Sancerre Posted June 20, 2021 Posted June 20, 2021 (edited) Hi all, ive tried re-working my Energy/Rad build a few times, but im still not really happy with it. main goals for the build: fluid single target attack chain 45% melee defense as close to 85% resists (especially S/L) all around... psionic/cold is just unrealistic however. build up/ground zero combo closely aligned CD 'serviceable' AoE -- heavily eyeballing Ball Lightning here but thats 5 more slots i dont have room for... and some questions specifically for people have played /Rad and done any of the science behind slotting some of these things: beta decay -- achilles heel seems like a 1-slot wonder here, but does it actually proc often enough to be reliable or do i want it ALSO slotted in ground zero? gamma boost -- is it worth slotting this out for endurance/regen boost at all? given the way it operates (inversely scaling based on your current stats) it seems unreliable to bother outside of passive procs. Radiation Therapy -- is this a good 'proc monster' ability? i definitely want to keep gladiator res proc and essence thief end proc in here every time.. im not finding great success with power transfer heal proc (seems to operate differently than essence thief... not quite sure on the mechanics specifically). was considering fully slotting it out with other damage procs anyways. struggling to imagine where i would move slots around... i am leaning towards stealing them from maneuvers. Ground Zero -- was considering achilles heel -res proc in here, not sure if beta decay is sufficient for that... or if i should just consider obliteration smashing proc for more damage? Meltdown -- i imagine being able to rotate this with rune of protection previously was extremely strong. that is no longer a possibility... is it still worth it just for general utility and damage boost? build within spoiler below... Spoiler This Villain build was built using Mids Reborn 3.0.5.6https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic BrutePrimary Power Set: Energy MeleeSecondary Power Set: Radiation ArmorPower Pool: FightingPower Pool: LeapingPower Pool: SpeedPower Pool: Leadership Villain Profile:Level 1: Energy Punch (A) Empty Level 1: Alpha Barrier (A) Steadfast Protection - Resistance/+Def 3% (3) Gladiator's Armor - TP Protection +3% Def (All) (3) Unbreakable Guard - +Max HP (5) Unbreakable Guard - Resistance (5) Unbreakable Guard - Resistance/Endurance (7) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 2: Gamma Boost (A) Power Transfer - Chance to Heal Self (7) Performance Shifter - Chance for +End Level 4: Proton Armor (A) Unbreakable Guard - Resistance (11) Unbreakable Guard - RechargeTime/Resistance (13) Unbreakable Guard - Resistance/Endurance (13) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 6: Boxing (A) Empty Level 8: Whirling Hands (A) Superior Brute's Fury - Accuracy/Damage (15) Superior Brute's Fury - Damage/Recharge (15) Superior Brute's Fury - Accuracy/Damage/Recharge (17) Superior Brute's Fury - Damage/Endurance/RechargeTime (17) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (19) Superior Brute's Fury - Recharge/Fury Bonus Level 10: Fallout Shelter (A) Unbreakable Guard - Resistance (19) Unbreakable Guard - Resistance/Endurance (21) Unbreakable Guard - Resistance/Endurance/RechargeTime (21) Unbreakable Guard - RechargeTime/Resistance Level 12: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (23) Kismet - Accuracy +6% (23) Shield Wall - +Res (Teleportation), +5% Res (All) Level 14: Tough (A) Unbreakable Guard - Resistance (25) Unbreakable Guard - Resistance/Endurance (25) Unbreakable Guard - Resistance/Endurance/RechargeTime (27) Unbreakable Guard - RechargeTime/Resistance Level 16: Cross Punch (A) Obliteration - Damage (27) Obliteration - Accuracy/Recharge (29) Obliteration - Damage/Recharge (29) Obliteration - Accuracy/Damage/Recharge (31) Obliteration - Accuracy/Damage/Endurance/Recharge (31) Obliteration - Chance for Smashing Damage Level 18: Total Focus (A) Superior Unrelenting Fury - Accuracy/Damage (31) Superior Unrelenting Fury - Damage/RechargeTime (33) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (33) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (33) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime (34) Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 20: Beta Decay (A) Achilles' Heel - Chance for Res Debuff Level 22: Weave (A) Reactive Defenses - Scaling Resist Damage (34) Reactive Defenses - Defense/Endurance/RechargeTime (34) Reactive Defenses - Defense (36) Reactive Defenses - Defense/Endurance (36) Reactive Defenses - Endurance/RechargeTime (36) Reactive Defenses - Defense/RechargeTime Level 24: Hasten (A) Recharge Reduction IO (37) Recharge Reduction IO Level 26: Power Crash (A) Obliteration - Damage (37) Obliteration - Accuracy/Recharge (37) Obliteration - Damage/Recharge (39) Obliteration - Accuracy/Damage/Recharge (39) Obliteration - Accuracy/Damage/Endurance/Recharge (39) Obliteration - Chance for Smashing Damage Level 28: Particle Shielding (A) Preventive Medicine - Heal (40) Preventive Medicine - Heal/Endurance (40) Preventive Medicine - Endurance/RechargeTime (40) Preventive Medicine - Heal/RechargeTime (42) Preventive Medicine - Heal/RechargeTime/Endurance (42) Preventive Medicine - Chance for +Absorb Level 30: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (42) Recharge Reduction IO Level 32: Energy Transfer (A) Hecatomb - Damage (43) Hecatomb - Damage/Recharge (43) Hecatomb - Accuracy/Damage/Recharge (43) Hecatomb - Damage/Endurance (45) Hecatomb - Chance of Damage(Negative) Level 35: Ground Zero (A) Armageddon - Accuracy/Damage/Recharge (45) Armageddon - Damage/Recharge (46) Armageddon - Damage/Endurance (46) Armageddon - Chance for Fire Damage (46) Armageddon - Damage Level 38: Radiation Therapy (A) Theft of Essence - Chance for +Endurance (48) Fury of the Gladiator - Chance for Res Debuff (50) Power Transfer - Chance to Heal Self Level 41: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Luck of the Gambler - Defense/Endurance/Recharge (48) Luck of the Gambler - Defense (48) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Endurance/Recharge Level 44: Taunt (A) Perfect Zinger - Taunt/Recharge/Range Level 47: Meltdown (A) Impervium Armor - Psionic Resistance Level 49: Super Jump (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range (50) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance Level 1: Fury Level 1: Brawl (A) Empty Level 1: Sprint (A) Endurance Reduction IO Level 2: Rest (A) Empty Level 2: Swift (A) Run Speed IO Level 2: Hurdle (A) Jumping IO Level 2: Health (A) Miracle - +Recovery (9) Numina's Convalesence - +Regeneration/+Recovery (9) Panacea - +Hit Points/Endurance Level 2: Stamina (A) Power Transfer - Chance to Heal Self (11) Performance Shifter - Chance for +End Level 1: Energy Focus Level 50: Barrier Core EpiphanyLevel 50: Ion Core Final JudgementLevel 50: Assault Radial EmbodimentLevel 50: Spiritual Core ParagonLevel 50: MarshalLevel 50: InvaderLevel 50: High Pain ThresholdLevel 50: Born In BattleLevel 49: Double JumpLevel 50: Banished Pantheon Radial Superior AllyLevel 50: Degenerative Core Flawless Interface------------------------Set Bonus Totals: Edited June 20, 2021 by Sancerre
Sancerre Posted June 20, 2021 Author Posted June 20, 2021 appreciate the advice! one thing i noticed sniffing around the numbers... ball lighting actually has a magnitude 4 taunt on it and hits 16 targets.... i may pick that up instead of taunt even if i dont slot it out. obviously duration and recharge are different, but i think it will be perfectly manageable.
Sancerre Posted June 20, 2021 Author Posted June 20, 2021 ive seen people tend to avoid musculature for brutes across the board... under the guise of how brutes work generally (low base damage, fury bonus, etc). guess im not sure about that one. figured the recharge wouldnt damage any procs i care about too much anyways... and i think the +healing is better than +defense from agility, for /rad.
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