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Posts
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Actually does get to 45% for melee, 44.8% for ranged and 44.7% for aoe, close enough. I do have another build that is 45.7% to all 3 types, with just a slight less (402% vs 430%) regen. So wish/wash but both are decent builds.
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Quote:Hehe, I hear that, though I find I get annoyed hittng aid self and wasting 2 power slots, not sure what you're skipping to do so cause my build is booked with the claws and SR powers, then PP and tough in the 40s.Hey Wind, just use the thread subscription feature
I know I'm doing too much with this claws/sr, she's already 'godlike' at level 30 since she has 33% melee/ranged and is softcapped with one small purple. All SOs except for the steadfast and a kismet.
But I'm building her to be unkillable. I'm already leveling a fm/sd for maximum carnage and maybe farming (who knows, I got a fire/kin to 50 the normal way when it took ages to level, loved him from 1 to 50 and farmed thrice because I found it boring lol - and IOed him, he has 35% s/l def).
And I'm also leveling a DB/Elec to be a killing machine on teams (38% melee def and 25% ranged), so with the claws/sr i want to be able to do stupid stuff like the crazy scrapperholics here. And since I was able to slot tough. add aid self and still get these numbers (plus 67.5% rech), why not go for it, ya know?
Here i the regen build I was talking about:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Claw SR Tough Regen: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), DefBuff-I(5)
Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), S'dpty-Def/Rchg(13), S'dpty-Def(17)
Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), DefBuff-I(7)
Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(40)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(29)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(17)
Level 18: Focus -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Apoc-Acc/Dmg/Rchg(21), Apoc-Dmg/EndRdx(37)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Numna-Heal(23), Heal-I(43), RgnTis-Regen+(48)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(34)
Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(48)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 30: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(46)
Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), DefBuff-I(36)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
Level 47: Kick -- Acc-I(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 7.69% Defense(Energy)
- 7.69% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 12.4% Defense(Ranged)
- 13.3% Defense(AoE)
- 27% Enhancement(Accuracy)
- 21.3% Enhancement(RechargeTime)
- 10% FlySpeed
- 205.8 HP (15.4%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 8.8%
- MezResist(Immobilize) 8.8%
- 6.5% (0.11 End/sec) Recovery
- 118% (6.6 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 6.25% Resistance(Negative)
- 15% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1415;702;1404;HEX;| |78DAA593594F135114C7EF746180B694DA4259DB420B651D4BF4C125D144D184846| |A699107059A522FED40336D3A65A94F7E00344613DF7C13D067B718BF897C17EB59| |6E9B185F4C9C94FF6FEEB967E3DC3BE9E365AF10CF6F0BADEF6EA560DBF95CB15EA| |8D564DD9D2E94CC62108C47B15C36B65E3D289563595992962E8408B5DDF2695991| |D240373BDA312ECB5D69D9D2C81DE02A2B772BF258DA8115AB2CEBD26A18ED176FA| |65AAD18ABB25033AD122FEE9B0D4BDAB64F2D4AE5066C0568B5621D9AB6B96356CC| |463370AF66168D3BD5A7CD7CBA603764BD39046DCDC29F89FDD1D3728BC780A4703| |C21F46E12FAB608896DC2749E90C6288DA21CE2176052B81C1A2102AB25B1A7AB7D| |48ABFD73DA8710E5E4B44E6788F27907182D2AD2CF451E809F5B957773F92EDEE9E| |2F21570D0A981965BDF255377895126844C427C8F90DC276420AA879BD67AE6C934| |C618841D0F17D43C3F1D5829794108C38E8F63846F869CD7C0E457CE7EEEA79F819| |721C0CEAEC029F57DE98C714E08190EF44BA4085DE01EE44422C8B975300DB0C935| |B0A1516F6B8C4784B904F95DBE05AB71D10DEE6135D0F009251D7AC17849987845A| |882DFB03AAEE143CA3072C438264C3409D3CF38FB01210751A3EA1F1D0D51F9313E| |AE7D1DAB73BE71CE17E17C11CE17E17CC93FF2D5202AAAA2A29F6820B1CF8C2F8CA| |F84896F84453E9B75889A549761922F439C2F439CA79E05872935C6A9458E710A31| |C326F7CC7B1AC1EC29E38C714E98FBC0F8483883839E5751F33CF5851C8387BFF09| |AFC16DF30DE121C50DE5037C418A1F24E30A5D4B1A4C274524B29CAB074857195A7| |E9EA7C9CF08347ACFE65C9B83A5F9AD0C81275753ECEFF7ABE7BDB797AB2BDA0EB2| |819106D03DF3651B670B98D6F057CDB4129E2B2F5C3DBEED47F0D1BBA8E7203E526| |CA093AE91E100F8A17C587D287E247E94709A20CA28CA0BC4369FD061469FEF3| |-------------------------------------------------------------------|
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Quote:Just posting cause I want to be able to easily find this thread when I am home tomorrow (going out as soon as i get home grr stupid late night work) cause I want to check this with the build that I have.I have to level my claws/sr (30) to try some stupid stuff, since she's planned with Tough slotted, 24 hp/sec regen, 3.73/s recovery and 1852 hp with accos... plus Aid Self
(okay AoE is at 44.9% but I used 35 IOs, with 50s I'm sure I'd get the extra .1%)
I've had a claw/regen, and have a claw/dark. The Claw/Regen I remade to the Claw/SR cause the combo is just so AWESOME. I can't imagine needing aid self at all with the final build. I had 2 builds made, the one is 45.7% defense to all 3, the other, which i'm going with cause he'll be regenerating a tic every 3 seconds like the regen which he was previously, staying in some theme :P, I believe is like 44.9% to melee/ranged and 44.8% to aoe, so close i'm not going to worry about those miniscule percentages it's off.
Is good on endurance, as mentioned not sure to the regen between both builds as far as percentage goes, just know the one is just over 220% after slotted health. HP is decent, 13-15% after bonuses. End is better than I'll need, just not sure on it if I'd be trying to solo AVs. But there is that new nifty recovery serum temp power that grants 100% recovery for 4 minutesYour's probably has more recovery than mine. Generally When I get to around 2 end/sec with all the end reduction I have slotted I don't find I need much more than that.
I'll check my build Saturday and see what I've got. I also have a fire/sr with similar stats that is very fun. I don't use purples, outside of the regen build on the claw/sr for the 16% regen in focus. Wish more purples had that regen bonus grr. -
Quote:As I partially missed, its a fire/regen, not fire/fire fyi.How IO'ed out is the Fire/Fire scrapper? If he's pretty durable on his own, go Fire/Kin and don't look back. The occasional heal (and Transfusion's a fantastic melee heal) will be all he'll need for survival. Just add more offense and a good AoE immob (so things don't run away from the scrapper, esp if he uses Burn). Fire > Plant for more overall damage.
If the scrapper needs more help taking on, say, +0/x6 spawns, I'd consider */Cold. Great defenses, pretty much infinite end w/Heat Loss (esp combined w/Consume), and good debuffs for fast killing. Primary, again, Fire's prolly best, but Plant would give you more control.
Honestly, though, any controller combo will be able to pair well w/a Fire/Fire scrapper. The above would just be able to go through missions and whatnot a bit faster. -
Quote:The sonic still grants more resistance. While the scrapper is "tanking" its not hard to be close enough to keep the sonic dispersion. And on larger teams you're not going to be forging everyone, while the resistance debuff goes for anyone on the team. To each his own if you say, but I love the earth/sonic combo, earth/thermal, meh.There pretty much isn't a "right" answer to this, but here are my thoughts on the Sonic vs Thermal thing.
While ok overall, Sonic's most important contribution is AoE mezz protection, and that's not that useful here. The big bubble provides slightly more Resistance for the Scrapper and mezz resistance for a Troller who isn't in point position. The big bubble is great (tho IMO the worst of the 3 big bubbles) on large teams and in raids, not so hot for melee types who have their own status protection.
Now, Sonic's debuff ring is pretty good. But it's also an endurance hog in a set with poor Recovery. It's also only -22.5 Resistance. And, if you fight anything higher level than you that gets resisted. For this particular scenario, it is strictly weaker than Thermal's Forge power, which grants +40% damage, and never gets reduced when fighting higher level enemies. (The debuff ring isn't terrible, it just comes into better use on a bigger team.)
In the end, for pairing with most Scrappers or Tankers in a small group, I'd recommend Thermal over Sonic. -
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Quote:There we go, stupid was at wok had to remake that entire post, first time around said correct me if i'm wrong, so ty for that clarification. Did it used to be a 10% chance though? Could have sworn it was.20% chance of 10 endurance every 10 seconds = 0.2 * 10 / 10 EPS = 0.2 EPS, with an indication that sometimes it's more. I see mine give me 11 endurance sometimes, but it doesn't seem consistent. Maybe someone knows the pattern. I've heard argued that it's better than regular recovery, because it isn't debuffable. I'd also argue that it's worse than regular recovery, because you can't count on it, and you can get unlucky.
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Here is the other way, I'm really not as much a fan of not having acc slotted into blinding feint to do it, but drops nimble slice, for picking up soul transfer, a little better on endurance, those are about the trade-offs.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
DB DA T W No Nimble: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(42)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(45)
Level 2: Ablating Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(42)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(46)
Level 6: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(40)
Level 8: Blinding Feint -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(36), GSFC-Build%(43)
Level 10: Obsidian Shield -- S'fstPrt-ResKB(A)
Level 12: Combat Jumping -- Krma-ResKB(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Acc/EndRdx/Rchg(17), Theft-+End%(17), Nictus-Acc/EndRdx/Heal/HP/Regen(21), Nictus-Acc/EndRdx/Rchg(21), RechRdx-I(29)
Level 18: Vengeful Slice -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(42)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(37)
Level 24: Death Shroud -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(25), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(40), EndRdx-I(40)
Level 26: Sweeping Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(43)
Level 28: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(46), LkGmblr-Rchg+(50)
Level 30: Kick -- Acc-I(A)
Level 32: One Thousand Cuts -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(43)
Level 35: Oppressive Gloom -- Stpfy-EndRdx/Stun(A), Stpfy-Acc/Stun/Rchg(50)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(45)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Soul Transfer -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 8.94% Defense(Fire)
- 8.94% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 14.3% Defense(Melee)
- 14.3% Defense(Ranged)
- 14.9% Defense(AoE)
- 1.8% Max End
- 20% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 15% FlySpeed
- 190.8 HP (14.2%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 9.35%
- MezResist(Immobilize) 11.6%
- MezResist(Stun) 2.2%
- 9% (0.15 End/sec) Recovery
- 50% (2.8 HP/sec) Regeneration
- 9.38% Resistance(Negative)
- 20% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1417;713;1426;HEX;| |78DAA5935B4F134114C7677B61816E694BA18572E9963BB42C6DE28397070356130| |C254488260A344B59CACAD236BB05A9B7A0BEFAA4893EF9A6A81FC1F8C54CBCD473| |D93621F2E606FEBF9933F39F73E66CB77092578438BD2EA49E1B96EE38C5F592ADD| |76A86ED2FE865B314CD2FA9F9457543BDA7AE56D555F370C732642144A2B5AD5830| |2CC3D0F247BA555CB2F45DC3196A2FE58D3DA3E2C0A26E1F1417EDC3AA1D59AEEC1| |BB651A96BAD81B256AD5ADA8AA1D7CC4A9927B7CC7AC5709CA03B29EFD7612942B3| |E5CAB1E9983BA665D61B919B35B3A42D55771BC582EED40DBB310085CDC2FF13AC9| |09EA65FDC074C0BCF0382B24918DD224C6C13668B0C7449E4F28A510943BE24A13B| |45C88C119ECAEE36385DDA03E484A74C50F609A32661E22161F680900697D73DDD7| |BD1E9F37CFA33D8E7774FF7FFF4A0B5E317E337A1E70F61BC4998165EC47370C954| |55D32F7FA495CE4F8C33767D66D717C2DC5742065C5D5C93E81A80C188884128E08| |6023F04863A20147443C119BACC3C844212A70B85BDB82B1C61F412FA6254565F9C| |309C26D729B822EED522DCB85E6E5CEFB9C68D9F6B9C0CAEA89B3E7A9B7AD409A17| |EB797FD6FE82AB1B78C778489F77C4DD817E77DFEF8319D36F0887142186E10A61F| |33528417E01A74CB1C6457825D0976A5D89562D7DC114103D7905BD35058A22E451| |97D845C3FC123637FF83A2309B2BE8450D24D98E4842A275439A17A51C22CB8C638| |A13476CA295E11BCB032E9963219A7D73AC56F772A4B1BA62E11D6E1E5CC705E698| |65F518E71161422CD2778D2DCE00C3738C30DF6410ACD4DA1F16D17F8B60B7CDB05| |BE6D0EF665F97729B27CF6B0AFFD71C21F3C62E59FC89AAFFD89098922495FFBE3F| |CAFE79BD23AA7EB4E37E806CA1A887417479B285B38DDC6918EA31D94124E9BDF95| |56A5A1CB58D01594AB28D7505EE32639001240515082283D282194304A142586924| |0F980D2FC0BB583FB76| |-------------------------------------------------------------------|
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Something like this:
The only thing, like I said I like having nimble slice there too, but if you are liable to take it out you can swap the set in blinding feint for gaussians, would lower melee/ranged to about 26.5% and raise aoe a tad. Still decent, then use the slots for another slot in cloak of darkness, 4th slot in dark embrace and murky cloud, actually getting back the defense lost in melee/ranged almost exactly, perhaps another slot on conserve power and then pick up soul transfer. I'll show in a sec but first:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
DB DA Tough Weave: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Nimble Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
Level 1: Dark Embrace -- ResDam-I(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam(3)
Level 2: Power Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(46)
Level 4: Ablating Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(46)
Level 6: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(42)
Level 8: Blinding Feint -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(46)
Level 10: Obsidian Shield -- S'fstPrt-ResKB(A)
Level 12: Murky Cloud -- ResDam-I(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam(13)
Level 14: Hurdle -- Jump-I(A)
Level 16: Dark Regeneration -- RechRdx-I(A), Nictus-Acc/EndRdx/Heal/HP/Regen(17), Nictus-Acc/EndRdx/Rchg(17), Theft-Acc/EndRdx/Heal(21), Theft-Acc/EndRdx/Rchg(21), Theft-+End%(25)
Level 18: Vengeful Slice -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(40)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(42)
Level 24: Combat Jumping -- Krma-ResKB(A)
Level 26: Sweeping Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(45)
Level 28: Death Shroud -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34), EndRdx-I(40)
Level 30: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(43), LkGmblr-Rchg+(43)
Level 32: One Thousand Cuts -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(43)
Level 35: Oppressive Gloom -- Rope-Acc/Stun(A)
Level 38: Kick -- Acc-I(A)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(45)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(48), Aegis-ResDam/EndRdx(48), Aegis-ResDam(48)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 8.63% Defense(Smashing)
- 8.63% Defense(Lethal)
- 7.69% Defense(Fire)
- 7.69% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 14.3% Defense(Melee)
- 14.3% Defense(Ranged)
- 12.4% Defense(AoE)
- 1.8% Max End
- 20% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 10% FlySpeed
- 205.8 HP (15.4%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 15.4%
- MezResist(Immobilize) 15.4%
- MezResist(Stun) 2.2%
- 4% (0.07 End/sec) Recovery
- 50% (2.8 HP/sec) Regeneration
- 9.38% Resistance(Negative)
- 25% RunSpeed
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Quote:touche', read through every brakkus post so not sure how I missed that, but, i'm not entirely wrong, considering all the responses before that post without actually knowing what primary, or secondary he was going to be playing.Yes, we fail... but then, we read too. So its a toss up in my mind.
On that note I still think the earth/sonic would be a very solid choice.
The /cold would be nice likewise as well but personally If were purposefully pairing i'd save it for something that could actually use the max hp boost better. Since it's not i'd suggest /ff over /ice.
But since the case goes the other way I like the reliability of the sonic shields on a regen very nicely.
Thermal has the shields as well, but up to the shields, then half the value is in the heals, which with him being regen isn't as valueable as the extra resistance from sonic dispersion to the scrapper.
Plus compared to thermal or cold, the sonic offers more consistent damage output via disruption field than sleet (which isn't available till 35 on a controller mind you also versus DR's level 16) and the additional sonic siphon vs single targets.
I'd defintely go /sonic. As to primaries, earth is still really nice control, and in the early levels the -defense helps a lot.
Another better synergy of the pairing is that a big thing with cold, even on a troller isn't till 38, is heat loss for the endurance. With him being regen that shouldn't be an issue anyways, and earth control is pretty good on endurance to do without it anyways.
Plant is also good for control, but I like the earth paired with it better, especially if he's going /regen for the -defense and good controls, and stoney to tank over if needed so he can focus on killing the AVs instead of clicking heals. -
DB/DA is an awesome combo. Why, you guessed it, personally I love the perma Blinding Feint + damage aura combo. Its really nice.
If I didn't already have a 39ish claws/da when it came out I would have totally ran a DB/DA instead. It still has the good knockdowns, only its more melee oriented so you're not knocking them out of your aura's/heals like you do with shockwave.
You can definitely do without hasten in this build. Even my Stone/DB doesn't have many problems even with the 65% recharge debuff from Granite Armor.
Personally I like having all the powers to play with the combo's. But Nimble slice is still good for aoe for the sweep combo. The sweep combo gives an extra 50% of ENHANCED value for it. Plus the knockdown is good mitigation. For aoe killing I usually do the empower combo then the sweep combo and alternate for good damage. Otherwise You'd be doing empower then empower, with typhoon's edge after.
So while close due to firing off Typhoons edge faster with double empower, using the sweep combo is still nice for the aoe knockdown. Plus it gives another attack to slot for bonuses which is nice as well.
I'm at work and can show you the build I'd use when I get home. Agreed on the suggestion of dropping Tactics to go with FA. I'd pick up tough/weave instead.
Also on to PP, I don't understand why people freak out about the p-shifter proc, in such a situation as kioshi used. On average it grants .1 end/sec. Using at common 50 IO in that spot in PP instead enhances it by .42%, ending in a result of a 5.25% recovery boost.
With 110 max end with accolades, with the base end being 1.67/sec, that means that its giving a guaranteed and constant .09644 end/sec boost. So for a mere 300-600k, you are doing what on average the proc does for 30+ mil. In stamina only after the 3 enhancements and PP after 2 is it worth placing the P-shifter proc.
Also, it gets down to mechanics, but the "average" .1 end/sec of the P-shifter proc is actually slightly less due to the fact of it firing off at times like when you're not below 10 endurance from max, and it firing off at off times like the second a battle ends. Since we're going by averages its not a huge amount of difference, but it impacts it pretty close to that first/second 50 common end mod in PP. -
Quote:I like how full of fail this thread is, considering he only said fire scrapper, and didn't actually say it was a "fire/fire" scrapper. It could just be fire melee, or fire armor. It makes a big difference if his friend is only choosing fire melee but the secondary is completely up in the air.His Fire/Fire Scrapper...
...hmmm...I'd say /COLD for sure. For Theme I'd likely say go Ice/Cold and pickup Frostbite to go with his Burn.
If It is a fire/fire scrapper however, my vote totally goes to earth/sonic
earth to keep enemies controlled in check, -defense etc.
And the stacked sonic resistances and the resistance debuff is very good for a fire/fire scrapper.
Mixed the debuffs with the fire/fire will make duo'ing AVs a sinch as well.
Likewise for most of the same reasons a Plant/sonic is very nice.
If you're set on /kin, I'd go with earth/kin for obvious synergies. -
Just the synergy, there really isn't much outside of perma FU + lightning field. After that there isn't anything you can do that you can't do better with another combo of either primary or secondary. From what I just mentioned you can do so slightly more efficienly with a claws/Fa, which is basically the same thing only you're trading Lightning reflexes for fiery embrace. But with claws with hasten, you really don't notice the 20% recharge extra from LR like you do with other primaries.
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so you started with a build and in the same thread went to a completely different primary and secondary? lol Sorry that just amused me.
Aside, sorry I can't see the build cause I'm at work and don't have mids here. Will have to check later, but I can say claws/elec, not personally synergistic enough for what I'd look for. Shockwave will push them out of your melee, not the worst on elec like it would be for invuln or WP, but meh. But claws being very good on endurance kinda wastes part of the speciality of elec armor. Personally As a scrapper I'd do BS with elec armor.
Kat/DA is a very good build that synergizes very well. Claws/SR synergizes pretty well also. But right now, I have a Kat/SR and a Claws/dark. I'd kind of prefer the secondaries swapped. In face actually doing a claws/Sr now cause its just so awesome heh, but also might consider a kat/da cause I just think its generally a great combo. Can get good defense, low end cost, fast animations.
I also would like to know what you meant by BotZ getting nerfed. I haven't heard anything about this yet, and would be sad. I personally haven't used the set at all yet, but I do have a possible blaster build that will for the ranged defense. -
Quote:That's awesome those dropped for you! I'd definitely say to pick up hasten. Defensivewise to get your DP back and up as often as possible, my second interest in it being for whirling hands to up your aoe output, and it'll help your ST chain as well.Thanks for the advice everyone. I'm tinkering with the my build right now.
As for the cost, this is partly theoretical for "if I ever have the cash." I've got this level of IOs on one of my characters, and it's taken a while. Though some sets are cheap-ish, like Crushing Impact, and I've already lucked into stuff like the Regenerative Tissue: +Regen, +End proc, and Steadfast Protection: +Def, so that helps. Most of my experience is with Willpower, so I tend to focus too much on regeneration than defense.
Should I try and squeeze in Toughness and Hasten? The laser eyes are for concept more than utility, same with Flight.
Tough, If you look at the two builds I posted its up to you how you feel. Going the tough/weave route, ie capped defense is going to up your personal stand-alone survivability. But then just look at what you are sacrificing for it. Thankfully with Ninja-Run dropping superjump isn't as bad of a thing anymore to do.
Like I said before between the rounded build vs capped defense build, play it some more, see how it feels to you and go from there. -
Quote:That's the thing you're not seeing, Its only deliberately less to the one thing, defense. You're only looking at the one aspect that's lower. I'm not expecting a static team, i'm expecting anything. Just because you're build, on its own yes, may have more survival, with teammates, its very easy for mine to outperform yours.
And I repeat, unless you're playing on a static team you cannot count on having those buffs available, therefore you should build for self-sufficiency. With an Invuln there's no reason not to; it's relatively easy to maximize your defenses without making any sacrifices... and it doesn't cost a fortune either.
I cannot understand deliberately accepting lower performance unnecessarily so that you can benefit from a theoretical teammate. A "Well rounded" tanker is one who has maximized all aspects of the build, NOT one that's deliberately settled on a weaker build.
No i'm not counting on "those" buffs available, but if there is anything, it will help, and as mentioned if you get that rare chance you need to that's what lucks are for, which one small luck will cap you, and all the other bonuses in the opposing build will be shining through.
Quote:Let me see if I understand what you're saying, you would actually prefer for your teammate to make a sub standard build so that that player will appreciate your contribution???? I'm afraid I can't agree with this line of thinking at all, it's diametrically opposed to my own philosophy. I have absolutely nothing against buffers, but I simply cannot understand why you would DELIBERATELY weaken your own build simply so that a buffer can put you back to where you could be out of your own resources.
Quote:However the Smashing Haymaker provides 1.88% S/L defense, only requires 4 slots and costs less for all 4 IO's crafted than you'd pay for a single ToD recipe. That's the exact same defense bonus you get for SIX of the ToD set at a fraction of the cost. Finish out with a couple Pounding Slugfest for an 8% regen bonus and you've fully enhanced the attack with considerably better accuracy, damage, endred and recharge than ToD grants for far, FAR less inf.
I've been looking for a set of ToD for my Shield/Fire tanker for over a month now... in that time I've acquired 5 of the 6 IO's in the 30-35 range and spent over $40,000,000. I STILL haven't acquired a Dam/End ToD recipe in the 30-35 range despite having going rate bids on the entire range for over 3 weeks.
Quote:There's no practical reason to settle for lower performance in an IO Invuln build; you can have good offense, great defense and great resistance without any sacrifices at all... it's not even an expensive IO build. -
Quote:Well, given that the OPs proposed build has several LotG +recharge and every Regen/Recovery unique available, cost doesn't seem to be a big issue for him/her.
And I'm sure that C_M_A or I could come up with a relatively inexpensive defense build if one were requested, after all, none of the super-expensive IOs are in any way required for a decent Invul soft-cap build.
Would it cost more than an inexpensive regen-focused build? Probably, though I haven't done a direct comparison at current WW prices. But I'd argue that for a patient, organized buyer a soft-cap Invul build should not be at all out of reach for most players.
I'd hope most people could, its just a matter of which is preferable. As to the regen build, the only really expensive items to do so are the numina's, however, health, dull pain, and PP, should really be gotten, and slotted as such even on a defense capping build. Also, even as you agree, defense-wise importants, S/L > E/N > F/C, where then do you see the cut-off where more defense beyond capping S/L becomes less prefferable to regen bonuses.
I'm might go even further to say to consider the trade-off right there even. Focus on capping the s/l defense, while going as much as you can for regen bonuses, and then any E/N/F/C defense bonus just being that, a bonus to you. But again, for how an invuln plays, and how easy it is to keep lucks and pop it the rare chance you might need to, additionally regarding any outside help you'll be getting from your teammates, of really pretty much any kind, I'd still prefer the rounded build.
Yes, I never once went against saying on its own a defense capped invuln wouldn't survive longer than pretty much any other build of the sort. But the rounded build, I feel is certainly much nicer.
At this point, regarding the OPs original file, I'd suggest him to play through it for a while. They shouldn't be slotting sets till realy 32 at least IMO, so at that point they could get a better feel of what it is they'd be wanting. -
Quote:Ok, I'm afraid I'll have to disagree here in several areas.
First, unless you're building for a static team and you'll always have X teammate or Y teammate available you should plan your build on the assumption that you're on your own support wise and maximize your durability so that you don't need outside support to survive whatever you may be tanking. You may be great so long as you have that bubbler, or that sonic or "fill in the blank" on your team, but what if you're on a team without any buffs... like happens a lot of the time? If you've built your tank so that you really don't need the buffs you'll still be at your optimum performance.
Second, and I really have to stress this, Psi is not a problem. I've leveled three tankers to 50 and tanked everything in the game with an Invuln tanker... there are very few missions where Psi damage predominates, and even in those situations it's almost always minor damage. You're much better off simply popping the odd inspiration or two if you get into trouble than by going to extreme lengths to build a, frankly, inconsequential amount of protection to an extremely rare damage type. I've tanked the Psi Clock King, I've tanked Mother Mayhem and all the Psi baddies and it simply requires a modicum of tactics and thought. By the time you reach the level where you might face these enemies you certainly should have the experience to handle the situation.
Third, building for extra regen instead of soft capping defense is a very poor option. Taking your defense from the upper 30's to 45% will do far more for your survivability than boosting your regen by any amount you could practically manage on an Invuln tank. Regen is useful to have sure, but you'll get far more good out of defense. It's always better to not be hit at all than to regen the damage so defense first, THEN regen. As an Invuln tank you simply cannot build enough regeneration via bonuses to make up for lower defenses.
There's no better way to boost the survivability of an Invuln tank than by boosting your defenses as much as possible up to the 45% soft cap. Because Invuln starts with significant typed defenses it's always much better to build on typed defenses than positional with IO bonuses, that's why things like Mako's Bite, Touch of Death, Obliteration and so forth are poor choices; they offer strong positional defenses instead of typed. You want bonuses to S/L, E/N and, as a third priority, F/C defense. Typically they're cheaper to acquire and take fewer slots than positional defense.
I would look at building an Invuln tanker with a series of priorities. Your first order of business is to create a solid build with your power selections. Once that's accomplished you should try to reach the 45% soft cap to S/L defense, and ideally also E/N defense THEN you think about building regen bonuses. Until you've gotten your defenses up you'll get more return on investment from defense over regen.
Your protections in order of effectiveness are:
- Defense - up to the 45% soft cap
- Resistance - primarily S/L in importance
- Dull Pain/Hit Points
- Regeneration
While you're building your defenses it's also important that you don't neglect the basic enhancement values of your powers... attacks should have at least 33% accuracy and 90% damage for example with whatever you feel is adequate end reduction and recharge. Defenses should be enhanced to around 50%+ defense/resistance depending on the power with maybe 33% of end reduction. Make sure you haven't gimped yourself in one area in order to make up a bonus... it's entirely possible to maximize your durability without making any sacrifices on your effectiveness.
And I see you're still missing my point where I mentioned a well rounded tanker. Like I already said before this post of yours, I like having the rounded defenses, FOR when EXAMPLE a bubbler is on the team, so their buffs aren't wasted cause you're at your own cap. Its a niche roll. If I wanted a build focused more on going for the defense cap i'd roll a shields. But since I'm not, i'm building the invuln as rounded as possible. So WHEN there are teammates who can boost defense, or resistance, provide heals, etc they will stack with what I already have and be an asset to me.
Psi, yeah not saying its THE biggest problem in the game right now. 13% resistiance to it is still a lot better than none. And back to the original reason, because the OP asked for it. I've personally played invulns, who slot the crushing impact for the recharge bonuses to get perma DP anyways. That 6th slot shouldn't bother you so much to have some extra acc/end/rech stat per attack for the 6th crushing impact and get a bonus to psi resistance in the process.
Also, like i've mentioned multiple times now, with the rounded build, just a generic tier 1 luck will cap you for a full minute. And with combining inspirations now, you should have them on hand easily. Then that extra regen will be kicking in big time. Again, I'll say it for a 4th? 5th? maybe 6th time? Its a rounded out build, i'm not going for a farm/solo/take everything on myself build, and i'm certainly not expecting to always be playing with a bubbler, healer, sonic, any of the sort. I'm simply keeping all aspects well up, and making it so when those certain players (or really with the build any players) are on the team that it'll be worthwhile and not wasted.
Which also playing many controllers and defenders as well, I'd prefer the tank built the way I am mentioning as well, giving my buffs/debuffs more purpose etc. That's why its a team game. I'm not saying by far that softcapping an invuln woudln't make it survivable, but again that is far beyond the point I'm making in this thread. I'd much prefer playing, and teaming with, an invuln that is more well rounded out. If i wanted a softcapped build, I'd play a shielder.
Back on to the subject of the ToD/Makos, the only other set that provides defense more than the 1.88 for each, is the kinetic combat set, which is 3.75% for s/l compared to ToD's 1.88%. The full set of ToD gives pretty decent stats for what you're looking for including a damage proc (gernally, I hate procs, per power, but in all for St attacks, they add up noticably, especially in the faster powers like energy punch), and i'd have to check the market on the cost difference. I know the last kinetic combat I sold I did so for 100mil though, for the dam/end IIRC. The last full set of ToD I got, fairly certain the entire set I got for under 30 mil. -
Quote:Not really. I have a Invul/EM that's soft-capped to S/L and nearly so for E/NE with one in range of Invinc and it looks very different from that. For one thing, I would never recommend that an Invul tank use full sets of ToD, Mako's, and Scirocco's since they are primarily positional sets and the defense bonuses they give are pretty small for the number of slots that are required. In every case there are better choices for typed defense bonuses.
But in one sense, you're right; I think a Invul build that concentrates on defense as a one of its primary goals is the way to go, and that that most Invul players would benefit more from that than from focusing on regen and recharge. IMO, as long as attacks are well-slotted and there's a modest amount of regen, recovery and recharge bonuses, for Invul a defense-oriented build is more 'well-rounded' than the high recharge and regen build you prefer.
Again, I look to all situations, team playing. I like when having someone who can buff me in any manner makes a difference. Plus like I mentioned, popping a luck which lasts for a minute, and letting the extra regen shine through is far more useful than a simple respite IMO. With the amount of regen provided with the build I represented, a luck or sturdy basically gives you a minute of free time to survive most things in the game without a care. On every toon, scrap, troller, tank, defender, blaster etc,
Most of the inventory is lucks because of the way the game works and the benefit they provide. So its just natural that a simple tier 1 luck is all I need to basically pop elude for a minute. Not to mention, like the OP originally suggested in case you forgot, he DOES want to prevent psi some, hence my original build providing 13% psi resistance, and the extra regen helping fight the psi damage incoming, because regen doesnt care what type the damage is, it regenerates it all the same. -
Quote:Again, its going for the more rounded out to the stats. So lets say if you have a bubbler on the team again, if you cap yourself, sure if you're solo farming it's all good, but in team settings I like to round it out more so if there is a bubbler for say on the team, then their contribution isn't being wasted on me and the other things I've been slotting for shine through more thoroughly.I agree with Finduilas, I think you get more bang for your buck with Inv if you build for defense more then regen. As I said before on your first build you survival totals look more like a willpower tanker then an inv. So I did a quick comparison of your first I/O build with an S/O willpower (that has tough and weave) tanker. I found that the survival totals are fairly close. Again, Im not saying it a bad build (Im sure it is very survivable) it just not what I personally am looking for in an Inv tanker. But then maybe the OP is.
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Quote:It's more chocked up to OCD that I like it rounded to those powers, sad but true lolI know about the F/C bonus for a fifth slot of RA, but I honestly couldn't believe you'd waste a slot to get a .63% bonus; especially given if you had moved just one of those slots to RPD and added another Aegis you would have gotten a 3.13% F/C def bonus.
Let's see, 3.13% F/C defense bonus and a slot to spare, vs a 1.26% F/C defense bonus...which is the better use of slots? (Not to mention with the third Aegis you get more S/L resists out of RPD because it's more fully enhanced.) -
I believe this is a bit more of what you're looking for Finduilas. Its easy to do, but like I said I like the more rounded build much better. 39% defense with 1 enemy, capped with 5. Also meant to for the first build too, but energy punch is better than bone smasher, higher DPA and DPS.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Invuln EM Tough Weave: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(46)
Level 1: Barrage -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(46)
Level 2: Dull Pain -- Tr'ge-Heal/Rchg(A), Tr'ge-Heal/EndRdx/Rchg(3), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11)
Level 4: Bone Smasher -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(27)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Kick -- Acc-I(A)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(34)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(33), RgnTis-Regen+(43)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(33)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-Psi/Status(25), S'fstPrt-ResDam/Def+(25)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(27)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(43)
Level 30: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-ResDam(43)
Level 32: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-ResDam(45)
Level 35: Energy Transfer -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(40)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45)
Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 11.8% Defense(Smashing)
- 11.8% Defense(Lethal)
- 12.1% Defense(Fire)
- 12.1% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 14.9% Defense(Ranged)
- 11.8% Defense(AoE)
- 27% Enhancement(Accuracy)
- 30% Enhancement(RechargeTime)
- 5% FlySpeed
- 316.2 HP (16.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 12.1%
- MezResist(Immobilize) 15.4%
- 4% (0.07 End/sec) Recovery
- 90% (7.04 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 3% Resistance(Psionic)
- 20% RunSpeed
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Quote:Although its not the only reason I'm slotting the crushing impacts, I'm doing it for the recharge (double check DP is perma), the fact that in the process you're getting 10% resistance by doing so is a very nice thing. And then there is the 3% for the one slot for the Aegis, 13% is far more than zero, even if not the best, its by far better having it than to not.13% resist to a very rare damage type is just not worth slotting for, IMO. Even if soft-capping isn't the goal, I think the OP would be far, far better off making a reasonable effort to increase S/L/E/NE defense than waste influence on small amounts of psi defense/resist.
I also disagree about FA; to get the ToHit debuff resistance from it you'd have to *run* it, and given that you can get a similiar amount of additional ToHit by slotting the Kismet +Acc, the end cost of FA is simply not worth it.
In addition, the RA Endurance IOs in TI and UY are wasted slots; the additional end reduction you'll get from overslotting end red in moderate end-cost toggles is tiny.
As to FA, like I said, its good for the bonuses, and this build I gave can take its end cost, and its not tough to turn it off if you need the slight end boost. Its not the pinnacle of waht the build needs, but there are many reasons it works well here.
And PLEASE check the bonuses before you just assume i'm being stupid and slotting more end than needed. I KNOW that, I did it for the extra defense bonuses. I know its a small boost for fire/cold for that 5th slot, but the extra end reduction is also there. You're looking for one thing to happen too big, its all the small things that combine to make a build come together. -
Quote:Would never do that, If I was going to do that I'd easily drop unstoppable and laser beam eyes to do so, likewise having ninja run, i'd ditch superjump, and then pick up weave with it as well. You can always pop a luck, or like I mentioned, it gives good reasons to have more options with other teammates. The regen is a HUGE differential. First off, on the defense note, fully saturated invincibility is IIRC 41.4% defense, someone with manuevers, steamy mist, etc will cap you anyways. However pop a luck, a sturdy, unstoppable, and that regen is going to take you very far.I’m not saying that it’s a bad build, but it does look like you turned an invulnerability tanker into a willpower tanker. If you prefer the go regen over soft cap defense that ok but why not drop CJ and Resist Elements and get tough to cap S/L resistance?
Also, don't forget the slow resistance in resist elements as well. The build is nicely rounded for most any situation. -
Also notice, for things like I mentioned, you could go for capped defense is one route, but this route gives you 13% psy resistance, 175% regeneration bonus (with PP) meaning you'll regenerate a tic every 3.5 seconds. Its nice to have the to hit debuff resistance with FA, and I like the gaussians better in FA than in build up. Besides it would have a lower recharge on BU by doing so as well. So it still fits, but not as usefully as in something like a dark armor tank but still nice to have. You'll randomly get the build up proc this way as well.