Windenergy21

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  1. Quote:
    Originally Posted by Rieze View Post
    Power sink isn't just a tool to get endurance. You drain end from the mob around you. Add lightning field and they will have a hard time getting it back.

    IN my tests on the test server slotted fully for power sink and running lightning field it was almost impossible to notice much use out of it. With capped melee defense, that of which are the ones you'd be draining endurance anyways, this should not be an issue either way.
  2. Funny this should come up, as i currently have a bs/inv scrapper i was going to roll to a bs/willpower. But since elec armor came about, with parry i just may consider it. Without parry/da i don't think elec armor is near ready for its own merit till they at least have energize lasting 60 seconds instead of 30. I like bs better for the combo though cause it gets more use out of the end reductions/gain powers from elec armor.

    I came up with soemthing like this real fast. To be honest i could probably easily drop power sink once you get physical perfection.



    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Broadsword Elec: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(46)
    Level 1: Charged Armor -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(5), ResDam-I:50(7)
    Level 2: Slice -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(3), Sciroc-Acc/Rchg:50(11), Sciroc-Acc/Dmg/EndRdx:50(13), C'ngBlow-Dmg/EndRdx:50(15), C'ngBlow-Dmg/Rchg:50(43)
    Level 4: Conductive Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(5), ResDam-I:50(7)
    Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 8: Parry -- Acc-I:50(A), Acc-I:50(9), LkGmblr-Def/EndRdx:50(9), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(50), LkGmblr-Rchg+:50(50)
    Level 10: Static Shield -- EndRdx-I:50(A)
    Level 12: Hurdle -- Jump-I:50(A)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), Numna-Heal/EndRdx:50(17), Heal-I:50(40), RgnTis-Regen+:30(48)
    Level 18: Whirling Sword -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(39), M'Strk-Dmg/EndRdx/Rchg:50(39)
    Level 20: Energize -- Tr'ge-Heal/EndRdx:30(A), Tr'ge-Heal/Rchg:30(21), Tr'ge-Heal/EndRdx/Rchg:30(21), Numna-EndRdx/Rchg:50(25), Numna-Heal/Rchg:50(25), Numna-Heal/EndRdx/Rchg:50(34)
    Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(23), Efficacy-EndMod/Acc/Rchg:50(23), Efficacy-EndMod/Acc:50(37)
    Level 24: Grounded -- S'fstPrt-ResDam/Def+:30(A)
    Level 26: Disembowel -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(43)
    Level 28: Lightning Field -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Acc/Dmg/EndRdx:50(29), Sciroc-Dam%:50(31), C'ngBlow-Acc/Dmg:50(37), C'ngBlow-Dmg/EndRdx:50(39)
    Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(40)
    Level 32: Head Splitter -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 35: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36)
    Level 38: Lightning Reflexes -- Run-I:50(A)
    Level 41: Focused Accuracy -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(42), AdjTgt-ToHit/EndRdx/Rchg:50(42), AdjTgt-EndRdx/Rchg:50(42), AdjTgt-ToHit/EndRdx:50(43)
    Level 44: Physical Perfection -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(45), Numna-Heal/Rchg:50(45), P'Shift-EndMod:50(45), P'Shift-EndMod/Rchg:50(46), P'Shift-EndMod/Acc:50(46)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
    Level 49: Power Surge -- RechRdx-I:50(A), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  3. Quote:
    Originally Posted by Umbral View Post
    Yeah, but the advantage is that it's not really all that long of a wait. That's the problem I have with having some really awesome attacks and a bunch of rather mediocre attacks in a set: optimized attack strings almost always have wait periods because the mediocre attacks just aren't worth the animation time. It's kinda sad (though slightly amusing) when doing nothing for half of a second makes you deal more damage than actually shoving something sharp into your target right now.
    HAHAHA, too true, too true. I've been debating between a fire/sr and claw/sr, so here was the build i ended up with for the claw/sr, notice, no weave but still capped, with physical perfection for more regen/recovery as well, and no purples necessary:

    Hero Plan by Mids' Hero Designer 1.401
    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:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(37)
    Level 1: Focused Fighting -- DefBuff-I:50(A), DefBuff-I:50(5), LkGmblr-Rchg+:50(5)
    Level 2: Slash -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(39)
    Level 4: Agile -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(13), DefBuff-I:50(13)
    Level 6: Focused Senses -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(7), DefBuff-I:50(7)
    Level 8: Follow Up -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(9), Mako-Dmg/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(31), Mako-Dam%:50(48)
    Level 10: Practiced Brawler -- RechRdx-I:50(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Dodge -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(17), DefBuff-I:50(17)
    Level 18: Focus -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(19), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(21), Thundr-Acc/Dmg/EndRdx:50(34), Thundr-Dmg/EndRdx/Rchg:50(43)
    Level 20: Hurdle -- Jump-I:50(A)
    Level 22: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(23), Numna-Regen/Rcvry+:50(23), Heal-I:50(31), RgnTis-Regen+:30(46)
    Level 24: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(25), Efficacy-EndMod/Acc/Rchg:50(25), Efficacy-EndMod/Acc:50(31)
    Level 26: Eviscerate -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(27), Sciroc-Dmg/Rchg:50(27), Sciroc-Acc/Rchg:50(34), Sciroc-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(39)
    Level 28: Lucky -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(29), DefBuff-I:50(29)
    Level 30: Spin -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(40), Sciroc-Dmg/Rchg:50(40), Sciroc-Acc/Rchg:50(40), Sciroc-Acc/Dmg/EndRdx:50(48), M'Strk-Dmg/EndRdx/Rchg:50(48)
    Level 32: Shockwave -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(33), Posi-Dmg/Rng:50(33), Posi-Acc/Dmg/EndRdx:50(36), RechRdx-I:50(39)
    Level 35: Evasion -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(36), DefBuff-I:50(36)
    Level 38: Quickness -- Run-I:50(A)
    Level 41: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
    Level 44: Adrenalin Boost -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(45), Numna-Heal:50(45), P'Shift-EndMod:50(45), P'Shift-EndMod/Rchg:50(46), P'Shift-EndMod/Acc:50(46)
    Level 47: Kick -- Empty(A)
    Level 49: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(50), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  4. Oh and btw, i think i decided on the fire/SR. Sadly i have 2 claws already, and though the claw/sr looks SOOO much cooler costumewise especially with the claw,i already have 2 lol, but no fire melee.

    It will still turn out really nice. I forgot how much damage fire melee can be, but leveling up may be a pain without mitigation.

    But double stacking follow up for every spin every 6.5 seconds would be really nice lol. If he wasnt like one of my main characters from so long ago and 50 already i feel like i should delete my claw/regen in place for this claw/sr lol.
  5. .....

    And having it scale up .2% for each % under 100% and starting at 2% when full hp would have it scale down quite similar to the current resistance values when lower in health only it would start when at full and be useful the full HP bar of the character. Helping to take care of some of the leapfrogging. That and swapping some of those key powers as we've agreed on would be the easiest and quickest solutions for the time being.
  6. Quote:
    Originally Posted by Bill Z Bubba View Post
    Actually it makes perfect sense when dealing with reflexes and long, drawn out fights. As you get tired, as you get beaten on, your ability to dodge suffers. More hits get in forcing you to roll with a punch rather than having it miss you entirely. On top of that as you get beaten on with a steady stream of punches, you're more likely to keep going regardless of the addled state of your consciousness.

    It's when someone gets through your defense with a sledgehammer to the skull that you drop like a sack of bricks.
    If that was the case then we would additionally LOSE defense as your health got lower.
  7. Quote:
    Originally Posted by Bill Z Bubba View Post
    Truth. Even though SR's order always SHOULD have been:

    FF
    FS
    Dodge
    PB
    Agile
    Evasion
    Quickness
    Lucky
    Elude
    I could agree with that exactly actually for the power order.

    AS to the leapfrog, i highly disagree tha type of circumstance should be able to exist. Letting the PSDR start at 100% seems fine to me. And the explanation as to them supposed to be the "roll with the punches" type power makes no sense. When you get tired/hurt, you are usually less apt to avoiding and slowing down incoming attacks. So again i fail to see how having them start at 100% health and scaling slower across the full length of your HP bar would be any sort of an issue.

    Instead of .3% for each % below 60%, it would be .2% for each %below 100 Essentially swapping 1/3 the rate of increase for the 1/3 longer hp. Only perhaps .175% per % below 100% considering my suggestion of having each passive start at 2% when at full HP.
  8. The one thing i'm not a fan of with both builds though is that both builds only have the one slot on practiced brawler. However, the fire/sr has the 2 extra slots on stamina for teh 2.5% damgage and 5% recharge bonuses, but are not necessary. So a small nod goes to the fire SR to be able to allocate that slot there, making leveling up less of a pain (i hate respecing).

    And that he uses so many LOTG procs. Which is why he can afford to only have the one slot on practiced brawler. But we know how expensive those IOs are, and how long it would take, well, me to get them, and enough of them soon enough to make not having perma mez protection not so annoying.

    Also, the unofficial i16 version of mids is bonky, "adrenaline boost" is really physical perfection if you didnt notice that lol.

    Hmm, also reallocated the other slot to combat jumping for a defense, it was pretty much a free slot, puts his aoe defense from 44.1 to 44.6, so closer, close enough to kinda quell my nitpickyness. Though if i move that slot to a 3rd in build up i can squeek out 5% run speed for fun, and 1.88% max hp bonus which is probably more useful than the .5% aoe defense i gain.

    I don't know lol, let me know on your thoughts!
  9. However, before i16 comes, i am considering rolling another SR scrapper, and can't decide between Claw/SR and Fire/SR.

    I already have 2 claws scrappers, but the IOd build i came up with for claws is a little nicer because it caps all defenses, the fire/sr does to melee/ranged, and is like .9% shy for aoe, i know, nitpicky lol. The claws also because the hard attacks are a ranged, and a melee cone instead of single target attacks, can afford their damgage to be fully slotted unlike the fire using makos (yeah yeah if i use 50s it will be, well close to it, but thats way too late for necessary bonuses).

    But like i said i have 2 claws scrappers already :P and no fire melee scraps, though it always irks me that scrapper melee doesnt get combustion XD. Billz, i already know youre going to say claw/sr lol, and i actually had one that i made like i6 or so at level 7. He just looks too cool i couldnt delete him :P. But with issue 16, come on, lets get some green and blue flames! lol. Not to mention the difference between lethal damage, and fire damage.

    Well, either way here are the two builds:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Fire Sword -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(37)
    Level 1: Focused Fighting -- DefBuff-I:50(A), DefBuff-I:50(5), LkGmblr-Rchg+:50(5)
    Level 2: Cremate -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(39)
    Level 4: Agile -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(13), DefBuff-I:50(13)
    Level 6: Focused Senses -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(7), DefBuff-I:50(7)
    Level 8: Breath of Fire -- Posi-Acc/Dmg:35(A), Posi-Dmg/EndRdx:35(9), Posi-Dmg/Rchg:35(9), Posi-Dmg/Rng:35(21), Posi-Acc/Dmg/EndRdx:35(31), RechRdx-I:50(48)
    Level 10: Practiced Brawler -- RechRdx-I:50(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Dodge -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(17), DefBuff-I:50(17)
    Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(19), Sciroc-Dmg/Rchg:35(19), Sciroc-Acc/Rchg:35(21), Sciroc-Acc/Dmg/EndRdx:35(34), M'Strk-Dmg/EndRdx/Rchg:50(43)
    Level 20: Hurdle -- Jump-I:50(A)
    Level 22: Health -- Numna-Heal/EndRdx:35(A), Numna-Heal:35(23), Numna-Regen/Rcvry+:35(23), Heal-I:50(31), RgnTis-Regen+:30(46)
    Level 24: Stamina -- Efficacy-EndMod:35(A), Efficacy-EndMod/Rchg:35(25), Efficacy-EndMod/Acc/Rchg:35(25), Efficacy-EndMod/Acc:35(31), Efficacy-Acc/Rchg:35(40), Efficacy-EndMod/EndRdx:35(40)
    Level 26: Incinerate -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(27), Mako-Dmg/Rchg:40(27), Mako-Acc/EndRdx/Rchg:40(34), Mako-Acc/Dmg/EndRdx/Rchg:40(34), Mako-Dam%:40(39)
    Level 28: Lucky -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(29), DefBuff-I:50(29)
    Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(48)
    Level 32: Greater Fire Sword -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(33), Mako-Dmg/Rchg:40(33), Mako-Acc/EndRdx/Rchg:40(33), Mako-Acc/Dmg/EndRdx/Rchg:40(36), Mako-Dam%:50(39)
    Level 35: Evasion -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(36), S'dpty-Def/EndRdx/Rchg:40(36), S'dpty-Def:40(40), S'dpty-EndRdx:40(48)
    Level 38: Quickness -- Run-I:50(A)
    Level 41: Focused Accuracy -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(42), GSFC-ToHit/Rchg/EndRdx:40(42), GSFC-Rchg/EndRdx:40(42), GSFC-ToHit/EndRdx:40(43), GSFC-Build%:40(43)
    Level 44: Adrenalin Boost -- Numna-Heal/EndRdx:40(A), Numna-Heal/Rchg:40(45), Numna-Heal:40(45), P'Shift-EndMod:40(45), P'Shift-EndMod/Rchg:40(46), P'Shift-EndMod/Acc:40(46)
    Level 47: Kick -- Empty(A)
    Level 49: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(50), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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    Hero Plan by Mids' Hero Designer 1.401
    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:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(37)
    Level 1: Focused Fighting -- DefBuff-I:50(A), DefBuff-I:50(5), LkGmblr-Rchg+:50(5)
    Level 2: Slash -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(39)
    Level 4: Agile -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(13), DefBuff-I:50(13)
    Level 6: Focused Senses -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(7), DefBuff-I:50(7)
    Level 8: Follow Up -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(9), Mako-Dmg/Rchg:40(9), Mako-Acc/EndRdx/Rchg:40(21), Mako-Acc/Dmg/EndRdx/Rchg:40(31), Mako-Dam%:40(48)
    Level 10: Practiced Brawler -- RechRdx-I:50(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Dodge -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(17), DefBuff-I:50(17)
    Level 18: Focus -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(19), Thundr-Dmg/Rchg:35(19), Thundr-Acc/Dmg/Rchg:35(21), Thundr-Acc/Dmg/EndRdx:35(34), Thundr-Dmg/EndRdx/Rchg:35(43)
    Level 20: Hurdle -- Jump-I:50(A)
    Level 22: Health -- Numna-Heal/EndRdx:35(A), Numna-Heal:35(23), Numna-Regen/Rcvry+:35(23), Heal-I:50(31), RgnTis-Regen+:30(46)
    Level 24: Stamina -- Efficacy-EndMod:35(A), Efficacy-EndMod/Rchg:35(25), Efficacy-EndMod/Acc/Rchg:35(25), Efficacy-EndMod/Acc:35(31)
    Level 26: Eviscerate -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(27), Sciroc-Dmg/Rchg:35(27), Sciroc-Acc/Rchg:35(34), Sciroc-Acc/Dmg/EndRdx:35(34), M'Strk-Dmg/EndRdx/Rchg:50(39)
    Level 28: Lucky -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(29), DefBuff-I:50(29)
    Level 30: Spin -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(40), Sciroc-Dmg/Rchg:35(40), Sciroc-Acc/Rchg:35(40), Sciroc-Acc/Dmg/EndRdx:35(48), M'Strk-Dmg/EndRdx/Rchg:50(48)
    Level 32: Shockwave -- Posi-Acc/Dmg:35(A), Posi-Dmg/EndRdx:35(33), Posi-Dmg/Rchg:35(33), Posi-Dmg/Rng:35(33), Posi-Acc/Dmg/EndRdx:35(36), RechRdx-I:50(39)
    Level 35: Evasion -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(36), DefBuff-I:50(36)
    Level 38: Quickness -- Run-I:50(A)
    Level 41: Focused Accuracy -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(42), GSFC-ToHit/Rchg/EndRdx:40(42), GSFC-Rchg/EndRdx:40(42), GSFC-ToHit/EndRdx:40(43), GSFC-Build%:40(43)
    Level 44: Adrenalin Boost -- Numna-Heal/EndRdx:40(A), Numna-Heal/Rchg:40(45), Numna-Heal:40(45), P'Shift-EndMod:40(45), P'Shift-EndMod/Rchg:40(46), P'Shift-EndMod/Acc:40(46)
    Level 47: Kick -- Empty(A)
    Level 49: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(50), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  10. Quote:
    Originally Posted by Bill Z Bubba View Post
    I completely agree with the second part of your statement. It's why I don't play (read as I play other sets than) electric armor, stone armor, tanks, defenders, stalkers, etc, etc.

    I either view them as substandard, badly designed, or just plain boring. Other people have different opinions and attempt to stop me whenever I attempt to get those sets altered to more suit my tastes.

    Just as you are doing here.

    My claws/sr is a farking PvE god. He's a god because that's precisely what I turned him into using the set as it is now.

    Your desires would cause the set to be overpowered and thus nerfed later on. I understand that you don't see it that way. I don't care.

    The reason that there's so little in-fighting here in the scrapper forum is because most of us understand that when the various mitigation sets are fully slotted out with SOs, they all function within a certain performance range, some being superior in some situations while others win in different situations.

    We like it that way.

    There's a thread elsewhere on the boards where folks are having the same discussion about stone armor that we're having in this thread about SR. Many say the leveling process with SA is far too painful and the set should be overhauled because of it.

    Personally, I just hate the lack of mobility. I've voiced my opinion but I know I'm on the losing side of the discussion. Far too many people like the fact that after you get Granite, you're a god. Therefore, I don't see SA ever getting tweaked to my satisfaction.

    I'm ok with that.

    SR doesn't need changed. If you want more of the defense from less powers, play Ninjitsu. If you want an HPT clone, play Willpower.

    Beyond getting evasion earlier in the build, claws needs no changes at all. Changes should occur when a NEED is present.

    That fact is why I'm no longer posting in the SA thread. And that's why this thread will go nowhere as well.
    Only SR doesnt get anywhere near that kind of protection without IOs. Its nowhere near the same tradeoff. I don't feel that any set should be slow to level just to get that one power at the end. The same way most sets should have roughly the same performance based on what they do, sets should also be more intuitive to the leveling process.

    I have one stone tank, and i'll only ever have one stone tank, for said reasons.

    As to the SR change in question. Moving aoe defenses sooner would help the leveling process, and change nothing. Personally i'd like to see quickness in the 28 spot, evasion at 20, and lucky at 35, if no other change were to take place.

    However i'd still like to see the roll with the punches type power introduced. If again though i DO see how for a small QoL tweak for the most part, it could be hassling for the devs to rework a set. (actually aside from not knowing much about programming code i wouldnt offhand think it would be too difficult, but there are other "more important" things to attend to *sigh*)

    So if nothing else moving those powers around, and letting the scaling resistances start at 100% health, lengthening the rate of resistance increase, and starting with meh 2% resistance per toggle at 100% health so there is at least something to stop those huge first hits like when fighting a boss. That would just be a simple switch of some numbers allocated to the health in the equation for it, concerning the rate of increase, and the starting point.

    Both of these, i think could be seen for a reasonable compromise. Swapping power order we know is a simple thing for the devs, ie like when porting over elec armor to blueside. As would i imagine the starting point and rate of increase for the passive resistances.
  11. Quote:
    Originally Posted by Nihilii View Post
    Well now sorry but that's completely silly. If you say a power name, it's reasonable to assume you mean the exact same values. Otherwise, you should mention it.



    IOs is actually the best case scenario to support *your* point, as with HP bonuses the +HP HPT offers is relatively less important. With SOs, the difference would be even more pronounced and make it even more overpowered.

    Sorry, if you read earlier, i had this power in my head before willpower was even mentioned so that still kinda sticks in my head. Not that post but earlier in this thread I did mention i believe. My apologies for the confusion.

    I think i originally had about 6% resistance and 5% max hp to keep roughly the same resistance but which would work starting at 100% health. I think my original name for the power was something like Roll with the Punches or something like that. Basically your heightened reflexes let you minimize the damage of the attacks by moving with them in the same direction as you're avoiding them, reducing the damage. Like how if someone punches you and you back up, or grab their fist to slow it down how it doesn't hit as hard.

    Quote:
    IOs is actually the best case scenario to support *your* point, as with HP bonuses the +HP HPT offers is relatively less important. With SOs, the difference would be even more pronounced and make it even more overpowered.
    with just SOs SR is FAR from overpowered. I'd probably go to say its the weakest scrapper secondary if not for Shield taking that spot with its current SO form, and in i16 with electric armor. However neither of those require you to pretty much take every power either.
  12. Quote:
    Originally Posted by Nihilii View Post
    I think any argument I might have wouldn't convince you because if you believe that our views of the game are so completely different we can't possibly understand each other.

    SR has one and only one flaw, bad luck streaks. With HPT you'd get rid of that only flaw, the amount of damage required to get through 2200-2300 hp + scaling res (that would also kick in earlier in terms of total HP, although at the same % relatively speaking) + softcapped defense + capped DR would be... a lot.

    ... You could argue Shield is kind of like that with its resistance and +HP (SR takes much less effort to softcap, giving room for +rech or +dam, but then Shield has AaO and Shield Charge, which evens out). I believe Shield is overpowered.

    Before an angry mob of scrappers shieldcharge me to death, I want to mention I'd shut up about it if they just gave Shield to all primaries already. Invisible shield, I don't care, just let me have the overpowered goodness with all primaries.

    The same power, i never said the same exact values, that's where you view is being skewed.

    And SR doens't have softcapped defense, it has with combat jumping about 32.75% defense, the resistances don't kick in till 60% granting, which you get below usually before it actually kicks in because the amount of damage is calculated before the resists and takes it thusly.

    Remember, the game is supposed to be balanced with SOs only, IOs are bonuses, and should not factor in to how a set is set up, per dev quote.
  13. [QUOTE=BrandX;2215069]I really see nothing wrong with a set that has every power being must takes.

    Look at the sets where people skip certain powers. Those are the powers people are asking to be buffed.

    Countless AVs soloed with /SR builds. I can't think it's because it's a lousy set.

    I have my own at 50. I see nothing wrong with the set, and like has been mentioned, it does have one power that can be skipped, if you build to softcap, and softcapping isn't hard on a /SR scrapper.QUOTE]

    I'm sorry, but i don't see dropping one power, suitable when you need to pick up 3 other powers for tough/weave to do so, that kinda defeats the purpose...
  14. Quote:
    Originally Posted by Bill Z Bubba View Post
    1: If you want a set that's like SR but doesn't force you to take as many powers, get Ninjitsu or wait for it to be ported over.

    2: SR passive scaling DR kicks in at 60% health. Not 10%.

    3: Yes, I would like to see the brute SR power order cycled back to scrappers and while we're at it have brute sr evasion's taunt aura added to scrapper sr evasion.

    4: Other than #3s change, I don't see any changes to SR being necessary at all. Adding an HPT like power to the set would make it grossly overpowered on brutes and scrappers alike.
    2: What i meant was that SR tends to get that one big hit to start which takes it down so far to begin with because for the first hit, there are no resistances protecting you so you go down past the threshhold where the resistances go into effect.

    Adding HPT i don't see being grossly overpowered. You'd just be swapping the resistances from lucky, to resistances that start at 100% health instead of scaling down.

    And IIRC i thought they started at 50%, either or, they should, if nothing else (aside from getting aoe defense sooner of course) start scaling at 100% health, not 50/60%.

    And the answer is/should NEVER be "play a different set" A set should be worth its own merits.
  15. Quote:
    Originally Posted by Kanto2 View Post
    How much does the heal proc heal at 50? Is it the 5% chance of heal or a 20%? I smell aid-self going out of the window :>
    Its only a 5% chance for the heal proc to go off. Personally its not worth it at all, i'd rather use the slots elsewhere.
  16. Quote:
    Originally Posted by Aliana Blue View Post
    I haven't played with the new i16 updated unofficial Mids' yet, but one thing I did with my Elec/Elec brute, and don't regret it one bit, is put heal procs in any power that will take them. Three, if I recall correctly, two from sleep sets and one in the single target ranged attack from Entropic Chaos.

    May be worth checking out, though I'm not sure how difficult shuffling thigs around due to having 5 slots avaliable for set bonuses instead of six will work.

    Actually with elec armor as your not going for 6th slot defense bonuses is very easy on CB/HP because you just use 5 crushing impacts, skipping the damage/end one as youll have power sink. Then put the heal proc in the 6th slot.
  17. Quote:
    Originally Posted by BrandX View Post
    Actually, the fact that they're split up doesn't seem to be a problem.

    It's the levels you get the AOE toggle that's the problem. Brutes have fixed this.

    /SR should replace Lucky and Evasion, imo anyways. Get the toggle Defense before the passive.
    It does when its meaning you pretty much have to take every power in the set. Merging it between melee/ranged aoes not only fixes the issue of not having aoe defense sooner, It finally opens up for a skippable power in the set. And the other reasons mentioned for the HPT like power as well like having resists that start with 100% health to avoid the high primary volley that TAKES the SR down to 10% health to begin with before the passive resistances even kick in.
  18. Quote:
    Originally Posted by BrokenPrey View Post
    but mids is updated.

    Here St0n3y's talks about it being Updata.

    Also Kheldarn as a FAQ Here. Now it is not the best but it does have the powers your talking about.

    Well, not the official one. That one sounds buggy from the sound of it but you get what i was saying either way and i comprised you with the values.
  19. And then here was the original build with tough/weave in it:
    43.1% melee, 43.2% ranged, and 42.6% aoe defense, plus the extra resists of tough. I just realized with the other build, with all 5 LOTG, its 105s recharge on active defense, which isnt too bad, more tolerable with either build. Obviously much more end use with the tough/weave build that also lacks physical perfection, and also will be lacking assault (not a huge loss but still factors in a tiny bit) And with more defenses, but loses some regeneration, from about 3.5 seconds per tic, to 4 seconds per tic. A 14.3% decrease in survival and downtime.

    The survival from this build between the other defense wise is 7% chance to be hit, and 11% chance to be hit. You can look at that one of two ways. Its a 63% more chance to be hit. But its a 4% more chance to be hit as well. But here it is:


    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elec Shield: Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Villain 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(19), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(43)
    Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(39), ResDam-I(42), ResDam-I(42)
    Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(43)
    Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(13), Heal-I(21), ResDam-I(21), S'fstPrt-ResDam/Def+(29)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 10: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(40)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Active Defense -- RechRdx-I(A)
    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(37)
    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(31), Mako-Dam%(43)
    Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(37)
    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(A), Numna-Heal/EndRdx(39), Numna-Heal/Rchg(39), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/Rchg(46), TtmC'tng-ResDam(50)
    Level 41: Kick -- Acc-I(A)
    Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(50)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 14.5% DamageBuff(Smashing)
    • 14.5% DamageBuff(Lethal)
    • 14.5% DamageBuff(Fire)
    • 14.5% DamageBuff(Cold)
    • 14.5% DamageBuff(Energy)
    • 14.5% DamageBuff(Negative)
    • 14.5% DamageBuff(Toxic)
    • 14.5% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 6.75% Defense(Fire)
    • 6.75% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.1% Defense(Melee)
    • 11.1% Defense(Ranged)
    • 10.5% Defense(AoE)
    • 48% Enhancement(Accuracy)
    • 47.5% Enhancement(RechargeTime)
    • 219.3 HP (14.6%) HitPoints
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 10.5%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 4.4%
    • 1.5% (0.03 End/sec) Recovery
    • 94% (5.88 HP/sec) Regeneration
    • 6.25% Resistance(Negative)



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  20. Grr, the forum messed up and deleted the post i was working on.....

    But i found you Radmind! heh. Well, in opposite order, here is the build i'm going to be doing. Ditching tough/weave in favor of FA and physical perfection. Of course mids isn't updated yet, so where vengeance is is where PP would be, only they would both be moved down a spot.

    The only problem i have, that i just noticed when i moved out weave, is that the click mez protection recharges in 114 seconds, leaving like 4 seconds to cast before it wears out. So if you get a slow on you its not good, I could, and with money, likely will swap out in battle agility the def/rech serendipity for the lotg proc., so its down to 109 seconds. Still a little out of what i'd feel comfortable with but thats almost 10 seconds which should give enough leeway i hope, just avoid/kill first anything that can slow. Why the click mez protections don't come perma with just the one slot on their own still baffles me and is IMO EXTREMELY unfair :/.

    In place of vengeance would be PP like i said, so in the empty 4 slots, 4 efficacy adaptors.

    The build leaves you with 39.1% melee, 35.4% ranged, and 38.9% aoe defense. Not bad i don't think with the hp/resists backing it up, and the damage killing most things anyways. And you have 184% extra bonus to regeneration, which if you check my guide in my sig, is over healing a tic every 3.5 seconds. And running around with 154.7% max hp with accolades, should be more than enough effectively. Thinking i may skip the .75% max hp from battle agility though to put 2 serendipity and 2 lotg in there to get the unique, and move the 10% regen bonus there, so i only have to 1 slot phalanx fighting, freeing up the one slot i need to place into active defense so its not such a pain all the time, and meaning i wouldnt have to do a respec once i hit level 50 for the final build. Or if i'm still ok with the 114s rech for active defense and avoid -rech enemies, i can move the slot to shield charge or lightning rod for the proc of obliteration, and move that 35.4% defense to 39.2% ranged defense to more-so round out the characters defenses.

    Ok so doing so comes up with a build that looks like this:

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elec Shield: Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership

    Villain 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(19), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(43)
    Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(39), ResDam-I(42), ResDam-I(42)
    Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(43)
    Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(13), Heal-I(21), ResDam-I(21), S'fstPrt-ResDam/Def+(29)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 10: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(40)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Active Defense -- RechRdx-I(A)
    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(37)
    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(31), Mako-Dam%(43)
    Level 28: Phalanx Fighting -- LkGmblr-Def(A)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(37)
    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(46)
    Level 38: One with the Shield -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-Heal/Rchg(39)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A)
    Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
    Level 47: Vengeance -- Numna-Heal(A), Numna-Heal/EndRdx(48), Empty(48), Empty(48), Empty(50), Empty(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    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)
    • 32.5% Enhancement(RechargeTime)
    • 39% Enhancement(Accuracy)
    • 5% FlySpeed
    • 208 HP (13.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 9.35%
    • MezResist(Stun) 4.4%
    • 4% (0.07 End/sec) Recovery
    • 96% (6.01 HP/sec) Regeneration
    • 6.25% Resistance(Negative)
    • 5% RunSpeed



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    Also realizing, if i again ditch another .75% max hp bonus i can only 5 slot physical perfection, move the 10% defense bonus to defelection with 2 LOTG, and then put that slot into active defense that way. With 3 level 50 efficacy adaptors the end redovery loss will not be noticeable from 4 to 3 slots of those IOs.

    So melee/ranged/aoe defenses are 39/39/38%, 16%ish resistances to all but psy, 154% max hp, VS +2/+3s going to round about 5%-damage on melee enemies, And regenerating a tic every 3.5 seconds (slightly faster). I think it will make quite a contestable scrapper to farm with. And oh yeah, with just 1 foe in range, 43% damage bonus, 39% accuracy bonus, and somewhere around 2.3 end/sec (1 end tic every 2 seconds). I can't wait!!!
  21. You mean a buff? The problem is, that you do need all the powers in SR to be worth it, save for maybe elude if you are grabbing both tough/weave which i never think NEED to be considered for a scrapper secondary to be justified.

    The biggest problem i've always had, was that the aoe defense comes WAY too late. They've been needing to incorporate the aoe defense into the melee and ranged defense powers. Move Evasion into focused fighting and focused senses as "melee aoe" and "ranged aoe". And then move lucky's defenses into agile/dodge the same way as melee aoe and ranged aoe.

    Then, Originally before willpower was ever an inkling of thought i suggested the literally EXACT power of high pain tolerance in place of lucky's level 28 power choice. AS you are losing the scaling resistances of lucky, it would even out by granting the resistance and hp buff of high pain tolerance, which would start working at 100% health, which is where SR really gets hurt, the passive resistances come in to play when its far too late IMO.

    Then at level 35 i suggested basically World of Confusion, only without the damage, and used solely as a confuse power.

    The way this would be implemented is because you are dodging so much, the enemy's attack misses you, and they end up hitting another nearby enemy with the attack that missed you.

    This still IMHO is a perfect fix, as it lets you get the aoe defense sooner, without increasing defense values at all, with HPT (would have to be named something else for SR of course) it would grant some resistance and HP boost that would work starting at 100%, instead of when you are almost dead before you even notice it at all, and with the confuse aura at level 35, FINALLY would grant SR a power that's skippable, though would be cool to have as well.

    This addresses the main issues with SR while keeping its performance generally the same, only more rounded out and less of a pain to level having to wait so long to get rid of such a huge gap in the defenses.

    It would also finally grant a slottable resist power in which to put the steadfast IO without being forced to take tough which is a big issue IMO
  22. Quote:
    Originally Posted by Lothic View Post
    The 2 billion cap on INF was probably a value that was considered more than adequate 5+ years ago when the game first started long before we even had a market. The fact that data of that size could be stored in a single 32-bit signed integer is a programming convenience, but I would not call the use of something like that a "technical limitation". Data structures can be created to store numbers much larger than that even in 32-bit environments. Software is not "keeping" this value set at 2 billion.

    But having said that I actually think keeping this value at 2 billion would be the best thing for this game.

    First of all it's an easy choice because nothing is modified and no additional risk of bugs is introduced. Second it provides a practical hard cap on how much things can cost in this game. Nothing can ever be bought or sold that would ever cost more than 2 billion INF. Frankly I don't think any one single thing should ever cost anywhere near that much regardless. Finally it prevents people from hording more than 2 billion which would motivate the few people who get that much INF to spend/sink it into the game's economy in constructive ways. The -only- thing that allowing people to have more than 2 billion INF would do is encourage price inflation to grow.

    Finally as Demobot mentioned I suspect the supply of purples is going to increase after I16 anyway.
    The sidekicking/difficulty changes should lead to more farming of missions that would drop purples.
    More supply equals cheaper prices...
    Only problem i fear more, is with this, that the merit reward recipies will become much more expensive with people less farming the AE. I'd much prefer every other recipe be cheaper and have to work for the purples which are sole end game content.
  23. Quote:
    Originally Posted by Fuzz_JDC View Post
    I've changed a bit in the build. the Blessing's -KB is global, so it works without hover on and you can still be KB'd KU'd and KD'd while hover is on (the tumble effect).
    I hate energy torrent and i would skip it if i could.

    anyway...
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    I can easily say skipping energy torrent is fail. I'm not going to lecture you about not taking it, but i'm certainly saying i wouldn't suggest anyone ever skip that power.
  24. Quote:
    Originally Posted by Dread_Shinobi View Post
    When is this game "beat"? There is no endgame, no final boss, it is ongoing and continuous.
    Think he meant hitting level 50. Thatsthe closest thing to beatingthe gamei can think of that is actually achievable.
  25. Quote:
    Originally Posted by Radmind View Post
    Hmm... I could trade out Jacobs ladder for Charged brawl and instead of having the Kinetic combat proc free up that slot too.. THat would give 3 extra slots and keep the Melee defense the same.

    My Scrapper is going to be on Justice. I've got almost 1.4 Billion influence waiting for him there, plus Justice likes to do TFs rather fast. Good for the casual player like me!
    Drats. And i found a way to keep jacobs ladder, just need to move 3 slots from OWTS, by slotting FA actually gaining .38% max hp plus the other bonuses. Just losing the resistance slotted in OWTS, which overall shouldnt really matter. Then i snag the 2.5% defense bonuses with gaussians and ditch tough/weave and pick up physical perfection.

    Slightly less defenses, but much better endurance, and some faster regen so not a terrible tradeoff. Right around 40% defense by going that route. Might pick up assault at 49 with the free'd up power as well.