Windenergy21

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  1. Quote:
    Originally Posted by Fury Flechette View Post
    If you have the opportunity to take power sink, I'd advise anyone to take it. With a good build, you don't absolutely need it but nonetheless if it's available take it. 2 mobs = endurance back up to full. You don't have to get all offended if someone sees a use for a power you don't.
    Oh i think you GRAVELY misread what i was saying. I'm 100% for picking up power sink. I was saying that you won't need it so much though, so the fact that it IS there, means that you should have no end problems whatsoever, and you don't need to rely on it fully either. I'm all for picking it up, but just by doing so even unslotted makes a HUGE difference when you can get by without it in the first place


    Quote:
    I slot Freezing Touch for damage because I pair it with ice and the only thing it's needed for is to help stack magnitude. It's not a wrong move to slot it for damage, since it's all cold damage, but that's another discussion. As for electric fence, it's a great attack for bosses since the damage can add up quickly. It's also all energy damage (which is less resisted) and can be used at range, which sometimes even blappers have to utilize. Fire blast, flares, e-fence is a fairly efficient chain that can be fired when mezzed. In the build above, there isn't flares (which I'd recommend), so I would recommend slotting up e-fence as an alternate attack to use when mezzed.
    Its more resisted than fire damage, and the damage from the melee attacks are part energy (whole on shocking grasp). For a much more ranged build, it has more of a use, but for such a serious blapping style blaster there are too many other powers suited for the play.

    Quote:
    Shocking grasp, charged brawl and havoc punch are great attacks but if teaming, you're not always in a position to use blaps and having an alternate way of attacking is very useful.
    I use the stealth IO, so i've never came across a situation where I wouldn't use the melee attacks seeing as how you start with your aoes so usually only whats left standing is bosses. When the slots are better used elsewhere, the situations are far too low to slot e-fence for. Fire blast and blaze come back really fast in the IO build, even without hasten to get you by, and you still *have* e-fence, even if not slotted if its THAT bad that you need to use it.

    Quote:
    It's not wrong to slot up e-fence, and it boils down to personal preference.
    wrong, no, but with this build, i'd 100% advise against it. Very few blaster builds actually benefit more by slotting the ST immobilize over using those slots elsewhere.

    Quote:
    Also, note that the build above isn't strictly a blapper build (that's your assumption based on power choices). It's actually closer to being a hybrid with a focus on AoE damage.
    even as a hybrid, i's 100% suggest picking and slotting flares up over e-fence.


    Quote:
    Assuming you slotted four sets of two Devastations, 4 x 12% regen bonuses is a whopping 2.4 hps/sec regen. I'd much rather have the small amounts of ranged defense, not to mention the 4% to travel bonuses with the 5th slot of Thunderstrike.

    Thats not ALL that your build will have though. You can't look at regen by each individual bonus, you have to look at the end result. Its very easy to get your regeneration on a blaster up to a tic every 4 seconds. If you use the ranged purples you can even get it to a tic every 3 seconds (SO regen levels) That's far from not useful, and far more useful than a pittence of one typed defense starting from base IMO. As they're going charged armor (not defense) 2 sets of t-strike, LOTG in CJ, and lets even say the steadfast in charged armor, thats about 12.5% to ranged, and about 5% to melee/aoe. If you would ever notice that, i'd be suprised. The regen is working 100% all the time though, and you can coun't on it.

    You only need 120% regen bonuses on top of slotted health to reach 1tic/4secs. Slotting health and adding the 2 regen uniques, well if they technically do get boosted by slotting health as well, and using a numina heal in there as well to enhance health, already puts you at 98% regeneration, devastations in fire blast/blaze is 122% right there. If they don't get enhanced by the heals enhancing health, then you need 45% to do so, 10% from stamina, 10% from power sink, 10% from t-strike, you can easily get 10% in fire blast and blaze as well, pushing you over there too.
  2. Quote:
    Originally Posted by Fury Flechette View Post
    Personally, I disagree with most of your advice too. But that may come down to a play style difference. But a few points:

    * Rain of Fire, Fire Breath, Fire Ball all consume a tremendous amount of endurance. To say the OP won't need power sink on occasion is a stretch...even with good endurance slotting. Unless you're soloing all the time and not fighting anything hard, you will run out of end.
    So i guess i'm imagining that my other fire blasters, who DON'T have power sink, are good on endurance? Add PS to the mix, which will be used for the SOLE purpose of regaining endurance, and there should definitely be no problem. If there is, then you are doing something TERRIBLY wrong.


    Quote:
    * Electric fence has great dps. But then again, you'll probably hate powers like incinerate and freezing touch too then...high dps powers that are dots.
    Incinerate is terrific, FT is used more for a hold not damage, and its dot is much much slower and less damaging than incinerate. For a build who has a seamless, MUCH higher DPA attack chain without electric fence, then it DOES make the power much less useable for damage. Its on a slow DPS at that too, like mentioned nothing near what the DoT of incinerate is like. In general, DoT with blasters = more time the enemy can kill you while you wait for the damage to kick in. I never said DoT powers were worthless, but electric fence on a build like fire/elec, definitely is. I've got a cold/elec defender that uses e-fence as one of his main attacks, but he's a defender, and doesn't have shocking grasp, charged brawl, and havoc punch to fill his attack chain.

    * Thunderstrike can do very well with the fast feedback proc; however I don't disagree with you that it is unneeded in this build.

    Quote:
    st never bother slotting for regen bonuses on blasters. Blaster hps make it worth it. If I were to 6 slot an attack power, I'd go 6 Thunderstrikes. The extra ranged defense is highly noticeable, and far better than a few small regen bonuses.

    Terribly untrue. Against a massive spike damage yeah, but when i'm on teams i usually only get hit wtih splash damage, or the small damage that gets through from whats left over from everything I just killed. With maneuvering tactics, and mitigation powers like shocking grasps/t-strike and straight up killing enemies after that, and between spawns, not to mention how much of a blapper build /elec will always be (or at least should be), the ranged defense means much less, especially when your starting from ground zero to begin with. If you were playing a hover blaster that was always at range it might be a different case you could argue, but for a blapper build I wouldn't fare so much for that.
  3. Quote:
    Originally Posted by DaveMebs View Post
    Not to mention dropping ice slick on tight mobs then using RoF.
    Meh that's not as satisfying, cause its not using the full radius of RoF to its potential, thats more fun when paired with burn. Shiver + RoF doesn't care how spread out the mobs are for the most part though.
  4. Quote:
    Originally Posted by DaveMebs View Post
    Well, if you play an elec/shield with a buttload of recharge, the two nukes are pretty consistent. If you have them both on a 30sec timer (not too hard), you get a nuke every 15 seconds. That's a short enough amount of time that one will be up every time you move to the next mob.

    Using this strategy you can nuke, fireball, chain induction/thunderstrike any leftovers.

    However, I agree that fire is much better when farming with bosses.

    One boss yes, but actually with the IOd build for elec melee if two bosses are close enough the elec can pull ahead with chain induction + jacob's ladder hitting both bosses. One boss its no contest, but two more in close proximity the elec is very good even when it might not seem like it.
  5. Quote:
    Originally Posted by Fiery-Enforcer View Post
    I agree, If I were to ever use an elec/shield for farming I would probably only use one nuke per mob. That way your damage spikes are more consistent rather than only using them every 30 seconds or so. It all comes down to playstyle and preference.

    The problem with that, is that you have one sitting, wasting its recharge which is the big problem, as the other aoes in elec aren't as terrific. Leaving a lot of wasted recharge times on your two big main attacks.
  6. Quote:
    Originally Posted by Santorican View Post
    Yes then it won't kill LTs alone but that is what other attacks are used for. Throw Spines, Spine Burst, and Build up won't kill +2 LTs in one chain either.
    But throw spines is easily recharged to be up twice within a build up cycle.

    To what someone alluded to before as well, the spine/fire is better than the spine regen for several, even though not terribly large qualities. The damage aura yes, does come in play when you go in for spine burst, same way you will pick up quills. Fire armor also gets fiery embrace, sure not terribly often, just is one thing it has over it is all, same with consume, small, but additional. The self rez is also much better when farming as well if you pick it up. The other big thing is the resists in fire armor, helping you fight the inital mob hits spike damage. Mixed with the KD of energy torrent in the cycle its enough to keep you alive when most of the enemies are dead and you use your once per mob healing flames which is pretty much all you'd need it for.
  7. FF/AR actually gets very good use out of hasten. FF doesn't need a lick of it except for perhaps repulsion bomb, but with the aoe nature of AR, and the weaker damage version defenders have to deal with its a very good power for a FF/AR. With SR though, you don't need it for SR at all, so you are looking completely to the primary to see if you need it. Claws certainly doesn't, katana doesn't either. Optimizing BS builds might consider it, but i certainly wouldn't. The only SR biuld I could see taking it on is either elec/sr or spine/sr if you want to consider to some-what farm with them, or possibly fire/sr for the same reason/ AV soloing. DB doesn't need it, MA doensn't need it, for the most part DM doesn't either, except again unless trying to solo an AV and you're maximizing it for that.
  8. Windenergy21

    Elec/Shield

    I don't like that, it jumps you to the bottom of the page, and you have to keep scrolling up and trying to find the post you're replying to, its very annoying/difficult/unusable to do so like that, especially if your picking parts of someones post and quoting the parts individually.
  9. Windenergy21

    Elec/Shield

    I was reading your guide to tags, and came across something, GRR WTF? please tell me they'll add the old "reply" back to posts, so it shows the post we are replying to... This has bugged me since day one when the forums changed. The only thing you can do close is quote it and erase whats in the quotes, this is very annoying.
  10. Claws/SR is probably the NUMBER ONE build in this game, that i would never even slightly consider picking up hasten on. Claws with any armor for one doens't need hasten. Likewise, that falls on a claws build more to the secondary, of which, nothing in SR needs hasten for. Only elude might be the only case, but when you can easily soft cap the build anyways, that goes out the window as well. Please do yourself a favor and relish in the glory of a claw/sr without hasten, you'll be much happier.

    As to quickness, it should be around 30-33% recharge bonus, but I don't think that the devs would even consider doing that at this point. They don't even let you have combat jumping on at the same time as ninja run right now, if they're being that dumbfoundedly stubborn about something like that I can't imagine they'd look twice at something like boosting quickness. The SR set in itself could still use some tweaks though, but again the devs don't seem to care about things that can be boosted with IOs even if they are somewhat sub-par before them, which wasn't supposed to be the case to begin with either :/, oh well we can fight about that all we want but the Devs probably woudln't budge one bit about something like that at this stage in the game.
  11. Quote:
    Originally Posted by Silas View Post
    Dragging mobs behind you is faffing about because unless you move really slowly, you're wasting time waiting for them to catch up before you unload your AoEs.

    While I love the FFB proc, Thunderstrike has a tiny radius. If you're getting it to proc every time you're doing a lot more positioning than someone has to do to get the most out of FSC or Footstomp.

    Nuking spawns every 26 seconds is great and very impressive, but over the course of a farm map, a build with a high damage AoE that is more readily available will pull ahead.

    Now, if you can alternate LR and SC and use something like Fireball to finish most of them off then it might be a different matter. But if you're using both at once and dragging stuff around, you could definitely be going faster.

    Elec/SD is a highly viable option for farming, but its not the best.

    I'd tend to agree with the whole consistent aoe thing. Don't get me wrong, I LOVE my elec/shield, its SOOOOOO fun to play because of its BOOM factor. But the best? meh, it very well could be, but it hink it comes down to a lot of playstyle. I think there are a few builds that are so close its really just pick and choose.

    Elec/shield and fire/shield are definitely top contenders. But a spines/fire can do some amazing things as well. I've made a build for my friends that works just amazing, spines/fire/energy with body armor, and energy torrent. Just build up, TS, ET, SB, TS, mobs dead, move on. And the aoes are consistent to continue moving as well. It works out well. I've even got a spines/inv right now with no ET, not as much as these other 3 mentioend, but he still easily pulls his own and doesn't go down. I've likewise got a fire/sr/energy that probably won't have issues farming either. BU, ET, FSC, BoF, move on etc.

    Its playstyle and choice, but I'd say it lies somewhere between Elec/shield, fire/shield, spines/fire, and spines/elec, but there are certainly many other builds that will do well enough just the same. Now in future issues when we get rad melee/armor and psy melee/armor that might be a different issue :P
  12. Quote:
    Originally Posted by protector_knight View Post
    Damage aura do land criticals
    aside from the grammatical english errors here XD, only quills does, secondary damage aura's do not crit.
  13. Windenergy21

    CI or HP?

    My build uses cb, hp, jl, and ci, with a t-strike ramped in there if needed, not sure where you're not fitting them in. Its a leveling build, you'll be teaming a lot to do so, so i'm sure you don't need tough/weave in there so early which is why i'm sure you're so tight on power choices right now.
  14. I would easily put the nod to fire/ice here. Lots of damage, and great control. Can't go wrong. Rain of fire + shiver is also probably the best use you'll get out of the power, and the slows stack in a large area to keep enemies in place.
  15. Quote:
    Originally Posted by Fury Flechette View Post
    1. It's spelled ridiculous with an "i". Please correct it in any future posts.

    2. Your build has way too many attacks, most of which you'd never use. Build up + aim + 2 AoEs = everything dead. And most of the AoEs will be up for every group anyways. I'd pick 2, maybe 3 of them and get rid of the rest. I'd dump Static Discharge, Rain of Fire in a heartbeat. RoF is a nice pseudo control but if you're using Lightning Field, it's counter productive to what you're trying to do.

    3. Electric Fence has excellent dps and can take ranged damage sets. I'd possibly think of putting Decimations here.

    4. Decimations, though they have the +6.25% rech, have horrible enhancements values. I'd at least think about swapping out blaze and maybe fire blast with either Devastations or Thunderstrikes.

    5. Hurdle > Swift for blapper type builds. Hurdle + CJ has much better manueverability than swift + CJ.

    6. You'll achieve as good or better overall global recharge by investing in either the leadership or concealment pools and slotting LoTG +recharges. There's a couple powers in both pools that are useful, require only 1 slot and can mule a +recharge. You'd then be able to slot out aim and build up with Adj Targeting to make up some of the 6.25% bonuses you'd lose by dropping a number of AoE sets.

    7. Slotting of charged armor is nonsensical. The steadfast res/def does nothing for you since you don't have any other defense to speak of. Invest at least 1-2 more slots in it and slot with Impervium Armor for the endurance increase and recovery bonuses.

    8. Power sink could use at least 2 more slots. Frankenslotting it is just fine, but more recharge and end mod in it is needed. 1 more 50 end mod and 1 recharge will work just fine. Or you can go for useful set bonuses and slot the end mod/accuracy/recharge pieces.
    NONONO on several points here. For starters, you're fire blast, without having short circuit to stack the drain on mobs, there is no need to worry about trying to drain mobs. Lightning field will be next to useless with this build. Power sink, Honestly, when you have your bonuses, slotted stamina, and end reductions on your attacks, you'll hardly ever use the power even with just a base recharge in its base slot. I slot it 4 with efficacy adaptors for the bonuses and get decent end mod/rech stats out of it as well.

    Electric fence, do NOT slot this power. The DPS has no place for how long the DoT damage takes to kick in. Fire/elec has NO issues with attacks to deal damage. Fire blast, blaze, Havok Punch, charged brawl and shocking grasp will be the main hub of your attacks.

    I would certainly not bother with the leadership pool on a blaster.

    Charged armor, I can agree with, i usually don't slot my resistance armors on my squishies unless for a specific bonus, which for the slots i'm willing to invest in them is never enough anyways.

    You have too many slots on aim/build up, two level 50 recharge IOs is all you'll need in them. That third recharge does like 3 seconds difference or something like that, terribly not worth it when those slots are better used elsewhere.

    I use the same slotting for shocking grasp as well, but i highly suggest putting a level 50 common hold IO in the 6th slot in the power. And it would also be greatly worth picking up shocking bolt in on this build to stack with shocking grasp when fighting bosses.

    Also, with surge of power, its nice to have as a backup, but honestly, its not something I care much to bother slotting with. If you need it up that much, you're doing something wrong. Generally its base slot or maybe one extra for rech, or rech/res is usually enough for anything I need to do. Likewise, HP bonuses and regen are very useful to your survival as a blaster. While the 6.25% recharge from decimation is nice, as mentioned it hurts the other stats of the power to do so. I always slot my main damage attacks with 2 devastations, and 4 thunderstrikes. This way granting 12% regen bonus each, and getting me some recovery, the ranged defense won't mean much, but also 7% accuracy bonus per attack as well which helps a lot on blaster builds.

    Thunderstrike, ditch the force feedback. For how often it fires off, for how often you'll truly use this power and how many enemies it will generally hit, i've tested this proc, its by FAR not worth using in a power like this.

    Stamina, as mentioned you won't be having any issues with endurance with this build. You won't need to come close to bothering with the p-shifter proc, nor the miracle unique in health. Ditch them both. I would use efficacy adaptors in health for the regen/hp/recovery bonuses, and they're cheaper than p-shifters anyways. Also i'd make it a point to slot health, i usually at least make sure to 4 slot it, numina proc, 2 other numinas for the 12% regen and 1.88% max hp bonuses, and then the 4th slot to make sure to max its enhanced regen value, which i haven't tested but the consensus is this boosts the numina unique as well.

    Combat jumping is also WAY too late, as mentioned, CJ + hurdle is ESSENTIAL to a blaster build like /elec manipulation which is best suited as a blapper style build. As mentioned ditching lightning field, and putting that in its place will free up slots and the power choice as mentioned.
  16. Windenergy21

    Claw/SR decision

    Should specify, needs to be between one of the two builds posted. It WILL have FA/PP, kick/tough in the 40s in that order, and will not skip any attacks or defense or fitness/cj either. the only thing budgeable somewhat is the slots and few IOs presented between the two. FYI just about to ding 29 so anything before that is folly either way as well.
  17. Windenergy21

    Claw/SR decision

    As to your build jax. Eviscerate is WAY too late, my guys is like 28 now, already got it, its one of the reasons I decided to remake the claw/regen, who didn't have it. Also, tough/PP were big for me to do this build, couldn't lose those. And far too few regen for me.

    Either of my builds 1 or two, i could have some fun probably literally running without my defense toggles. As i'd have that high regen, scaling resistances, added to tough, and have about 25% defense to start, with a couple knockdowns. I can put the toggles on when the crap hits the fan lol. Would make my regen fun to watch as i fight then :P
  18. Windenergy21

    Claw/SR decision

    Aye ozmeth, i don't want to respec. I start putting the majority of my IOs in at 35. The pos blast set, and one 7.5% global puts the rech at like 117, not quite safe enough till a 2nd 7.5% down to about 113. However, that's not counting in slows, attack chain hiccups etc. Why the 2nd slot in it is always good. Build 1 has more recharge, and likewise, just forgot about the lotg, so build 1 is only about 100 mil cheaper, not 300 mil.

    On that note though, it gets really close for the decision. Might go the regen, cause he used to be a claw/regen before remaking him. So having a regeneration rate of 1tic/3seconds would be kinda an ode to what he was. I won't really need the recharge much of build 1 either. It is alluring having exactly 45.7% defense to all 3 positions, my OCD likes that lol. Plus it allows for a little bit of a debuff on you.
  19. Windenergy21

    Claw/SR decision

    See Iggy, even then overwhelming responses! lol
  20. Windenergy21

    Claw/SR decision

    Build 1:

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

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), DefBuff-I(5)
    Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), DefBuff-I(13)
    Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), DefBuff-I(7)
    Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(40)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    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: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Numna-Heal(23), Heal-I(43), RgnTis-Regen+(48)
    Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(34)
    Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 28: Lucky -- S'dpty-Def/Rchg(A), S'dpty-Def(29), LkGmblr-Rchg+(29)
    Level 30: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(46)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), DefBuff-I(36)
    Level 38: Quickness -- Run-I(A)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
    Level 47: Kick -- Acc-I(A)
    Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 10.5% DamageBuff(Smashing)
    • 10.5% DamageBuff(Lethal)
    • 10.5% DamageBuff(Fire)
    • 10.5% DamageBuff(Cold)
    • 10.5% DamageBuff(Energy)
    • 10.5% DamageBuff(Negative)
    • 10.5% DamageBuff(Toxic)
    • 10.5% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 10.5% Defense(Fire)
    • 10.5% Defense(Cold)
    • 9.88% Defense(Energy)
    • 9.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 13% Defense(Ranged)
    • 13.3% Defense(AoE)
    • 34% Enhancement(Accuracy)
    • 36.3% Enhancement(RechargeTime)
    • 14% FlySpeed
    • 175.7 HP (13.1%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 8.8%
    • 8.5% (0.14 End/sec) Recovery
    • 90% (5.03 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 6.25% Resistance(Negative)
    • 19% RunSpeed



    Code:
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    |-------------------------------------------------------------------|
    Build 2:

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

    Click this DataLink to open the build!

    Claw SR Tough Regen: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), DefBuff-I(5)
    Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), DefBuff-I(13), DefBuff-I(17)
    Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), DefBuff-I(7)
    Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(40)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(29)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Dodge -- DefBuff-I(A), DefBuff-I(17)
    Level 18: Focus -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Apoc-Acc/Dmg/Rchg(21), Apoc-Dmg/EndRdx(37)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Numna-Heal(23), Heal-I(43), RgnTis-Regen+(48)
    Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(34)
    Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
    Level 30: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(46)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), DefBuff-I(36)
    Level 38: Quickness -- Run-I(A)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
    Level 47: Kick -- Acc-I(A)
    Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 10.5% DamageBuff(Smashing)
    • 10.5% DamageBuff(Lethal)
    • 10.5% DamageBuff(Fire)
    • 10.5% DamageBuff(Cold)
    • 10.5% DamageBuff(Energy)
    • 10.5% DamageBuff(Negative)
    • 10.5% DamageBuff(Toxic)
    • 10.5% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 10.5% Defense(Fire)
    • 10.5% Defense(Cold)
    • 7.69% Defense(Energy)
    • 7.69% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 12.4% Defense(Ranged)
    • 13.3% Defense(AoE)
    • 27% Enhancement(Accuracy)
    • 21.3% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 205.8 HP (15.4%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 8.8%
    • 6.5% (0.11 End/sec) Recovery
    • 114% (6.37 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 6.25% Resistance(Negative)
    • 15% RunSpeed



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    |-------------------------------------------------------------------|
  21. Windenergy21

    Claw/SR decision

    Well it is softcapped to melee/ranged, and only .2% under for aoe, but the other leaves some little bit over for all in the case of a debuff, which would be so rare that it would make any difference is it worth it over the good deal extra regen, max hp. Which will help more the rare hits that do get through. Also one of the big reasons i considered this at all, is while leveling, build 2 frees up a slot that I can put for a 2nd recharge in practiced brawler. For the love of all that is holy it bugs me that PB isn't perma with at least its base slot. Build 1 only can 1 slot it, which "when" i get enough bonuses should be enough, but my is it annoying leveling up (I dont respec).
  22. Windenergy21

    Claw/SR decision

    wow overwhelming responses!
  23. Windenergy21

    Ninja Run

    Quote:
    Originally Posted by Dispari View Post
    Sprint gives +50% run speed, +10% jump height, and +0% jump speed. NR gives +140% run speed, +695% jump height, and +136.95% jump speed. You really think the contributions of these two powers is comparable enough that NR should stack with everything in the way Sprint does?

    I don't think NR's "best execution" is as a "sprint-type power" when it gives almost three times the run speed, 65x the jump height, and +136.95% jump speed when Sprint gives none.

    Sprint is an exception because its contributions are minimal.
    Its the theme and the feel of the power. Yes its more powerful than sprint, you paid for it. But it feels more combat-ready, not travel-esque.
  24. Windenergy21

    Ninja Run

    Quote:
    Originally Posted by Dispari View Post
    All the powers follow the same rule.

    CJ - Cannot be stacked with other jump toggles
    SJ - Cannot be stacked with other jump toggles
    SS - Cannot be stacked with other run toggles
    Hover - Cannot be stacked with other fly toggles
    Fly - Cannot be stacked with other fly toggles
    Group Fly - Cannot be stacked with other fly toggles

    All of them can be stacked with Sprint. Powers that do different things, like SS+SJ, can stack because one is a jump toggle and one is a run toggle. They improve different attributes of the character. Similarly, CJ+Hover or SS+Fly or any other combination of different attributes will work.

    NR is a jump and run toggle. Therefore, it can't stack with CJ, SJ, or SS. It cannot be stacked with other jump and/or run toggles. Except Sprint, because that works with all toggles.

    As for Hasten, it's not a toggle nor does it affect move speed in any way.
    As is sprint, which boosts both RUN and JUMP. Which is by far the best execution of Ninja Run, as a boosted sprint-type power that you have learned through your training in the Ninja Arts. Which is useable with all other powers.