Windenergy21

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  1. Quote:
    Originally Posted by Airborne_Ninja View Post
    AR/EM is pretty much the best combo.
    Right after AR/Ice yes
  2. I personally go for higher regen on my blasters. They always have some form of mitigation to get enemies from killling you. Blasters do have a higher HP to boot for starters. However, like i said with mitigation, and even pay more attention on teams as well, i find the regen to be ultimately more helpful.

    For one, when you are going for a "defense" build, the blaster has no defense powers to start you off outside of devices and cloaking device. So you start out with nothing, to get reasonable defense you are gimping your build to do so in some way shape or form. Secondly, you'll most likely be going for ranged defense. Which while solo, ok can be nice, but on teams especially, there is usually a melee tanker or scrapper or the like that will start the fight anyways, leaving you mostly with either aoe defense to worry about, or just a few pop shots. In which case the regeneration lets you attack, take a few hits and heal up.

    There is always aggressive vs passive playing. I like to play aggressive, but if you do, for say go in melee to use some powers (which btw, would be getting aoe and melee attacks on you, not ranged for the most part, or of which it wouldn't matter) then you go in, use those powers, take a couple hits, then when you back out to use your ranged powers, your regen will help you get your health back up.

    I find it much easier and more reliable on a blaster to have high regen, and to use mitigation forms to keep my blasters alive. The only time i'd find building for defense reliable enough would be if your going to try capping your ranged defense on a hover-blaster or mostly pure-ranged build. Otherwise I'd defenitely go for regen, which is usually hand in hand with Max hp bonuses anyways and often times cheaper.
  3. I would definitley go AR/ice for multiple reasons. One, when you get IOs, i can pretty much chain burst/slug without hasten and its good enough for ST, and you can use buckshot for how fast it recharges and animates and its fairly low end cost as your 3rd attack if need be. Ar has lots of aoes, and lots of things to keep you busy.

    With ice, first off ice patch is about the only way to get decent use out of ignite. That said after the ignite nerf its not terribly necessary but nice to have. With the AR/ice combo, for starters, it gives you build up, mix it with FT and FA and its gravy. Then the next big boon is shiver. Shiver is undoubtedly one of the best mitigations and controls available to blasters. Just shiver, and the mob is severely slowed and -recharged, then you can just focus on blasting away with your AR and not worry about redrawing all the time.

    Then as to epics, of course with AR munitiions makes the most sense. With /ice and freezing touch, cryo freeze ray lets you hold bosses by stacking, and even has the same icey block hold. They just work so well together thematically and playstyle-wise. It does even have FF/IS for more ST attacks if need be, but I never seem to need them. On long fights chilblain i find to actually be a better attack as it immobilizes them in the process and you don't have to go into melee which is definitely not AR's friend. Another bonus to the ice manipulation style of play you can do by using shiver then focusing on your AR attacks.
  4. Quote:
    Originally Posted by Ben_Arizona View Post
    Oh, hoverblasters in general are great. It just seems to me that hoverblasting wouldn't synergize well with the glory of Caltrops; in general, enemies that don't have a path to you won't bother trying to run through the caltrops and will just open up with their guns (or javelins or whatnot), while enemies that know they could theoretically get to you will run back and forth on the caltrops all day instead of shooting at you. I could see the added utility in Web Grenade picking up some slack; are there any other hover/dev synergies I'm missing?
    Maybe hover not necessarily, but with energy/dev you have good knockback options to knock enemies onto the trip mines they missed.
  5. Quote:
    Originally Posted by GreenBone View Post
    Hey OneWhoBinds, I love your build! And fits very nicely into my Archery/MM build with the same bonuses. Thanks for posting.
    His build doens't have firebreath and psy shockwave isn't till 47 which should be taken asap just FYI. If you're looking to the set bonuses at least get the powers at the proper levels.
  6. Quote:
    Originally Posted by Lazarillo View Post
    I realize I'm a little late to the game, but I'm surprised to see discussion of /Ice and no props for Frozen Aura? It's not particularly useful on a team, but if you're playing solo, can be a huge help. It'll keep minions permanently asleep right out of the box, leaving you considerable breathing room to pick enemies off in a single target build.
    Considering its only a mag 2 sleep, and that minnions (only affected) should be dead within 3 seconds from fireball and fire breath, no its not that useful. It has only a 10ft radius too which just continues to astound me its worthlessness. The only reason i'd pick it up is for the cheap purple set bonuses and possibly a heal proc in it.
  7. Quote:
    Originally Posted by UberGuy View Post
    Yeah, roundly seconding what Shred said. I love DM. I have it on a Scrapper an a Stalker. But its single-target focus is also a limiting factor. Things like Elec, Fire and DB are much more helpful on a team, and much better at tasks like raw XP or inf/hour (or drops/hour if you're into farming).

    I have lots of Scrappers, and because I love playing a breakneck pace and don't always have capped defenses, a self-heal is very, very useful when solo. For this reason several of my Scrappers who lack an in-powerset self heal have Aid Self. When teamed, I typically find myself either with enough buffs to make healing mostly unnecessary or allies who can heal me when needed (or both). In such cases it's often better for the team to have stronger AoE.

    Don't get me wrong. Even on a team, I love being able to lay into an AV or GM with buffed up DM damage. But most team content isn't an endless stream of AVs and GMs... sadly.
    IO'd fire/sr with tough. No need for a self heal, more damage with build up string and fire melee attacks, more aoe, much more fun Especially with tic/3.5 second regeneration, my fire/sr even has energy torrent for an extra oe and no end problems
  8. Quote:
    Originally Posted by Ocularis View Post
    There are plenty of character slots available to each player. Variety is a good thing.

    If you roll another Dark melee toon, you already know exactly how its going to play out... can you say booooring!

    Whats the opposite of Dark Melee? Spines maybe?

    Take a chance on something different. Spines/Fire for example. If it turns out by level 25 or so, that you can't stand the build, no real harm done.
    Well, 26, and really 32, spines is nothing without ripper and throw spines :P
  9. Most things that you say are a bonus, can actually be self defeating too. You say you mostly solo. Well, from there, you can set your missions to +8 team members for one. So aoe can still be a huge factor. But also if you're not setting for high mobs, then you're self defeating your soul drain as it won't be getting a large drain/buff off the mobs.

    Also as to any type of a safety issue, if you're not fighting larger mobs even solo, then you shoudln't really be having much problems no matter what primary you have.

    Perhaps i think you might like IO'ing a Fire/SR or Claw/SR it'd rock your world :P
  10. Ok just going off your most recent build as you seem most set on those. For one, lucky is WAY too late, the scaling resistances and extra defense of it and DDR are far too important to put off.

    Elude when you are pretty much at cap already, and slotting it for end mods too. SOOOO much a waste of a power and slots.

    Your build is also missing charged brawl (which better than havok punch in dps/dpa) where elec is already not the best, but with it is still enogh, but iwthout it, and you'll be hurting.

    What you'll want to do, is also focus on regeneration, with capped defense, you won't need aid self for anything.

    And with general end redux slotting, i really fail to see where you need that much recovery. My elec/shield, who even has FA running and manuevers, and CB for an extra attack doesn't run out of end hardly, and you with SR would not need manuevers, saving there, and truth be told for most things don't even need FA on. And this is with less than 2 end/second.

    Recharge, the build i'll show you, almost exactly the same. The main powers that even really would use it, bu/LR, are about 1 second slower, thats all.

    Now there are two ways to the build i'm going to show you. Originally i have it with lightning clap, and maneuvers (better end than the elec/shield as mentioned still) but it can be a TOTALLY fun power if you're messing around and know what you're doing hehe, plus it gives good rech/recovery/defense bonuses within it. PVE, you'll problaby never need to run maneuvers for most things, its there for super tough/debuffing enemies, but like i said with the end redux on the powers you won't much notice it at all.

    The other option, which overall boosts your survival decently, is swapping out lightning clap and maneuvers for tough, with a steadfast 3% proc in it and and 3 reactive armor. Since like most people from the looks of your other builds you'd seem to more-so go for the tough build, though to each his own, i can show the L-clap build if you'd like. I'd suggest making an alternate build with it, when you use it and hear the noise it makes, see the animation, then all the drunkard enemies its quite fun lol. So here's the build i'm talking about. regeneration rate is over a tic every 3.5 seconds, with capped defense, and tough stacking with your scaling resistances, somewhat preventing the jumping of them too, and how much regen this biuld has, you terribly won't need aid self.

    This build is quite impressive so I hope you consider it, even has 2 slotted PB, so leveling it up won't be as much of a pain. My only thing about the build is how quickness isn't till 38. while nice to have, don't let this put you off, the way the build is, trust me how everything else listed prior is more important. Well actually, if you pick up the ninja pack and get ninja run, i'd put superjump at 38 then bump quickness sooner. You could even drop SJ completely, and pick up lightnign clap at 38. Slot it with an accuracy. You won't have slots to spare in it, but with base slot as acc, FA, and your acc bonuses, it should hit decently for those fun times you want to use it.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elec SR Tough: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- 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%(39)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), DefBuff-I(7)
    Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
    Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 6: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), DefBuff-I(15)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Dodge -- S'dpty-Def/EndRdx(A), S'dpty-Def(17), LkGmblr-Rchg+(17)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(40), RgnTis-Regen+(46)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(34)
    Level 24: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx/Rchg(25), S'dpty-Def(48), S'dpty-EndRdx(48)
    Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
    Level 28: Lucky -- S'dpty-Def/EndRdx(A), S'dpty-Def(29), DefBuff-I(29)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(48)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(36), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(43)
    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(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(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), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    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)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 8% Defense(Fire)
    • 8% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 13.6% Defense(Ranged)
    • 13% Defense(AoE)
    • 27.5% Enhancement(RechargeTime)
    • 33% Enhancement(Accuracy)
    • 10% FlySpeed
    • 195.8 HP (14.6%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 10.5%
    • MezResist(Stun) 2.2%
    • 4% (0.07 End/sec) Recovery
    • 90% (5.03 HP/sec) Regeneration
    • 6.25% Resistance(Negative)
    • 10% RunSpeed



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  11. i'll help when i get home, at my sisters but you really won't need aid self
  12. That's WAY too easy, like you said, HORRID lack of aoe. I deleted 2 DM toons already, would NEVER do it without a secondary that has a damage aura or shield charge. And honestly, with most secondaries, i'd prefer a more actively mitigating set. DM's debuffs are usually ignored as with SR or shield you can cap anyways, and any other set won't notice it much, especially since you're not doing to the whole spawn, just single or small cone enemies. And the self heal in siphon life, is nice to have, but the sheer fact of spawns lasting longer cause you can't aoe them makes it more or less not worth it.
  13. Agreed the lethal isn't that bad at all really. Burst/slug i believe have higher damage to start than most tier 1/2 attacks. Buckshot recharges and animates so fast its ooey gooey goodness. M-30 has some smashing components to it, its when slotted and added to your aoe chain isn't that bad of damage like people make it sound. Flamethrower is all fire, and full auto is good damage (though they STILL need to put its cone back to a 30 degree cone IMO, the 20 is really annoying for still having a 10 target cap unlike the 16 of Rain of Arrows)

    AR is an awesome set. Flamethrower is so full of win especially when you get it, its higher base accuracy and wide cone just annihilate spawns.

    If you go AR, i'd highly suggest /ice manipulation. It even lets you get good use out of ignite (though i hate how they changed it) But /ice lets you patch/shiver and then focus on your AR blasting so you don't have to worry about redraw so much.
  14. Quote:
    Originally Posted by NordBlast View Post
    I'd rather seeing them fix pet recharge first.
    Oh GRRR me too. And several of their AI, but there was some UBER lame explanation to why they are just "not bothering" ACTUALLY fixing the pet recharge issue. And as to power pools, they certainly should be editable, say that to any character with the bright yellow hasten that ruins their characters costume.
  15. Quote:
    Originally Posted by Fulmens View Post
    /ice is a very solid secondary. Primaries that are also relatively strong for survival are Sonic/ and Ice/ .

    Also, and I don't know if this will help, I have a Blaster mini-guide in my sig.
    Mental would be third in there as far as mitigation goes, and actually i'd place elec manipulation higher up on the scale as far as mitigation goes and ST damage, just less aoe.

    Between devices and ice, its a toss up. Might go ice over, just shiver, then you pretty much just go archery, and it lets you get aim and biuld up for your rain of arrows both to decimate a spawn.

    Devices isn't a slow leveler either, actually it levels faster than the other sets personally because targetting drone is a constant to hit buff that pretty much guarantees you hit, paired with archery's base accuracy boost, you're good to go really fast. it only lacks build up (which i still pray they add a small damage buff to t-drone like they should).

    As you'll have an attack chain of your 3 ST and fistful, and 2 aoes till 32, you won't need the ST attacks from ice, so build up is the only equation there, which it recharges very slow in the lower levels opposed to t-drones constant to hit buff (which i slot for end reduction first, you wont need to slot it for to hit buff until you start considering set bonuses into it really, either 5 adjusted targettings or 6 gaussians for the defense)
  16. Quote:
    Originally Posted by OneWhoBinds View Post
    I am willing to sacrifice some defense. Everything over 35% is gravy.

    However, is dropping the Nuke wise? I can't recall seeing any advice for any blaster to drop the nuke...

    Also, is Breath of Fire really superior to Rain of Fire? Of course, there, I've seen that advise before...

    Hmmm... I'll play around with a nuke-less build, see what I can do...

    Breath of fire is WAY better overall than the nuke, or rain of fire. After fireball its the number 1 power you should look to gettting. aim or build up, fireball, and fire breath will take out all minnions and most of the lts HP. Rain of fire is the icing on the cake. And the nuke is always fun. Honestly, if you're skipping those powers, then you must have a pvp build cause i would never do it without those honestly.

    But fireball and fire breath are no brainers. I can see reasons for dropping either rain of fire or inferno, but i wouldn't do it.
  17. Quote:
    Originally Posted by MachineSlave View Post
    think im going Fire/Mental or Fire/Nrg
    Well the fire/mental will be better aoe/mitigation, much better on teams.

    The fire/energy is more of a soloer.

    And as far as mitigation though for re-iterating to blasters, fire is good if you pair it with either devices or ice manipulation. Still gobs of damage and good mitigational powers.
  18. Quote:
    Originally Posted by Oedipus_Tex View Post
    Since switching to Energy/Mind, things have gotten a lot better. The character is only lvl 19 but the addition of an extra AoE blast has made this character a lot more fun for me.

    My aim is getting better too. I've played other KB sets before (Storm and FF mostly, but also some Archery and Assault Rifle) but the feel of Energy Blast is very different. I'm still calling off shots I wouldn't have hesitated to take with a different blast set (e.g. situations where the mobs are positioned such that any attempt to manuever will aggro other groups), but I'm writing that off as just one of the downsides of being able to solo so smoothly. We'll see how it goes.

    Thanks again for the replies.

    I'm glad you decided energy/mental, i was actually going to suggest something like this or energy/fire.

    As others have suggested, hoverblasting will turn the kb to kd for the most part, so no issues there. I actually have an energy/fire though that i use hurdle/cj with, which is the best actual maneuvering in the game. He uses it, and as i was going to suggest energy/fire or energy/mental, the kb won't matter. Becasue with even the one extra aoe power, when you have them slotted some and aim/bu used with them, just well in your case, psy scream, then ET, then explosive blast, and the enemies are dead anyways so it doesn't really matter if they're knocked back too.

    Quote:
    It's also probably useful to leave sprint on, take swift instead of hurdle, and slot 'em both for runspeed.
    just pointing out this is false. Don't waste slots for one for this type of playstyle. If you're going to do this, hurdle + CJ is MUCH better maneuverability, and is faster too and no waste of slots. Or otherwise sounds like you'll be hoverblasting anyways. In which case, yes take sprint for the extra fly speed, but its so low of a boost i wouldnt slot swift for fly at all, hover yes, at least 2 slots.
  19. Windenergy21

    Arctic Fog

    Quote:
    Originally Posted by Trickshooter View Post
    I don't get it.

    Are you saying Castle said it should and he's going to fix it? Or are you just saying that it should and you want Castle to notice?

    Because it's already in the Defender Issues list, which Arbiter Kim went through and forwarded the individual issues to the proper people.
    HEHEHE its just an awesomely fun random Castle quote generator from last year or so that i found the link to (and now works it was taken down i think for a while after some fun hehe) Just suggesting it needs fixed, wasn't sure where the issue was in que, so just putting it out there :P
  20. The tier 9 so to speak crash isn't bad though, the power lasts 2 minutes, you can cast it, use DP to put you to full, and its ready so you can use it right as the crash is about to happen, getting your low endurance/hp easily recooperated afterwards, usually skipping dropping any toggles if you get DP saturated. You don't use it just cause its there, but when you use it you can get by almost regret free. I only have it 2 slotted for recharge on my build and it more than serves its purpose, its not a heavy investment, but its definitely nice and easy to have.
  21. Windenergy21

    /SR help

    Oops, would help if I posted it lol

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elec SR LClap: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- 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%(39)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), DefBuff-I(7)
    Level 2: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 6: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), DefBuff-I(15)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Dodge -- S'dpty-Def/EndRdx(A), S'dpty-Def(17), LkGmblr-Rchg+(17)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(40), RgnTis-Regen+(46)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(34)
    Level 24: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx/Rchg(25), S'dpty-Def(50)
    Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
    Level 28: Lucky -- S'dpty-Def/EndRdx(A), S'dpty-Def(29), DefBuff-I(29)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(36), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(43)
    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(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
    Level 47: Lightning Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    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)
    • 5% Defense(Smashing)
    • 5% Defense(Lethal)
    • 4.38% Defense(Fire)
    • 4.38% Defense(Cold)
    • 4.69% Defense(Energy)
    • 4.69% Defense(Negative)
    • 10% Defense(Melee)
    • 9.38% Defense(Ranged)
    • 8.75% Defense(AoE)
    • 41.3% Enhancement(RechargeTime)
    • 33% Enhancement(Accuracy)
    • 3% Enhancement(Stun)
    • 10% FlySpeed
    • 220.9 HP (16.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 8.8%
    • MezResist(Stun) 2.2%
    • 6.5% (0.11 End/sec) Recovery
    • 90% (5.03 HP/sec) Regeneration
    • 6.25% Resistance(Negative)
    • 10% RunSpeed



    Code:
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    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  22. Windenergy21

    /SR help

    I wanted to have some fun with lightning clap so came up with this build a while ago. Pretty much capped defense, fractions of a percentage from it for ranged/melee, all the important powers etc. Very fun build.
  23. Aye energy is definitely the better choice there. Plus you can use the knockback to push them into the mines if they are being stubborn. Caltrops + knockback also ensures that enemies won't be getting near you.