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Energy/Rad slotting


Sancerre

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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 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Energy Melee
Secondary Power Set: Radiation Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power 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 Epiphany
Level 50: Ion Core Final Judgement
Level 50: Assault Radial Embodiment
Level 50: Spiritual Core Paragon
Level 50: Marshal
Level 50: Invader
Level 50: High Pain Threshold
Level 50: Born In Battle
Level 49: Double Jump
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Degenerative Core Flawless Interface
------------
------------
Set Bonus Totals:

 

Edited by Sancerre
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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.

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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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