Windenergy21

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  1. Quote:
    Originally Posted by Umbral View Post
    Actually, GC is better than SotW. SotW takes up more time in your attack string, thereby reducing the overall contributive DPS of SD and GD, which are your real money makers. SotW might have better DPA, but GC allows you to have better DPS with your attack string overall.



    Since base DPE is a standard value, the only powerset that actually is "very good on endurance" is Claws/* specifically because it is designed to cost less and recharge faster than the other sets. Kat/* is just as hard on the blue bar as BS/* and every other set out there.
    If you use all powers willy nilly and don't utilize them sure. But if you utilize the cones and aoe to the best of your ability, things die a lot more cheaply end-wise.
  2. First thing I noticed is you'll want sting of the wasp at level 1, not gamblers cut. Its still really fast, and has a much higher DPA with still great DPS. As to the main part of your post, personally I'd avoid ET like the plague on this build. For the main starting point, is the redraw with katana will be just plain annoying. This build is VERY highly designed to be in the middle of the mob, and stay there, with RTTC, and divine avalanche. So you won't be, or shouldn't be jumping out of the mob that much to use ET anyways.

    Also, with CJ, you'll want to have hurdle, not swift. Hurdle + CJ gives you much better combat mobility. And indomibitle will is WAAAAAAAAYYYY too late. Its your mez protection, you need that by at the very least before the 20s. 35 is far far far too late.

    Also, katana is very good on endurance. Even with manuevers/tough/weave. With end reduction in your attacks, and both quick recovery and stamina, I can't imagine you'd need conserve power, and certainly not slots in it. Same as to build up, it only needs 2 slots. 2 50 common recharge IOs, versus 3, is only about a 3-6 second difference. When its recharging every 42ish seconds depending on your bonuses, thats really not worth the extra slot IMO.
  3. FYI Mids is still bugged, and won't let you select energy torrent at 47 for some reason. That's not LBE, thats ET there, 5 positrons blast sans proc, and 1 recharge IO
  4. I'd have to put my vote out for Fire/SR. Its an awesomely fun build, that is quite powerful to boot. Softcapped defenses with a small recharge boost in a set that really lets you focus on dealing damage, and not mitigating damage, is a real boon to make you a crazy damage dealer. Going the Fire/SR/Body route as well on mine, good for defense, more regen/recovery, and added energy torrent is great for mowing down mobs.


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

    Click this DataLink to open the build!

    Fire SR ET: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
    Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), DefBuff-I(5)
    Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
    Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(11), DefBuff-I(13)
    Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), DefBuff-I(7)
    Level 8: Breath of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(36), RechRdx-I(43)
    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 -- LkGmblr-Def(A), LkGmblr-Rchg+(17), DefBuff-I(17)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(34), RgnTis-Regen+(46)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(31)
    Level 24: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(25), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 26: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(39)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29), DefBuff-I(29)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(40)
    Level 32: Greater Fire Sword -- 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(37), T'Death-Dam%(40)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(36), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(46), S'dpty-EndRdx(48)
    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), EndMod-I(45), EndMod-I(46)
    Level 47: Laser Beam Eyes -- Empty(A), Empty(48), Empty(48), Empty(50), Empty(50), Empty(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)
    • 3.44% Defense(Fire)
    • 3.44% Defense(Cold)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 10% Defense(Melee)
    • 10% Defense(Ranged)
    • 6.88% Defense(AoE)
    • 21% Enhancement(Accuracy)
    • 43.8% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 180.7 HP (13.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 12.1%
    • MezResist(Immobilize) 12.1%
    • 6.5% (0.11 End/sec) Recovery
    • 86% (4.81 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 5% RunSpeed



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  5. Quote:
    Originally Posted by evilgreg View Post
    thats alot of great feedback. So I guess I go ahead and do Dark/SR and Claws/regen...it's a blast either way!!!
    I'd vote the other way. Claws/SR is just so full of win and is very awesomely cool. Don't forget, you'll be easily capping your defense when you start using IOs so you are not going to be needing the mitigation of Dark, which btw claws has KD from focus and shockwave anyways to help. And gives you good aoe. I had a 40 dm/sr, I deleted it without hesitation for the most part, I guarantee the lack of aoe will get on your nerves. Even with any epic, its just not that much to make it worth it IMO. For dark melee i'd have to pair it with a secondary that has a damage aura or shield charge. Had a claw/regen, for while, actually REMADE him into the claws/sr and am infinitely happy now.
  6. Windenergy21

    sonic MM blaster

    Check out the link to my sig, very helpful for the combination. Its terrific, and turns out quite fun and powerful.
  7. Also note its not half bad to use for AVs as well. In 2.03 seconds cast time, with damage slotting it deals 244.24 damage to the AV. Fire blast is like 127 or so with a 1.67 second cast time. Its definitely worth picking up regardless of what you choose. Now Ice storm though, that power continues to make me cry its damage is way too low .
  8. Quote:
    Originally Posted by Fulmens View Post
    I've never been a fan of Rain of Fire.

    Shiver drops both RunSpeed and Recharge. (RoF is -Runspeed only, so once they get out of the rain everything's recharged...)

    Shiver can self-stack, has a very long duration, and can drop tough targets' recharge and move speed WAY down.

    I've never been all that impressed with Rain of Fire's damage, considering how long you have to survive/wait around for it to do its job, and considering that you can drop even to +2 minions with just fireball/firebreath.

    I may someday get Rain of Fire and Shiver on the same character, and fall in love with the combo. (I haven't yet.) At the moment if it's either/or, I choose Shiver.

    Yes but RoF also has a fear component. So when the base -speed of RoF, and the slottable -rech/speed of shiver mix together, They run like chickens in glue with their heads cut off. Its very effective. And the damage, is very good as well. There are many situations where its useful, even in the "Fireball + firebreath kills minnions" scenario, it will still be hurting the lts and bosses. It can but used around corners, is great for multiple mobs like extra aggro, plus it looks so darn cool, especially with power customization. Mine looks like both fire and ice falling from the sky. Plus, it also means another set of positrons blast, 2.5% recovery, 9% accuracy and 6.25% recharge FTW!
  9. And FYI to the ranged defense build, I've always found more enjoyment with regeneration bonuses on blasters. Especially ones with high mitigation and slows like /ice manipulation has. Which on a side note I have yet to play a blaster build that needs aid self:

    Here's a build I adapted, this reaches, the 220% regen bonus needed to regenerate a tic every 3 seconds just like a regen scrapper . Very fun on top of your damgae and mitigation you can perform.

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

    Click this DataLink to open the build!

    Fire Ice Fire Regen: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Flares -- Dev'n-Dmg/EndRdx(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Entrpc-Acc/Dmg(11), Entrpc-Dmg/EndRdx/Rchg(15), Apoc-Dmg(31), Apoc-Dam%(40)
    Level 1: Chilblain -- Acc-I(A)
    Level 2: Fire Blast -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/EndRdx/Rchg(15), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(40)
    Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(17), RechRdx-I(39)
    Level 6: Ice Sword -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(17), RechRdx-I(39)
    Level 10: Super Jump -- Jump-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(46)
    Level 18: Blaze -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Entrpc-Dmg/Rchg(19), Entrpc-Dmg/EndRdx/Rchg(21), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(39)
    Level 20: Ice Patch -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(50)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/Rchg(23), Heal-I(34), RgnTis-Regen+(40)
    Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(48)
    Level 26: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(42)
    Level 28: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(29), P'ngTtl-Rng/Slow(29), P'ngTtl-EndRdx/Rchg/Slow(37)
    Level 30: Aim -- RechRdx-I(A), RechRdx-I(46)
    Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Freezing Touch -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(36), BasGaze-Acc/Hold(36), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
    Level 38: Chilling Embrace -- TmpRdns-Rng/Slow(A), TmpRdns-EndRdx/Rchg/Slow(43)
    Level 41: Bonfire -- KinCrsh-Dmg/KB(A), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(48), KinCrsh-Acc/Dmg/KB(50)
    Level 44: Char -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx/Rchg(45), BasGaze-Acc/Hold(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(48)
    Level 47: Fire Shield -- S'fstPrt-ResKB(A)
    Level 49: Rise of the Phoenix -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 2.5% Defense(Ranged)
    • 2.5% Enhancement(RunSpeed)
    • 2.5% Enhancement(JumpSpeed)
    • 46.3% Enhancement(RechargeTime)
    • 2.5% Enhancement(JumpHeight)
    • 2.5% Enhancement(FlySpeed)
    • 45% Enhancement(Accuracy)
    • 49.7 HP (4.12%) HitPoints
    • Knockback (Mag -7)
    • Knockup (Mag -7)
    • MezResist(Immobilize) 2.2%
    • MezResist(Sleep) 2.75%
    • MezResist(Stun) 2.2%
    • 14.5% (0.24 End/sec) Recovery
    • 180% (9.06 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 4.73% Resistance(Fire)
    • 4.73% Resistance(Cold)
    • 3% RunSpeed



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  10. Quote:
    I love Acro for the near-immunity to knockback and the ability to ignore one hold
    Just FYI, its hold protection is next to zero, its only mag 2 protection, where pretty much every hold in pve is mag 2, except for energy mage's, and possibly DE fungoids (though some might be mag 3 still)
  11. Quote:
    Originally Posted by Grey Pilgrim View Post
    Hmmmm, I was kind of hoping for one or the other. I actually managed to fit Aid Self into this blaster's build (something I've managed to do without on my other blasters, but would still like to have so I don't need to keep green inspirations handy for when the RNG hates my ranged defense), as well as tap into the epic pool a fair amount, and I'd have to drop something to pick up Rain of Fire and Shiver.

    I guess having both feels a bit like overdoing it to me, but they're both utility powers, so it's hard to discount either of them. Darn Rain of Fire just looks so cool, too.

    I could dump Melt Armor, since it doesn't debuff THAT much, but it still helps. And it's always nice to have a "screw you" power like Rise of the Phoenix handy on a Blaster, even though my Blasters don't die much.
    DEFINITELY drop Melt Armor to pick up both, no question or contest. Melt armor just abhors me that they even put it in the epics and try to consider it a viable epic power. For how long it recharges and how little its debuff is, especially when that debuff scales even lower versus higher level enemies, its WAY not worth picking up unless you ABSOLUTELY have no other power to choose. Even assault with the 10.5% damage boost on the blaster versious is infinitely better than the piddles that melt armor provides. Ditch melt armor. pick up both shiver and RoF. (and no matter what, on any PVE build, never ever EVER skip shiver on a blaster)
  12. Quote:
    Originally Posted by Grey Pilgrim View Post
    Okay, so I'm at long last getting to one of my Blasters that I made a long time ago (a goofy setup for him... his heroic side was brought out when some Hellions destroyed the restaurant he worked at as a maitre'd. And his name is Maitre d'Flame, heh).

    Anyway, some power picks are pretty obvious for me, but I'm unsure of the usefulness of a few.

    I'm going to grab Ice Sword just for some up close punch when I need it, but I am hoping to not be much of a Blapper with him... I'm going to focus on my AOEs and high damage to avoid that. For added mitigation, though, I'm not sure if I should grab Shiver or Rain of Fire. Shiver seems better, as it'll slow my opponents, but keep them clumped for all my AOE powers, and I know Rain of Fire really scatters things. But it can be nice for when the gross stuff hits the fan, too.

    Anyway, what are thoughts on that? Anyone else play much Fire/Ice and have thoughts they could share above and beyond the scanty guides I found?

    Shiver + RoF is THE reason to make a fire/ice in the first place IMO. Please do NOT skip either one of these powers. For one, shiver is usually one of the main reasons to ever pick /ice manipulation on a blaster in the first place. As to RoF, some builds can skip it, but paired with shiver which should be able to at or VERY close to -speed cap enemies depending on your slotting is just amazing.
  13. Quote:
    Originally Posted by Nihilii View Post
    I answered your argument with the first two points. I specifically said so. I then specifically said I was going to run other numbers for my own use, and that I wasn't using them to support my point in this conversation. The reasons I posted the third set of numbers is because it can eventually give insight to other people who have the same playstyle as me, and other people can eventually give me insight if I'm making mistakes in my calculations.

    I mean, again, what ? Are you seriously trying to handwave the detailed math proving you're wrong after you've asked for detailed math to prove you wrong by pretending you're dense and focusing on something that is irrelevant to the argument simply because it is on the same post, despite a disclaimer clearly stating it isn't meant to be included in that argument ? You're not stupid so stop trying to pretend you are, you're embarrassing yourself by doing so. Stick to saying you disagree with the math for X and X reasons (i.e. such as slows not being considered) rather than playing dumb with semantics.
    I'll restate exactly what i was saying to clear this up for you, you said:

    Quote:
    Again for emphasis : this is the absolute best case scenario for Blazing Aura. Such conditions actually CAN'T happen in real gameplay for Blazing Aura ; we're comparing theorycraftland Blazing Aura to real CoH gameplay SC, and SC still does ~23% more damage. We're not considering the AoE KD SC gets, we're not considering the greater radius SC has, it's just pure damage and SC wins. Period.
    What I was saying, was yes, shield charge IS better. But what I was saying on that note, is its not nearly that big of a difference. You have to factor in gameplay. You might not have full enemies in a damage aura, yes, that can still happen with SC as well (thankfully less likely though) However, the damage aura is working in all melee instances, and there are vast times when you don't use SC right as its recharged, regardless of whatever recharge you can achieve from it, due to that fact that depending on the mob-fights, the timing is off. So you are either left not using it until you get to a group worth using it (ie even just waiting for a herd etc). You can also factor in procs in damage auras, as they get much better use in a damage aura. I'd still probably say regardless that SC is better, but i'm saying it greys the line that much more.
  14. Quote:
    Originally Posted by Chaos_String View Post
    Your comparison is moot. IE, pointless, petty and useless, like your snarky tone.

    And FYI, the topic is "Best scrapper build for farming." So regardless of whatever you've decided "the whole discussion is about," the powersets and their synergies, internal and external, are relevant to the topic.

    Not the message that was being replied to though, regardless of post name.
  15. Quote:
    Originally Posted by Chaos_String View Post
    Basically, taken by themselves in SO builds, Shield Charge and damage auras aren't grossly unbalanced in terms of damage output. In this comparison, the burst damage and wide-area knockdown are Shield Charge's big advantages.

    However, the powers don't exist in a vacuum. Shield Charge also gets AAO to buff damage while damage auras don't, and my best guess is that the practice of teleporting pointblank with Shield Charge to leverage AAO apparently wasn't forseen in the design of the power. Then, when you begin to factor in Hasten (and a */SD without Hasten is frankly failbuilt) and +recharge from IO sets, Shield Charge starts to pull ahead of damage auras in terms of damage output; and it still has the huge advantage of wide-area knockdown.
    fail, we were comparing SC to a damage aura, IE as if to replace SC with one or vice versa. When comparing two powers, which is what the whole discussion is about, all outside sources are equal, in other words, both would have, or have not, AAO. If you wanted to compare SETS, you could say that, but we are not, we're comparing POWERS.
  16. Quote:
    Originally Posted by Nihilii View Post
    You mean during travel time ?

    Sure must be nice to have a 800' radius on BA, but on my version of CoH it's only 8'.
    Well, VERY minimally, during herding time but i'm not even talking about that. What I was referring to was in all situations of melee combat, which includes bosses, tough lts that survived etc, where you would certainly not waste shield charge on them, a damage aura would continue to be useful and help move things along.


    Quote:
    You're also making the same mistake someone else did everytime I make a long post with numbers, they quote it while not even reading it.

    Quoting myself with some emphasis added :

    That should be enough, for that particular argument. Now I'm just going to run numbers based on my own experience, playstyle and datamining, which can be completely different for other people SO I'M NOT USING THIS AS A DATA POINT.
    Which sounds like "all is heresay to what I think, ignore the data I just presented"
  17. Quote:
    Originally Posted by Santorican View Post
    I'm a bit confused are you saying that without AAo SC doesn't do a lot of damage?

    Also any defense based power set blows with just SOs. The highest you'll get with an SR is around 35 to 39% and even then you'll be sucking wind a lot. It really chaps my pants when people say you need a metric ton of inventions to make shields playable outside of teaming. If that were the case then Shields would be due for a huge buff. I've made a few builds with 30% smashing/lethal resistance and 30% defense without using any inventions.

    No no, what i was saying, was we were comparing SC to a damage aura, so AAO has to be present for both in all situations.

    As to the SO question, With no self heal, a very latent click res/hp power, and lower DDR, even with tough/weave shields is pretty weak on survival. And at that point you are sacrificing so much to get tough/weave as well. That's why positional based sets DO get the biggest boost from IOs, cause they are much weaker in comparison prior. This was part of the devs way of not so much fixing the sets, but creating a band-aid for the problem that will suffice most people.
  18. Quote:
    Originally Posted by Nihilii View Post
    That's not what Katten is saying, but I'll take that argument.

    1/

    Assuming the best case scenario for damage auras and worst case scenario for Shield Charge, that is, running on SOs with no recharge bonuses or Hasten.

    Blazing Aura (highest damaging damage aura) does 13.76 base damage every 2 seconds, or 6.88 base damage per second, in a 8 feet radius and hits at most ten targets. Assuming a +297% damage buff from full AaO, damage slotting and Build Up averaged to +22% damage (46s recharge with 3 recharge SOs), that's 20.43 damage per second to one target.

    Max is 10.
    Total damage : 20.43 * 10 = 204.3 per second.


    Shield Charge does 200.2 base damage with a 90 second recharge, in a 20 feet radius and hits at most sixteen targets. Its animation time adjusted for server ticks is 1.716s.

    With +95% recharge in it, that's 200.2/(46 + 1.716) = 4.2 base damage per second. Assuming a +375% damage buff from full AaO, +95% damage slotting and using BU with SC (same timer), that's 15.75 damage per second to one target.

    Max is 16.
    Total damage : 15.75 * 16 = 252 per second.

    That's right, in pure damage Shield Charge is better than damage auras with SOs, in a scenario where damage auras would be in the same set as AaO and would have ten targets in range at all time. That means no travel time at all and nothing at more than 8 feet, ever, compared to SC which only needs the targets in range for a few seconds every 46. That also means for Blazing Aura you'd have to have new mobs jumping in everytime the previous mobs die, otherwise the damage figures would be lower.

    Again for emphasis : this is the absolute best case scenario for Blazing Aura. Such conditions actually CAN'T happen in real gameplay for Blazing Aura ; we're comparing theorycraftland Blazing Aura to real CoH gameplay SC, and SC still does ~23% more damage. We're not considering the AoE KD SC gets, we're not considering the greater radius SC has, it's just pure damage and SC wins. Period.


    2/

    Now using IOed out values, still under the impossible assumption that Blazing Aura will have ten targets in range at all times. Assuming Hasten is a few seconds away from perma, giving SC and BU an averaged 30s recharge time, with +15% damage bonus from sets.

    Blazing Aura : 6.88
    Damage mod : 1 (base) + 0.95 (enhancements) + 0.33 (BU on a 30s timer) + 0.80 (maxed AaO) + 0.15 (set bonuses) = 3.23
    Final damage = 6.88 * 3.23 * 10 = 222.2 per second.

    Shield Charge : 200.2 / (30 + 1.716) = 6.31
    Damage mod : 1 (base) + 0.95 (enhancements) + 1 (BU) + 0.80 (maxed AaO) + 0.15 (set bonuses) = 3.9
    Final damage = 6.31 * 3.9 * 16 = 393.7 per second.

    Best case scenario for Blazing Aura when comparing IOed out builds, SC does ~77% more damage.

    --

    That should be enough, for that particular argument. Now I'm just going to run numbers based on my own experience, playstyle and datamining, which can be completely different for other people so I'm not using this as a data point.


    3/

    Same IOed out values as above, assuming "realistic" situations for me :
    - Blazing Aura hits 5 targets on average, as opposed to the potential max being 10.
    - Shield Charge hits 12 targets on average, as opposed to the potential max being 16. AaO still gets all 10 targets.
    - Travel time takes 10% of the total time (killing groups in 27 seconds, taking 3 seconds to go to the next group, for example). That's time during which BA doesn't do damage.

    Blazing Aura : 6.88
    Damage mod : 1 (base) + 0.95 (enhanc) + 0.33 (BU 30s) + 0.15 (set bonuses) + 0.41 (Fiery Embrace on a 60s timer) = 3.51
    Final : 6.88 * 3.51 * 5 * 0.9 (10% of the time is spent traveling) = 108.63 damage per second.

    SC : 6.31
    Damage mod : 3.9 (same as before, nothing changes in that regard)
    Final : 6.31 * 3.9 * 12 = 295.3 damage per second.

    Making SC do 272% as much damage as Blazing Aura over time.

    --


    In conclusion, SC is stronger. Even if you don't consider the KD. Even if you don't consider the radius. Even if you use SOs. Even if you're comparing it to a hypothetical powerset that has AaO on top of a damage aura, in a hypothetical situation where that damage aura hits ten targets at all times in a 8' radius.

    When you actually consider the KD, the greater radius, the advantage of burst over DPS here and the fact that SC is in the Shield powerset, yes, SC is most definitely overpowered.
    You're also not factoring slows, the fact of what happens when SC is recharged before you need to use it again, and when going to another mob having the mob half dead before SC is recharged, meaning you wait till the next mob to use it as well. Meanwhile, BA is working 100% of the time, even for the stragglers that are still alive, its still helping out. I didn't say SC was less than a damage aura, but the difference is nowhere near as large as you "prove" it to be.

    You're also making the same mistake someone else did in your last scenario, this is regarding a damage aura, vs SC, you HAVE to have AAO boosting the damage aura as well as SC, that's what the argument is.

    As mentioned, you do need serious IO investments for shield. Its part of the game balance, with just SOs shield is seriously lacking IMO. 21.25% base defense, with 17.5% resistance and 19.5% max hp with no self heal is an extremely weak defense set. ITs only with IOs that it even becomes playable outside of teaming or wretched use of inspirations. Granted if you IO it out its pretty good, but that fact right there, is the whole reason where it gets all the publicity, AFTER its IOd out, to which many other sets can say the same thing.
  19. Quote:
    Originally Posted by Katten View Post
    I've got a spines/fire, and elec/shield, and a bs/shield (no elec/not shield yet). I've gotta say, elec/shield just knocks everything out of the water. Spines/Fire (and /dark, /elec) Have a maximum point to what they are efficient taking out, at +0-+1, spines/fire is comparable to faster since there is no reason to ever wait, safety isn't an issue and you can roll the groups.

    However, less noticeable at 52 and then very noticeably at 53-54, the telenukes prove just how incredibly ridiculous they are. Spines/fire at full fulcrum has slowed down, but it hardly even phases a elec/shield, the higher base damage means it scales much higher up with each +%damage and of course shields usually have the highest applicable damage buff (since FE is down half the spawns). Both LR and SC Also provide knockdown which means enemies often never get a shot off before they die, which is another a reason it scales up so well.

    Playing with shields now and then just reminds me that shield charge/AaO is way overpowered compared to other the other secondaries (as far as AoE is concerned). The combination of a crashless nuke that is comparable to a blasters, and the huge damage buff, and the damage mitigating knockdown along with an already reasonable defense and even team buff is just over the top.

    So I'm putting my vote in at spines/fire +0,+1 [] Elec/shield > +2
    I've been in this argument before, AAO + shield charge is no more overpowered than AAO + a damage aura would be. the damage aura is consistent, where shield charge is burst. Not available every group until you get mega recharge, or are in general killing too slowly.

    Now, due to the larger radius and target cap, and fact that, it uses build up more efficiently than a damage aura would, it just pulls ahead, but its nowhere NEAR the big gap that you are mentioning overall.

    Shield charge, is in no way overpowered. If you ran the numbers, instead of just looking "ooo boom pretty" you'd see that, hence why it was just re-aligned to provide proper damage for the scrapper and on a small note tanker versions. Its right where it should be right now.
  20. Quote:
    Originally Posted by Jabbrwock View Post
    You not liking the reason does not negate its existence. It's pretty clear from the way it's coded that the devs regard NR as more of a substitute travel power than an alternative Sprint. That's not simple stubbornness, that's the power being what it was designed to be.

    The devs can "design" anything in this game the way they want to, doesn't mean its right. They could code a fireball to do toxic damage, doesn't mean it makes a lick of sense, but they can do it...
  21. Quote:
    Originally Posted by Silas View Post
    Energy Torrent with FFB proc for the justice. My Spines/Regen has Ragnaroks with the proc in Throw Spines and Posis with the FFB proc in Energy Torrent and its knockdownalicious.

    Edit: To answer your question Neuronia, I would say Blaze for a better AoE or Body for more mitigation and end management.
    With spines, as you will be outside of the mob lined up for a cone to use throw spines anyways, there is no competition that you should go with body mastery. Also being dark armor, PP solidifies this choice to help with your endurance management and accuracy should it need be (can also be good for the 2.5% gaussions defense to all 3 types which you can get some half-decent defense on top of your other defenses to make DA pretty sturdy, just cause you have FA doesnt mean it has to be turned on all the time end-wise) I'll try to make a build to see its likeliness when I get home today.
  22. Quote:
    Originally Posted by Bill Z Bubba View Post
    I went with the easy solution.

    g for sprint
    b for ninja run
    h for combat jumping or hover
    v for self heals if one exists
    j for super jump or fly or superspeed

    Since it's the same on every character I have, it's become second nature.
    I use those for other binds, specifically for targetting closest enemy (use on the b button, best bind EVER for a melee toon) farthest enemy, auto-ing practiced brawler. CJ is always alt + 2. As if i'm going to be traveling my right hand is used on the mouse for steering the j button is a little far for a comfortable bind for such things. Still, to the original reason this was brought up, outside of stubbornness there is really no reason CJ can't work with NR.
  23. Quote:
    Originally Posted by Jabberwock
    That's a complete non-sequitur, frankly. There's a simple reason CJ doesn't work with Ninja Run - CJ doesn't work with any +jump toggle other than Sprint. Ninja Run is obviously and hugely superior to Sprint, giving it the same treatment as Sprint would be completely absurd. CJ being exclusive with Ninja Run is just the devs following the basic balance rules for powers they've always followed. Quickness being inferior to Hasten, however, is a fairly significant violation of the general balance rule that powers in power sets should be superior to pool powers.
    Not to get too into it, but NR is a sprint power. Its a trained ability, not a "superhero" travel power. Its just like extra training that "fitness" does via swift/hurdle. Hence it should be treated as a sprint-type power, yes stronger than sprint, but that's still the way it works. Cj, also as mentioned is NOT a travel power, i'd be suprized if you even noticed any movement difference with ninja run combined, but it certainly is annoying having to retoggle cj on and off a billion times.
  24. Quote:
    Originally Posted by Silas View Post
    I get what you mean now. The main villain farming map is the TV map with the wrecked city full of Nems. On that map there are fairly large spaces between spawns so dragging mobs between them would take time.

    I guess on smaller heroside maps (steel canyon one for instance, that one is infamous for double aggro because of clumped spawns) its not a big deal. Having AAO maxed out is certainly a huge advantage for scrappers.

    As for making an Elec/SD, I've managed to restrain myself thus far because while my resources are fairly sizeable villainside, I'm pretty broke heroside so I wouldn't be able to pimp it out as I'd like. And I wouldn't make an Elec/SD brute because the combo is just so, so much better on scrappers

    Maybe closer to when GR comes out...
    DO IT! you know you want to! Its worth it, besides, a simple elec/shield you can still farm yourself even if on only +1s its still worth it and you can build up your cash fast. Heck even duoing with a friend you'll be able to do a lot.
  25. Quote:
    Originally Posted by Silas View Post
    t Windenergy21, While it is true that you're technically wasting the recharge if the power is up and you're saving it for the next spawn, if I was using the Elec/SD combo I would rather use one nuke each spawn and use other stuff (Fireball/Thunderstrike/whatever) to finish them off.

    That would give you much higher constant damage (more competetive with Footstomp/FSC) as well as not being huge overkill on the minions/lts. You're also much less restricted by the recharges, as you're only waiting about 13 seconds between nukes rather than the full 26. Killing a spawn every 15-20 seconds (nuke + clean-up) is much, much better than one spawn every 30.

    Edit: aaaand all this talking about it is making me want an elec/sd. Noooooo
    Well with my build I didn't go blaze, so that makes a difference I suppose. Without fireball at least I have noticed its usually faster to nukes each spawn with both. Fireball may be enough to push over alternating, but i like my build not needing tough/weave and having all the elec attacks.