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Build Request: Stone Melee/Dark Armor


AwkwardGiraffe

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Hi friends, I started playing a toon with this spec after not playing in well over a decade. I've really enjoyed it thus far as now that I'm getting more comfortable with the toon, I'm looking to optimize his use. It's been awhile, so I appreciate your patience.

 

Side note, I had considered going Stone Armor or Energy (and I guess I still could with a new toon.)

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On 6/29/2023 at 8:45 PM, cronus said:

I have a toon with this power combo, I dont have a good build to share, just wanted to comment that this is prob the most END hungry toon I have.

 

Oh yeah, absolutely. I'm running out constantly, so wondering if anyone had any ideas on how to mitigate some of that.

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I'd offer a different opinion in that I would keep oppressive gloom. You can use that plus Fault to quickly have a mag 4 stun on most mobs. That is a huge damage mitigation factor there as mag 4 is enough to stun bosses. I use this tactic to great effect on my DA/SS tanker (OP+ Hand Clap).

 

The fear aura I can live without.

 

I wouldn't worry too much about the end usage if you're going to fill this thing with IOs as you'll get enough recovery while chasing resistance and slow resistance which are the two things I'd build towards as you have one of the best heals in the game, but no sense slowing it down, and you can get some pretty great resistances across the board.

 

You can cycle things like RoP,  Melee Core, and Barrier at max level to allow you a bit more build flexibility as well if you need. I'd look towards sticking a couple damage procs in seismic smash as well as it procs extremely well.

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On 7/5/2023 at 10:59 AM, SeraphimKensai said:

Oh sorry for the double post, but my standard offer applies @awkwardowlet that if you take a stab at making your own build, I'm willing to look it over and give you advice towards working to your build goals as I'm the teach a man to fish type rather than the give a man a fish.

 

It's been a minute since I made a build, but I'll give it a shot!

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On 7/5/2023 at 10:59 AM, SeraphimKensai said:

Oh sorry for the double post, but my standard offer applies @awkwardowlet that if you take a stab at making your own build, I'm willing to look it over and give you advice towards working to your build goals as I'm the teach a man to fish type rather than the give a man a fish.

 

Alrighty, did some looking around and here's what I'm thinking so far. I'll get this into a Mids at some point. The whole enhancement game has changed since I last played so guessing for some of these based on stats/goals.

 

Stone Melee

Stone Fist

  • Brute's Fury (aim for Superior Unrelenting) x 6

Heavy Mallet

  • Touch of Death x 5, Forced Feedback (Rech/End or Chance for Recharge)

Fault

  • Bombardment x 5 (Absolute Amazement if lucky)

Build Up

  • Gaussian's Synchronized Fire-Control (Chance for Build Up), Recharge Reduction

Seismic Smash

  • Mako's Bite x 6 (Hecatomb if lucky)

Tremor

  • Obliteration x 5

Dark Armor

Dark Embrace

  • Unbreakable Guard x 4

Death Shroud

  • Avalanche x 6

Murky Cloud

  • Unbreakable Guard x 5-6

Obsidian Shield

  • Unbreakable Guard x 5-6

Dark Regeneration

  • Touch of the Nictus x 6

Cloak of Darkness

  • Luck of the Gambler x 3

Cloak of Fear

  • Glimpse of the Abyss, Unspeakable Terror x 3

Oppressive Gloom

  • Absolute Amazement x 5 (if lucky)

Power Pools

  • Speed
  • Leaping
  • Fighting
  • Sorcery
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I'm at work right now and been dealing with an infant with an ear infection at home, so looking over your write up I would look at some slotting changes in general.

 

It looks like you were chasing some modicum of melee defense. I would eschew that focus and ensure that you slot a winter's gift and enough slotting of winter sets to get your slow resistance ideally to t least 95%. This will ensure Dark Regeneration is available when you need it and your attack rotation not being crippled. After that I would stack a broad spectrum of resistances towards aiming for approximately ~80% resistances. That's because you propose Sorcery (I would make sure to have RoP, and then use Melee Core as a Hybrid, and Barrier, so you can run a rotation at high levels that will get you capped to most resistances).

 

After that I would aim for a modicum of global recharge (hasten and set bonuses) this will let you boost your damage with some proc slotting of attacks. You'll get a decent chunk of damage due to Fury.

 

Looking more specifically at your slotting choices, I wouldn't 6 slot fault honestly, I'd two slot 1 FF proc, and likely an ACC IO.

 

Dark Regen you want at least the theft of essence proc for a nice end refill.

 

Also you want to make sure you're slotting in the defense uniques that give you resistance, the kismet proc for more tohit to help you hitting things. Gaussian in build up and then max your recharge to it. Otherwise health - miracle, preventative medicine z and panacea procs. Stamina performance shifter proc, I like synapse proc and a end mod io, power transfer for a bit of passive healing.

 

I personally like soul for gloom /dark obliteration and darkest night but you could go for focused accuracy as well (but that might be difficult to balance the end usage with stone melee, dark armor and focused acc. Doable but will require more consideration).

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On 7/5/2023 at 8:31 AM, SeraphimKensai said:

I'd offer a different opinion in that I would keep oppressive gloom. You can use that plus Fault to quickly have a mag 4 stun on most mobs. That is a huge damage mitigation factor there as mag 4 is enough to stun bosses. I use this tactic to great effect on my DA/SS tanker (OP+ Hand Clap).

 

*nods emphatically*

Who run Bartertown?

 

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@SeraphimKensai Thanks for the feedback! Here's a shot:

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Level 50 Magic Brute
Primary Power Set: Stone Melee
Secondary Power Set: Dark Armor
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
------------
Level 1:    Stone Fist    
 (A) Superior Unrelenting Fury - Accuracy/Damage
 (3) Superior Unrelenting Fury - Damage/RechargeTime
 (3) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime
 (5) Superior Unrelenting Fury - Damage/Endurance/RechargeTime
 (5) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime
 (7) Superior Unrelenting Fury - RechargeTime/+Regen/+End


Level 1:    Dark Embrace    
 (A) Unbreakable Guard - Resistance
 (13) Unbreakable Guard - Resistance/Endurance
 (19) Unbreakable Guard - RechargeTime/Resistance
 (19) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (21) Gladiator's Armor - TP Protection +3% Def (All)
 (21) Steadfast Protection - Resistance/+Def 3%


Level 2:    Death Shroud    
 (A) Superior Avalanche - Accuracy/Damage
 (27) Superior Avalanche - Damage/Endurance
 (29) Superior Avalanche - Accuracy/Damage/Endurance
 (29) Superior Avalanche - Accuracy/Damage/Recharge
 (31) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
 (34) Superior Avalanche - Recharge/Chance for Knockdown


Level 4:    Mystic Flight    
 (A) Winter's Gift - Slow Resistance (20%)
 (7) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance


Level 6:    Heavy Mallet    
 (A) Touch of Death - Accuracy/Damage
 (9) Touch of Death - Damage/Endurance
 (9) Touch of Death - Damage/Recharge
 (11) Touch of Death - Accuracy/Damage/Endurance
 (11) Touch of Death - Damage/Endurance/Recharge
 (13) Force Feedback - Chance for +Recharge


Level 8:    Murky Cloud    
 (A) Unbreakable Guard - Resistance
 (36) Unbreakable Guard - Resistance/Endurance
 (36) Unbreakable Guard - RechargeTime/Resistance
 (36) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (37) Unbreakable Guard - Endurance/RechargeTime
 (37) Unbreakable Guard - +Max HP


Level 10:    Build Up    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 12:    Obsidian Shield    
 (A) Unbreakable Guard - Resistance
 (37) Unbreakable Guard - Resistance/Endurance
 (40) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (40) Unbreakable Guard - RechargeTime/Resistance


Level 14:    Fault    
 (A) Perfect Zinger - Chance for Psi Damage
 (15) Perfect Zinger - Accuracy/Recharge
 (15) Force Feedback - Chance for +Recharge
 (17) Force Feedback - Recharge/Endurance
 (17) Force Feedback - Damage/Endurance/Knockback


Level 16:    Dark Regeneration    
 (A) Theft of Essence - Chance for +Endurance
 (40) Obliteration - Accuracy/Damage/Endurance/Recharge
 (42) Obliteration - Damage
 (48) Obliteration - Damage/Recharge


Level 18:    Arcane Bolt    
 (A) Empty


Level 20:    Rune of Protection    
 (A) Unbreakable Guard - Resistance
 (48) Unbreakable Guard - Resistance/Endurance
 (48) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (50) Unbreakable Guard - RechargeTime/Resistance
 (50) Unbreakable Guard - Endurance/RechargeTime


Level 22:    Seismic Smash    
 (A) Hecatomb - Damage
 (23) Hecatomb - Damage/Recharge
 (23) Hecatomb - Accuracy/Damage/Recharge
 (25) Hecatomb - Accuracy/Recharge
 (25) Hecatomb - Damage/Endurance
 (27) Hecatomb - Chance of Damage(Negative)


Level 24:    Cloak of Darkness    
 (A) Luck of the Gambler - Defense/Recharge
 (43) Luck of the Gambler - Defense/Endurance
 (42) Luck of the Gambler - Defense
 (42) Reactive Defenses - Scaling Resist Damage
 (43) Reactive Defenses - Defense


Level 26:    Kick    
 (A) Empty


Level 28:    Cloak of Fear    
 (A) Nightmare - Accuracy/Recharge
 (45) Nightmare - Accuracy/Endurance
 (45) Nightmare - Accuracy/Fear/Recharge


Level 30:    Tough    
 (A) Aegis - Resistance
 (31) Aegis - Resistance/Endurance
 (31) Aegis - Resistance/Recharge
 (50) Aegis - Resistance/Endurance/Recharge


Level 32:    Tremor    
 (A) Scirocco's Dervish - Accuracy/Damage
 (33) Scirocco's Dervish - Damage/Endurance
 (33) Scirocco's Dervish - Damage/Recharge
 (33) Scirocco's Dervish - Accuracy/Recharge
 (34) Scirocco's Dervish - Accuracy/Damage/Endurance
 (34) Force Feedback - Chance for +Recharge


Level 35:    Oppressive Gloom    
 (A) Absolute Amazement - Stun
 (43) Absolute Amazement - Stun/Recharge
 (45) Absolute Amazement - Accuracy/Stun/Recharge
 (46) Absolute Amazement - Accuracy/Recharge
 (46) Absolute Amazement - Endurance/Stun
 (46) Absolute Amazement - Chance for ToHit Debuff


Level 38:    Weave    
 (A) Shield Wall - Defense/Endurance
 (39) Shield Wall - +Res (Teleportation), +5% Res (All)
 (39) Shield Wall - Defense
 (39) Shield Wall - Defense/Recharge


Level 41:    Superior Conditioning    
 (A) Empty


Level 44:    Physical Perfection    
 (A) Empty


Level 47:    Hasten    
 (A) Empty


Level 49:    Soul Transfer    
 (A) Empty


Level 1:    Brawl    
 (A) Empty


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Fury    
Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Empty


Level 2:    Health    
 (A) Empty


Level 2:    Hurdle    
 (A) Empty


Level 2:    Stamina    
 (A) Empty


------------

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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|1|
|-------------------------------------------------------------------|

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I imported your build. Note your version of mids is significantly outdated, but I was able to do a legacy import.

State wise, your build has the following resistances

  • Smashing/Lethal - 78.1% with RoP - overcapped 103.7%
  • Fire/Cold - 76.44% with RoP - overcapped 102.04%
  • Energy - 57.88% with RoP - 83.47%
  • Negative - 81.8% with RoP - overcapped 107.4%
  • Toxic - 53.67% with RoP - 79.27%
  • Psi - 88.82% with RoP - overcapped 114.42%

Depending on what level you plan to play at, ie. Exempt friendly, once you are using Rune of Power your resistances hit the hardcaps of 90. Any percent over 90 doesn't do anything. But we want a broad spectrum of resistances as close to 90% as possible since Dark Armor is a resistance based set. This kind of balancing can be tricky, but you can potentially increase your slot efficiency by adhering to this concept.

 

Defenses at:

  • Smash/Lethal - 29.01%
  • Fire/Cold - 27.45%
  • Energy/Negative - 19.63%
  • Toxic/Psi - 17.76%
  • Melee - 40.26%
  • Ranged - 18.7%
  • AoE - 24.95%

You have 0 Defense Debuff Resistance, the defenses that you were building for are likely to get striped pretty quick depending on what you're fighting. The thing is you didn't make the magic 45% softcap for non-incarnate content for any type of position of defense.

 

Max HP at 1984.38 - with accolades. Since Dark Armor doesn't get anything like Dull Pain/Earth's Embrace we have to rely on just set bonuses/ accolades for our health pool. 1984 although a great book, is a little light on the HP at least in my opinion, but whether or not it's enough will be dictated by how hard of a difficulty you push and what kinds of mobs you face.

 

You have 0 knockback protection, except for when Rune of Protection is up. Ideally you'll want to have 8 points pretty much all the time as that will override most NPC KB. With 0 Kb prot, you'll be getting ragdolled around and it will significantly slow down your ability to do damage. Adding a Blessing of the Zephyr KB IO and a Karma KB IO would be my biggest priority here.

 

Your build doesn't have incarnate options, but if you used say barrier and melee core, you could alternate them with Rune to keep your resistances high. This would allow you to adjust your slotting. Melee Core Embodiment gives a base of 16.08% resistance to all, which can increase by up to 9.9% if surrounded by 10 mobs. As a Brute, you're likely to be surrounded by mobs. I would take these into account for your build, so that way you can potentially free up some slots as I'm not seeing any slots in hasten, health, stamina.

 

I like to build these so I aim for getting to the 90% resistance cap with using just 1 of them, and rotating at the effect ends/cd is over. Aside of using Barrier, Energy and Toxic are slight holes for Dark Armor, so you're unlikely to see them capped. That said, having values over 90% doesn't do you any good for resistance.

 

Your slotting of Dark Regen has pretty low accuracy btw, against +4's your looking at a 61.44% accuracy without buildup. The damage of that power is pretty minimal, so I'd take the Oblits out. I'd want to make sure it has good accuracy, otherwise you could use a high ppm proc bomb as the base recharge is 30 seconds, but that means you wouldn't want to slot for any recharge in the power and solely rely on global recharge for it.

 

Hasten should have 2 +5 recharge IOs in it. Stamina I'd recommend at least a performance shifter proc and end mod IO. I personally like to also have the Synapse Run/End Mod as I like fast movement. The Power Transfer proc can give you small but steady HP and essentially offsets the cost of running Oppressive Gloom. Health panacea and miracle procs are almost standard issue, and given the amount of toggles you have I would ensure they are there plus preventive medicine for some absorb.

 

And remember when testing any build, slot it up on the public test server when money/ios are free so you can test out the character before committing to it.

 

That all said, opinions are like assholes, everyone's got one. All of this is just my opinion. At the end of the day you're the one building the toon so do what works for you or what concept you're looking for.

 

 

Edited by SeraphimKensai
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@SeraphimKensai Thanks so much for the extensive review, I truly appreciate it! I'm on a Mac and unfortunately do to recent versions of Mids being built on .NET6, I'm unable to run the latest version. We'll get there eventually though.

 

I hadn't considered activating RoP in Mids to see how it would affect the resist stats, talk about overkill, no joke. I'm not even sure what Incarnates on, so I'll have to go research those.

 

I'll revamp based on feedback, again, thanks a ton.

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@SeraphimKensai I took another shot at this and did a bit more research on Accolades/Incarnates and set bonuses. And then this is the highest version of Mids I can currently run. One thing to note, I was unable to find anything that affected Debuff Resistances for Defense and Regen.

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Level 50 Magic Brute
Primary Power Set: Stone Melee
Secondary Power Set: Dark Armor
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
------------
Level 1:    Stone Fist    
 (A) Superior Unrelenting Fury - Accuracy/Damage
 (3) Superior Unrelenting Fury - Damage/RechargeTime
 (3) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime
 (5) Superior Unrelenting Fury - Damage/Endurance/RechargeTime
 (5) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime
 (7) Superior Unrelenting Fury - RechargeTime/+Regen/+End


Level 1:    Dark Embrace    
 (A) Unbreakable Guard - Resistance
 (7) Unbreakable Guard - Resistance/Endurance
 (9) Unbreakable Guard - RechargeTime/Resistance
 (9) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (11) Unbreakable Guard - +Max HP
 (11) Steadfast Protection - Resistance/+Def 3%


Level 2:    Death Shroud    
 (A) Superior Avalanche - Accuracy/Damage
 (13) Superior Avalanche - Damage/Endurance
 (13) Superior Avalanche - Accuracy/Damage/Endurance
 (15) Superior Avalanche - Accuracy/Damage/Recharge
 (15) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
 (17) Superior Avalanche - Recharge/Chance for Knockdown


Level 4:    Mystic Flight    
 (A) Winter's Gift - Slow Resistance (20%)
 (17) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance


Level 6:    Heavy Mallet    
 (A) Hecatomb - Damage/Endurance
 (19) Hecatomb - Damage
 (19) Hecatomb - Chance of Damage(Negative)
 (21) Hecatomb - Accuracy/Recharge
 (21) Hecatomb - Damage/Recharge
 (23) Hecatomb - Accuracy/Damage/Recharge


Level 8:    Murky Cloud    
 (A) Unbreakable Guard - Resistance
 (23) Unbreakable Guard - Resistance/Endurance
 (25) Unbreakable Guard - RechargeTime/Resistance
 (25) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (27) Unbreakable Guard - Endurance/RechargeTime


Level 10:    Build Up    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (43) Recharge Reduction IO
 (43) Recharge Reduction IO


Level 12:    Obsidian Shield    
 (A) Gladiator's Armor - TP Protection +3% Def (All)
 (29) Gladiator's Armor - Resistance
 (29) Gladiator's Armor - Recharge/Resist
 (31) Gladiator's Armor - Resistance/Rech/End
 (31) Gladiator's Armor - End/Resist
 (43) Gladiator's Armor - Recharge/Endurance


Level 14:    Fault    
 (A) Force Feedback - Chance for +Recharge
 (27) Force Feedback - Accuracy/Knockback
 (33) Force Feedback - Recharge/Endurance
 (45) Accuracy IO


Level 16:    Dark Regeneration    
 (A) Theft of Essence - Chance for +Endurance
 (33) Touch of the Nictus - Chance for Negative Energy Damage
 (34) Touch of the Nictus - Accuracy/Endurance/Recharge
 (34) Touch of the Nictus - Accuracy/Healing/Absorb


Level 18:    Arcane Bolt    
 (A) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge


Level 20:    Rune of Protection    
 (A) Unbreakable Guard - Resistance
 (40) Unbreakable Guard - Resistance/Endurance
 (40) Unbreakable Guard - Endurance/RechargeTime
 (42) Unbreakable Guard - RechargeTime/Resistance
 (50) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 22:    Seismic Smash    
 (A) Superior Blistering Cold - Accuracy/Damage
 (34) Superior Blistering Cold - Recharge/Chance for Hold
 (36) Superior Blistering Cold - Accuracy/Damage/Endurance
 (36) Superior Blistering Cold - Accuracy/Damage/Recharge
 (36) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime


Level 24:    Cloak of Darkness    
 (A) Kismet - Accuracy +6%
 (37) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (37) Luck of the Gambler - Defense
 (37) Luck of the Gambler - Defense/Recharge
 (39) Luck of the Gambler - Defense/Endurance
 (39) Shield Wall - +Res (Teleportation), +5% Res (All)


Level 26:    Kick    
 (A) Mako's Bite - Chance of Damage(Lethal)


Level 28:    Cloak of Fear    
 (A) Perfect Zinger - Chance for Psi Damage
 (31) Perfect Zinger - Accuracy/Recharge
 (33) Cloud Senses - Chance for Negative Energy Damage
 (39) Cloud Senses - ToHit Debuff


Level 30:    Tough    
 (A) Steadfast Protection - Knockback Protection


Level 32:    Tremor    
 (A) Force Feedback - Chance for +Recharge
 (45) Force Feedback - Recharge/Endurance
 (45) Force Feedback - Accuracy/Knockback
 (46) Scirocco's Dervish - Chance of Damage(Lethal)
 (46) Scirocco's Dervish - Accuracy/Damage
 (46) Scirocco's Dervish - Accuracy/Damage/Endurance


Level 35:    Oppressive Gloom    
 (A) Absolute Amazement - Stun
 (40) Absolute Amazement - Stun/Recharge
 (48) Absolute Amazement - Accuracy/Stun/Recharge
 (48) Absolute Amazement - Accuracy/Recharge
 (48) Absolute Amazement - Endurance/Stun
 (50) Absolute Amazement - Chance for ToHit Debuff


Level 38:    Weave    
 (A) Karma - Knockback Protection


Level 41:    Superior Conditioning    
 (A) Performance Shifter - Chance for +End


Level 44:    Focused Accuracy    
 (A) HamiO:Enzyme Exposure


Level 47:    Physical Perfection    
 (A) Performance Shifter - Chance for +End


Level 49:    Hasten    
 (A) HamiO:Membrane Exposure


Level 1:    Brawl    
 (A) Gladiator's Strike - Chance for Smashing Damage


Level 1:    Fury    
Level 1:    Sprint    
 (A) Celerity - RunSpeed


Level 2:    Rest    
 (A) HamiO:Golgi Exposure


Level 1:    Swift    
 (A) HamiO:Microfilament Exposure


Level 1:    Health    
 (A) Preventive Medicine - Chance for +Absorb
 (50) Preventive Medicine - Heal


Level 1:    Hurdle    
 (A) HamiO:Microfilament Exposure


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End
 (42) Synapse's Shock - EndMod/Increased Run Speed
 (42) Power Transfer - Chance to Heal Self


Level 18:    Arcane Power    
Level 50:    Barrier Invocation    
Level 50:    Melee Core Genome    
Level 50:    Portal Jockey    
Level 50:    The Atlas Medallion    
Level 50:    Task Force Commander    
Level 50:    Freedom Phalanx Reserve    
Level 50:    Ion Judgement    
Level 50:    Resilient Boost    
Level 50:    Reactive Interface    
Level 50:    Polar Lights Ally    
------------

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I'm at work now so I don't have access to mids, but first observations....

Take the HOs out of rest and hurdle.

 

You should never have to use rest in the first place.  Hurdle gets slotted with a +5 common IO. Swift you have a choice, you can use a fairly expensive micro in it to boost both fly and run speed, or you can go the +5 common slotting method like hurdle to enhance one aspect. If I'm taking mystic flight I usually slot a +5 runspeed Io in swift as I'm most often teleporting with mystic flight myself.

 

You have a celerity runspeed Io in sprint, if you're just enhancing the speed of it it's better to use a common run speed IO. I often will use a celerity or unbounded leap stealth IO. This will stack with Cloak of Darkness.

 

I'll try to look at the build in mids when I have some time later on after the baby goes to bed.

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1 hour ago, SeraphimKensai said:

I'm at work now so I don't have access to mids, but first observations....

Take the HOs out of rest and hurdle.

 

You should never have to use rest in the first place.  Hurdle gets slotted with a +5 common IO. Swift you have a choice, you can use a fairly expensive micro in it to boost both fly and run speed, or you can go the +5 common slotting method like hurdle to enhance one aspect. If I'm taking mystic flight I usually slot a +5 runspeed Io in swift as I'm most often teleporting with mystic flight myself.

 

You have a celerity runspeed Io in sprint, if you're just enhancing the speed of it it's better to use a common run speed IO. I often will use a celerity or unbounded leap stealth IO. This will stack with Cloak of Darkness.

 

I'll try to look at the build in mids when I have some time later on after the baby goes to bed.

 

No rush! Work and kid trumps CoH!

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