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I need build help. Storm/Ninja


Relvinian

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Like it says I need build help.  Not sure what I'm doing.  I want it on the cheap, no crazy expensive enhancments.

 

I made something which looks like it needs wiser builders to look at it.

 

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Storm clan: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Call Genin -- BldMnd-Acc/Dmg(A), ExpStr-Dam%(3), BldMnd-Dmg(3), SvrRgh-PetResDam(5), SvrRgh-Acc/Dmg/EndRdx(5), SvrRgh-Acc/Dmg(7)
Level 1: Gale -- Ann-ResDeb%(A), Ann-Acc/Dmg/Rchg(11), Ann-Acc/Dmg/EndRdx/Rchg(13)
Level 2: O2 Boost -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/EndRdx/Rchg(7), NmnCnv-Heal/Rchg(9)
Level 4: Snow Storm -- PcnoftheT-Acc/Slow(A), PcnoftheT-Acc/EndRdx(11), PcnoftheT-EndRdx/Rchg/Slow(15)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def(21), Rct-ResDam%(50)
Level 10: Steamy Mist -- LucoftheG-Def/EndRdx(A), RctArm-ResDam(15), RctArm-ResDam/EndRdx(17), RctArm-EndRdx(19), LucoftheG-Def(27), LucoftheG-Def/EndRdx/Rchg(29)
Level 12: Call Jounin -- SvrRgh-Acc/Dmg/EndRdx(A), TchofLadG-%Dam(23), SvrRgh-Acc/Dmg(23), SvrRgh-Dmg/EndRdx(25), BldMnd-Dmg(25), TchofLadG-DefDeb(27)
Level 14: Aid Other -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(21)
Level 16: Freezing Rain -- PcnoftheT-Acc/Slow(A), PcnoftheT-EndRdx/Rchg/Slow(19), PcnoftheT-Acc/EndRdx(39)
Level 18: Boxing -- Empty(A)
Level 20: Hurricane -- DmpSpr-ToHitDeb/EndRdx(A), DmpSpr-ToHitDeb(34), DmpSpr-Rchg/EndRdx(36), DmpSpr-ToHitDeb/Rchg/EndRdx(39), EndRdx(43)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34), StdPrt-ResKB(34), ImpArm-ResPsi(42), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx(46)
Level 24: Provoke -- MckBrt-Taunt/Rchg(A), MckBrt-Acc/Rchg(33), MckBrt-Taunt/Rchg/Rng(36), MckBrt-Taunt(37)
Level 26: Oni -- EdcoftheM-Acc/EndRdx(A), EdcoftheM-Dmg/EndRdx(31), EdcoftheM-Acc/Dmg(31), EdcoftheM-Acc/Dmg/EndRdx(31), EdcoftheM-PetDef(33), EdcoftheM-Dmg(33)
Level 28: Thunder Clap -- RopADop-Acc/Rchg(A), RopADop-EndRdx/Stun(29), RopADop-Acc/Stun/Rchg(36)
Level 30: Assault -- EndRdx-I(A), EndRdx(45)
Level 32: Kuji In Zen -- EndRdx-I(A)
Level 35: Tornado -- CaltoArm-+Def(Pets)(A), ExpRnf-+Res(Pets)(40), CaltoArm-EndRdx/Dmg/Rchg(40), CaltoArm-Acc/Rchg(43), CaltoArm-Dmg/EndRdx(46), CaltoArm-Acc/Dmg(46)
Level 38: Lightning Storm -- EnrMnp-Stun%(A), ExpStr-Dam%(39), Thn-Acc/Dmg(40), Thn-Dmg/Rchg(42), Thn-Dmg/EndRdx(43), ExpStr-Acc/KB(48)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(45), Krm-ResKB(48)
Level 44: Aid Self -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal/EndRdx(48), NmnCnv-Heal/Rchg(50)
Level 47: Field Medic -- EndRdx(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Supremacy 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(13), NmnCnv-Heal(37), NmnCnv-Heal/EndRdx(50)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-Dam/EndMod(37)
Level 4: Ninja Run 
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 50: Spiritual Core Paragon 
Level 50: Born In Battle 
Level 50: High Pain Threshold 
Level 50: Invader 
Level 50: Marshal 
Level 1: Genin 
Level 12: Jounin 
Level 26: Oni 
------------

 

Any help appreciated.  Storm Clan is my toon on the RP server.  Not sure what the paragon born in battle stuff is i modified someone else's build.

Edited by Relvinian
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I have a 48 grav/storm controller and a 37 Ninja/TA Mastermind that I alternate between soloing to 50.  I predominately solo, so the comments are from that perspective.  Both characters are very effective, have not had problems with EBs or large groups.  I don't do AVs, I play to zone/relax for for a challenge (and to see if I remembered to pick up Envenomed Daggers.)

 

I don't think you need any slots in Gale.  It can be fun, when foes are flying back they are not attacking you, and shoving them in a corner is always good, I just think you can get better use of the slots.  I haven't added any slots in it for my controller, and rarely use it when I want to shove foes I wormholed in back into a corner and close to their friend I put Enflame on.

 

You are building a very healing heavy build.  Why?  O2 Boost and Aid Other seem redundant.  One thing to remember, if some of your minions go down, you can quickly summon more.  With the recent change to masterminds, the summon powers recharge very quickly.  Sure, you still have to put the two boost powers on again, but that isn't a big deal.  If your looking to be a party healer, ok, I guess I get it.  Otherwise, you really don't need it.  With my mastermind, I'm soloing at +0/x3 at 37 comfortably.  I've got the mastermind sets, but haven't fully IOed the build.  The only healing I have is green inspirations for both me and the minions and Spirit Ward (others only) from the Sorcery Pool.  I have been soloing the Zig Breakout Event in Brickstown for fun.  Personally, I went Sorcery with Arcane Bolt (its nice to be able to shoot something and FAR better than any ninja set attacks) Spiritward, and Enflame.  Enflame is fun to put on a boss, or on one of your minions as a damage aura.

 

Great slotting in Tornado - gives you the minion defense bonuses, and solves one of the problems with Ninjas. 

 

You still may want to consider Knockback to Knockdown in Tornado and Hurricane.  Scattering all over is fun, but it will upset some folks teaming, but it will also have your ninjas running all over the place to fight foes.  Occasionally, they will run into new friends and bring them back when your not expecting them to.  I know you are concerned about cost, but they aren't too bad, and you could always buy one from the set that is far cheaper and try Enhancement Converter roulette.

 

I'm a believer that minions exist to get attacked so the main character doesn't, so I don't see the need for Provoke.  Its easier to resummon minions than run back from the hospital.

 

If you are going to go into the Fighting pool, you should get both Tough and Weave.  I prefer Kick to Boxing for the knockdown chance, not like you are going to use it often anyways.  You can slot a Force Feedback Chance for Recharge proc if you want to throw a kick in occasionally.  

 

I don't use Vengeance,  I guess it could be good if you have teammates that fall constantly, but I don't think it works on pets (The HCwiki says it doesn't).  Your better off getting combat Jumping if your looking to mule in a luck of the gambler.  

 

I would look at better slotting for your stamina as well like Performance Shifter.  Anything /damage in there really isn't doing you any good. 

 

 

 

 

 

 

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Ninja/Storm is pure chaos...right next to a Ill/Storm "Controller".  Chaos keeps your ninjas alive (they seriously need as much help as you can give them).  But you also need it so that things are kept inside your freezing rain, in range of your Lightning storm and your ninjas are not running all over the map and aggroing other mobs.

 

This is why KB/KD is your closest friend.  It keeps the enemies on their backs (through Gale, Tornado slotted, freezing rain unslotted) but still near you for the auras.

 

With the recent changes to MM's summon times and endurance costs to summon, you don't need to focus as much on healing.  Especially in this build.  Your damage mitigation is through Knockdowns and debuffs.  Plus you don't have the End to waste, Storm is HUNGRY when it comes to your endurance bar.  O2 Boost is more then enough to top up your Jounin and Oni (T1 guys fall too easily). 

 

This is the general direction I am going with my Ninja/Storm, while it isn't softcapped at defense, with Hurricane -tohit you don't need it (IMO).  I also threw in Whirlwind as another control/fun power incase you need more CHAOS!

 

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

Click this DataLink to open the build!

Silent Storm: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Genin -- OvrFrc-Dam/KB(A), CaltoArm-+Def(Pets)(3), ExpRnf-Acc/Dmg(3), ExpRnf-Acc/Dmg/Rchg(5), ExpRnf-Dmg/EndRdx(5), ExpRnf-+Res(Pets)(7)
Level 1: Gale -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(7), Acc-I(9), ExpStr-Dam%(46), PstBls-Dam%(50), Bmbdmt-+FireDmg(50)
Level 2: O2 Boost -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(9), DctWnd-Heal/EndRdx/Rchg(11), DctWnd-EndRdx/Rchg(11), DctWnd-Heal/Rchg(13)
Level 4: Super Speed -- Clr-Stlth(A)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 10: Steamy Mist -- Rct-ResDam%(A), LucoftheG-Def/Rchg+(17), ShlWal-ResDam/Re TP(19), Ags-Psi/Status(19), GldArm-3defTpProc(21), LucoftheG-Def/EndRdx(21)
Level 12: Call Jounin -- EdcoftheM-PetDef(A), SlbAll-Build%(23), SlbAll-Dmg(23), SlbAll-Acc/Dmg/Rchg(25), SlbAll-Dmg/EndRdx(25), AchHee-ResDeb%(27)
Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(29)
Level 16: Freezing Rain -- TchofLadG-%Dam(A), AchHee-ResDeb%(29), AnlWkn-%ToHit(31), Bmbdmt-+FireDmg(31), PstBls-Dam%(31), ImpSwf-Dam%(33)
Level 18: Smoke Flash -- EndRdx-I(A)
Level 20: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(45), DarWtcDsp-ToHitdeb/Rchg/EndRdx(46), DarWtcDsp-Rchg/EndRdx(46)
Level 22: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit(33), GssSynFr--ToHit/EndRdx(33)
Level 24: Kick -- Empty(A)
Level 26: Oni -- SvrRgh-PetResDam(A), SvrRgh-Acc/Dmg(34), SvrRgh-Acc/Dmg/EndRdx(34), SvrRgh-Dmg/EndRdx(34), CmmoftheM-Rchg/PetAoEDef(36), CmmoftheM-Acc/Dmg(36)
Level 28: Tough -- UnbGrd-Max HP%(A), ImpArm-ResPsi(36), UnbGrd-ResDam/EndRdx(37), UnbGrd-ResDam(37)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(39)
Level 32: Kuji In Zen -- EndRdx-I(A)
Level 35: Tornado -- SuddAcc--KB/+KD(A), MarofSpr-EndRdx/+Resist/+Regen(39), MarofSpr-Dmg(39), MarofSpr-Dmg/EndRdx(40), MarofSpr-Acc/Dmg/EndRdx(40), MarofSpr-Acc/Dmg(40)
Level 38: Lightning Storm -- Apc-Dmg(A), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(43), Dcm-Build%(43)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(45)
Level 44: Whirlwind -- RechRdx-I(A), SuddAcc--KB/+KD(45)
Level 47: Web Envelope -- GrvAnc-Hold%(A), GrvAnc-Immob(48), GrvAnc-Immob/Rchg(48), GrvAnc-Acc/Immob/Rchg(48), GrvAnc-Immob/EndRdx(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy 
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), SynSck-EndMod/+RunSpeed(15), PrfShf-EndMod(15)
Level 1: Genin 
Level 12: Jounin 
Level 26: Oni 
------------

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They aren't popular picks from storm but ninjas need serious help, snow storm will slow stuff down thats running away and stacks with freezing rain (and stuff will try to run away) , and thunderclap despite only being mag 2 and good for minions and lieuts will be quite useful (and stacks with oppressive if you decide to go for soul) .

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45 minutes ago, Six-Six said:

Have you guys noticed how Ninjas' end bars are almost always empty? or is it just mine? And I don't think slotting end redux will help THEIR end, would it?

 

Yeah..thats why I am trying a Ninja/EA.  With all the Health, Absorb, and End chains it seems in theory they should go together.

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Ok here is my build, I slot for s/l for res/def and recharge, because, multiple tornadoes and storms are awesome. I don't take snow storm and not real big into proc's.

 

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!

Empress of Chaos: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Genin

  • (A) Superior Mark of Supremacy - Damage
  • (7) Superior Mark of Supremacy - Damage/Endurance
  • (7) Superior Mark of Supremacy - Accuracy/Damage/Endurance
  • (9) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
  • (9) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (21) Superior Mark of Supremacy - Accuracy/Damage

Level 1: Gale

  • (A) Sudden Acceleration - Knockback/Damage/Endurance
  • (13) Sudden Acceleration - Knockback to Knockdown

Level 2: O2 Boost

  • (A) Preventive Medicine - Heal
  • (11) Preventive Medicine - Heal/Endurance
  • (13) Preventive Medicine - Chance for +Absorb
  • (33) Preventive Medicine - Endurance/RechargeTime
  • (40) Preventive Medicine - Heal/RechargeTime
  • (43) Preventive Medicine - Heal/RechargeTime/Endurance

Level 4: Fly

  • (A) Winter's Gift - Slow Resistance (20%)
  • (25) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 6: Train Ninjas

  • (A) Endurance Reduction IO

Level 8: Assault

  • (A) Endurance Reduction IO

Level 10: Steamy Mist

  • (A) Luck of the Gambler - Defense/Endurance
  • (11) Luck of the Gambler - Defense/Endurance/Recharge
  • (25) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (34) Reactive Defenses - Scaling Resist Damage
  • (36) Unbreakable Guard - Resistance/Endurance
  • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 12: Call Jounin

  • (A) Expedient Reinforcement - Accuracy/Damage
  • (15) Expedient Reinforcement - Damage/Endurance
  • (17) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (17) Expedient Reinforcement - Endurance/Damage/Recharge
  • (19) HamiO:Lysosome Exposure
  • (19) Achilles' Heel - Chance for Res Debuff

Level 14: Maneuvers

  • (A) Reactive Defenses - Defense
  • (15) Reactive Defenses - Endurance/RechargeTime
  • (21) Reactive Defenses - Defense/Endurance
  • (23) Reactive Defenses - Defense/Endurance/RechargeTime
  • (23) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 16: Freezing Rain

  • (A) Shield Breaker - Defense Debuff
  • (34) Shield Breaker - Accuracy/Defense Debuff
  • (34) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (37) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (43) Bombardment - Chance for Fire Damage
  • (50) Bombardment - Damage

Level 18: Boxing

  • (A) Empty

Level 20: Hurricane

  • (A) HamiO:Enzyme Exposure
  • (50) HamiO:Enzyme Exposure

Level 22: Tactics

  • (A) Adjusted Targeting - To Hit Buff
  • (37) Adjusted Targeting - To Hit Buff/Endurance
  • (37) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (43) Adjusted Targeting - To Hit Buff/Recharge
  • (45) Adjusted Targeting - Endurance/Recharge
  • (45) Adjusted Targeting - Recharge

Level 24: Hasten

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO

Level 26: Oni

  • (A) Superior Command of the Mastermind - Accuracy/Damage
  • (27) Superior Command of the Mastermind - Damage/Endurance
  • (27) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
  • (29) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
  • (29) Edict of the Master - Defense Bonus
  • (31) Call to Arms - Defense Bonus Aura for Pets

Level 28: Tough

  • (A) Unbreakable Guard - Resistance
  • (45) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (46) Unbreakable Guard - Resistance/Endurance
  • (46) Unbreakable Guard - RechargeTime/Resistance
  • (46) Steadfast Protection - Resistance/+Def 3%
  • (48) Gladiator's Armor - TP Protection +3% Def (All)

Level 30: Weave

  • (A) Reactive Defenses - Defense
  • (31) Reactive Defenses - Defense/Endurance
  • (31) Reactive Defenses - Defense/Endurance/RechargeTime
  • (33) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 32: Kuji In Zen

  • (A) Endurance Reduction IO

Level 35: Tornado

  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (48) Expedient Reinforcement - Endurance/Damage/Recharge
  • (48) Sudden Acceleration - Knockback to Knockdown
  • (50) Expedient Reinforcement - Damage/Endurance

Level 38: Lightning Storm

  • (A) Apocalypse - Damage
  • (39) Apocalypse - Damage/Recharge
  • (39) Apocalypse - Accuracy/Damage/Recharge
  • (39) Apocalypse - Accuracy/Recharge
  • (40) Apocalypse - Chance of Damage(Negative)
  • (40) Force Feedback - Chance for +Recharge

Level 41: Scorpion Shield

  • (A) Reactive Defenses - Defense
  • (42) Reactive Defenses - Defense/Endurance
  • (42) Reactive Defenses - Defense/Endurance/RechargeTime
  • (42) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 44: Hover

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

Level 47: Vengeance

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 49: Power Boost

  • (A) Recharge Reduction IO

Level 1: Supremacy


Level 1: Brawl

 

 

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41 minutes ago, Relvinian said:

Interesting does power boost increase the mag of your stuns and such or just duration.  Any idea?

I can see the value of good enhancement

 

I use it for AV/boss fights, boosts everything debuffs, heals, KB, etc.

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No good because you don't have enough endurance and Hurricane is going to really kill your endurance.. 

With hurricane on you are at 2.77 endurance use. Your Recovery is 2.94 and you need to be 2 points above your endurance use.. So you need to be at 4.77.

Even with Cardiac you are just not going to make it. 

End result you will be losing toggles all the time and Hurricane will be of limited use. 

 

This is what I have with Cardiac Total Core Revamp 45% endurance cost and 20% range..  

When you load the build you will see I have Hurricane turned on.. 
When making the build was making sure the endurance numbers were correct.

If you take the time to do the math for the endurance ( Don't Bother) you will see I am 2.14 above the Endurance Use. The rule of thumb is Endurance Recovery has to be 2 points above endurance use, otherwise you will be always endurance draining. That is the minimum.

End result I can run hurricane but I can't go wild with my powers.. Its a slow and steady cadence. The whole goal is to get up as may Lightning Storms as possible. When I get lucky enough with the recharge bonus I can get 3 up.  With burnout and proper timing and I pay close attention I can have 3 Storms up semi consistently.  But that is overkill unless its a boss fight (A/V or better) and I am solo or with a group that is just lacking..  

 

Thunder strike is going to be swapped out for Electric fences or I might pick up Field Medic for the buff it gives for just having the power..

If I am reading it correctly. I understand it just having the power gives you the below buff which is good enough for me because of the endurance for me and the Interrupt for healing pets which does happen. 

 

EDIT - Removing Thunder Strike will lower my Range Defense to 43.. It is something I am willing to accept. 

Quote

"Your skill as a Field Medic is unparalleled. In addition to Permanently removing the interrupt time to Aid Other and adding Endurance recovery to Aid Self...."

 

If you notice I am always at range defense cap. Hurricane puts me at all other defense caps, which is a benefit to AOE or Melee. Further it covers all the typed defense as well. 

 

Hope this helps you out.

 

This Villain build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Science Mastermind
Primary Power Set: Thugs
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Thugs -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(3), BldMnd-Acc/EndRdx(3), BldMnd-Acc/Dmg/EndRdx(5), BldMnd-Acc(5), BldMnd-Dmg(7)
Level 1: Gale -- FrcFdb-Rechg%(A)
Level 2: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11)
Level 4: Hasten -- RechRdx-I(A)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(37)
Level 10: Steamy Mist -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(13), RedFrt-Def/EndRdx/Rchg(15), RedFrt-Def(46), RedFrt-EndRdx(43)
Level 12: Call Enforcer -- BldMnd-Dmg(A), BldMnd-Acc/Dmg(15), BldMnd-Dmg/EndRdx(17), BldMnd-Acc/EndRdx(17), BldMnd-Acc/Dmg/EndRdx(34), BldMnd-Acc(34)
Level 14: Burnout -- RechRdx-I(A)
Level 16: Freezing Rain -- Bmbdmt-+FireDmg(A)
Level 18: Gang War -- EdcoftheM-PetDef(A), SvrRgh-PetResDam(19), ExpRnf-+Res(Pets)(19), CaltoArm-+Def(Pets)(23), SprCmmoft-Acc/Dmg/Rchg(33), RechRdx-I(33)
Level 20: Hurricane -- FrcFdb-Rechg%(A), EndRdx-I(21), ExpStr-Dmg/KB(21), ExpStr-Acc/KB(23), ExpStr-Dam%(43), EndRdx-I(42)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36)
Level 24: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(25), GssSynFr--ToHit/Rchg/EndRdx(25), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(33)
Level 26: Call Bruiser -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Dmg(27), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(29), SprCmmoft-Rchg/PetAoEDef(29), SlbAll-Build%(31)
Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34)
Level 30: Aid Other -- Pnc-Heal/Rchg(A), Pnc-Heal/EndRedux/Rchg(43), Pnc-Heal(45)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tornado -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(37), CaltoArm-Acc/Rchg(37), CaltoArm-Acc/Dmg(40), CaltoArm-Dmg/EndRdx(42), CaltoArm-Acc/Dmg/Rchg(42)
Level 38: Lightning Storm -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(39), Thn-Acc/Dmg(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(40), Thn-Dmg/EndRdx/Rchg(40)
Level 41: Static Discharge -- Artl-Acc/Dam(A), Artl-Dam/End(50), Artl-Dam/Rech(50), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(45)
Level 44: Charged Armor -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(46)
Level 47: Thunder Strike -- SuddAcc--KB/+KD(A), Erd-%Dam(48), Erd-Dmg(48), Erd-Acc/Rchg(48)
Level 49: Aid Self -- Pnc-Heal/Rchg(A), Pnc-Heal/EndRedux/Rchg(50)
Level 1: Supremacy 
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 -- Pnc-Heal/+End(A), Mrc-Rcvry+(36)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(36)
Level 1: Punk 
Level 1: Arsonist 
Level 26: Bruiser 
Level 12: Enforcer 
Level 8: Speed Phase 
Level 50: Cardiac Total Core Revamp 
------------

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Edited by plainguy
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I reworked my build as mentioned.. 
I didn't realize as I was posting Field Medic didn't take any IO sets. 

So taking the hit on Range Defense, I was able to of course free up 3 slots. 

  • Added one slot to Health and placed the Numina Proc - Received Endurance increase and Regen bonus
  • Changed the IOs in Freezing Rain to Javelin Volley - Added the Proc and damage recharge. Received Endurance increase from set bonus
  • Last slot ??
    • Charged armor Gladiator's Armor for more endurance increase and increased resistance from 32.5 to 39.. 
    • Another proc in Freezing Rain goes from 113 points of damage to 177 points of damage.
    • Change out Gail for 2 damage procs ? Go from 5 pts of damage to 36 points of damage
    • Another Proc in Stamina
    • Another Proc in Health
    • Was considering Aid Self but a Heal IO would give me from 29% to 37%.. Heal and Recharge was taking off tenths of a second.. 4.41 to 4.17 and a heal of 34%

From an endurance standpoint which is somewhat critical with this build

its either 

A Endurance IO(maybe at +5, gives you 3.2 endurance Rec instead of  3.1)/Performance shifter IO in Stamina gives you 3.1 and 15 extra hitpoints. 

A 2nd Gladiator IO in Charged Armor, either Resistance or Endurance/Resistance

 

Or go with the Proc in Freezing Rain for the 64 point AOE damage increase.. 

 

I am thinking be happy with the new endurance bonus from changes in Freezing rain and Health and put the 2nd proc in Freezing Rain.

 

This Villain build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Science Mastermind
Primary Power Set: Thugs
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Thugs -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(3), BldMnd-Acc/EndRdx(3), BldMnd-Acc/Dmg/EndRdx(5), BldMnd-Acc(5), BldMnd-Dmg(7)
Level 1: Gale -- FrcFdb-Rechg%(A)
Level 2: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11)
Level 4: Hasten -- RechRdx-I(A)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(37)
Level 10: Steamy Mist -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(13), RedFrt-Def/EndRdx/Rchg(15), RedFrt-Def(46), RedFrt-EndRdx(43)
Level 12: Call Enforcer -- BldMnd-Dmg(A), BldMnd-Acc/Dmg(15), BldMnd-Dmg/EndRdx(17), BldMnd-Acc/EndRdx(17), BldMnd-Acc/Dmg/EndRdx(34), BldMnd-Acc(34)
Level 14: Burnout -- RechRdx-I(A)
Level 16: Freezing Rain -- JvlVll-Dam%(A), JvlVll-Dam/Rech(48)
Level 18: Gang War -- EdcoftheM-PetDef(A), SvrRgh-PetResDam(19), ExpRnf-+Res(Pets)(19), CaltoArm-+Def(Pets)(23), SprCmmoft-Acc/Dmg/Rchg(33), RechRdx-I(33)
Level 20: Hurricane -- FrcFdb-Rechg%(A), EndRdx-I(21), ExpStr-Dmg/KB(21), ExpStr-Acc/KB(23), ExpStr-Dam%(43), EndRdx-I(42)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36)
Level 24: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(25), GssSynFr--ToHit/Rchg/EndRdx(25), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(33)
Level 26: Call Bruiser -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Dmg(27), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(29), SprCmmoft-Rchg/PetAoEDef(29), SlbAll-Build%(31)
Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34)
Level 30: Aid Other -- Pnc-Heal/Rchg(A), Pnc-Heal/EndRedux/Rchg(43), Pnc-Heal(45)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tornado -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(37), CaltoArm-Acc/Rchg(37), CaltoArm-Acc/Dmg(40), CaltoArm-Dmg/EndRdx(42), CaltoArm-Acc/Dmg/Rchg(42)
Level 38: Lightning Storm -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(39), Thn-Acc/Dmg(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(40), Thn-Dmg/EndRdx/Rchg(40)
Level 41: Static Discharge -- Artl-Acc/Dam(A), Artl-Dam/End(50), Artl-Dam/Rech(50), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(45)
Level 44: Aid Self -- Pnc-Heal/Rchg(A), Pnc-Heal/EndRedux/Rchg(46)
Level 47: Charged Armor -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48)
Level 49: Field Medic -- RechRdx-I(A), Empty(50)
Level 1: Supremacy 
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 -- Pnc-Heal/+End(A), Mrc-Rcvry+(36), NmnCnv-Regen/Rcvry+(48)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(36)
Level 1: Punk 
Level 1: Arsonist 
Level 26: Bruiser 
Level 12: Enforcer 
Level 8: Speed Phase 
Level 50: Cardiac Total Core Revamp 
------------

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13 hours ago, Relvinian said:

why not o2 boost?

I am guessing this is related to my build.

I wanted to be able to also heal myself at times.

comparing numbers

02

9 end cost

.86 recharge ( 1 second)

Heals for 267 I think

Aid Other

5 end cost.

2 second recharge

Heals for  25% of target I am reading 201 on effects don't know if its 25% or 201.  As you can imagine 25% for a Brute is much more then for a mastermind. 

 

Field Medic removes the interrupt for Aid Other and gives Endurance to Aid Self.
For me my concern was Endurance to some degree, I was close to the Endurance ratio, so play style was slow and deliberate. 

 

But with the changes I made last night, much, much better.. Much more endurance.. I can still dip low.. But I can play a bit harder now.. A bit more aggressive.

For me it is a much better build.  

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On 10/25/2021 at 11:40 AM, Relvinian said:

cool i am leveling up and still have heal other and o2 boost and heal self btw.

 

But im still using so enhancments at lvl 37


For me, once someone taught me about what Defense cap meant, the whole game changed for me.  
Prior to inventions being placed in the game, you were stuck to some degree needing the core members for a team.. Empath, Stone Tank or some type of Tank, Scrapper, Kin, Bubbler, Fire Blaster over other types. 

But after those key slots were filled it was to some degree get whomever, but without a doubt it was Oh get that controller instead of another blaster or scrapper..  

The other cool thing before inventions is since you needed all these key players, you were NOT sort of fine tuning your build with specific powers. You were more creating that fantasy in your head.  So you would be an Assault Rifle Device player with the full medic pool because it was your theme.  

Today with inventions and striving for numbers a bit of that theme/fantasy is ripped out. 

You can see this with certain power sets.. EG Here in Masterminds.. You want defense cap easy ? Go Traps. By mid 30s to early 40s you are almost full defense capped with SOs. 
But now you have to create in your head that backstory why your a necro mastermind with traps.. 

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