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(36)
Level 26: Hurl -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37)
Level 28: DNA Siphon -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(39), MckBrt-Taunt/Rchg/Rng(39), MckBrt-Acc/Rchg(39), MckBrt-Rchg(40)
Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(40), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(42)
Level 32: Foot Stomp -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(42), FrcFdb-Rechg%(43)
Level 35: Genetic Contamination -- BrtFur-Acc/Dmg(A), BrtFur-Acc/Dmg/EndRdx/Rchg(43), BrtFur-Rchg/Fury(43)
Level 38: Salt Crystals -- LthRps-Acc/Rchg(A), LthRps-Acc/EndRdx(45), LthRps-Acc/Sleep/Rchg(45), LthRps-Acc/Sleep(45)
Level 41: Quick Sand -- Slow-I(A)
Level 44: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(46), Thn-Acc/Dmg(46), Thn-Acc/Dmg/Rchg(46), Thn-Dmg/Rchg(48)
Level 47: Stalagmites -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 49: Parasitic Aura -- PwrTrns-+Heal(A)
Level 1: Fury 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(15)
Level 12: Defensive Adaptation 
Level 12: Efficient Adaptation 
Level 12: Offensive Adaptation 
------------

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Posted

Well i tried to make one cheaply it wasn't easy and i threw in the powers i'd take. I love handclap for example especially when rage crashes or just to keep mobs bouncing, handclap-footstomp-handclap etc. Footstomp just has a bunch of random pieces in you could throw anything in there. Not sure how much more expensive it would be than yours , it does have the 2 brute AT sets but you have a lot of relatively expensive kinetic combats/basilisks/aegis in i wouldn't use. I went for 45% ish melee as i find it easier to aim for that and it allows me a couple extra procs and better accuracy in attacks than the kinetic combat sets give. Earth mastery went out the window i played with it in the past and the recharge on the useful powers is too long for me. And i hate having endurance issues, people will say its bio you shouldn't have any and you probably won't but i like having a full blue bar so dna siphon and parasitic aura get fired off in every mob i can find as soon as they are up. Parasitic is a life saver, hit 3-4 enemies and the amount of regen + recovery it gives gets silly high so i slot that heavily. Not having epics/patron powers can get boring. Anyway here's what i came up with it shouldn't cost that much but i'm not sure you'll like having to drop some of the stuff i binned. And i always think hasten is a must have:

 

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

SS BIO: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Bio Armor
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Villain Profile:
------------
Level 1:    Punch                TchofDth-Dam%:35(A), TchofDth-Dmg/EndRdx/Rchg:40(46), TchofDth-Acc/Dmg/EndRdx:40(46), TchofDth-Dmg/Rchg:40(48), TchofDth-Dmg/EndRdx:40(50), TchofDth-Acc/Dmg:40(50)
Level 1:    Hardened Carapace        UnbGrd-Rchg/ResDam:50(A), UnbGrd-ResDam/EndRdx:50(43), UnbGrd-ResDam:50(45), UnbGrd-ResDam/EndRdx/Rchg:50(45), StdPrt-ResDam/Def+:30(45), GldArm-3defTpProc:50(46)
Level 2:    Haymaker            TchofDth-Dam%:40(A), TchofDth-Dmg/EndRdx/Rchg:40(19), TchofDth-Acc/Dmg/EndRdx:40(34), TchofDth-Dmg/Rchg:40(37), TchofDth-Dmg/EndRdx:40(40), TchofDth-Acc/Dmg:40(43)
Level 4:    Inexhaustible            NmnCnv-Regen/Rcvry+:50(A), PrfShf-End%:50(5), PwrTrns-+Heal:50(5)
Level 6:    Environmental Modification        LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(7), ShlWal-Def:50(7), ShlWal-Def/EndRdx:50(13)
Level 8:    Knockout Blow            SprBrtFur-Acc/Dmg:50(A), SprBrtFur-Dmg/EndRdx/Rchg:50(9), SprBrtFur-Acc/Dmg/EndRdx/Rchg:50(9), GhsWdwEmb-Dam%:50(11), FrcFdb-Rechg%:50(11), Mk'Bit-Dam%:50(13)
Level 10:    Adaptation    
Level 12:    Kick                Empty(A)
Level 14:    Tough                UnbGrd-Rchg/ResDam:50(A), UnbGrd-ResDam/EndRdx/Rchg:50(15), UnbGrd-ResDam/EndRdx:50(15), UnbGrd-ResDam:50(19)
Level 16:    Ablative Carapace        Prv-Heal/Rchg:50(A), Prv-Heal:50(17), Prv-Heal/Rchg/EndRdx:50(17)
Level 18:    Rage                GssSynFr--Build%:50(A), GssSynFr--ToHit/Rchg:50(50)
Level 20:    Evolving Armor            UnbGrd-Rchg/ResDam:50(A), UnbGrd-ResDam/EndRdx:50(21), UnbGrd-ResDam:50(21), UnbGrd-ResDam/EndRdx/Rchg:50(27)
Level 22:    Weave                LucoftheG-Def/Rchg+:50(A), Rct-ResDam%:50(23), Rct-Def/EndRdx:50(23), Rct-Def:50(25)
Level 24:    Hasten                RechRdx-I:50(A), RechRdx-I:50(25)
Level 26:    Combat Jumping            LucoftheG-Def/Rchg+:50(A), Ksm-ToHit+:30(27)
Level 28:    DNA Siphon            SprBrtFur-Rech/Fury:50(A), SprBrtFur-Dmg/Rchg:50(29), SprBrtFur-Acc/Dmg/Rchg:50(29), Prv-Heal/Rchg:50(31), Prv-Heal/Rchg/EndRdx:50(31), Prv-Heal:50(31)
Level 30:    Super Jump            WntGif-ResSlow:50(A)
Level 32:    Foot Stomp            FrcFdb-Rechg%:50(A), Mlt-Dmg/Rchg:50(33), Mlt-Acc/Dmg/EndRdx:50(33), ScrDrv-Dam%:50(33), ScrDrv-Dmg/EndRdx:50(34), Obl-%Dam:50(34)
Level 35:    Genetic Contamination        SprUnrFur-Rchg/+Regen/+End:50(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg:50(36), SprUnrFur-Dmg/EndRdx/Rchg:50(36), SprUnrFur-Acc/Dmg/Rchg:50(36), SprUnrFur-Dmg/Rchg:50(37), SprUnrFur-Acc/Dmg:50(37)
Level 38:    Parasitic Aura            Prv-Absorb%:50(A), Prv-Heal/Rchg/EndRdx:50(39), Prv-Heal/Rchg:50(39), Prv-EndRdx/Rchg:50(39), Prv-Heal/EndRdx:50(40), Prv-Heal:50(40)
Level 41:    Hand Clap            FrcFdb-Rechg%:50(A), SuddAcc--KB/+KD:50(42), PrfZng-Dam%:50(42), Stp-EndRdx/Stun:20(42), Stp-Acc/EndRdx:50(43)
Level 44:    Taunt                PrfZng-Dam%:50(A)
Level 47:    Maneuvers            LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(48), LucoftheG-Def/EndRdx:50(48)
Level 49:    Superior Conditioning        PrfShf-End%:50(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:50(A)
Level 2:    Health                Mrc-Rcvry+:40(A), Pnc-Heal/+End:50(3)
Level 2:    Hurdle                Jump-I:50(A)
Level 2:    Stamina                PrfShf-End%:50(A), PrfShf-EndMod:50(3)
Level 10:    Defensive Adaptation    
Level 10:    Efficient Adaptation    
Level 10:    Offensive Adaptation    
------------

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  • Like 1
Posted
2 hours ago, Meknomancer said:

Well i tried to make one cheaply it wasn't easy and i threw in the powers i'd take. I love handclap for example especially when rage crashes or just to keep mobs bouncing, handclap-footstomp-handclap etc. Footstomp just has a bunch of random pieces in you could throw anything in there. Not sure how much more expensive it would be than yours , it does have the 2 brute AT sets but you have a lot of relatively expensive kinetic combats/basilisks/aegis in i wouldn't use. I went for 45% ish melee as i find it easier to aim for that and it allows me a couple extra procs and better accuracy in attacks than the kinetic combat sets give. Earth mastery went out the window i played with it in the past and the recharge on the useful powers is too long for me. And i hate having endurance issues, people will say its bio you shouldn't have any and you probably won't but i like having a full blue bar so dna siphon and parasitic aura get fired off in every mob i can find as soon as they are up. Parasitic is a life saver, hit 3-4 enemies and the amount of regen + recovery it gives gets silly high so i slot that heavily. Not having epics/patron powers can get boring. Anyway here's what i came up with it shouldn't cost that much but i'm not sure you'll like having to drop some of the stuff i binned. And i always think hasten is a must have:

 

Handclap is a lot of fun, but with a damage aura I want things to stay close. 😛

 

I didn't find the KCs and Aegis to be all that expensive--2 million per on Aegis, 2.3 million or so per KC. Preventive Medicine enhancements cost more, and the Red Fortune will cost more still. Not sure on Reactive Defenses as their price is all over the place. Thinking it will probably be a bit more expensive. Red Fortune and Reactive are all I am missing so far for what I posted but now I have your build suggestion to look at. Always a very handy thing to see what others do, what tricks they've incorporated.

 

As is, if I stay in Efficient stance I do not have any endurance issues on just SOs. That is one thing that has me slightly worried as on IOs I do not have any Endurance Mods in Inexhaustible. Still, the build I posted shows higher End Recovery than I have in game and unlike on SOs, most powers have endurance reduction on some amount on them. I do get you on Earth Mastery in terms of the cycle speed. Quicksand is up quickly but Stalagmites on SOs is not up as much as I would like. In build it looks to be up twice as often, which I think would be workable. 

 

I have been mostly leveraging DNA Siphon/Ablative Carapace for dealing with large groups and not Parasitic. Probably a holdover from so many skippable T9s. I will have to reconsider its usage and slotting.

 

Hasten...for some unknown reason I have been skipping it on a lot of my more recent characters. Given I'd worked out perma-Hasten in the first month of live and regularly took it on most characters, that is a bit odd. I seem to be more in a all or nothing sort of mindset. And yet, its useful. Hmmm, if I move the Mocking Beratements to Parasitic, that frees up DNA Siphon to take 3 enhancements from Erradication, allowing me to drop Fossilize, which was only a mule to get 5% Energy/Negative Defense and only lose about 2%  Energy/Negative Defense. That frees up a power slot for Hasten and two slots.

 

Thx again!

Posted

Handclap with the sudden acc in means you don't have to worry about them flying all over. I was going to suggest turning on offensive adaptation to see  actual resist numbers assuming your going to run it for the dps but if you play with efficient on it doesn't matter so much. Red fortune recipes are pretty common drops, they can be converted out of set conversion-category defence for reactives and luck of the gamblers. If stalagmites in mids is showing up twice as fast as live play maybe you left the force feedback on in 1 of the powers for false recharge times. If you plan on staying with the toon i'd be looking at winter pieces, blistering cold and avalanche at least and maybe dropping cross punch unless you need it to mule something. 5 armageddons and a fury of the glad proc in genetic contamination is great but i can see how that puts a lot of people off expense and time wise. Tf's are the way to go, stack up those merits for the stuff you need don't focus overmuch on inf/ah prices, especially stuff like red fortunes they are over inflated because people want them to convert to reactives/luck of the gamblers.

Posted

 

13 minutes ago, Erratic1 said:

Handclap is a lot of fun, but with a damage aura I want things to stay close. 😛

 

4 hours ago, Meknomancer said:

Level 41:    Hand Clap            FrcFdb-Rechg%:50(A), SuddAcc--KB/+KD:50(42), PrfZng-Dam%:50(42), Stp-EndRdx/Stun:20(42), Stp-Acc/EndRdx:50(43)

In case you're unfamiliar with these sets - the Sudden Acceleration --KB/+KD changes the knockback to knockdown so all the mobs in the AoE just get knocked on their duff but stay where they are. It's a great way to knockdown and stun a spawn so you can use Bio's self-buffs.  The FrcFdb-Rechg gives you a +100% recharge bonus when it procs, which it almost always does.

Slotted up Hand Clap is a wonderful thing.

Posted
34 minutes ago, ninja surprise said:

 

In case you're unfamiliar with these sets - the Sudden Acceleration --KB/+KD changes the knockback to knockdown so all the mobs in the AoE just get knocked on their duff but stay where they are. It's a great way to knockdown and stun a spawn so you can use Bio's self-buffs.  The FrcFdb-Rechg gives you a +100% recharge bonus when it procs, which it almost always does.

Slotted up Hand Clap is a wonderful thing.

Yeah, I know about KB->KD conversion (use it on a few of my other characters).  The other strike against Hand Clap is the bonuses from Sudden Acceleration  or Overwhelming Force aren't that great.

Posted

Agreed i don't think much of those bonuses either you have to slot a lot of them to get anything decent its not worth it which is why i throw in the goodies and don't bother with the set bonuses. Its such a useful tool its a power worth consideration.

Posted

I made one on Brainstorm and it's powerful yet you have to be proactive since if you're gonna be running offensive most of the time you're gonna get good with switching to Defensive and popping Ablative Carapace. With Hand Clap I normally run 2 acc/recharge pieces from purple set, force feedback and the KB to KD procs.  

Posted
9 hours ago, ExeErdna said:

I made one on Brainstorm and it's powerful yet you have to be proactive since if you're gonna be running offensive most of the time you're gonna get good with switching to Defensive and popping Ablative Carapace. With Hand Clap I normally run 2 acc/recharge pieces from purple set, force feedback and the KB to KD procs.  

 

Its possible I am doing it wrong, but I am never in Offensive stance. Efficient is where I spend 95% of my time.

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