Yoshitomo

Apprentice
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    150
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  1. no replies in 24 hours?
  2. I think people tend to ignore Phalanx Fighting because its not a reliable source of defence due to its small radius, therefore you can't guarantee a team mate will always be in range. And the Membrane Exposures are to boost the defence debuff resistance, that one puzzled me too a while ago.
  3. Yeah, TPs not moving, that's a concept thing. Sorry, I'm pretty sure that team I was in with you was my first team of the evening. There must be another, misspelled Fluorescence running around.

    Nice build, thanks. You have indeed ramped up the price a bit with the BotZ but tbh, I don't think I'll be IOing her for a while yet, so I'll just have to save up. Actually, I'll probably go to the merit vendor for the BotZ. Also, I've never used Kinetic Combats, how pricey are they?
  4. Hi guys, I checked WW the other day to see how much my Spines/DAs build would cost and I realised I need a few hundred mill more still, so I've decided to tweak my Kat/SR's build to farm a bit of inf. I don't intend on soloing any AV's with him, probably just ripping through romans or something.

    My current build had odd defense numbers that just made me feel uneasy and my tweaked build boasts slightly higher recharge, regen, recovery (so I can use Tough) and I've swapped out Hasten for CJ. Now I'm not great with numbers, but with my new build (no Hasten), would I be able to keep up the ST attack chain of GD>SotW>SD>SotW? I haven't played him in a while but I could easily keep that up with Hasten and I THINK I only had a small gap without it.

    So any thoughts and changes would be greatly appreciated, baring in mind I don't want to spend too much, Thanks.

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  5. Yeah, as soon as Tonality mentioned my ranged defence, I looked at my powers as a whole at level 50 and realised I'm going to be in melee range 90% of the time. I must've been thinking about my current play-style where I tend to just use Electron Haze, Psychic Scream, X-ray Beam and Cosmic Burst.

    My Epic Pool choice is a big "?" Force Mastery fits better than any other thematically (she controls light) but I think Cold/Elec/Fire would be better choices. Cold and Fire both have useful tools for using DP, and Elec has another cone that'd fit well. I might have to try them all out on the test server when I hit 50.

    I fiddled around with my build and put Cold Mastery in and managed to get 40% S/L defence. Which is impressive but I'm still not 100% sure, I've never liked how Frozen Armour looks.

    On the topic of Electron Haze, I took it out of my original build to put CJ in but now I'm thinking I'd like to try and fit it in for even more AoE fun. But I'm not sure what to take out to make room for it. I could always throw out Cosmic Burst, do you think I could cope with only 1 ST attack?

    Here's a rough build which you can probably improve upon.

    Oh and to PrincessDarkstar, yeah that was a nice surprise, you asked one of my team mates if you could join the team and I thought, hey I know that name! Heh I think you may be confusing me with someone else on the Posi TF though, I haven't run a Posi for a while.

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  6. I originally had DP slotted for max heal, max rech and enough accuracy, but I decided to add some end mod to help survive my nuke crash and I came up with this:

    Touch of the Nictus: Heal/Rech
    Touch of the Nictus: Accuracy/Heal
    Numina's Convalescence: Heal/Rech
    Numina's Convalescence: Heal/End/Rech
    Efficacy Adapter: EndMod/Rech
    Efficacy Adapter: EndMod/Acc/Rech

    which gives me these enhancements:

    +47.7% Accuracy
    +21.2% End Discount
    +47.7% End Mod
    +95.11% Heal
    +98.21% Recharge

    Which I'm really happy with
  7. Rad? New? I16 was released in September, that's hardly new. There's tons of advice on electricity for scrappers. Is it just not very popular then? Actually, I don't think I've been in a single team without another rad blaster, so it can't be that bad. There were 3 of us in a team the other day.

    I appreciate your response, but instead of simply putting me down, could you try to be more helpful? Such as, what would you suggest in place of Force Mastery?

    I'd actually made some of the changes you suggested already. And I've also changed some of the other things you said so what does this look like now?

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  8. Worst case scenario: both Hasten and DP are down, that's 15.9 seconds until you can hit DP again. Look at your recovery and end drain, during this time, your toggles are using all of your recovery, meaning any endurance used for attacks wont recover, you'll probably be down to 0 endurance in no time. Then all your toggles drop, your damage mitigation plummets, at which point you will probably die...

    Sounds risky to me.
  9. I'm not very experienced with blasters, I've only recently got into the blaster scene but I imagine relying on Drain Psyche for endurance would be dangerous. Constantly having to get into melee range would get you beaten up more and unless you can get perma-DP, which I doubt if you've slotted for defense and not recharge, you're going to struggle with endurance, especially with an extra toggle.

    I could be wrong though.
  10. No replies? Does that mean it can't be improved?
  11. I've been playing CoX for over 2 years now, and I've tried to roll a blaster several times, but up until now I haven't been able to stick with the AT past about level 10. But I've finally found a combo I quite like.

    I rolled my Rad/MM a couple of weeks ago and she's now at level 26 and I'm loving the huge AoE damage she puts out, but I still can't deal with the squishiness of her. I went with MM mainly for its mitigation via Drain Psyche and granted, if I hit about 5 enemies, it keeps me alive long enough to see my targets hit the floor, but when it comes to mezzers like the CoT, I go to jump into the group to fire off DP and... my feet stay firmly stuck to the floor and then I usually die shortly after.

    Then I read the thread about recharge vs. defence, and I decided to try and put as much mitigation into her build as possible without completely gimping her recharge. So I've put together a fairly cheap (no LotGs, cant afford 'em) build which I'd like some feedback on.

    My original build had:
    Electron Haze (replaced with CJ)
    World of Confusion (replaced with boxing)
    Grant Invisibility (replaced with Tough)
    and Invisibility (replaced with Weave)

    I decided I could probably live without these powers with the added mitigation, thoughts?

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

    Click this DataLink to open the build!

    Fluorescence: Level 50 Mutation Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Fighting
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: X-Ray Beam -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(9)
    Level 1: Subdual -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/EndRdx(25)
    Level 2: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13)
    Level 4: Telekinetic Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(7), ExStrk-Dam%(15), FrcFbk-Rechg%(15)
    Level 6: Combat Jumping -- DefBuff-I(A)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25)
    Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
    Level 14: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(29), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(42), Numna-Regen/Rcvry+(50)
    Level 16: Concentration -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(17), AdjTgt-ToHit/EndRdx(19), AdjTgt-Rchg(19)
    Level 18: Recall Friend -- EndRdx-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(31), P'Shift-End%(33)
    Level 22: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(33), Nictus-Acc/EndRdx/Heal/HP/Regen(33), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(34)
    Level 24: Teleport -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(37)
    Level 26: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
    Level 28: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(39)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), UndDef-Rchg/EndRdx(43)
    Level 35: Tough -- S'fstPrt-ResKB(A)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(45)
    Level 41: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(50)
    Level 44: Personal Force Field -- EndRdx-I(A)
    Level 47: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(48), ImpArm-ResDam/EndRdx/Rchg(48)
    Level 49: Force of Nature -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance



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  12. Looks nice, I also rolled a Rad/MM recently. First blaster I've made that I like, I've always been a scrapper at heart, but I'm loving my rad.

    Could you possibly post a link to the IO build thread you found?
  13. I recently rolled a Rad/MM blaster, for concept reasons more than anything and although I can see your point, and I'd rather have a more useful secondary effect like res debuff, while reading this I had a thought.

    I realised because of Rad's generous helping of AoE powers, you'd probably be able to slot 2 accuracy enahncements into your opening power and just 1 in your other powers, saving space for either extra damage SO's or extra slots elsewhere.

    Of course, this only really applies to lower level builds because IO builds tend to have plenty of accuracy bonuses.
  14. Well I've never actually tried CoF, but isn't the fear aspect of it kind of pointless? With 2 AoE toggles with the same radius as CoF running, and spine burst with an even bigger radius, won't any terrified enemies snap out of it within a split second when one of my many spines takes one of their limbs off? I may be wrong though, how does it actually perform?
  15. I've been tweaking my Spines/Darks build and I'm thinking about trying Cloak of Fear but I'm struggling with the slotting.

    My main aim is to boost accuracy and reduce endurance as much as possible, and currently I have 4 Cloud Senses in it, giving me a nice 2.25% extra endurance and 6.25% recharge, but the accuracy is still only 102.5% with a huge 0.39 end/s.

    Could anyone suggest a better method of slotting than this?
  16. Could you post your build in phpBB/Zetaboards format with the data cunk as well please?
  17. I've been tweaking my spines/dark IO build for a long time now and I'm still not happy with it. One of the many problems I'm having is the OP v CoF debate.

    Now, my current SO build has oppressive gloom, but I find I rarely actually use it, mainly because most minions die within seconds of jumping into a group, rendering OP pretty useless other than for self harming. For this reason, I can't see much use for OP in my IO build especially with my extra resistance and defence.

    Now Cloak of Fear sounds excellent, until you look at the accuracy and endurance drain of it. Even if I were to slot it for accuracy, I can only hit about 120% and the default end drain of 0.52/s is kind of crippling to any DA build. SO unless I steal a load of slots from other powers, its definitely more of a hindrance than help.

    So having said this, if I were to skip both powers, I could stick Conserve Power in their place and never have to worry about endurance problems again.

    What would you guys suggest, baring in mind that my currently proposed IO build with conserve power has 1.65/s end drain and 3.73/s recovery?

    EDIT: Thought it'd be easier to just post up my build so here.

    Code:
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  18. I was going to suggest SR as well, and now I wanna make one too >_<

    I wish I could find a cure for my alt-itis!
  19. Yoshitomo

    DM/?

    Damn I wish I had enough inf for all that lovely recharge

    Oh I should've included the Atlas Medallion, sorry, I'll definitely be getting that asap with this guy.

    Thanks for the help Santorican
  20. Yoshitomo

    DM/?

    OK try this one :S

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  21. Yoshitomo

    DM/?

    OK, hopefully my last version. I took note of your changes Santorican, played around with it and ended up with this, what do you think of Midnight Grasps slotting?
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  22. Yoshitomo

    DM/?

    I'm really liking the sound of SD now This look good?

    Code:
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    Edit: I swapped around the sets in shadow maul and dark consumption.
  23. Yoshitomo

    DM/?

    Ah damn you're right, I'll have to see if I can change soul drains slotting for some accuracy. That's a pretty nice build, thanks. Only thing is I was trying to avoid things like BotZ because that KB protection one could double the price of my build.

    By the way, if you change one of those red fortune sets in your build for a serendipity set, you'd be closer to the AoE soft-cap and still be soft-capped to ranged.
  24. Yoshitomo

    DM/?

    OK, the whole Shield Defence expense thing got me thinking and I thought I'd try to make a cheap, soft-capped build.

    So here it is, any thoughts?

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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(46)
    Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(29), RedFtn-EndRdx(31)
    Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
    Level 4: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(25), S'dpty-EndRdx(29)
    Level 6: True Grit -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(9), Aegis-EndRdx/Rchg(11), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(23)
    Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(43)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(45)
    Level 12: Swift -- Run-I(A), Run-I(45)
    Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15)
    Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(17)
    Level 18: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(27), P'Shift-EndMod/Acc(27), P'Shift-End%(42)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(46)
    Level 22: Phalanx Fighting -- DefBuff-I(A)
    Level 24: Hurdle -- Jump-I(A), Jump-I(45)
    Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
    Level 28: Kick -- Acc-I(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    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: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(39), S'dpty-Def/EndRdx/Rchg(39), S'dpty-Def(39), S'dpty-EndRdx(40)
    Level 41: Grant Cover -- EndRdx-I(A)
    Level 44: Combat Jumping -- DefBuff-I(A)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Physical Perfection -- EndMod-I(A), EndMod-I(50), EndMod-I(50), P'Shift-End%(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A), Run-I(23)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit



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