Combat

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  1. Easy, 8 Fire/Radiation Controllers Heroside (with a possibility of replacing one fire with an illusion).Villain side, 7 x/x Corrupters and a Brute.
  2. Fire Blast for scrappers is showing as a 1.33 scalar attack with an additional .133 * 4 with an 80% to go of. Is this correct, or should it be the same as the tanker power, which is 1 scalar with a .1 * 4 (80% chance)?

    Also, it would be a good idea to finally make the chance for DoT effects correct. Instead of being a 80% of all the hits to go off, its an 80% chance for each hit. So instead of .1 * 4 (80%), its a (.1*.8)+(.1*.8*.8)+(.1*.8*.8*.8)+(.1*.8*.8*.8*.8).

    EDIT: Oops, meant to post this in the Open Beta thread.
  3. Even at 1 scalar fire blast is still decent. It still has .33 from the extra fire damage. It still can take the purple proc, allowing you to have 2 purple procs in your build. And I think it still crits. From what I've seen, tanks and scrappers have the same ranged modifier. Therefore, sense a similiar power on a scrapper deals more damage (Laser Beam Eyes for example), I'll continue to assume that scrapper APP ranged attacks are on a melee modifier.

    Regarding the math, it would take the build down to 295 dps. Smite with three procs would increase that to 298, while increasing end costs, lowering global accuracy, and reducing global recharge (assuming that Fire Blast is then slotted with thunderstrikes and slots moved around to keep the build perma).

    So yes, FB is still worth it.
  4. Quote:
    Originally Posted by Caulderone View Post
    Did you mean FBlast-SL-FBlast-MG?

    Otherwise, that doesn't compute.
    Yeah, that's what I meant. That order was an artifact of the program I used to find the DPS.

    I think the descrepency in my numbers was that FB was on a melee damage modifier. I was led to believe that it, and all the epic blasts were on the melee damage scale, instead of the ranged damage scale.

    EDIT:

    Apparently Ston3y's I16 mids update has Fire Blast at a 1.33 base damage, then has an additional 1.33*4*.8 added. It probably should be 1, with a .1*4*.8 chance.
  5. I'm going to do a DPS analysis on the following build, which is what I plan on having come I16. I'm assuming that the build has the 20% +recharge power from a base.

    The attack chain I'm using is FBlast-SL-MG-FBlast.

    The average damage of an unslotted, unbuffed Fire Blast is 111.35. This differs from the damage shown in mids because mids incorrectly assumes that every tick will fire if the first one does.

    IE, mids has it at:
    83.4 + (8.32*4*.8) + (83.4*.1) = 118.4

    While, correctly it is:
    83.4 + (8.32*.8 + (8.32*.8*.8) + (8.32*.8*.8*.8) + (8.32*.8*.8*.8*.8)) + (83.4*.1) = 111.35

    The base damage of SL is 122.6, and the base damage of MG is 172.7.

    The enhancement values for those attacks are as follows:

    FB -> 89.92%
    SL -> 96.92%
    MG -> 89.92%

    The total +damage buff given outside of enhancements (assuming full AAO and SD) is 213.8%.

    Therefore, adding the values gives us:

    FB -> 303.72%
    SL -> 310.72%
    MG -> 303.72%

    Giving us damage values of:

    FB -> 416.03
    SL -> 503.54
    MG -> 697.22

    Adding in criticals (assuming 10% chance to critical, not 7.5%):

    FB -> 457.63
    SL -> 553.90
    MG -> 766.95

    Adding in procs

    FB -> 507.33
    SL -> 552.90
    MG -> 802.29

    This gives us a total chain damage of: 2370.85. Total time (in arcanatime) is 7.26.

    Therefore, damage per second is 326.56, 310.72 with a 5% miss rate (.95% hit rate even against +4s). This is without counting in Hasten, Soul Drain, Active Defense, and Dark Consumption. With those, it may drop below 300, but will still be a fair bit over 250.

    The EPS drain of the attacks is 3.5 EPS, meaning I lose .65 end per second. This means it would take me 177.42 seconds to run out of endurance, and with Dark Consumption recharging in 50.69 (assuming additional 20% recharge again), this means I won't run out of endurance.

    Build:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/
    Super Everything Man: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery
    Hero Profile:
    ------------
    Level 1: Smite KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Acc/Dmg:35(5)
    Level 1: Deflection LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/Rchg:50(15), LkGmblr-Def/EndRdx:50(21)
    Level 2: Battle Agility LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17), LkGmblr-Def/EndRdx:50(19), Ksmt-ToHit+:30(39), LkGmblr-Def/Rchg:50(42)
    Level 4: True Grit Panac-Heal:50(A), Panac-Heal/+End:50(17), Panac-Heal/EndRedux:50(19), GA-3defTpProc:50(34), Panac-Heal/Rchg:50(40), Panac-Heal/EndRedux/Rchg:50(42)
    Level 6: Combat Jumping Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(7), Zephyr-ResKB:50(7), LkGmblr-Rchg+:50(13), LkGmblr-Def:50(42)
    Level 8: Siphon Life HO:Nucle(A), Hectmb-Dmg:50(9), Mako-Dmg/EndRdx:50(9), Heal-I:50(11), Numna-Heal/EndRdx:50(11), Nictus-Acc/Heal:50(13)
    Level 10: Active Defense HO:Membr(A), HO:Membr(34), HO:Membr(40)
    Level 12: Hurdle Jump-I:50(A)
    Level 14: Super Jump Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(31)
    Level 16: Against All Odds EndRdx-I:50(A)
    Level 18: Health Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(39)
    Level 20: Stamina P'Shift-End%:50(A), EndMod-I:50(21), P'Shift-EndMod:50(37)
    Level 22: Dark Consumption P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc/Rchg:50(23), P'Shift-Acc/Rchg:50(25), P'Shift-EndMod/Acc:50(25), P'Shift-End%:50(31)
    Level 24: Phalanx Fighting LkGmblr-Rchg+:50(A)
    Level 26: Soul Drain Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(29), Oblit-%Dam:50(31)
    Level 28: Boxing Stpfy-Acc/Rchg:50(A), Stpfy-Acc/Stun/Rchg:50(40), Stpfy-EndRdx/Stun:50(43), Stpfy-Acc/EndRdx:50(43), Stpfy-KB%:50(43), Stpfy-Stun/Rng:50(45)
    Level 30: Tough S'fstPrt-ResDam/Def+:30(A)
    Level 32: Midnight Grasp Hectmb-Dam%:50(A), Hectmb-Dmg/EndRdx:50(33), Hectmb-Acc/Rchg:50(33), Hectmb-Acc/Dmg/Rchg:50(33), Hectmb-Dmg/Rchg:50(34)
    Level 35: Shield Charge Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
    Level 38: Weave LkGmblr-Rchg+:50(A), HO:Enzym(39)
    Level 41: Ring of Fire RechRdx-I:50(A)
    Level 44: Fire Blast Apoc-Dmg/Rchg:50(A), Apoc-Dam%:50(45), GJ-Dam%:50(45), Apoc-Acc/Dmg/Rchg:50(46), Apoc-Acc/Rchg:50(46), Apoc-Dmg/EndRdx:50(46)
    Level 47: Fire Ball Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
    Level 49: Hasten RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    ------------
    Level 1: Brawl Mako-Dam%:50(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Critical Hit

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  6. I was tempted to make a new Willpower/Fire Melee build with the new Physical Perfection power. I ended up making a build with over 45% to every single damage type. It also has 82.8 hps of regeneration at one target and 139.4 hps with 10. It has roughly a recovery of roughly 4.8 end per sec (adding in perfomance shifter procs), and a total gain with all toggles on of about 3.5 end/sec. Single target damage is low, but not totally anemic, while AoE damage is high. The build is on the extremely expensive side however.

    The build:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/
    Super Tough: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery
    Hero Profile:
    ------------
    Level 1: High Pain Tolerance S'fstPrt-ResDam/Def+:30(A), Panac-Heal/+End:50(3), GA-3defTpProc:50(3), Panac-Heal:50(5)
    Level 1: Scorch KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(21)
    Level 2: Mind Over Body ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(5), ImpArm-ResDam/Rchg:40(7), ImpArm-ResDam/EndRdx/Rchg:40(7)
    Level 4: Fast Healing Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/Rchg:50(9)
    Level 6: Combustion Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(37), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(40), Sciroc-Acc/Dmg/EndRdx:50(42), Sciroc-Dam%:50(50)
    Level 8: Indomitable Will LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def/Rchg:50(37)
    Level 10: Rise to the Challenge Numna-Heal:50(A), Numna-Heal/EndRdx:50(13), Numna-Heal/Rchg:50(15), Mrcl-Heal:40(15), Mrcl-Heal/EndRdx:40(17), Mrcl-Heal/Rchg:40(17)
    Level 12: Quick Recovery P'Shift-End%:50(A), P'Shift-EndMod:50(40), EndMod-I:50(40)
    Level 14: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
    Level 16: Maneuvers HO:Enzym(A), HO:Enzym(25)
    Level 18: Heightened Senses LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(33), S'dpty-Def/EndRdx:40(33), S'dpty-Def/Rchg:40(34), S'dpty-Def:40(45)
    Level 20: Build Up RechRdx-I:50(A), Rec'dRet-ToHit/Rchg:20(21), RechRdx-I:50(39), Rec'dRet-ToHit:20(45)
    Level 22: Tough RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(23), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:30(27)
    Level 24: Weave HO:Enzym(A), HO:Enzym(25), LkGmblr-Rchg+:50(37)
    Level 26: Hurdle Jump-I:50(A)
    Level 28: Fire Sword Circle Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(33), Sciroc-Dam%:50(39)
    Level 30: Health Numna-Heal:50(A), Numna-Heal/EndRdx:50(31), Numna-Heal/Rchg:50(31)
    Level 32: Strength of Will RctvArm-ResDam:40(A), ImpArm-ResDam:40(34), ImpArm-ResDam/EndRdx:40(43), RctvArm-ResDam/Rchg:40(46), ImpArm-ResDam/EndRdx/Rchg:40(46), RctvArm-ResDam/EndRdx:40(50)
    Level 35: Incinerate KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
    Level 38: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(50)
    Level 41: Focused Accuracy Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(42)
    Level 44: Adrenalin Boost Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(45), P'Shift-End%:50(46)
    Level 47: Combat Jumping LkGmblr-Rchg+:50(A), Zephyr-Travel:50(48), Zephyr-Travel/EndRdx:50(48), Zephyr-ResKB:50(48)
    Level 49: Taunt RechRdx-I:50(A)
    ------------
    Level 1: Brawl KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet

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    Comments and improvement tips appreciated.
  7. As soon as I heard that scrappers were getting Blaze mastery (copy of Pyre mastery from tanks), I started dreaming of Soul Drained, AAOed, Fireball-crits. I finally will have my dream of an AV-Soloing characters with amazing survivability, ranged attacks, and defense! That's right, a )-&(^M$^$ (censored to protect the silly).

    As stated before I think Fireball will be silly/amazing on a scrapper. Whether its a Fire/Fire using BU and FE, or a Claws/Willpower using just FU, the masses shall weep when a scrapper hits 47.

    However, the rest of the set seems to be nice too. Even Char and RoF can be used to slot some great sets. Fire Blast seems like it was made to be chained. I'm officially predicting that FB-SL-MG-FB will be better than Smite-SL-MG-Smite.

    Is anyone else nearly as excited as I am about Blaze Mastery?
  8. Quote:
    Originally Posted by StratoNexus View Post
    Use an AV that isn't in the STF at lvl 54 and see if it still works just fine. (Note: I am not saying it won't work, its just that one has to move beyond the ones we already know will work to truly test this.)

    Edit: I just re-read Combat's post where I thought he was saying he got the STF AVS to spawn at 54, but now I am unclear what he was saying.

    I was trying to say that even the STF AVs, which only spawn as 54s, spawn as 52s in AE as far as a could determine. I tried setting my level to invincible, 54-54, and default-default. So, I didn't get them to spawn.

    My guess is that it takes a team of 8 to spawn a 54 AV.

    Edit: Putting it on heroic does spawn level 54s. Don't ask me why...
  9. Alright, I'm going to do some research.


    It seems like AE just won't spawn AVs over 52. It doesn't matter what their level range is or the spawn range of the mission. I tried putting the following in:


    Scirroco
    Ghost Widow
    Black Scorpian
    Mako
    Lord Recluse

    And all of those only spawn 54-54.


    However, I do know that AVs tend to regenerate at a rate of .33% a sec. At 32000 life, that would be equal to 105.6 hps. With the purple patch effecting that, you'd need 220 dps to stalemate, which I would translate into needed 240 to 260 dps to take one down in any small amount of time. Anything with over about 20% resistance would be pretty much impossible, but I think a DM/Shield would be able to defeat most +4 AVs.

    On top of that you'd have a 39% chance tohit base instead of a 75% chance. This means you would need 140% accuracy enhancementin order to still have a 95% tohit chance. With the Kismet IO, that goes down to 111% of accuracy enhancement. Additional tohit bonuses will decrease the amount of accuracy needed considerably. For example, if I hit 7 targets with Soul Drain, the amount needed would go down to 86.7%. With tactics and Soul Drain and the Kismet IO. the amount needed goes down to 66.7% accuracy.

    Defense wise, my guess would be that you'd need soft-cap defense and around 40-60 hps in order to survive. Having some resistance would be nice as well. A +4 lt will have 8.05% tohit chance. I would think an AV has a bonus to that, so around a 10% tohit chance at softcap.

    I'm going to make some assumptions now. Let's say the following AV has 3 attacks. These attacks deal 400, 800, 1200 damage each. It take roughly 6 seconds to animate those attacks. Now, if the AV was constantly attacking using each of the three attacks around the same amount, they would be dealing around 400 dps. A character with soft-capped defenses would take that to around 40 dps. A character with soft-capped defense and around 20% resistance would take that to 32 dps. 32 dps is very survivable with a self-heal, such as Siphon Life.

    For many reasons, I think that DM/Shield is probably the best suited to fighting +4 AVs (as a scrapper). First, it will be one of the few sets able to deal out over 200 dps. The chain of SL-Smite-MG-Smite will deal over 250 dps when adding in procs, Soul Drain at 7, and AAO at 10. That same chain will also be considerable mitigation, because Siphon Life is a huge defense. At 91.78% heal enhancment, and 139.4% maxhp, it would be putting out 53 hps.

    The hardest part about the AV soloing will be keeping the endurance up. DM helps with that too, in the form of Dark Consumption. As long as your endurance doesn't bottom out before DC recharges, you'd keep your endurance.

    This is the build I'm planning on using, taking all of the above into consideration. If you haven't guessed yet, the plan of the build is to solo the STF. I believe that I will be able to do so, with enough temps/inspirations. My goal will be not hopefully not use any temps/inspirations until the last mission.

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  10. I've heard that 93 dps is enough when fighting a +0. However, how much will it take to kill a +4 AV? I'm thinking something around 200 dps on a +0 would equate to around enough damage to beat a +4. Do attacks deal 43% of normal damage to +4s? That's what I'm remembering.

    I ask because I really want to tackle some +4s on my DM/Shield when he's complete.
  11. I have both an SS/SR Brute at 50 and an SS/SD at 50. Both are extremely powerful sets. However, the Shield-user is just stronger. He has the same amount of DDR, enough recharge for Quickness not to matter, and can take a hit better because of his higher life and resistances. And if he gets in trouble, he can pop Demonic and OWtS and cap smashing/lethal resistance.

    However, the SS/SR was much less expensive to take to the cap. I'd estimate the cost at less than 100 million. An SS/SD really doesn't reach the type of performance I'm talking about until it has 300-500 mil at a minimum in it.
  12. Combat

    Blaze Mastery

    If Blaze Mastery does not have Blaze...
  13. I'm looking for some build advice on the following build. My goals were to soft-cap range while keeping perma Hasten and AM. I achieved those goals, but I would like some help getting other things straightened out. This build is designed around killing AVs/GMs.

    Endurance: Is 3.09 a second enough? I'm not sure exactly what chain I'll use, but probably something pretty simple, like RoF-FB-Char.

    Resistance: I'd like to get Fire Shield for better survivability.

    Can anyone help my determine a way to get FS in the build and if I need more endurance? I'm don't have much time right now to do the endurance calculations, or I'd do them myself.

    Build:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/
    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Fire Mastery
    Hero Profile:
    ------------
    Level 1: Char Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9)
    Level 1: Radiant Aura Dct'dW-Heal(A), Dct'dW-Heal/Rchg(13), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx(17), Dct'dW-Rchg(17)
    Level 2: Radiation Infection DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), Achilles-ResDeb%(9), DarkWD-ToHitDeb/EndRdx(11)
    Level 4: Accelerate Metabolism Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(11), RechRdx-I(13), Zephyr-Travel(37), Zephyr-Travel/EndRdx(50)
    Level 6: Boxing Empty(A)
    Level 8: Swift Flight-I(A)
    Level 10: Enervating Field EndRdx-I(A)
    Level 12: Flashfire Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(34), Stpfy-EndRdx/Stun(37), Stpfy-Acc/Rchg(37), Stpfy-Acc/Stun/Rchg(39), Stpfy-KB%(39)
    Level 14: Tough S'fstPrt-ResDam/Def+(A), Empty(15)
    Level 16: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
    Level 18: Cinders UbrkCons-EndRdx/Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(21), UbrkCons-Dam%(34)
    Level 20: Lingering Radiation Acc-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 22: Weave RedFtn-EndRdx/Rchg(A), RedFtn-Def(23), RedFtn-Def/EndRdx(23), RedFtn-EndRdx(25), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(29)
    Level 24: Stamina EndMod-I(A), EndMod-I(29)
    Level 26: Hover Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), LkGmblr-Rchg+(27)
    Level 28: Choking Cloud BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(31), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(34)
    Level 30: Fly Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
    Level 32: Fire Imps ExRmnt-Acc/Dmg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
    Level 35: Ring of Fire Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(36), Thundr-Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45)
    Level 38: Hasten RechRdx-I(A), RechRdx-I(39), RechRdx-I(40), RechRdx-I(46)
    Level 41: Fire Blast Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
    Level 44: Fire Cages GravAnch-Immob/EndRdx(A), GravAnch-Immob/Rchg(45), GravAnch-Hold%(45), GravAnch-Acc/Immob/Rchg(46), GravAnch-Acc/Rchg(46)
    Level 47: Fire Ball Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Group Fly Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Containment

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  14. On the "written in stone" part of content:

    Is there a genuine story difference between rescueing 50 hostages in an oranbegan cave or rescueing 3? Is there any reason to necessarily have super-long, annoying missions?

    If so, it is extremely narrow writing. Narrow writing isn't necessarily bad, but it does contribute to a bad arc.
  15. I took Iggy's build and added some things. It still has 45% defense, it just does it with the help of the PvP Defense IO. This allowed me to get the regeneration a little higher and slot SL better. It now has 56.1 hps at one target and close to 2300 hp.

    Build:
    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/
    X: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery
    Villain Profile:
    ------------
    Level 1: Smite Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(3), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(7)
    Level 1: High Pain Tolerance S'fstPrt-ResDam/Def+(A), RgnTis-Regen+(7), Empty(15), Heal-I(27)
    Level 2: Mind Over Body Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(37)
    Level 4: Fast Healing Numna-Regen/Rcvry+(A), Numna-Heal(33)
    Level 6: Hurdle Jump-I(A)
    Level 8: Siphon Life Hectmb-Dmg(A), C'ngImp-Acc/Dmg/Rchg(11), Mako-Dmg/Rchg(11), Nictus-Acc/Heal(13), Nictus-Heal/HP/Regen/Rchg(13), Theft-Acc/Heal(15)
    Level 10: Indomitable Will LkGmblr-Rchg+(A)
    Level 12: Combat Jumping LkGmblr-Rchg+(A), Ksmt-ToHit+(34)
    Level 14: Health Mrcl-Rcvry+(A)
    Level 16: Rise to the Challenge HO:Golgi(A), Numna-Heal(17), Numna-Heal/EndRdx/Rchg(19)
    Level 18: Maneuvers LkGmblr-Rchg+(A), HO:Enzym(19), HO:Enzym(21)
    Level 20: Quick Recovery P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(43)
    Level 22: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 24: Tough RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 26: Soul Drain Rec'dRet-ToHit/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Rchg(29), Erad-Acc/Dmg/Rchg(29), Armgdn-Acc/Rchg(31)
    Level 28: Heightened Senses LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 30: Weave LkGmblr-Rchg+(A), HO:Enzym(33), HO:Enzym(33)
    Level 32: Midnight Grasp KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(36)
    Level 35: Stamina Efficacy-EndMod(A), Efficacy-EndMod/Rchg(46)
    Level 38: Taunt Mocking-Taunt/Rchg/Rng(A), Mocking-Acc/Rchg(39), Mocking-Rchg(39), Mocking-Taunt/Rchg(39), Mocking-Taunt(40), Mocking-Taunt/Rng(40)
    Level 41: Gloom Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Acc/Dmg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
    Level 44: Dark Consumption Mocking-Taunt/Rchg/Rng(A), Mocking-Acc/Rchg(45), Mocking-Taunt/Rchg(45), Mocking-Rchg(45), Mocking-Taunt(46), Mocking-Taunt/Rng(46)
    Level 47: Touch of Fear SipInsght-%ToHit(A), SipInsght-Acc/EndRdx/Rchg(48), SipInsght-Acc/ToHitDeb(48), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-ToHitDeb(50)
    Level 49: Super Jump Zephyr-Travel(A), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(17), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Fury
  16. When going for +hp and regeneration, I like to consider the vet pet. Also, DN would still do a large amount of -dam to an AV without resistances to the attack they use.

    Here's a build that has 2560 life and 83.8 regeneration at one target. It only has roughly 34% defense to all damage types, but it still has 62.5% recharge. The only real thing it lacks is +accuracy from bonuses.

    [color:#1E90FF]Villain Plan by Mids' Villain Designer 1.401[/color]
    [color:#1E90FF]http://www.cohplanner.com/[/color]
    [color:#FFA500]Click this DataLink to open the build![/color]
    [color:#1E90FF]Save slot:[/color][color:#1E90FF] Level 50 Magic Brute[/color]
    [color:#1E90FF]Primary Power Set: [/color][color:#1E90FF]Dark Melee[/color]
    [color:#1E90FF]Secondary Power Set: [/color][color:#1E90FF]Willpower[/color]
    [color:#1E90FF]Power Pool: [/color][color:#1E90FF]Fighting[/color]
    [color:#1E90FF]Power Pool: [/color][color:#1E90FF]Fitness[/color]
    [color:#1E90FF]Power Pool: [/color][color:#1E90FF]Leaping[/color]
    [color:#1E90FF]Power Pool: [/color][color:#1E90FF]Leadership[/color]
    [color:#1E90FF]Ancillary Pool: [/color][color:#1E90FF]Soul Mastery[/color]
    [color:#1E90FF]Villain Profile:[/color]

    [color:#32CD32]Level 1:[/color] [color:#1E90FF]Smite[/color]
    • (A) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Accuracy/Damage[/color]
    • (3) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Endurance[/color]
    • (3) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Recharge[/color]
    • (5) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Endurance/Recharge[/color]
    • (7) [color:#FFE600]Mako's Bite - [/color][color:#FFE600]Accuracy/Damage/Endurance/Recharge[/color]
    [color:#32CD32]Level 1:[/color] [color:#1E90FF]High Pain Tolerance[/color]
    • (A) [color:#FFE600]Miracle - [/color][color:#FFE600]+Recovery[/color]
    • (11) [color:#FFE600]Miracle - [/color][color:#FFE600]Heal[/color]
    • (11) [color:#FFE600]Miracle - [/color][color:#FFE600]Heal/Endurance[/color]
    [color:#32CD32]Level 2:[/color] [color:#1E90FF]Mind Over Body[/color]
    • (A) [color:#FFE600]Impervium Armor - [/color][color:#FFE600]Resistance[/color]
    • (7) [color:#FFE600]Impervium Armor - [/color][color:#FFE600]Resistance/Endurance[/color]
    • (9) [color:#FFE600]Impervium Armor - [/color][color:#FFE600]Resistance/Recharge[/color]
    • (9) [color:#FFE600]Impervium Armor - [/color][color:#FFE600]Resistance/Endurance/Recharge[/color]
    [color:#32CD32]Level 4:[/color] [color:#1E90FF]Fast Healing[/color]
    • (A) [color:#FFE600]Numina's Convalescence - [/color][color:#FFE600]+Regeneration/+Recovery[/color]
    • (5) [color:#FFE600]Numina's Convalescence - [/color][color:#FFE600]Heal[/color]
    • (15) [color:#FFE600]Numina's Convalescence - [/color][color:#FFE600]Heal/Endurance[/color]
    • (50) [color:#FFE600]Numina's Convalescence - [/color][color:#FFE600]Heal/Recharge[/color]
    • (50) [color:#FFE600]Regenerative Tissue - [/color][color:#FFE600]+Regeneration[/color]
    [color:#32CD32]Level 6:[/color] [color:#1E90FF]Boxing[/color]
    • (A) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Accuracy/Damage[/color]
    • (45) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Recharge[/color]
    • (45) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Endurance[/color]
    • (45) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Endurance/Recharge[/color]
    [color:#32CD32]Level 8:[/color] [color:#1E90FF]Hurdle[/color]
    • (A) [color:#FFC000]Jumping[/color][color:#FFC000] IO[/color]
    [color:#32CD32]Level 10:[/color] [color:#1E90FF]Indomitable Will[/color]
    • (A) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Recharge Speed[/color]
    • (13) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Defense[/color]
    • (13) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Defense/Endurance[/color]
    [color:#32CD32]Level 12:[/color] [color:#1E90FF]Siphon Life[/color]
    • (A) [color:#FFE600]Hecatomb - [/color][color:#FFE600]Damage[/color]
    • (15) [color:#FFE600]Mako's Bite - [/color][color:#FFE600]Accuracy/Damage[/color]
    • (17) [color:#FFE600]Mako's Bite - [/color][color:#FFE600]Damage/Recharge[/color]
    • (19) [color:#FFE600]Numina's Convalescence - [/color][color:#FFE600]Heal/Recharge[/color]
    • (37) [color:#FFE600]Numina's Convalescence - [/color][color:#FFE600]Heal/Endurance[/color]
    • (37) [color:#FFE600]Numina's Convalescence - [/color][color:#FFE600]Heal[/color]
    [color:#32CD32]Level 14:[/color] [color:#1E90FF]Tough[/color]
    • (A) [color:#FFE600]Steadfast Protection - [/color][color:#FFE600]Resistance/+Def 3%[/color]
    • (40) [color:#FFE600]Impervium Armor - [/color][color:#FFE600]Resistance[/color]
    • (40) [color:#FFE600]Impervium Armor - [/color][color:#FFE600]Resistance/Endurance[/color]
    • (40) [color:#FFE600]Impervium Armor - [/color][color:#FFE600]Resistance/Recharge[/color]
    • (43) [color:#FFE600]Impervium Armor - [/color][color:#FFE600]Resistance/Endurance/Recharge[/color]
    [color:#32CD32]Level 16:[/color] [color:#1E90FF]Health[/color]
    • (A) [color:#FFE600]Numina's Convalescence - [/color][color:#FFE600]Heal[/color]
    • (17) [color:#FFE600]Numina's Convalescence - [/color][color:#FFE600]Heal/Endurance[/color]
    • (48) [color:#FFE600]Numina's Convalescence - [/color][color:#FFE600]Heal/Recharge[/color]
    [color:#32CD32]Level 18:[/color] [color:#1E90FF]Dark Consumption[/color]
    • (A) [color:#FFC000]Recharge Reduction[/color][color:#FFC000] IO[/color]
    • (19) [color:#FFC000]Recharge Reduction[/color][color:#FFC000] IO[/color]
    [color:#32CD32]Level 20:[/color] [color:#1E90FF]Weave[/color]
    • (A) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Recharge Speed[/color]
    • (21) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Defense/Endurance[/color]
    • (21) [color:#FFE600]Serendipity - [/color][color:#FFE600]Defense/Endurance[/color]
    • (23) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Defense/Recharge[/color]
    • (23) [color:#FFE600]Serendipity - [/color][color:#FFE600]Defense/Endurance/Recharge[/color]
    • (25) [color:#FFE600]Serendipity - [/color][color:#FFE600]Endurance[/color]
    [color:#32CD32]Level 22:[/color] [color:#1E90FF]Stamina[/color]
    • (A) [color:#FFE600]Performance Shifter - [/color][color:#FFE600]Chance for +End[/color]
    • (37) [color:#FFE600]Performance Shifter - [/color][color:#FFE600]EndMod[/color]
    • (50) [color:#FFC000]Endurance Modification[/color][color:#FFC000] IO[/color]
    [color:#32CD32]Level 24:[/color] [color:#1E90FF]Rise to the Challenge[/color]
    • (A) [color:#FFE600]Doctored Wounds - [/color][color:#FFE600]Heal[/color]
    • (25) [color:#FFE600]Doctored Wounds - [/color][color:#FFE600]Heal/Endurance[/color]
    • (27) [color:#FFE600]Doctored Wounds - [/color][color:#FFE600]Heal/Recharge[/color]
    • (27) [color:#FFE600]Doctored Wounds - [/color][color:#FFE600]Heal/Endurance/Recharge[/color]
    • (29) [color:#FFE600]Doctored Wounds - [/color][color:#FFE600]Recharge[/color]
    [color:#32CD32]Level 26:[/color] [color:#1E90FF]Quick Recovery[/color]
    • (A) [color:#FFE600]Performance Shifter - [/color][color:#FFE600]Chance for +End[/color]
    • (29) [color:#FFE600]Performance Shifter - [/color][color:#FFE600]EndMod[/color]
    • (33) [color:#FFC000]Endurance Modification[/color][color:#FFC000] IO[/color]
    [color:#32CD32]Level 28:[/color] [color:#1E90FF]Soul Drain[/color]
    • (A) [color:#FFC000]Recharge Reduction[/color][color:#FFC000] IO[/color]
    • (36) [color:#FFC000]Recharge Reduction[/color][color:#FFC000] IO[/color]
    [color:#32CD32]Level 30:[/color] [color:#1E90FF]Heightened Senses[/color]
    • (A) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Recharge Speed[/color]
    • (31) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Defense[/color]
    • (31) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Defense/Endurance[/color]
    • (31) [color:#FFE600]Serendipity - [/color][color:#FFE600]Defense[/color]
    • (33) [color:#FFE600]Serendipity - [/color][color:#FFE600]Defense/Endurance[/color]
    • (33) [color:#FFE600]Serendipity - [/color][color:#FFE600]Endurance[/color]
    [color:#32CD32]Level 32:[/color] [color:#1E90FF]Midnight Grasp[/color]
    • (A) [color:#FFE600]Hecatomb - [/color][color:#FFE600]Damage/Endurance[/color]
    • (34) [color:#FFE600]Hecatomb - [/color][color:#FFE600]Damage/Recharge[/color]
    • (34) [color:#FFE600]Hecatomb - [/color][color:#FFE600]Accuracy/Damage/Recharge[/color]
    • (34) [color:#FFE600]Hecatomb - [/color][color:#FFE600]Chance of Damage(Negative)[/color]
    • (36) [color:#FFE600]Hecatomb - [/color][color:#FFE600]Accuracy/Recharge[/color]
    [color:#32CD32]Level 35:[/color] [color:#1E90FF]Combat Jumping[/color]
    • (A) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Recharge Speed[/color]
    • (36) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Defense/Endurance[/color]
    • (39) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Defense[/color]
    [color:#32CD32]Level 38:[/color] [color:#1E90FF]Maneuvers[/color]
    • (A) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Recharge Speed[/color]
    • (39) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Defense[/color]
    • (39) [color:#FFE600]Luck of the Gambler - [/color][color:#FFE600]Defense/Endurance[/color]
    [color:#32CD32]Level 41:[/color] [color:#1E90FF]Gloom[/color]
    • (A) [color:#FFE600]Apocalypse - [/color][color:#FFE600]Damage/Endurance[/color]
    • (42) [color:#FFE600]Apocalypse - [/color][color:#FFE600]Chance of Damage(Negative)[/color]
    • (42) [color:#FFE600]Apocalypse - [/color][color:#FFE600]Accuracy/Damage/Recharge[/color]
    • (42) [color:#FFE600]Apocalypse - [/color][color:#FFE600]Damage/Recharge[/color]
    • (43) [color:#FFE600]Apocalypse - [/color][color:#FFE600]Accuracy/Recharge[/color]
    • (43) [color:#FFE600]Devastation - [/color][color:#FFE600]Accuracy/Damage/Endurance/Recharge[/color]
    [color:#32CD32]Level 44:[/color] [color:#1E90FF]Darkest Night[/color]
    • (A) [color:#FFC000]Endurance Reduction[/color][color:#FFC000] IO[/color]
    [color:#32CD32]Level 47:[/color] [color:#1E90FF]Summon Widow[/color]
    • (A) [color:#FFE600]Soulbound Allegiance - [/color][color:#FFE600]Damage/Recharge[/color]
    • (48) [color:#FFE600]Soulbound Allegiance - [/color][color:#FFE600]Damage[/color]
    • (48) [color:#FFE600]Soulbound Allegiance - [/color][color:#FFE600]Accuracy/Damage/Recharge[/color]
    [color:#32CD32]Level 49:[/color] [color:#1E90FF]Strength of Will[/color]
    • (A) [color:#FFD700]Empty[/color]
    [color:#1E90FF]------------[/color]

    [color:#32CD32]Level 1:[/color] [color:#1E90FF]Brawl[/color]
    • (A) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Accuracy/Damage[/color]
    • (46) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Endurance[/color]
    • (46) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Recharge[/color]
    • (46) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Endurance/Recharge[/color]
    [color:#32CD32]Level 1:[/color] [color:#1E90FF]Sprint[/color]
    • (A) [color:#FFD700]Empty[/color]
    [color:#32CD32]Level 2:[/color] [color:#1E90FF]Rest[/color]
    • (A) [color:#FFD700]Empty[/color]
    [color:#32CD32]Level 1:[/color] [color:#1E90FF]Fury[/color]

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  17. One thing to think about when judging a whips effectiveness is its speed. That crack you hear when a whip is cracked? That's the sound of the whip moving faster than sound. Which means that it is going at comparable speeds to a low-speed bullet. Considering that a whip probably has more mass than a bullet...

    Also:

    http://www.youtube.com/watch?v=ZDFu3GbG0X0
  18. Character bios need to be longer. I mean, it's less a biography than a summary of a glance of one. For instance-

    Bobby Kent (Fire/Fire Blaster, Dominator after GR)

    When he was 8 years old, Bobby Kent began to manifest the ability to channel fire. He never knew of this ability, because the part of the brain that controlled the fire orignated in a tumor that happened to lie next to his memory. Every time he used his ability to channel the fire, the tumor would begin to burn. His memory of the event would be erased, and he would begin to experience mental trauma which caused his personality to shift when he used his fire. This only became apparent when he used a large amount of energy.

    On top of his mental trauma, his father was an alcoholic, and heavily abusive of him. His mother would never be there to try and stop him, because she had left Bobby's father after the first time he had hit her in an alcoholic rage. Bobby, however, never knew when he had been hit, because he would always activate his powers in self-defense when his father came after him.

    This led to a circle of events that was seemingly never-ending. His father would drink, and become mad at him. He would convince himself to beat some sense into his son, and then Bobby would try to defend himself. Because of the tumor in his brain, whenver Bobby used his powers he would forget the entire encounter. Later, the old man would drink, get furious at how his boy had hurt him, and decide to beat him.

    Through the beatings however, Bobby would always love his dad. His father's burns would ignite deep feelings of empathy in Bobby, and he would forget his own injuries in a second and spend hours tending to his father. His father would think that the boy was mocking him, and would become fiercely angry. When he was angry, he would drink.

    Bobby never realized how he became hurt, and so he began to think pain was a part of life. He thought that everybody woke up with bruises and broken bones. One day, however, a school teacher noticed how Bobby seemed extremely sore. She gave him an aspirin. The relief he felt at having been liberated from the pain made him easily addicted to drugs of all kinds. He began popping pain pills daily, larger and larger amounts.

    When he turned 16, he had his first taste of Superdine. The drug made its way to his brain, and released all his inhibitions. The fire inside him was unleashed, burning all around him and causing his alter-ego to be let loose. This second personality was strong enough to survive the pain, but that did not make him unaffected by it. He became unable to handle blame, highly aggresive, and even deranged. When he came to his home, his father noticed the green tint of his skin, obvious on even a first-time Superdine user. When he demanded to know why Bobby had injected "a mother%*#ing drug into his mother&*#ing body", Bobby's alter ego became enraged. For the first time in his life, he was the one who started the fight. His father was so surprised, he was unable to get out of the way of the first blast of fire.

    But Bobby did not stop at one blast. He continued to send towering walls of fire and scorching blazes into his father. When he finally stopped, the body was almost unrecognizable. With the rage and the drug subsiding, he staggered away into the street, losing consciousness two miles away from his house.

    He woke up in a hospital. Nearly a week had passed, and he could barely move. The nurse watching him immediately called to a doctor, who rushed over to tend to him. The doctor told him he was lucky to be alive. After, a murderer had killed his father, and he probably only escaped because of his run from the house.

    Bobby swore that day to find out who had killed his beloved father, and bring them to justice. The same type of justice that had stolen his father away from him, the mad, cruel, and unreversable justice of death.
  19. Combat

    Dream Duo

    Empathy/Sonic Defender * 2.

    You get soft-capped defense, perma-hasten, 30% +damage (70% with two assaults), infinite endurance, constant AB (IH regen and the ability to nuke and still recover end), and lots of -resistance.

    And that's with SOs.
  20. Well I could see as mitigation allievating death, not damage. Healing can stop you from dieing. Therefore, it is mitigation. It is not prevention however, and in general prevention is the best course.
  21. One set of IOs that would make perfect sense to add would be sets that affect both the damage of the power, and a secondary theft. I could see these sets using more triples and quads then ordinary sets, because of the limited use. In example:

    Scirocco's Shock:

    Damage/End/End Mod.
    Damage/Acc
    End/End Mod/Recharge
    Damage/Recharge/End Mod
    Acc/Rech
    Damage/Recharge/End/End Mod

    1- 12% regen
    2- 2.5% hp
    3- 2% recovery
    4- 3% damage
    5- 3% resistance to energy
    6- 5% end resistance

    Note- This is just an example. I haven't looked at the numbers on the set, so if they suck they could easily be moved around so that they are better balanced. Ideally, I'd like to see these sets follow a general outline of:
    95% damage
    20% accuracy
    20% recharge
    25-30% endurance
    50% secondary

    I also would suggest that having resistance to the affect as a teir 6 set bonus. This would be both thematic and and unique.


  22. If he was obviously an unexperencied player, it may have been better if you took it upon yourself to make him a better player. For example

    ->Stone Tanker, Did you know that you can move faster if you took teleport? It would allow you to stay ahead of the team?

    Stone Tanker, Really? I didn't know that you could use teleport with Granite. Thanks.


    Of course, he could also get high and mighty at getting tips on playing. However, most players will listen if you try and make them better. I can't tell you how many new and even experienced players who I've seen become tremendously better after just a few tips. One thing I do a lot is telling tanks that tanking isn't just taking all of the aggro, the alpha, and never letting the mobs even look at the scrapper. A good tanker knows that they can steal the aggro from the scrapper, and basically does what they can to make the team move as fast as possible. Again, aggrovation could be avoided with a simply /t or even just talking to the team. When I do an ITF, I usually ask what the plan is. Something like:

    Me: Are we beating Rommi first or fighting our way to him?

    Leader: Beating Rommi first.

    Me: Any specific plans for Rommi, or just jump in and kill?

    Leader: Split the Nictus/Just beat him down/kill the Healer/Dragging him onto the tower



    One thing I try to do a lot is talk while I'm teaming. An effective team can be fun, but a team making jokes all the way and laughing is a blast, regardless of whether they earn "mad xps". One of the funnest teams I've ever been on was a bunch of lowbies doing the Positron TF for the first time. It took 4 hours and we basically beat it with laughter. Even on characters that I've IOed out and that can basically solo whole missions, I try to make sure everyone has a blast. Things like letting the empath heal you instead of popping a respite, and thanking them can make a person's day. Remember, you make want your time to shine, but so does everyone else. For some people, it might be a heal, others a nuke, and others an AV kill. Little things can make a team gell, or make them fail.

    Basically, what I'm trying to say is that you can be a team player even if you are playing a scrapper (I know, MADNESS!).
  23. Quote:
    Originally Posted by Beef_Cake View Post
    With the amount of damage my brute puts out, I doubt I would even see a difference in 2 procs. With a full fury bar and rage, my 3 AOEs pretty much takes care of everything

    Trust me, the force feedback proc may be the most powerful single IO you can put in Footstomp. It gets better with more +recharge, but even with footstomp at a ten second recharge, you're looking at a potential increase of 50% recharge. That's equivalent to amount of recharge granted by 5 purple sets. When you get footstomp down to about 5 seconds, you can get around 90% recharge when using Footstomp as soon as it is up. Trust me, you will probably notice a difference if you use Footstomp anywhere near as much as you should.

    Now, to address the end concern of SS/Shield. I recommend getting the Numina and Miracle uniques, even if they might cost a lot. Other IOs to watch out for:

    Impervium Armor in Deflection, Tough, True Grit, and/or OWtS. This set adds 2.5% recovery and a 2.25 end. This is quite a lot because not only does it add recovery, it makes the recovery you have better.

    Thunderstrike, Decimation, and Entropic Chaos in Hurl, Patron ranged single target. These sets either add end (thunderstrike), or add recovery.

    Gift of the Ancients in any of your defensive powers. It gives 2% recovery and 1.8 end.

    Also, getting the accolades is very beneficial for any Shield user. They will help by adding another 10 end, and also by giving about the same amount of hp as True Grit slotted for heal. If you have a lot of regeneration and +maxhp on your SS/Shield, you can almost eliminate Respite usage. However, if going for the accolades make a build without True Grit and get the damage badge first.
  24. Quote:
    Originally Posted by OblivionX View Post
    I don't understand it supresses? In what way exactly? I just made a fraps video showing the proc firing 3 times in a row each time I used Foot Stomp.
    What he's saying is that the proc is set to not self-stack. This is why you'll never see the proc activate twice on one footstomp for a 200% bonus to recharge. If you use it in a power that recharges in faster than 5 seconds, you have to make sure not to use it before 5 seconds. Otherwise you'll have wasted the proc, because even if it would have procced the lack of self-stacking will make it wasted.
  25. The graphics remind me of Aion a little. Could be coincidence though (I haven't played Aion any).