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I'm actually looking at trying out a shield/elec tanker myself.
My plan was to try and take Toughness earlier if I can, reason being I think the resistance from Toughness may be more valuable than the defense from the shield sets at the lower levels.
I'm probably going to end up skipping a travel power, or at least picking one up much later though. -
Hey guys.
I'm having a ton of fun with my Crab and he's leveling quite fast, so I thought I'd start playing around with some end game builds.
This is my first crack at it:
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(5)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(9), LdyGrey-%Dam(9)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Hurdle -- HO:Micro(A)
Level 8: Suppression -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(11), Det'tn-Dmg/Rchg(11), Det'tn-Dmg/Rng(13), Det'tn-Dmg/EndRdx/Rng(13), LdyGrey-%Dam(15)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(15), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def/Rchg(17)
Level 12: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(19), Det'tn-Dmg/Rchg(19), Det'tn-Dmg/Rng(23), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/EndRdx/Rng(33)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Frag Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rng(34), Det'tn-Dmg/EndRdx/Rng(34), Det'tn-Dmg/EndRdx(36), Det'tn-Acc/Dmg/EndRdx(36), FrcFbk-Rechg%(37)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21), EndMod-I(23)
Level 22: Mental Training -- Flight-I(A)
Level 24: Fortification -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(25), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(33)
Level 26: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(29), GSFC-Build%(31)
Level 28: Serum -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37), Heal-I(39)
Level 30: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Omega Maneuver -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(39), Det'tn-Dmg/Rchg(40), Det'tn-Dmg/EndRdx/Rng(40), Zinger-Dam%(40)
Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), SW-ResDam/Re TP(36), RedFtn-Def/EndRdx(39)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-Acc/Dmg(45), ExRmnt-Dmg/EndRdx(45), ExRmnt-+Res(Pets)(45)
Level 41: Mu Lightning -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Dam%(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/EndRdx(43)
Level 44: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(46), Det'tn-Dmg/Rchg(46), Det'tn-Dmg/Rng(46), Det'tn-Dmg/EndRdx/Rng(50)
Level 47: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dam%(50)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 6: Ninja Run
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This build is more geared to being in teams.
I sacraficed some things to pick up Manuvers and Assault from the Leadership Pool to stack with my own. I gave up grabbing all the pets, because quite frankly in teams I've usually got 2+ MMs already and I didn't really want to add more to the mix, though I'm not sure if the Disruptors where the best choice? When I go for a more solo build I'll probably work on grabbing more pets and more personal defense.
I've heard good and bad about Omega Maneuver, I should be able to try it out soon and judge for myself, it would seem like a semi useful power, any input?
I decided on picking up Mu Mastery an extra single target attack to help strengthen that attack chain, and both Ball Lighting and Fences make good AoE attacks, to add into my aoe mix.
As for slotting well any help on that end would be nice, still feeling my way around IOs a bit.
So thoughts? Good, bad, start over? -
It still happens, the gun stays behind you when your attacking and have ninja run active.
Turn it off and it returns to normal. -
Curious about what people think of this pairing?
I've got a low level DP blaster I'm playing with and I like the set, since I already have a /Traps corrupter, I wanted to give something else a go. -
So for you defenders out there playing with dual pistols quick question, are the secondary effects of swap ammo enhanced as a defender (e.g slow, -dam)?
Do you feel it's worth it?
Planning out a defender with pistols and traps, and deciding what stays and what goes.
Thanks. -
So worked a bit on my build, and here's what I got:
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(39)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(25)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(3), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(19), Armgdn-Dmg/EndRdx(36), Armgdn-Dam%(36)
Level 4: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dam%(39)
Level 6: Death Shroud -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(7), C'ngBlow-Dmg/Rchg(29), C'ngBlow-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(48)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/Rchg(11), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(39)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(40)
Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(48)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(23), Theft-+End%(23), Nictus-Acc/EndRdx/Rchg(31), Numna-Heal/EndRdx/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(40)
Level 24: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam/EndRdx(31), ImpArm-ResPsi(40)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(46)
Level 28: Boxing -- Empty(A)
Level 30: Cloak of Darkness -- RedFtn-Def/EndRdx(A), RedFtn-Def(43), RedFtn-Def/EndRdx/Rchg(45)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Oppressive Gloom -- Acc-I(A)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(46)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(45), EndMod-I(45)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(50), Posi-Dmg/Rng(50), Posi-Dmg/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
Level 6: Ninja Run
I tried to give put in some decent defenses against smashing and lethal, since those are everywhere, plus energy, since that's the weakest resistance DA has. Also added in some knockback protection (of course).
I dropped ToF, which I'm somewhat worried about, I'm hoping the IOs plus Physical Perfection will handle all my endurance issues.
Any thoughts? -
Ok thanks for the run down.
Well I'm asking for my advice in the scrapper boards towards build advice.
As I'm a DM/DA scrapper I guess the order would be to fill in the holes of DK (mainly knockback), then get endurance cost under control, then any extra surviability I can squeeze into it. -
Well here's an inital re-build, based some what on Des's guide, no slots yet. Still trying to figure out what would be best for slotting.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Empty(A)
Level 1: Dark Embrace -- Empty(A)
Level 2: Shadow Maul -- Empty(A)
Level 4: Death Shroud -- Empty(A)
Level 6: Swift -- Empty(A)
Level 8: Siphon Life -- Empty(A)
Level 10: Obsidian Shield -- Empty(A)
Level 12: Hover -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Dark Regeneration -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Murky Cloud -- Empty(A)
Level 24: Combat Jumping -- Empty(A)
Level 26: Soul Drain -- Empty(A)
Level 28: Cloak of Fear -- Empty(A)
Level 30: Cloak of Darkness -- Empty(A)
Level 32: Midnight Grasp -- Empty(A)
Level 35: Boxing -- Empty(A)
Level 38: Tough -- Empty(A)
Level 41: Conserve Power -- Empty(A)
Level 44: Physical Perfection -- Empty(A)
Level 47: Energy Torrent -- Empty(A)
Level 49: Weave -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
My old/current build I actually have air superority, and shadow punch as part of my single target chain. Going to be intresting to go without it. -
Hey all,
So I'm a returning player, I have my level 50 scrapper and I'd like to start working on him again (along with a 1000 alts, but thats another story).
However I left during the era of SO and I have no clue where to begin as far even trying to work with IOs, recepies and so on.
Could someone point me in the right direction so I can do some reading on IOs, the different kinds, where I can get/make them and so on?
Thanks. -
Oh that is nice.
Hrm I need to try and work on some builds and apperantly start farming for influence heh. -
Ok, quick question, the knock back protection from an IO, is it only active if the toggle associated with it is active? Or does it offer passive protection even if the toggles not active? I'm guessing it doesn't but just want to make sure.
Thanks again. -
Thanks for the reply.
I guess I'll have to dig through the different IO sets and see where I feel comfortable. I know that if there is a decent way to plug the Knockback hole I'm taking it
I never took Siphon Life, used to always be fairly meh, but my understanding is that it's been buffed, I'll have to look into it.
As for the planner already downloaded it. -
So I've been away from CoH for awhile (pre-IOs) and recently decided to come back.
Along with trying out some of the new player sets I wanted to upgrade my old DM/DA (lvl 50) scrapper.
Just been reading Des's guide, which helped out a lot, but still have a couple of questions.
I use to have the Body Mastery as my Epic Pool and see it's been changed about a bit, how good is the Physical Perfection power for DM/DA? I'm assuming even if I got it Stamina would still be important?
Second Des added a little disclaimer at the end of the guide:
Quote:Could anyone give me a quick summary, or point me in the direction where I can find out more information about this? Since I'll be essentially redoing my scrapper with IOs (which I'm just now learning about)figure may as well get it as close to right as I can the first time.DISCLAIMER: All the builds in this guide use BoTz as the guide was written long before the nerf. While these builds are certainly good they are no longer quite as good. In the next version of this guide, I will be placing greater emphasis on Typed Defense over positional. This will cause the builds to look significantly different. See scrapper forums for on going discussions on the subject. -
Intresting I have an ATI Radeon 9550 I'll have to try some of this out, thanks for the guide.
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Ack the signature name for my heroes has been stolen. Ah well.
Cool background though. -
Armory
Originally suggested by: Wyvern
Category: Room Type
Customizable? Y
Type: Purchased & Special Conditions
Description: A Room with in a SG that houses a stockpile of various temporary powers. For example, Shotguns, Jet Packs, Personal Force Field Generator etc. Basically using salvage a SG can create its own set of Temporary Powers (for example use Sky Raider salvage to create a Jet Pack). How many of each item you can create will depend on how much salvage you have, and how much room in the armory. Each Temporary power will have either a time limit or a number of usages after which it will return to the armory and cannot be checked out again by the last user for a period of time. Multiple Items could be checked out at a time depending on your rank in the SG (IE lower level members could only check out 1 item at a time, mid-level 2 items, and high level members 3 items at a time). -
Well I think that is what everyone is saying, this would be a very special situation like a Hami raid but only on a even larger scale.
Would have its on special zone with its on special rules, and its on special reward at the end of the mission. -
I don't see why its that hard, I mean as far as leading into a trap, jut make it so the PVP rules are disengaged in that particular zone where the big enemey is. So lets say a new "zone" is created where there is a huge enemey, story wise, that is a threat to both sides, for the zone PVP attacks are turned off, and the very beginning of the zone is "safe territory" where the teams could meet up and form.
As for the whole dropping out in the middle of missions and such, well that happens right now, though its usually not done for griefing. -
I haven't heard of that but that would be interesting, sort of like super raids on a Galatus type opponent. Maybe something like this is planned?
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Just a note on pet gaze while its a level 18 power with no special side effects (its just a hold) while all other holds attainable at equal or lower levels for other ATs (blaster elec or ice holds and most controllers 1st level holds) have some secondary effect damage, etc. Should be given some sort of secondary affect for being a level 18 power, probably a debuff.