Windenergy21

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  1. Quote:
    Originally Posted by SStingray View Post
    Yeah, at 40% you've gone from 50% to 10%, a full fivefold decrease, as you've said. But at 45%, you've gone from 50% to 5%, a full tenfold decrease. So yeah, that last 5% blocks as much as the first 40%.

    Or was it a different math problem you were having trouble with?

    The problem here, that was somewhat mentioned before. Is going from 40% defense to 45% defense reduces the incoming damage from half OF WHAT YOU ARE TAKING IN AT 40% DEFENSE. Not to fly off the handle, or say its incorrect. But what needs to be seen here, is to not forget just how much that 40% defense is.

    For example when building my elec/shield scrapper, i'm quite happy with his 39% defense.

    Why? Because its enough to do what i need to do, and defense isn't the ONLY thing you should be trying to go for in the build. There are other things to focus on, like more HP, resistance, recharge, accuracy, damage. You can't kill a mob just by avoiding its attacks.

    So while yes, softcapping defense is helpful for survival, its not the only thing to consider.

    Going for as much defense as you can, while rounding out other stats and powers is the way to go IMO. As a general rule in PVE, 35% defense when you are fully using your toon to the best of your ability should be enough for most things in the game. 40% is the number i use as a pseudo soft capped, as going for the last 5% usually means sacrificing other stats and powers that i don't want to part with.
  2. Windenergy21

    Unique resist IO

    Was asking for an IO thank you very much. Cim is 35 min for starters, (though i think they might have changed that) I'm not a fan of it, and the buff doesn't last forever, max of 2 hours.

    No harm with a reverse steadfast set with a defense/5% resistance global. Yes even maxing out at 30 is fine, and TBH personally preferred to have the same levels and drop stats as the steadfast unique. Keeps it for its main value and not making the IO set too strong itself.
  3. Exactly. Which is why additionally i'm having a blast simultaneously playing my fire/Sr alongside my elec/shield. The elec/shield will be better at large spawns, but the Fire/Sr will be no joke to that either, and will be much better ST damage for when soloing any small mobs and bosses.
  4. Wait really? well i know i was right about the procs like the healing uniques, and i guess i should have known since the steadfast KB IO only works to the level (-3) of the IO, guess i should have figured the LOTG and Steadfast res/3% defense worked like that as well. Lame this whole time i'm sitting here thinking the steadfast res/3% and lotg globals would be with me as long as i had the power XD.

    Good news to put the level 15 res/3% in my level 49 power tough on my Fire/Sr scrap for exemplaring though heh. But LOTG get kinda screwed out a bit in the process.
  5. Quote:
    Originally Posted by Negescape View Post
    I should have been a little more specific then. Actually, no, "uniques" should have been specific enough. I meant the Numina/RT/Miracle uniques. Those will not work when exemped down unless they're in range. Not sure if their slot matters O.O
    Really? cause i could have sworn, that they were uniques, just like any others, and will work to any level you exemp down to as long as you have the power (don't forget you have to cast it if its not in an auto power). Of course you'll get the unique values, but not the bonuses those sets offer if your IOs aren't of proper level.
  6. Quote:
    Also, Dark/ may not synergize well in theory if all my defenses are soft-capped, but once things start debuffing my defense is where Dark/ comes into it's own.
    Especially without shadow maul, you will ONLY be debuffing single target enemies. Nowhere near enough debuffing going on outside of the tough boss maybe compared to the entire mob you're facing. Especially when most defense debuffers do so from ranged abilities.

    And yeah, i REALLY don't like how fire melee on scrap's doesn't have combustion as well.

    I would alternatively suggest maybe running a shield/fire/fire tank as well. I wanted one so bad, but wanted elec melee so bad too, so when it FINALLY (oh god the wait was too long) got ported over to heroes i had to do it.

    The shield/fire/fire tank has higher defense values to work off of though as well. so its always a plus for creating some leeway in the build, That plus higher base HP is always good.

    Just a quick stint i did for a shield/fire/fire. Wish i could have fit in Breath of Fire, but staying in the middle of the mob benefits a little more with fireball since thats kinda what was going for here. Otherwise i would have just chosen FA/PP/BoF and been happier.

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

    Click this DataLink to open the build!

    Shield Fire Fire No BoF: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), LkGmblr-Def/EndRdx(5), LkGmblr-Rchg+(13), ResDam-I(15), ResDam-I(40)
    Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(37)
    Level 2: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(42)
    Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(9), ResDam-I(9), ResDam-I(13), S'fstPrt-ResDam/Def+(34)
    Level 6: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(15), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(33)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(50)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 18: Active Defense -- RechRdx-I(A), RechRdx-I(19)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/EndRdx(23), Heal-I(42), RgnTis-Regen+(46)
    Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(33)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(43)
    Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(42)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(43)
    Level 32: One with the Shield -- Numna-Heal(A), Numna-Heal/EndRdx(43)
    Level 35: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
    Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 41: Char -- Acc-I(A)
    Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 8.63% Defense(Smashing)
    • 8.63% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.3% Defense(Melee)
    • 11.8% Defense(Ranged)
    • 9.25% Defense(AoE)
    • 41.3% Enhancement(RechargeTime)
    • 36% Enhancement(Accuracy)
    • 260 HP (13.9%) HitPoints
    • MezResist(Held) 12.1%
    • MezResist(Immobilize) 12.1%
    • MezResist(Stun) 2.2%
    • 6% (0.1 End/sec) Recovery
    • 110% (8.61 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 6.25% Resistance(Negative)
    ------------
    Set Bonuses:
    Serendipity
    (Deflection)
    • 4% (0.31 HP/sec) Regeneration
    Luck of the Gambler
    (Deflection)
    • 10% (0.78 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Touch of Death
    (Scorch)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Touch of Death
    (Fire Sword)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Numina's Convalescence
    (True Grit)
    • 12% (0.94 HP/sec) Regeneration
    • 35.1 HP (1.88%) HitPoints
    Steadfast Protection
    (True Grit)
    • 3% Defense(All)
    Scirocco's Dervish
    (Combustion)
    • 10% (0.78 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Serendipity
    (Battle Agility)
    • 4% (0.31 HP/sec) Regeneration
    Luck of the Gambler
    (Battle Agility)
    • 10% (0.78 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Phalanx Fighting)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Health)
    • 12% (0.94 HP/sec) Regeneration
    • 35.1 HP (1.88%) HitPoints
    Efficacy Adaptor
    (Stamina)
    • 21.1 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.78 HP/sec) Regeneration
    Obliteration
    (Shield Charge)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Scirocco's Dervish
    (Fire Sword Circle)
    • 10% (0.78 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Numina's Convalescence
    (One with the Shield)
    • 12% (0.94 HP/sec) Regeneration
    Mako's Bite
    (Incinerate)
    • MezResist(Immobilize) 3.3%
    • 28.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Mako's Bite
    (Greater Fire Sword)
    • MezResist(Immobilize) 3.3%
    • 28.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Thunderstrike
    (Fire Blast)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    Apocalypse
    (Fire Blast)
    • 16% (1.25 HP/sec) Regeneration
    • 56.2 HP (3%) HitPoints
    Positron's Blast
    (Fire Ball)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  7. Oh yeah, and as to the second part of the reply, after deciding on your /shield toon, ALSO do a spines/sr!!! why not, it may be defense based, but is going to feel COMPLETELY different from your shield scrapper, and will be way worth playing.

    I actually am running both my elec/shield, and a fire/sr scrapper hand in hand right now and loving them both. And Spines/SR is a terrific build and lots of fun.
  8. Quote:
    Originally Posted by Phoebe_Ponderas View Post
    Why must this be so hard to decide? Massive AoE of course sounds tasty, but so does massive single-target damage. The clincher I think is that while Massive single-target can take out a large spawn (albeit slower) a massive AoE setup has trouble taking down one hard target. Not always true though. And being able to take out spawns fast is nice, but so is being able to take out an AV fairly easily. Dark Melee is definately safer as far as making it harder for them to hurt me, but it might not matter so much if elec blows them all up.

    T_T oy
    But if you're at the defense cap, aside from the erroneous defense debuff powers, dark melee won't really be helping them to not hit you at all, and in fact the knockdown and death from elec will be doing more on that front. A defense cap toon is really only getting the benefit from siphon life's heal with dark melee.
  9. Quote:
    Originally Posted by Phoebe_Ponderas View Post
    /thread or not, I still need to figure out how to squeeze at least grant cover into that build >.> and maybe even shadow maul
    Elec/shield


    /thread



    Now to the serious, and actually HELPFUL part of the reply...

    I'd go elec shield. Base thought, look at your builds, before i looked at them, the first thing comes to mind. Well two things actually.

    1. If you'll have softcapped defenses anyways, there goes most of the synergy between dark melee, and a defense based set like shields. Then your left with the heal from siphon life which can be nice yes, but how often needed? And the near ZERO aoe damage that dark melee does, which is the best part to having shields is being able to lay waste to enemies faster with AAO, and stacking some kind of aoe attack after shield charge to try to finish the mobs off in some reasonable timeframe.

    2. Build up + Lightning Rod + Shield Charge.

    Oh the beauty of it. Sheer beauty.

    Don't need the tiny self heal when everything is dead :P

    Quick look at your elec/shield build though, i noticed you didnt have chain induction slotted for ANY damage at all?

    It is one of the most efficient powers to use, seeing as you can use it as a ST attack, and small mob aoe attack, that actually its jump radius is pretty large and is quite nice when they are somewhat close but not together for a cone, or even the radius of t-strike.

    I'd also go more for some regeneration bonuses. Like in health you used 3 miracles. You'r End shouldnt be THAT bad off. The end result you forgot to add the accolades.

    Going to show you my build, at 39%ish defense, not capped. But with the LR + SC Combo, and 39% defense isn't shabby either, and regenerating a tic of HP every 3.5 seconds, it more than gets the job done.

    Here's the build. And note, for whatever reason, i even re-calculated the bonuses myself, but for some reason its not counting some of the ranged defense, which is actually .1% stronger than the melee defense, no clue why some of it, or where part of it is missing at in the new mids updated version. But its 39.2% melee/ranged and 38% aoe defense. Actually checked it again, for some reason phalanx fighting isn't adding its ranged defense bonus in the newest mid's version. But as mentioend it is at 39.2% just like the melee version.

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

    Click this DataLink to open the build!

    Elec Shield PP: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    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(15), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(40)
    Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(17), ResDam-I(25), ResDam-I(48)
    Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(43)
    Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(13), ResDam-I(19), ResDam-I(25), S'fstPrt-ResDam/Def+(31)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 10: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(50)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Active Defense -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(37), RgnTis-Regen+(50)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(37)
    Level 24: Against All Odds -- EndRdx-I(A)
    Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
    Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(48)
    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: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(50)
    Level 38: One with the Shield -- Numna-Heal/EndRdx(A), Numna-Heal(40)
    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(45), Efficacy-EndMod(45), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(46), Efficacy-EndMod/Acc(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 7.38% Defense(Fire)
    • 7.38% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 13% Defense(Ranged)
    • 11.8% Defense(AoE)
    • 40% Enhancement(RechargeTime)
    • 39% Enhancement(Accuracy)
    • 5% FlySpeed
    • 175.7 HP (13.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 9.35%
    • MezResist(Stun) 4.4%
    • 5.5% (0.09 End/sec) Recovery
    • 106% (5.93 HP/sec) Regeneration
    • 6.25% Resistance(Negative)
    • 5% 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)
    Serendipity
    (Deflection)
    • 4% (0.22 HP/sec) Regeneration
    • 10 HP (0.75%) HitPoints
    • 3% Enhancement(Accuracy)
    Mako's Bite
    (Havoc Punch)
    • 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)
    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)
    Numina's Convalescence
    (True Grit)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Steadfast Protection
    (True Grit)
    • 3% Defense(All)
    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)
    Serendipity
    (Battle Agility)
    • 4% (0.22 HP/sec) Regeneration
    Luck of the Gambler
    (Battle Agility)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 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
    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)
    Luck of the Gambler
    (Phalanx Fighting)
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Lightning Rod)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Obliteration
    (Shield Charge)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Numina's Convalescence
    (One with the Shield)
    • 12% (0.67 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
    Efficacy Adaptor
    (Physical Perfection)
    • 15.1 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.56 HP/sec) Regeneration
    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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    |-------------------------------------------------------------------|
  10. Windenergy21

    /SD Weakness?

    Quote:
    Originally Posted by vinque View Post
    I am still relatively new so I hope this isn't a dumb question, but I've been playing with the various scrapper secondaries in Mid's and all seem to have their weakness except shield defense. Am I missing something? I mean, I'm guessing it's something that I'm missing "on paper", because it has very good defense combined with good resistance, all status prot covered, and a boost to offense. All this with reasonable endurance toggles. I did a quick and dirty build of /SD and got capped melee and ranged def w/40% AOE def; 30% s/l res w/20%(approx) res everything else, 10 or more status prot in all but taunt,placate, and teleport; 65% res def debuff; and 220% Regen/155% Recov. All this with a built-in (Against All Odds) boost to primaries. I really hope I'm missing something. *scratches head and wonders why first char was /SR*
    *scratches head and wonders why I didn't download Mid's sooner*
    As mentioned the small amount of debuff resistance even with all of them is pretty poor. Especially considering the base values the set gets are just HORRID. The set NEEDS IOs to really be able to function somewhat decently. Yes IOs make it gobs better, as they should, but if you really look at the set at base performance, well, without IOs i would never even come anywhere near touching the set.

    So no heal or regen, for minor defense and minor resistance/hp buff, for a +damage toggle, and a aoe power that recharges in 90 seconds. Not really a fair tradeoff when the main focus of the secondary should be on your surivval. IOs are the only recourse for the set i'd sadly agree on. Fun when you're there, uber painful when you're not.

    I would have to point out though, especially if we're talking about IOing, that i do MUCH prefer the shields tier 9 versus SR's, considering when IOd it actually has a purpose. I'd like to see Elude changed to something like a lower defense value, and get an additional resistance buff and lower recharge, lower crash.
  11. Windenergy21

    /SD Weakness?

    Quote:
    Originally Posted by Sarrate View Post
    Grant Cover has 30% rech resistance.
    LOL @ grant cover on something like a scrapper. I really wish they would move the defense debuff resistance and recharge resistance (which makes ABSOLUTELY no sense in that power) into other tier 1-6 powers in the set. And then change grant cover around somewhat to give it more of a reason to take it, but not a necessity. Wasting that much more endurance for just the debuff resistnaces is really a slap in the face for a more solo-oriented AT like a scrapper.
  12. Windenergy21

    Unique resist IO

    Definitely checked, 1 BILLION for a level 50, no other levels were available.

    They definitely need a generic, non-pvp defense IO set that has a unique that grants some defense + 5% resistance to all like a reverse steadfast. Something that is actually attainable. PvE specific.
  13. Windenergy21

    Unique resist IO

    Could use a non-pvp IO that gives 5% resistance still IMO. As you said the way resist bonuses work its definitely warrantable.
  14. Windenergy21

    Unique resist IO

    Just like there is the steadfast resistance/+3% defense to all IO unique, could we please get a reverse instance of a defense/5% resistance to all IO unique?
  15. Quote:
    Originally Posted by Catwhoorg View Post
    One of the issues I suspect is that people knew purple prices would tank with the new slider settings, realized a lot of inf from purple inventory and its was hard to keep that amount of inf 'active' in lesser priced items.

    Me, I just got lucky with mine and got some drops and lowball bids at just the right time.

    What do you mean by the new slider settings?
  16. Windenergy21

    Blaster Balance

    Quote:
    Originally Posted by StratoNexus View Post
    The ITF lacks mezzing and is readily and easily achievable for an all blaster team.

    A LGTF would be annoying, but enemies won't last very long. Rikti mez a lot, but they aren't going to mez the whole team, and since it only takes two blasters to wipe the spawn, the Rikti would have to mez better than 6 of 8, which is unlikely. The Hami might be tough, but everything else should be readily doable.
    All "anything" teams ie superteams are possible. If everyone gets manuevers/tactics. Slots maneuvers, and puts a full set of gaussians in tactics, with combat jumping. The entire team of blasters (cause using blaster values) is starting at 33.17% defense if using level 50 LOTG 7.5% in the base slot of CJ.

    In the case of ITF, where most all the damgae is smashing/lethal or at least partly smash/lethal, simply picking up frozen armor with a base slot of a 50 LOTG 7.5% would cap their defense. And/or any defense bonuses achieved would go a long way as well. And the blasters could pick up stimulant as well, aid other/self for the rare heal they'd need.

    Superteams can do anything in this game, its the way the game was designed. If it werent designed to where a superteam could accomplish anything, then whatever they couldn't, would be far too hard for any normal gameplay, or even semi-skilled gameplay.
  17. Quote:
    Originally Posted by MutantX_7 View Post
    I don't plan on running tough early on until I can spend some slots on it, it will be a mule for the Std Fst unique, at that point. then I will have the 3 toggles (Deflection, Battle Agility, and Weave slotted with lvl 25 LoTG's (I already have them purchased def/end, def/rech, def/end/rech, and def). Which give me +30% regen and +45 HP.

    This is all still a work in progress, and my plans are everchanging, who knows what I'll think to do, I'm only at lvl 15 right now so, plenty of time to change plans.
    Put the steadfast unique in True grit, you'll get more mileage out of it there than anywhere else. I put 3 numinas, a heal IO, 50 commona resist IO, and steadfast 3% in true grit. Maxing hp, with decent enough resists. Was a decision between basically like 1.8% max hp, versus 2% resistance. Since the resistance is to exotic only damage, and the max hp works exactly like resistance, i went for going with the heal as it is like resistance to all attacks, not just the exotic ones.

    Then keep the slots in tough for enhancing both resistance, and endurance values. Reactive armor is good here cause it gives decent end redux, max resistance, and some positional defense bonuses.
  18. Quote:
    Originally Posted by MutantX_7 View Post
    I have T-Strike in my build now, I plan on respec'ing at lvl 25 and thats when I'll pick up boxing/tough/weave and drop T-strike, so I would only be losing the mitigation from it for either 1 or 3 lvls (26 or 28, whether I go T-strike or AAO at 26 then the other at 28). Right now with 3 lvl 15 def IOs, CJ and the std fst unique, im sitting at 20 def to all at lvl 15 w/ t-strike to knockdown. It's amazing how different building my SD/Em tank was compared to this one.
    You're end is definitely going to be hurting if you pick up tough/weave that early. I still plead that you do not drop t-strike. At least do it as a dual build where you keep it. If you are getting tough/weave that early, i can't even imagine what other powers you are skipping to do so.
  19. Quote:
    Originally Posted by Frosticus View Post
    I wish T-strike had a bigger aoe as I've only ever used the blaster version which has a 12ft radius compared to the 7ft one for elec melee.

    I'm undecided whether I like the st nature of the blaster version better than the aoe nature of the scrap version. I do like the kd rather than the kb though.

    I almost think I'd reverse the two of them (while making both kd) as /elec manipulation already has tremendous st damage and could use a bit more aoe and elec melee already has really solid burst aoe and could use a bit more st damage.

    that opinion may very well change though as my elec/fire scrap is only lvl 14 and I know I usually appreciate aoe damage later in the game so I'll probably like elec melee t-strike soon enough.

    Still wouldn't object to a bigger radius though, it really feels like it should be at least 10ft.

    I think the damage portions on elec melee are fine, i wouldlike to see a larger radius though, especially since its centered around the enemy you attack, and not around yourself which makes it much harder to position to try to get the max mobs hit out of it.
  20. Windenergy21

    Spines/Elec Help

    Quote:
    Originally Posted by Exxar View Post
    Some general advice on powers:

    Lightning Field - a must have power, it contributes great damage and you won't have endurance problems because of Power Sink and Energize.

    Grounded - optional with -KB IOs, but a great place to put the Steadfast +3% def IO.

    Energize - frankenslot it with 4 heal/recharge IOs or put 5 Doctored Wounds in it. Fire it off as necessary as a heal, and since that will be often enough you'll have decent mileage out of its end redux.

    Power Sink - slot it with 4 Performance Shifters and together with Energize watch all of your endurance problems disappear, provided you took Stamina.

    Combat jumping - put a LotG +rech in it and it will provide you with +2% defense to everything. I consder it an essential power on all brutes and scrappers because of that, and the fact that you can stuff Zephyr into it (which you should, at least two of them).

    Travel power - put the entire Zephyr inside. Very nice set bonuses, not to mention additional KB protection.

    Stamina - if you can spare 4 slots, put 4 Performance Shifters inside, including the proc. If not, 3-slot it with the Perf proc and 2 lvl 50 endmod IOs. The proc is better then a third endmod IO, and even on par with the first one as well as being immune to recovery debuffs.

    Health - for the Miracle and Numina uniques, in that order. Unless you have enough end ofcourse.

    Fighting pool - if you're going for typed instead of positional defenses, you'll want to stuff 4 Kinetic Combats into boxing as a mule. Tough and Weave are nobrainers, put a fourpack of LotG into the latter (including the +rech one) to get a nice accuracy bonus, but you can skimp on the 4th slot if you really can't spare any. Tough gets 4 Reactive Armors if you're going for typed defense, or 5 Aegis if you're going positional.



    Now, on to some specifics of your last build.

    Titanium coating is usually not worth slotting for +hp from my experience since there are plenty other sets that provide that 1.5% bonus in addition to the stuff you also want from them.

    Move that Steadfast from Charged Armor over to Grounded. That IO in Grounded is giving you almost nothing, and you'll be able to stuff something nicer in Charged Armor.

    Lightning field - erm, what are you trying to pull here? You can get better AoE bonuses elsewhere, so you can stuff Obliteration inside for +def to melee and +recharge. Energy Manipulator proc... Really, get Obliteration inside and don't worry about end usage, you have Power Sink and Energize, remember?

    Power Sink - No. Will not do. You need as much recharge in there as possible - see my guidelines above.

    Power Surge - In my experience it is better to replace it with another power, even just for muling sets, as it doesn't get much mileage. If it does, you have wrongly built your toon :P

    Ancillary Pool - If you need to hold something with Petrifying gaze that means you're doing something very very wrong since you could already have killed it. Dark Blast - I can see you picking this power if you want to have a bit better single-target efficiency than the standard Spines/ scrapper. In my opinion you go Spines/ if you want to be an AoE deathmachine so stick with the concept. You can go Body Mastery for Perfection of Body (although I don't see it of much use here because of /Elec) or try to stuff in Fireball. Otherwise, rearrange those two power and slot picks for better set bonuses.

    Static Shield - ... yeah. Get it at 10 and stuff in a useful resistance set.



    I'll post an example build if I get the time.

    Few things.

    Stamina and Power sink, you'll want efficacy adaptors, not performance shifters. You won't be needing the extra 1% recovery that performance shifter gives. And adding up the 10% regen bonuses is more useful than going from 1.88% to 1.13% max hp bonus.

    They are also cheaper as an added bonus.

    Energize, you can do 5 doctored wounds. I prefer 3 numinas and 3 triage. Maxing heal/rech stats on the power, and granting 16% regeneration bonus, and 2.63% max hp bonus.

    Physical perfection can definitely still be worth it. Not worrying about the recovery it gives, but slotting it for the regen, and also using numinas. 4 slot PP with 3 level 50, or 3 level 40 (exemplaring) and 1 level 50 common heal IO for the 1.88% max hp bonus and 12% regeneration bonus as well.

    Back to power sink, you don't need "as much rech as possible" Definitely try to get good recharge on it, but 4 efficacy adaptors with the rech ones in there is 74.2% recharge on power sink, and capped on end mod. Meaning its going to recharge without any set bonuses or hasten, in roughly 37 seconds or so IIRC, max recharge about 31/32 seconds. Now add recharge bonuses and hasten, and the difference in seconds lost by not capping its recharge is pretty negligible. Especially considering with full end every 30 seconds, along with energize, and any end redux and set bonuses the build will probably have is more than enough.

    Capped end mod on it also means its much more useful for things like AV battles. If you go the physical perfection route you'll need to use it even less. Which additionally i'd put the numina unique into health for the regen, the recovery is bonus. But i would definitely not even bother with the miracle unique in it.

    Also if you go the physical perfection route. Pick up focused accuracy, its the best place to 6 slot the gaussians set to get the 2.5% defense bonus to all 3 positional defense types, in addition to the other bonuses it provides like the 2.5% damage and recovery buff, and the 1.88% max hp buff.
  21. Windenergy21

    Spines/Elec Help

    Quote:
    Originally Posted by Enamel_32 View Post
    Wait, I'm confused. The ammount of damage a damage aura does isn't as important as if it kills something?
    No, what Jeminicks was saying, which in his situation i agree with, was that, if your throw spines and spine burst are going to kill the enemies anyways, having the damage aura take away some hp in between using those two powers would be meaningless.

    The only thing is though, its a specific situation he is dealing with, and isn't looking at the full picture. I farm with my spine/invuln. I dont farm even levels, i fight +2 - +3s. Scrapper attacks also crit, they CAN miss, and mobs aren't always 100% in your aoe area, and not to mention max mob size is 16, where spine burst and throw spines have a max target cap of 10 (i thought spine burst was 16, but checking red tomax's site it says 10, either way it still shows my point that in the first aoe volley if fighting max teammates that not every enemy will be dead).

    Meaning there will be enemies left over after the initial aoe volley, even when farming. Maybe not every mob, but lots for sure, especially on teams fighitng much harder enemies, and where bosses will be prevalent where they can be avoided if he's only soloing.

    With elec armor, the end from them is negligible. No way in my comparison from spine/inv to spine/elec is the extra damage aura of lightning field going to cost more endurance than the discount of energize and addition of power sink are going to do, so end management is not, or at least should not be an issue in his final build. Then there are also IO set bonuses to consider. Personally as a damage toggle, that does not need slotted for recharge and benefits more from end redux, i slot scirocco's dervish into them, instead of obliteration.

    On an elec armor, the extra regen will help a lot, both during, and when energize is down. There's 18% acc bonus in those two powers, and 6% negative energy resistance which is where elec armor is weak at. If you 5 slot you're also getting 6.26% aoe defense. And for the stat's you need can also put the damage proc from sciroccos dervish in both damage auras.
  22. Windenergy21

    Spines/Elec Help

    Quote:
    Originally Posted by Jeminiks View Post
    And you show me where the damage Aura KILLED anything or did anything besides dropped the mobs health 2% before you two shotted the group as a Spiner.

    Damage Auras are nice, but people take Herostats way out of context. Fractional Overkill.

    If I have a Mob with 150HP, 2 AoE attacks that deal 100 and 75, and Im running DoT Auras that tick for 10hp every second, I dont need the DoT Auras (Gross Oversimplification, but it explains my point) The only thing DoT Auras tend to be useful for are Finishing the Sliver of Health enemies, or eliminating them, but Honestly with how quickly Throw Spines recharges vs Having both DoT Auras running, one more TS finishes a group, Not to mention when grouping You have additional AoE covering you.

    The *only* time Ive seen DoT Auras really be useful is when Im farming on my Spines/DA with a Kin buffing me. Watching me shave ticks of 50 between my Auras is kinda nifty on groups Ive herded.
    Which you can do with a spines/elec too with a kin. I see where you are coming from for sure, but it also depends on what enemies you are fighting, got two bosses? When slotted for enough end redux it becomes worth it even then. With elec, having extremely good end management, its even added DPS when facing just a single boss or lt even.

    I'm not saying hero stats is the end all, but i've easily been in any situation where the damgae auras helped. Even on my spine/inv i IOd for farming, quills helps to take out enemies. And as invuln with no extra endurance power like elec armor has, and he has no end problems at all.

    So when its all extra for you, not to mention set bonuses , it just adds to your efficiency.
  23. Windenergy21

    Spines/Elec Help

    Quote:
    Originally Posted by Jeminiks View Post
    Also all this love for Damage Auras doesnt really give the truth. Theyre nice, and Lightning Field coupled with Power Sink will help keep enemies sapped, but Sans farming, they wont be doing anything worthwhile. Mostly saving you Fractional Overkill but even then their end costs over time might not be worth it.

    Play with the Auras and figure it out for yourself, I never took them in PvE on my Spines/Dark but Im looking forward to Lightning on my Spines/Elec for Sapping.

    Also for Endurance issues...really? Youre not going to have any with Power Sink and Energize, youll be firing them off nearly every group so you should be topped off.

    Lastly Tough and Weave are definitely worth it over an Epic. Spines has Redraw and if youre IOing, even Franken Slotting, youll have enough attacks to fill any holes that Epics wont make a difference. The survivability boost from Fighting is worth more than the extra attacks you likely wont use.

    For general play, Dont Auto Energize, just fire it when you need a heal, your Endurance doesnt start tanking til Throw Spines shows up (Unless you decided to just opt into the DoT Auras early, then youre gasping for an effect thats hardly noticeable teaming) and right after Throw Spines is Powersink. 3 Slot with recharge and you get a free Blue Bar Refill every 30 seconds.
    Damage auras are WAY more than worth it. Put up herostats and it'll show you just how much damage the damage aura's are doing for you.

    Personally its one of the deciding factors to ever take an armor set that has it. If youre going to skip the damage aura, then you might as well choose a different armor that is stronger to keep you alive, like willpower or IOd SR.
  24. Windenergy21

    Spines/Elec Help

    Quote:
    Originally Posted by Tenacious_T View Post
    Well, like I mentioned, I already have about 22% melee def from bonuses. If I take weave & cj that means I won't be able to have an epic power pool. Or I'll have to get rid of some other stuff like lightning reflexes, but I don't want to.

    The set bonuses I get from either dark blast or nightfall aren't that stupendous. And, while I like nightfall a lot with other characters, I'll already have a bunch of cones, aoe, and 2 auras. I suppose survivability will definitely be a factor in regard to aggro, too. I'll have to think about that. I'd kind of like to put a kismet: 6% to-hit in there somewhere, too, now that you mention cj...

    Edit: good thinking with +rech on power sink. That makes more sense.
    With full mobs yeah rech is definitley better. Personally, i suggest slotting it with 4 slots, for 4 efficacy adaptors. 1.13% max hp, 1.5% recovery and biggie 10% regeneration are very good bonuses, on top of gettng very high recharge and end mod values.

    Also, If you are taking grounded you won't need the steadfast kb IO. I'm not entirely sure how long groundeds -kb effect lasts when jumping but at level 50 on test i never got KBd once and my toon is a cj + hurdle movement guy.

    If you insist on putting it in, take it out of charged armor, and put it into grounded. You'll want charged armor maxed on resistance values. And if anything if you were going for some bonus defense. put the steadfast res/3% defense IO. That way you cap resistance value on charged armor and get 3% defense to all as well.
  25. Windenergy21

    Spines/Elec Help

    Quote:
    Originally Posted by Tenacious_T View Post
    Didn't realize how important it was to get that right away. I suppose if I'm in the thick of things I'll probably want that sooner. Good thinking!

    I was thinking that this is really toggle-heavy. I don't have CJ, but I'm running all the defensive toggles and two damage auras on top of that. I'm wondering if I should be going with Body Mastery instead because of this. That'll give me Physical Perfection for the extra +end, and I can put a Performance Shifter proc into both it and Stamina. What do you think?

    With elec armor with energize and power sink you're not going to need physical perfection for any endurance. But i would however pick it up for the regeneration. Slot it for heals, but don't worry about slotting it for endurance, you won't need it. If you are going to slot for endurance only bother 2 slotting it with efficacy adaptors for the 1.13% max hp bonus, and do 3 numinas, and a heal IO.