Windenergy21

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  1. And for you Novella and the OP, here is my claw/SR build, all attack powers, no purples, capped to all 3 positional defenses, and fairly cheap outside of the LOTG and 2 regen uniques. "cheap" being operative to the levels you choose to use and base thinking of what is "cheap" on an "expensive" capped defense build. But definitely reasonable, and pretty darned near impossible to kill and fun! :P

    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
    ------------
    Set Bonuses:
    Touch of Death
    (Strike)
    • MezResist(Immobilize) 2.75%
    • 20.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Serendipity
    (Focused Fighting)
    • 4% (0.22 HP/sec) Regeneration
    Touch of Death
    (Slash)
    • MezResist(Immobilize) 2.75%
    • 20.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Luck of the Gambler
    (Agile)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Serendipity
    (Focused Senses)
    • 4% (0.22 HP/sec) Regeneration
    Mako's Bite
    (Follow Up)
    • MezResist(Immobilize) 3.3%
    • 20.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Dodge)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Thunderstrike
    (Focus)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Efficacy Adaptor
    (Stamina)
    • 15.1 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.56 HP/sec) Regeneration
    Scirocco's Dervish
    (Eviscerate)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Serendipity
    (Lucky)
    • 4% (0.22 HP/sec) Regeneration
    Luck of the Gambler
    (Lucky)
    • 7.5% Enhancement(RechargeTime)
    Scirocco's Dervish
    (Spin)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Positron's Blast
    (Shockwave)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Serendipity
    (Evasion)
    • 4% (0.22 HP/sec) Regeneration
    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Numina's Convalescence
    (Physical Perfection)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Aegis
    (Tough)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  2. Here is my build i made for my elec/sr. I like how he's pretty much softcapped, he is to melee, and is at 44.7 ranged and 44.1 to aoe, which in all fairness you'll never really notice the difference between actually reaching that extra .3% on the ranged and .9% on aoe. What i like about my build aside from the very high regen, is that it gets lightning clap, which granted isnt super ideal in all situations, but it is CERTAINLY fun hehe. Very cool sound it makes when you use it, plus its a good set mule for 2.5% recovery, 1.88% max hp, 6.25% recharge, and 3.13% defense to ranged, its actually quite a nice fit.

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

    Click this DataLink to open the build!

    Elec SR LClap: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), DefBuff-I(7)
    Level 2: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 6: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), DefBuff-I(15)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    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 -- S'dpty-Def/EndRdx(A), S'dpty-Def(17), LkGmblr-Rchg+(17)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(40), RgnTis-Regen+(46)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(34)
    Level 24: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx/Rchg(25), S'dpty-Def(50)
    Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
    Level 28: Lucky -- S'dpty-Def/EndRdx(A), S'dpty-Def(29), DefBuff-I(29)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(36), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(43)
    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(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
    Level 47: Lightning Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(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)
    • 4.38% Defense(Fire)
    • 4.38% Defense(Cold)
    • 4.69% Defense(Energy)
    • 4.69% Defense(Negative)
    • 10% Defense(Melee)
    • 9.38% Defense(Ranged)
    • 8.75% Defense(AoE)
    • 41.3% Enhancement(RechargeTime)
    • 33% Enhancement(Accuracy)
    • 3% Enhancement(Stun)
    • 10% FlySpeed
    • 220.9 HP (16.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 8.8%
    • MezResist(Stun) 2.2%
    • 6.5% (0.11 End/sec) Recovery
    • 90% (5.03 HP/sec) Regeneration
    • 6.25% Resistance(Negative)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Touch of Death
    (Charged Brawl)
    • MezResist(Immobilize) 2.75%
    • 20.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Luck of the Gambler
    (Focused Fighting)
    • 10% (0.56 HP/sec) Regeneration
    Touch of Death
    (Havoc Punch)
    • MezResist(Immobilize) 2.75%
    • 20.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Scirocco's Dervish
    (Jacobs Ladder)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Luck of the Gambler
    (Agile)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Scirocco's Dervish
    (Thunder Strike)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Serendipity
    (Dodge)
    • 4% (0.22 HP/sec) Regeneration
    Luck of the Gambler
    (Dodge)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Efficacy Adaptor
    (Stamina)
    • 15.1 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.56 HP/sec) Regeneration
    Serendipity
    (Focused Senses)
    • 4% (0.22 HP/sec) Regeneration
    • 10 HP (0.75%) HitPoints
    • 3% Enhancement(Accuracy)
    Mako's Bite
    (Chain Induction)
    • MezResist(Immobilize) 3.3%
    • 20.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Serendipity
    (Lucky)
    • 4% (0.22 HP/sec) Regeneration
    Obliteration
    (Lightning Rod)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Serendipity
    (Evasion)
    • 4% (0.22 HP/sec) Regeneration
    • 10 HP (0.75%) HitPoints
    • 3% Enhancement(Accuracy)
    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Numina's Convalescence
    (Physical Perfection)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    Stupefy
    (Lightning Clap)
    • 2.5% (0.04 End/sec) Recovery
    • 25.1 HP (1.87%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    And will get that claw/sr build up in a sec.
  3. Quote:
    Originally Posted by Novella View Post
    Ima that's actually a pretty nice build although I personally don't like taking healing pool. Good build never the less. My next project is my Elec/SR which I hope to get to once I get done relevleing my Blaster back to 50.
    I'll come back and show you my build. I have it on the borked pre-I16 Mids so i have to redo it on the new one but don't have time right now.
  4. Windenergy21

    AR/Ice

    Yes, cryo freeze ray is very nice and will stack with freezing touch on bosses. Ignite doesn't need an accuracy really. Burst you have WAY underslotted, beanbag you won't need with freezing touch/cryo freeze ray, and you won't be using ice sword/frozen fists much at all, its not the playstyle with AR and they aren't much enough damage IMO to be worth going in to use once you get enough recharge for burst/slug/buckshot when attacking single enemies. Here is the build i use for my AR/ICE:

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

    Click this DataLink to open the build!

    AR Ice Munitions: Level 50 Magic Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Ice Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Burst -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(31), Thundr-Dmg/Rchg(37)
    Level 1: Chilblain -- Acc-I(A)
    Level 2: Slug -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(31), Thundr-Dmg/Rchg(39)
    Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(27), Acc-I(39)
    Level 6: M30 Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(7), Det'tn-Dmg/Rng(7), Det'tn-Acc/Dmg/EndRdx(11), AirB'st-Acc/Dmg(27), RechRdx-I(39)
    Level 8: Combat Jumping -- Ksmt-ToHit+(A)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(13), Mantic-Acc/ActRdx/Rng(13), Mantic-Dmg/ActRdx/Rchg(17), Mantic-Dmg/EndRdx/Rchg(31), ExtrmM-Dmg/ActRdx/Rchg(43)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Flamethrower -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(19), Det'tn-Dmg/Rng(19), Det'tn-Acc/Dmg/EndRdx(21), Det'tn-Dmg/EndRdx/Rng(23), RechRdx-I(34)
    Level 20: Ice Patch -- RechRdx-I(A), RechRdx-I(21)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Heal-I(37), Heal-I(42)
    Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(40)
    Level 26: Ignite -- Dmg-I(A), AirB'st-Dmg/Rng(36), Det'tn-Dmg/Rng(36)
    Level 28: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(29), P'ngTtl-Rng/Slow(29), P'ngTtl-EndRdx/Rchg/Slow(40)
    Level 30: Chilling Embrace -- EndRdx-I(A)
    Level 32: Full Auto -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(33), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/Rng(33), AirB'st-Dmg/Rchg(34), RechRdx-I(34)
    Level 35: Freezing Touch -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(36), NrncSD-Hold/Rng(37), NrncSD-Acc/Hold/Rchg(40), G'Wdw-EndRdx/Hold(46), G'Wdw-Acc/Hold/Rchg(50)
    Level 38: Frozen Aura -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(43)
    Level 41: Body Armor -- Aegis-Psi/Status(A)
    Level 44: Cryo Freeze Ray -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(45), NrncSD-Hold/Rng(45), NrncSD-Acc/Hold/Rchg(45), G'Wdw-Acc/Rchg(46), G'Wdw-Acc/Hold/Rchg(46)
    Level 47: LRM Rocket -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Acc/Dmg(48), RechRdx-I(50)
    Level 49: Surveillance -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(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)
    • 0.94% Defense(Fire)
    • 0.94% Defense(Cold)
    • 5.94% Defense(Energy)
    • 5.94% Defense(Negative)
    • 4.38% Defense(Ranged)
    • 1.88% Defense(AoE)
    • 61% Enhancement(Accuracy)
    • 2.5% Enhancement(JumpHeight)
    • 2.5% Enhancement(RunSpeed)
    • 23.8% Enhancement(RechargeTime)
    • 2.5% Enhancement(FlySpeed)
    • 2.5% Enhancement(JumpSpeed)
    • 49.7 HP (4.12%) HitPoints
    • MezResist(Immobilize) 4.4%
    • MezResist(Sleep) 9.35%
    • 12% (0.2 End/sec) Recovery
    • 68% (3.42 HP/sec) Regeneration
    • 4.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 7.5% Resistance(Energy)
    • 3% Resistance(Psionic)
    • 10% RunSpeed
    • 3% XPDebtProtection
    ------------
    Set Bonuses:
    Devastation
    (Burst)
    • 12% (0.6 HP/sec) Regeneration
    Thunderstrike
    (Burst)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    Devastation
    (Slug)
    • 12% (0.6 HP/sec) Regeneration
    Thunderstrike
    (Slug)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    Positron's Blast
    (Buckshot)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Detonation
    (M30 Grenade)
    • MezResist(Sleep) 1.65%
    • 1.88% Resistance(Energy)
    • 1% XPDebtProtection
    Sting of the Manticore
    (Sniper Rifle)
    • 12% (0.6 HP/sec) Regeneration
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    • 3% DamageBuff(All)
    • 7.5% Enhancement(RechargeTime)
    Detonation
    (Flamethrower)
    • MezResist(Sleep) 1.65%
    • 1.88% Resistance(Energy)
    • 1% XPDebtProtection
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    Numina's Convalescence
    (Health)
    • 12% (0.6 HP/sec) Regeneration
    Efficacy Adaptor
    (Stamina)
    • 13.6 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.5 HP/sec) Regeneration
    Pacing of the Turtle
    (Shiver)
    • MezResist(Sleep) 2.75%
    • 2.5% Enhancement(Slow)
    • 9% Enhancement(Accuracy)
    Detonation
    (Full Auto)
    • MezResist(Sleep) 1.65%
    • 1.88% Resistance(Energy)
    • 1% XPDebtProtection
    Neuronic Shutdown
    (Freezing Touch)
    • MezResist(Immobilize) 2.2%
    • 18.1 HP (1.5%) HitPoints
    • 7% Enhancement(Accuracy)
    Ghost Widow's Embrace
    (Freezing Touch)
    • 5% RunSpeed
    Fortunata Hypnosis
    (Frozen Aura)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Aegis
    (Body Armor)
    • 3% Resistance(Psionic)
    Neuronic Shutdown
    (Cryo Freeze Ray)
    • MezResist(Immobilize) 2.2%
    • 18.1 HP (1.5%) HitPoints
    • 7% Enhancement(Accuracy)
    Ghost Widow's Embrace
    (Cryo Freeze Ray)
    • 5% RunSpeed
    Detonation
    (LRM Rocket)
    • MezResist(Sleep) 1.65%
    • 1.88% Resistance(Energy)
    Analyze Weakness
    (Surveillance)
    • 10% (0.5 HP/sec) Regeneration



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    I'll probably be changing the rest of the Taoe attacks to positrons blast when i can but this works well for now.
  5. Quote:
    Originally Posted by Frosticus View Post
    Another Space: your RotP example would be much more accurate if you tried to analyze it in a scenario where you can boost it with build up, reds, fulcrum, FE, etc. The fact that you can't use RotP while alive precludes that you can't affect it with buffs. So without first saying; pretend you can use RotP while alive such an analysis is irrelevant. Just like how it is currently impossible to place a damage aura and AAO together. It's fine to do, it just is what it is (and was shown even moreso with double FU+FE+aura). So your analogy of asking for more damage for RotP is flawed, but I'll avoid using the kind of language you felt necessary to point out just how flawed.

    You can agree or disagree with max targets-then dps if you like. I showed it as single target dps earlier in the thread, but that doesn't highlight the massive disparity that presents itself when you factor in that SC can hit 60% more targets than an aura. I figured showing it in a wide array of scenarios such as 0 to full AAO and/or 1 and saturated targets would quell such things before they started, guess I should have shown it for every single possible scenario in between.
    I think they meant as in, if you could use RoTP when alive, in which case you could buff it before using it.

    As to the second paragraph, that's just the thing, is you can't show EVERY single possible scenario as they stand for SC and a damage aura. As yes we've both agreed, of course that SC is more burst damage than the aura, as it should be, but there are many other situations besides when you'd use SC when the damage aura is cotinually prevalent. Putting the two powers really actually quite evenly matched overall. If you want to speak farming, then heck yeah SC will get the nod, especially as such a sitaution where you are for example going for max recharge etc. But standard gameplay, leftover bosses, spread out mobs, AVs etc, they even out pretty clearly on both sides. Like I said, different situations different strengths/weakness. Both good powers though.

    a SS/shield scrapper if shields had a damage aura + AAO though? *UBER DROOLS*

    And i still think a "countering" defense set would be pretty nifty. Maybe part countering, part absorb and blast back like Bishop does from the x-men. Absorbing damage to boost your strength (kinda somewhat like fury in a way though) But all cool ideas to implement the set i think.
  6. Quote:
    Originally Posted by Another Space View Post
    Um. I just want to say that what you guys are saying about "it's not possible so you're pretending". Yeah, that's idiotic.

    This is essentially like saying "I'd like RotP damage to be increased, but it's not so I can't rationalize even thinking about having it higher."

    All Windenergy is saying is that you can't take a single power (Shield Charge, in this instance) and judge its performance based off the entire powerset. Everything else is horrendously unscientific.

    However, Windenergy:



    Note emphasis. Not sure how much I agree with the max-target-then-multiply method for figuring DPS, but he did examine it with some very valid points.
    Yes, like i said, shows more on the burst damage side. But still leaves quantified the times when you wait to use it, and the instances where you wouldnt use it anyways like when there are only a few bosses/lts around. Not going to argue anything else, we've both said our points, the argument won't go anywhere else. But i will clarify "what" i said. We're both happy the power is fun, there agreements.
  7. Quote:
    Originally Posted by Frosticus View Post
    Damage reflection of some kind in the game would be awesome.
    The closest thing i've come to this being implimented in game was my thought for a 35 power for SR after merging the aoe defenses with melee/ranged aoe was a confuse aura that basically worked by the confuse working by when the enemies missed you their attack ended up hitting a nearby enemy (essentially how confuse works in a way). Would be interested on the other note in general of some kind of "counter" defense set. Sadly SR is pretty close to this in a way, but a defense ability that had a chance to return the attack back to the caster would be sweet.
  8. Quote:
    Originally Posted by Santorican View Post
    I was simply pointing out how comical it would be IF shield defense got a damage aura. It'd be like stalkers with a shield, now you see me, now you don't.
    Heh, i was kinda thinking something like Deflective shards or something, ie what deflects off the shield bounces off of it and hits the nearby enemy. Only problem is that thematically requires you to be attacked, would be an interesting method to be applied in game though hmmm.
  9. Quote:
    Originally Posted by Frosticus View Post
    I understood what he was saying from the start. It is just irrelevant like I already said. It can be fun to pretend, but beyond that serves little purpose.

    Besides I more than covered what a damage aura would do with AAO in the example where I used a claws/Fa with double follow up and FE(over time), which is more damage than saturated AAO would offer. I'm unsure what other scenarios he wants because SC is better without AAO, with AAO, and every iteration between. That doesn't make SC evil or in need of a nerf, but it does make FA look pretty bad and I happen to really like FA and have been of the conviction (along with many others) that FA needs more. Meanwhile the idea that FA would be too strong with more offense was used as a deterent, but I think that falls to pieces in light of what Shields brings to the table.

    Shield defense is definitely more damage than fire armor. Never said it wasn't. And i'm not pretending, i'm comparing. Saying you understand apparently doesn't seem to mean you actually do.
  10. Quote:
    Originally Posted by Werner View Post
    That's how I read it - as "What if we swapped out Shield Charge for a damage aura?" But I'd say that your meaning was obviously not clear to others, since it was so widely not understood.

    And Santorican, I don't think he was suggesting that it SHOULD be swapped out. Obviously Shield Charge makes MUCH more sense thematically. It was an argument about whether or not Shield Charge is now OVERPOWERED, not about if we should swap the powers around. Saying that he'd rather have a damage aura wasn't a SUGGESTION, it was a COMPARISON to support the position that Shield Charge wasn't overpowered.

    I don't personally have a dog in this hunt. I didn't even review the math. Shield Charge is great. It will probably soon be even better. But it won't be enough to make me IO out my Broad Sword/Shields instead of my Katana/Dark, and it won't affect my Shields/Dark Melee Tank (much).

    *5 claps for werner* He got it!
  11. Quote:
    Originally Posted by Santorican View Post
    A damage aura from a shield lol. That is probably one of the most laughable things I've heard in a while. Seriously what am I going to do spin around with my shield hitting everything around me? lol no thanks.

    You may not like shield charge as it is but numerous people do. I use shield charge like a PBAoE attack power. Run in Soul Drain > AAO > Shield Charge everything is usually dead after that.
    *LARGE SIGH*

    I LIKE shield charge, and i'm not saying that shields SHOULD get a damage aura, or that it would make sense. I said i'd prefer one yes. Never said SC was bad, well pre-buff it defintely irked me. It's ok now though.

    Again, no laughing, i NEVER said shield SHOULD get a damage aura, it makes no sense correct. I was COMPARING two powers, thats all.

    Some shields it would make sense though, like the elemental/dark shields ie like lighting field/blazing aura/death shroud. Or in general shields that have spikes on them that jab nearby enemies as you move around. But digressing, that is not what i said should happen.
  12. Quote:
    I'm not looking at powers in a vacuum because that is stupid, I'm looking at the sets as a whole. AAO is part of shields, most people use it and that is why I give numbers for 0, 3, and full AAO (0 and 3 represent someone who sucks at using it). If you want more I can do that, but it won't make SC any worse than 0 in AAO . I also factor in BU and FE over time for the aura. I honestly don't see how I can be any more impartial. I'm not the one that set BU and SC to be on the exact same timer...
    That's my point exactly. You're not looking in the vacuum. Its not stupid, cause when comparing the two powers, so say that one is better than the other you have to use points where, exactly as i was saying, there would be a damage aura INSTEAD of shield charge.

    Quote:
    Things to remember next time:
    16 targets >10 targets
    20ft > 8ft
    Burst AoE damage > Dot AoE damage in CoX - always has been, likely always will be.
    Things to also remember:

    You won't be using SC exactly when its recharged, waiting to use it on the next spawn. I won't even bother to use it unless there are enough enemies in range, otherwise its a waste for the most part.

    You won't be using it in the small mobs, meaning that for all instances the damage aura will be helping you the entire time you wouldn't even consider using shield charge. No, we have, and i agree its not the burst damage that shield charge is. But the nature of the power also has it working during many other instances you wouldn't be using shield charge.

    Procs

    Slows

    Consistency

    Even had a nice little bug last night, That for some reason happens to FSC as well, where i casted it directly in the middle of the mob. Hit no enemies, didn't say miss, just acted like the power never went off at all.
  13. Quote:
    Originally Posted by Roderick View Post
    Emphasis mine.

    Which damage aura can be combined with AAO? Every character with Shield Defense has access to AAO, and the powers in the set will be balanced around each other, as well as on an individual basis.

    The ONLY damage aura I can think of that's available in a scrapper or brute primany, or tank secondary comes from Spines, and Spines can't be combined with Shields.

    I'm not really interested in the argument at hand, I just wanted to point out how preposterous your insistence on applying AAO to Blazing Aura or the like.

    Perhaps you would be better off insisting that the full powerset be taken into account, ie AAO+Shield Charge vs. Fiery Embrace+Blazing Aura.

    Lol, you're not understanding either. The reference was comparing a damage aura, to shield charge. Yes its NOT in the shield set. But COMPARING the two, when i said i'd prefer it, it clearly means having a damage aura in place of SC in which it would be benefitting from AAO. Not seeing how that's a hard concept to follow. I'm NOT comparing SC + AAO to a damage aura in another set. We're comparing only SC, to only a damage aura, or both SC + AAO to a damage aura + AAO. When comparing powers, you're not adding other powers to the mix, because the situation for the powers are mutually swappable.

    Its like trying to say that Haymaker is better than Bone smasher, SIMPLY becasue its in a set that has a perma 80% damage buff, you just can't do it like that when comparing two individual powers.

    If you want to compare Shield Charge + AAO to another damage aura without AAO, of COURSE its going to be more damage, what is the point of comparing when the other power gets an 81% damage boost? Its like comparing apples to a used napkin, what? exactly, makes no sense.
  14. Quote:
    Originally Posted by Frosticus View Post
    Not missing the issue, SC is better with or without AAO, I thought that was clear with it being stated several times now. The fact that AAO is an option to boost SC further just makes it moreso.

    You can feel what you feel, but the math just isn't on your side here and neither is actual gameplay experience.

    You'd have been much better picking a Brute to compare damage aura vs brute SC and even then it would only be closer because so much of fury is wasted on the brute version of SC due to the low damage ceiling of pseudo-pets.

    Auras are barely comparable vs a single target you see that right?

    So:
    which hits more targets?
    which hits a bigger area?

    bigger area and more targets equates to more targets hit more easily.

    If we go back to the SO numbers of blazing aura vs SC (best case scenario for auras as more rech just benefits SC so much more). We have:
    Aura
    14.9 dps vs st
    vs 10 targets (gl w/ that)
    149 dps
    *gl getting 10 in the aura consistently and gl having constant enemies to stick in the aura.

    SC vs 16 targets
    w/ no AAO
    197 dps
    w/ 3 in AAO
    219.4 dps
    w/ full AAO
    251.4 dps

    Like I said it is better w/ or w/o AAO by a landslide. You're welcome to show how burst aoe isn't a huge benefit in the way this game is played, but that will prove to be a difficult task. (outside of solo'ing set as 1 hero).

    I seriously doubt they are going to reduce SC anytime in the near future on the heels of a massively huge buff, but the position you are taking is not supported by any of the evidence.

    You obviously aren't getting what I'm saying at all nor can see where each can fit into different situations to their strengths and weaknesses.

    And you NEED to STOP adding in AAO to your equations if you're not going to add it to the damage aura side as well. AAO is NOT part of shield charge, its part of SHIELD DEFENSE. Yes they are used in conjunction, but AAO does NOT go into factoring how SC works at all. We are comparing SC to a damage aura, not SC + AAO to a damage aura. That makes no sense. I don't know how i can explain that more to you, or why you don't seem to grasp that concept.

    We're not comparing the damage from shield defense to that of say fire or dark, we are comparing SHIELD CHARGE to a DAMAGE aura. AAO is either NOT included in both situations, or IS included in BOTH situations. The fact that you for some reason can't seem to inlcude AAO in your damage aura calculations shows that both you are missing the point, and are not understanding the argument at all.

    I've showed my points, and the numbers, multiple times now. You've showed your numbers, which again, do not inlcude equal conditions. So what's even the point of comparing. You also neglected to still factor in the time wasted because you (should) be waiting to use it for the next spawn so you don't waste it, and likewise is not always up exactly at the beginning of the next spawn and have to wait some to use it as well, this is not even factoring what happens when you get in battle with -rech powers. The power is NOT an ideal aoe attack. Its got that BOOM effect yes, but it is nowhere near the holy grail you claim it out to be.

    For the exact same reasons that a normal aoe attack has benefits over both a damage aura and power like shield charge. They are both relatively comparible powers, with each having their own particular use. Again, if SC is doing as much damage as proposed, to start, the mob will be dead soon, but then you won't be able to use SC at all for the next mob because it will be recharging. Which shows, that different situations, shine for each power.
  15. Quote:
    Originally Posted by Frosticus View Post
    I read what you said, it was just irrelevant because no sets have AAO+damage aura. What is relevant is what is currently possible in the game.

    Yes AAO + damage aura would be sweet. Not as good as AAO with SC though. Heck I showed well beyond what a hypothetical AAO w/ aura would be with double followup+FE on a high rech claws/fire (the absolute best possible performance you can get out of an aura btw, yes better than double rage w/ high fury brute blazing aura) and it still wasn't as good as equal recharge AAO+SC for scrappers

    They are comparable sure, but then that means overlooking the value of extreme aoe burst damage that is a huge radius and makes the assumption that you are constantly fueling your damage aura, which simply is not the case (or very rarely). Every second you aren't hitting someone with your aura makes SC pull further and further ahead.

    On top of the huge aoe vs the tiny aoe SC hits 16 targets and auras hit 10. If we pretended it was hard to hit 16 targets with a 20ft aoe then it is almost impossible to fit 10 targets into an 8ft aoe, but in actual gameplay it is very easy to hit 16 w/ SC and only about 7 or 8 w/ auras.

    It's also vs Blazing aura which is at least 9% better than the next best aura(s)

    Seriously SC is better than any aura w/ or w/o AAO, (even better than the blaster auras w/ aim and bu factored in) the fact that the set has AAO and no sets with auras do just drives another stake into the matter.

    I like SC, but the scrapper version is so much better than auras that while I wouldn't put it on par with old PSW for doms it is causing me to reminisce.

    Don't get me wrong, I'm using it on my BS/shield and I'm looking forward to when this patches to live and I can trivialize the rest of my team (especially blasters) even more, but come on.

    Edit: using your 40 second cycle time the aura costs 20.8 end vs 13.5 for SC. It isn't until you slot ~60% end reduc in the aura that they end up costing the same. So SC is more damage, more valuable aoe burst damage (in most scenarios), way bigger aoe, hits more targets, provides good mitigation, and costs less endurance. Like Nihilli keeps saying, is there any reason to play anything other than shields? (aside from concept or lockedout combos).
    You're still missing the point. What IS relevant, is THAT the set has both AAO, and shield charge. You can't look at a limited view and say that SC is too good because it has AAO to boost it. If you look at that, the problem is not at ALL SC, its AAO.

    And yes, SC costs less endurance, but its an equal exchange. While you have to slot the damage aura for end reduction, you ALSO have to slot shield charge for recharge, instead of endurance reduction. You only mentioned 60% end reduction, when i'm SURE you are also slotting at least 90% recharge on shield charge. You're viewing the differences on too limited of a basis. Again, add just one damage proc in each power as well, factor in that you are not using it exactly when its ready, due to waiting to use it on the new spawn.

    Like i said, single event, yes for SC, but that ALSO leads to issues of use. Damage auras, are being used during the initial attack, and all the way through the rest of the battle, including when killing bosses when SC is recharged, and the damge aura is still helping to damage the boss, while SC just sits thre on the tray recharged. I'm sure your not going to use it on that one or two bosses you're fighting.

    FYI, already showed the disparity in scrapper vs brute values. If you are having a constant buff by follow up, the scrapper version would easily pull ahead of the brute value, even with high fury.

    And if you don't want to spend millions of inlfuence on a build to make it actually sturdy, then by FAR there are MANY reasons not to play a shielder.
  16. Quote:
    Originally Posted by Frosticus View Post
    The bolded part just isn't true. Well it is true before SO's, but that's about it.
    SO's
    Blazing aura (best damage aura for scraps)
    13.8/2 = 6.9 dps base
    add 95% SO's and 47.47 sec cycle on bu
    =95%+(.21*100%)
    =6.9*2.16
    =14.9 dps

    Shield charge
    200/47.87
    =4.18 dps base
    add 95% SO's, 100% bu, 81% AAO
    =4.18*3.76
    =15.72 dps

    with 3 targets in AAO
    =13.72 dps

    With just SO enhances Shield Charge is already better than the best damage aura and that isn't even factoring in that it has a much larger aoe, which in practice is a very large factor, I mean 20ft radius vs 8ft...

    Hopefully everyone is aware that +rech will continue to benefit SC immensely, but do almost nothing for the damage aura (aside from bring the uptime of BU a bit higher).

    ie 50% global rech and hasten on top of the above scenario
    200/30.29 = 6.6 base dps
    6.6 * 3.76
    =24.83 dps

    Blazing aura
    6.9 base dps
    .95+29.89 sec cycle on BU
    .95+.335
    6.9*2.28
    =15.76 dps

    Even adding in FE to the higher recharge scenario only brings it up to 18.73 dps which is still well below shield charge.

    Heck, replace BU with perma double follow up and FE you are still only at 21.6 dps for blazing aura.

    I can't think of many scenarios where the steady damage is better than the massive aoe burst damage of SC, and certainly not once you factor in the huge aoe, kd, and teleport.

    Shield Charge, while a heck of a lot of fun, is ridiculous on scrappers with the new base damage.
    Like seriously /fire armor is a joke compared to the offensive output of shields. Ya ya, burn and the handful of builds that can leverage it well is just great, but is it as good as AAO fueled attacks overall? I say no.

    You totally didn't read what i wrote. I said shield charge looks so good, cause you are always having AAO boosting it up. I SAID was i'd take the damage aura over it any day, MEANING if it was in place of shield charge, it would be boosted by AAO constantly.

    I'll even grant a few recharge bonuses to have SC using every 40 seconds to make this easier and at max AAO, Bu on the same rech.

    SC: 200.20 x (1.95 + 1 + .81) = 752.75/40 = 18.82DPS

    Blazing aura: [13.76 x (1.95 + .81] = 37.98/2 = 18.98, alone without build up already beating out shield charge.

    Now as the fight dwindles, AAO will go down some, we can kinda consider this a wash if we don't consider in build up, but also remember that the damage aura is constantly working, meaning it is working all the time as you are cleaining up what's left as well, bosses, tough LTs, you name it. Also factor in, that you aren't going to USE shield charge, the very second it's up every time. If it is recharging midway through a mob, you are not going to use it just because it's ready, you are going to wait to use it until you engage in the next mob.

    Considering most of the mob is around you, and/or can be made to do so, you can really say they're fairly equivalent overall. While true that recharges benefit SC, also true that consistent damage buffs will boost the damage aura higher over time as well, such as the rage scenario)

    It can come down to a lot of the way the enemies come about. Close, spread out, how long the fight lasts etc. Oh, and over time damage procs in damage auras are WAY more useful than they are in shield charge. Additionally just as recharge helps, slows will negatively impact shield charge, where they wouldn't affect a damage aura at all.

    Edit: With the new proper damage on shield charge it puts it about almost the exact value on par with damage auras, only in a different form as a different kind of use. Seems perfectly fine to me.
  17. Yeah a shield/fire/fire tanks is DEFINITELY viable. I still have a inv/fire/fire tank that i've had since i4. He has zero IOs in him, and he can still kill pretty well. Add IOs on to your shield/fire/fire, AAO boosting your attacks, and shield charge, and its defintiely a solid build.

    For reference:

    Scrapper:

    SC: 200.20 x 2.6 = 520.52/46.5seconds = 11.19DPS
    FSC: 121.86 x 2.6 = 316.84/12.67 = 25.01DPS
    Fireball: 71.323 x 2.6 = 185.44/17 = 10.91DPS (calculated off tanker version, base i get as 71.323 damage, not sure where someone else got 99.83 for fireball on scraps, may have to check in game value but doesn't seem right unless tomax has the wrong value for Fball.)

    Total DPS: 47.11 (went with halved recharge, fully enhanced damage, average high value for AAO)

    Tanker:

    SC: 133.47 x 2.4 = 320.33/46.5 = 6.89 DPS
    FSC: 83.2 x 2.4 = 199.68/12.67 = 15.76 DPS
    Combustion:57.84 x 2.4 = 138.82/10.5 = 13.22 DPS
    Fireball: 50.72 x 2.4 = 121.73/17s = 7.161 DPS

    Total: 43.03DPS

    As you can see the difference is relatively small. You need to use another attack, but for aoe attack chaining won't mean much. And its damage is on a wider area with combustion so that can help to actually increase its dps compared to the scrapper version who's most of its dps is in FSC, so when an enemy is just out of range itll lower what it can do where combustion will fill that gap some. Making the overall difference much less.

    Of course not counting build up, which helps push the scrap up a bit more, but still, the builds are fairly close in aoe DPS. Much easier to get high enough defense on the tanker though. So you CAN afford to go for more recharge, or damage bonuses, accuracy, etc.

    In other words, i'd say keep going with the tanker.
  18. Quote:
    Originally Posted by Nihilii View Post
    Scrapper Shield Charge is definitely overpowered with the new change. You can't just look at the power in a vacuum and say it's OK because it's balanced with other AoEs and has a long recharge. The point is, because it has extremely high damage and high recharge it can be mixed very well with other AoEs, on top of other AoEs. It outperforms any other damage tool in any other melee secondary by far, except Burn in ideal conditions - and let's be honest here, how often does that actually happen ? On top of that, it also KDs... I mean, it KDs the few things left alive after you use it.

    Shield Defense was already the best set and it just got even better. Sure would be nice to open all primaries to that powerset if the devs are just going to keep buffing it over and over.
    Shield is one of the worst survival secondaries available to a scrapper. Its only viable when you add IOs to it. It's not a vacuum to say that it has a 90 second recharge, it DOES. I would take a pbaoe damage aura over it any day of the week. But i'll make do with it as long as it has enough damage.

    And pbaoe damage aura's outdamage shield charge by FAR. Not all in one shot, but every mob, every enemy, all the time.

    Everyone also seems to forget, that the set has AAO to boost shield charge. Take that out of the equation and it starts to detriment what shield charge is doing. If you could have a damage aura constantly being boosted by AAO, the difference would be quite noticeable. Its part of the only reason i'll only EVER play super strength with a defense set that has one. Perma rage + damage aura is a thing of BEAUTY.
  19. Quote:
    Originally Posted by Santorican View Post
    50% damage increase? Wow Shield Charge just went from ridiculously good ludicrously over powered lol. With Soul Drain and AAO I'm pretty sure I'll be close to it's enhanceable damage cap.

    Its not OP, when you factor in its recharge time especially at all. Its already at half the DPS of any normal aoe attack, even foot stomp which also has a large area and knockdown.

    Shield charge was actually underpowered. Its more useable now thankfully. You can't just look "ooo big number" and think its ok. You have to factor in the entire power. And really, keep not forgetting that its on a 90 second base timer, which is HUGE as attacks go, even mini nukes like RoA, its still lower damage with a much longer recharge.

    Shield charge is much better now with appropriate damage.
  20. And so far what i'm hearing from multple people verifies my point. When you're all saying, that the elec/shield is better. Better mitigation, better end efficiency, and is better at aoe damage, and then between chain/jacob's/t-strike that when the couple bosses are left that elec pulls ahead even.

    You even more-so proved when you saythe times are close, yet didn't account for the fact, that the elec/shield, did not have blaze mastery, which if it would it would have been killing faster.

    The only instance i see the fire/shield being better, is for strict 1 on 1 combat.
  21. Quote:
    That missing element is body mastery (which has conserve power and physical perfection) which, coupled with electrics oddly endurance efficient attacks, is why you see a more bottomed out end bar. Electric also has more mitigation due to KD in thunderstrike, so it's totally reasonable to expect less health to be taken.
    Nono, that's not what i meant. I mean, you can't SEE the end bar. I know its not at zero the entire time, and that PP helps with end. Also to the health more-so pertaining to wondering how she has her build set up, and to the fact to figure out if she was fighting bosses.
  22. I don't understand Fury's video. It looks like she's at zero endurance the entire battle. Also noting it seems like its taking her longer. From what i could see i'm assuming she has bosses in hers where MR's did not. However she also had fireball whereas the elec/shield did not. Was also getting hurt much more than the elec/shield was. Going to assume moreso if she had bosses as to the reason.
  23. Quote:
    Originally Posted by Bud View Post
    Im glad that they're finaly goin to fix Shield Charge but...Will it Crit, like its supoosed to?



    From reading that it looks like its gettin the correct damage values but it dosnt say anything about the Criticals.

    Scrapper secondary damaging abilities never Crit'ed. It would make sense that they all did however, but i don't think they are going to go into doing something like that right now i think that much is a little further down the road. I would like to see them edit the scrapper LR for it to crit as well though seeing that it IS currently a primary skill power.
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    Nice.
    *high fives Bill*
  25. Quote:
    Originally Posted by Lohenien View Post
    any new numbers or is test down?
    AS i mentioned before the new scrapper number should be 188.86 damage. However if they are modifying the power to tankers to give it a slight increase as well, in comparison shield charge will probably have the same 200.20 damage that LR has, and the tanker shield charge will most likely match its LR version of around 141.?? damage.