_Tux__EU

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  1. Just interested to what your view is on Blizzard Santorican? Personally I love it and would want a lot more recharge in mine.

    Otherwise, nice build and not too pricey either except for the KCs
  2. Quote:
    Originally Posted by Fury Flechette View Post
    They do both work in Active Defense, and although Enzymes yield higher values, they do not provide any recharge enhancements. Membranes do. This isn't an issue for builds that never exempt and have high global recharge values. It is however an issue for builds that don't. Not having perma mez protection in a scrapper stinks.
    Here's the quote for SirHealz.

    And .. can we sticky this?
  3. Quote:
    While hilarious, try to not hit ASing stalkers or people sniping with Enforced Morale. It will interrupt them unless they’re already damaged.
    LOL.

    Great guides, Silas.
  4. I've put a recipe on for 2 billion before from pressing '0' one too many times...

    It was an Impervium Armor End/Rech, quickest 100 million I've ever lost
  5. Great builds Fury, those 'Very Expensive' builds truly are spectacular, I appreciate the time and effort you've put into making these.

    Quote:
    Just wandering about one thing. Why Enzyme? +Defense Debuff & + ToHitt Debuff, Scrapper doesn't have any debuff skills at all so i'm confused about the actuall purpose of this because reading into it is missleading.
    I believe it's to enhance the DDR [Defence Debuff Resistance] as unlike SR, Shield does have high DDR numbers. Grant Cover gives some more GC but it is seemingly skipped in most builds.
  6. Very true Finduilas, I've had Op Gloom while levelling up from about 40-47 and I've found that while it looks cool and costs next to nothing endurance-wise, 2 Footstomps takes minions out of the fight anywyay in the higher levels (and that's without the purp proc ), and I think the self-rez is going to be useful if I get dropped unexpectedly against any of the nasty AVs or just long drawn-out fights.

    Thanks for your reply.
  7. Okay then thanks guys, I guess I'm going to be needed the stun aura patricularly when my Proc'd Foot Stomp should be taking care of them.

    Always nice to have a self-rez aswell, thanks for your input Dechs and Deth.
  8. Appreciate the tip on Rage's slotting, but I'll figure I'll have enough accuracy for my attacks with Rage's To-Hit buff (25%). I understand about the relatively poor damage slotting though. (However 85% damage isn't *that* bad)

    Concerning Soul Transfer, I did actually intend to straight swap it out for Oppresive Gloom (i.e keep the Stun IOs in there) so I totally take your point. With End reduction, I have two perf shifter procs, and Conserver Power if my end does take a hit with Hasten/Rage dropping simultaneously or something. Essentially I mean in-game, my end has been fine.
  9. Hi guys,

    Before I put this build onto my Tank on live, was wondering if anyone could point out any holes in the build I might have missed. I've gone for the S/L def cap, and one purple off the E/N cap. The Tank is for general play, and as you can probably tell from the build, I enjoy a bit of Scranking.

    Without further ado..

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Olympus Shadow: Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(5), S'fstPrt-ResKB(36)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Zinger-Dam%(17)
    Level 2: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(13)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(15)
    Level 6: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(19), S'fstPrt-ResKB(19)
    Level 8: Dark Regeneration -- Nictus-Heal/HP/Regen/Rchg(A), Theft-+End%(13), Dct'dW-Heal/EndRdx/Rchg(21), Nictus-Acc/EndRdx/Rchg(21), Theft-Acc/EndRdx/Rchg(23), Theft-Acc/EndRdx/Heal(23)
    Level 10: Taunt -- Zinger-Taunt(A), Zinger-Dam%(15), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rchg/Rng(27), Zinger-Acc/Rchg(27), Zinger-Taunt/Rng(37)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), Mrcl-Heal(25)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(43)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), EndMod-I(33)
    Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 24: Cloak of Darkness -- LkGmblr-Def(A), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx(36)
    Level 26: Boxing -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Knock%(34)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
    Level 30: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(37), Erad-Acc/Dmg/Rchg(37), Erad-%Dam(40), C'ngBlow-Dmg/EndRdx(42)
    Level 32: Soul Transfer -- RzDz-Acc/Rchg(A), RzDz-Acc/EndRdx(36), RzDz-Stun/Rng(42), RzDz-Acc/Stun/Rchg(42), RzDz-Immob%(43)
    Level 35: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
    Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45), Armgdn-Dam%(46), FrcFbk-Rechg%(46)
    Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam/Rchg(50)
    Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Physical Perfection -- EndMod-I(A), EndMod-I(50), P'Shift-End%(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 0: Ninja Run



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  10. Still having trouble loading the "enhancement modifiers", i.e I'm not getting any set bonus values and enhancements/IOs have no effect..

    Any further ideas, or is Mids still having a hard time with all the trouble atm?
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    I don't think I've ever seen more ignorance than this.

    I have a dark armor tank. I can stealth missions. I am softcapped to S/L/E/N. I can take full groups of cimerorans.

    I couldn't do any of that without CoD. It provides 8% defense to all types. More than any two set bonuses. It's the same defensive value as weave, for less endurance, plus stealth. How is that worthless?
    This.

    Also with the new power customization you can still see your costume.
  12. Right, thanks for that - guess I'll try to download it again in a few days.
  13. Re-installed the new mids with the update several times now and I keep getting "Modifier Table isn't how it should be" i.e no enhancement values/all my builds have 0% def/res etc... I have run it as an administrator aswell by the way. Sorry if I'm being ignorant and there is already a post about this, though I had a look.

    Help would be much appreciated,

    Thanks in advance.
  14. Quote:
    Originally Posted by Tokyo View Post
    Hey, thanks for the feed back, changed my build a bit as I do want to keep mobs from running, however I rather NOT take roots as it tends to hog my endurance and I use the Knock up from fissure and tremor as a means to mitigate damage coming at me. The placate proc in spore burst acts as a second confuse while I'm waiting for confuse to recharge so I see more use out of it than I do roots (yes i also use it in lrsfs).

    My damage will be coming from spamming tremor and fissure for the most part. I took mud pots for the slow and AoE damage and as a proc delivery. My only concern is my endurance recovery while running mud pots, is mud pots worth taking? Also is 45% S/L defense enough?
    I haven't tried it, but apparently Mud Pots' radius is small and is dwarfed by damage auras such as Hot Feet. If I was playing an /Earth, I would probably be in mind to skip it. End should be fine with a boost from Domination every now and then too.

    If I was to swap out Mud Pots, I would maybe take Vines for even more control and put BK's in for some more recharge (+ the Lockdown quad or something). Vines is also back in under 80s with your build which is nice.

    For reference:

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  15. _Tux__EU

    AR/TA/Mace.

    Still at S/L cap (46.3%), 10% more recharge, Glue Arrow just has two recharges in it since it's auto-hit. I felt Full Auto and Oil Slick both needed more recharge, and I also put a bit more in Acid Arrow since everyone loves -res.

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  16. _Tux__EU

    Solo ITF

    Gratz on the ITF man.
  17. _Tux__EU

    AR/TA/Mace.

    Could you post the data chunk for those builds please Youmu?

    Just looking at the builds very generally, you could put BG's in EMP instead of Lockdown for the recharge bonus and I would just stick either the Numi heal in or just a heal IO instead of the RT proc for cost reasons.
  18. _Tux__EU

    Tank Farmer

    Right, thanks for that.

    And if I was to use a Tank for farming, it would have to be Shield/SS/Pyre or Shield/Fire/Pyre.
  19. I would put the Impeded Swiftness proc instead of your Detonation in Creepers. And take out Invisibility for Super Speed which will still allow you to stealth still. Also maybe swap the rech for the sixth confuse purp, since it looks like you're shooting for some ranged def. On that note, swap Team Teleport for Maneuvers since you don't really need it and you can get an LotG proc in it if you take out Invis. (Or just take Assault, giving all of your team members a dmg. bonus)

    Oh yeah, and perf shifter proc in Stamina, and if possible Heal uniques in Health for some more manageable end.

    That's what I could see at a glance, hope that helps.

    *Edit* And put a KB IO in somewhere for those nasty freaks
  20. _Tux__EU

    Tank Farmer

    Quote:
    Sure. But let's note for the general readership that farming on +4/8 is much less effective at getting drops per unit of time farmed.

    You're free to play any way you like. But I keep seeing this meme, and I suspect that people think it's somehow "better" at producing rewards. It's not -- it's decisively worse except perhaps for power leveling, which is a different thing than farming. I suspect the reason I keep seeing it is that posters don't entirely understand, and just assume that the hardest setting is the best reward in all cases, or they're copying something they saw someone else post.

    If it's fun for you, go for it. I'm just trying to help people who are still learning how things work avoid confusion, though.
    Sailboat (or anyone really), have you got a link confirming this when concerning how +2x8 is the best all round. Concerning purple drops is +1x8 better and +3x8 better for PL? Sorry, I realize this a little off-topic but I couldn't really find anything like this around the forums.
  21. Since you have capped S/L defence, I wouldn't worry about your melee and ranged defence values, plus with PFF you have a good way out of any sticky situations.

    With regards to farming with a Plant/ Dom I would definitely take Roots at it has double the damage of any other "Control" AoE immoblizes. In the following build, I swapped it out for Spore Burst, losing just under 4% rech. (Posi's instead of FH) but I think it will be much more useful. (Unless you plan on using the sleep a lot for LRSFs?)

    I also upped the resist on Tough a bit, while trading of 1.5% HP, but you'll have good HP numbers anyway, paricualrly with your accolades, and the Soulbounds/Shield Walls. Other thing I did was put a FF +Rech proc in Fissure which I personally like a lot in those sorts of powers but it's by no means mandatory.

    On a sidenote, that build is going to be VERY expensive, I hope you really like the toon/have the funds If you wanted to drop the price a bit, you could swap the Shield Walls for LotGs, and you won't miss the GA +3% def proc too much.

    Here's a build very similar to yours, with a few changes, your original slotting on the Scorp sheild/weave are on the alternate bit.

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    |B28A5241715E879A7B88ECC3BAF6A31C4039881287FAC42D74FA82204194104A18A|
    |51D2582124589A1F4A16CA2387F006840FE2D|
    |-------------------------------------------------------------------|
    Hope all that helps,

    Tux.
  22. _Tux__EU

    Mids question

    Aye, much appreciated Fury.
  23. Nice guide, thanks for the attack chains section in particular.

    Quote:
    6-Slotted Scirocco's Dervish for +regen, +acc, +def(AoE, psi)
    Very small nitpick, thanks for the read - I enjoyed it.
  24. Whichever you find more fun ... Demon farm on SS/FA will be trivially easy with your capped Fire Res, and SS/SD can basically do any of them, and maybe adapt to more challenging content if you plan to do the occasional TF or something.
  25. Quote:
    Originally Posted by StrykerX View Post
    I don't think I could stand the constant redraw myself (that DP draw animation is long)
    Well I'll probably be throwing Bullet Rain in now I think about it, Mind Probe only when my recharge has been floored