Arbegla

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  1. Im on board for -regen resistance in fast healing (hell, willpower gets it) and -rech resistance (put it in resilence, so more people will take it).

    Also make IH's +regen undebuffable (or something to that effect) so that 1 Malta titan can't floor your 160hp/second regen with a lucky laser blast
  2. Bill, atlest on my warshade, the fitness DOES carry over into the other forms, my recovery actually goes up while in my other forms (i know forms boost recovery, but stamina boosts it more, so combining them makes for some nice recovery boosts in the forms)
  3. Both the plasmatic taser, and the hand grenade have KB, and both are temp powers, and they havent fixed the lava nuking his regen yet.. so.. knock him in the lava, via temp powers, and keep him there either hover blasting over his head, or immobilizing him.

    really, its that simple.

    1) Get trapdoor in lava
    2) Keep him there
    3) ???
    4) PROFIT!
  4. Thank you Obitus, that definitely gave me some ideas, and I was going down that same route a little bit, by adding more recharge. I'm thinking this will work out in my favor the best though.


    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sutdepa: Level 50 Technology Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), RechRdx-I(42), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 1: Resist Physical Damage -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam(43), S'fstPrt-ResDam/Def+(43)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(42)
    Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(15), Dct'dW-Rchg(40)
    Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(13), Mocking-Acc/Rchg(13), Mocking-Taunt/Rng(15)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(17), RctvArm-EndRdx(40)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(40)
    Level 20: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(27)
    Level 22: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(27)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def(34), RedFtn-EndRdx(37)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx(31)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def/EndRdx(39)
    Level 41: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
    Level 44: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
    Level 49: Summon Widow -- ExRmnt-Acc/Dmg/Rchg(A)
    ------------
    Level 1: Brawl -- Mako-Acc/Dmg/EndRdx/Rchg(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-End%(50)



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    With hasten up, i could be able to maintain an attack chain of Punch, haymaker, punch, gloom, punch, Kob, punch, gloom, without hasten up, i think i'll have to swap that last gloom into a haymaker, then add a gloom to it, so it'll be punch, haymaker, punch, gloom, punch, KoB, punch, haymaker, gloom

    What do you think?
  5. Hey guys,

    Well, after finishing my brute, and then actually playing him, I'm not too happy with the end result. Here's the build, I went for a very high survival build, but I think I took too much from the damage aspect, and I'm not liking the way its performing.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sutdepa: Level 50 Technology Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 1: Resist Physical Damage -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam(7), S'fstPrt-ResDam/Def+(7)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-EndRdx/Rchg(9), RctvArm-ResDam(11), RctvArm-EndRdx(11)
    Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(17)
    Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(48), C'ngImp-Acc/Dmg/Rchg(50), C'ngImp-Acc/Dmg/EndRdx(50), C'ngImp-Dmg/EndRdx/Rchg(50)
    Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng(15)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(36), RctvArm-EndRdx(36)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), GSFC-Build%(25)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 22: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(27)
    Level 24: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(31)
    Level 26: Taunt -- Zinger-Taunt/Rchg/Rng(A)
    Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33)
    Level 30: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Tough Hide -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(36), GftotA-Def/EndRdx/Rchg(37), GftotA-Def(37)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39), RctvArm-EndRdx(39)
    Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(42), GftotA-Def/EndRdx/Rchg(42), GftotA-Def(42)
    Level 44: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Darkest Night -- DampS-ToHitDeb/Rchg/EndRdx(A), DampS-Rchg/EndRdx(48), DampS-ToHitDeb/EndRdx(48)
    Level 49: Summon Widow -- ExRmnt-Acc/Dmg/Rchg(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(3), Numna-Regen/Rcvry+(3)
    Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(5), P'Shift-End%(5)


    My attack chain is Punch->Haymaker->Air Superiority->gloom->punch->KoB->Air superiority->haymaker->punch->gloom->air superiority->KoB and I'm just not sure if thats as effective as it could be.

    I want to keep as high survival as I can, but I would like to boost my damage, and I'm just not seeing how to do it. I'm open to any suggestions, and I have near limitless pockets, but PvP IOs (specifically the top 3 ones) are out of reach.

    Any help would be nice.
  6. It looks like i need to do some thread diving and find my quote that displays exactly what powers do with just the base enhancement, and some cleaver IO or SO usage... hold on.. lemme find it.
    Quote:
    Originally Posted by Arbegla
    and my take would actually use some numbers, assuming only 1 slot.

    Concealment
    Stealth: base
    Grant Invisibility: base
    Invisibility: base
    Phase Shift: base

    Fighting
    Tough: two or three frankenslots or Hami-Os to function as intended
    Steadfast +KB, or +def mule. Or slot a res/end IO in it to drop the cost from .325 to .257, and increase the resistance value by 15.94%. You could just slot a straight level 50 End Reduct IO, and lower the cost from .325 to .228 and just deal with the base value of resistance
    Weave: one-slot LotG: +recharge mule or two-three frankenslots/Hami-Os to function as intended
    LoTG + Rech for a mule, or slot a def/end IO in it to drop the cost from .325 to .257, and increases the defense value by 15.94%. You could just slot a straight level 50 End Reduct IO, and lower the cost from .325 to .228 and just deal with the base value of defense

    Flight
    Hover: base
    Air Superiority: limited utility with one slot, otherwise 2-3 frankenslots/Hami-Os
    this i will sorta agree with, but remember the 100% chance for KB this attack has. 1 level 50 Acc IO, and you've just replaced brawl, with a much more effective power. You could even throw in a acc/dam/end tri and really have a effective power for minimal slots

    Teleport
    Recall Friend

    Leadership
    Maneuvers: LotG: +recharge mule with one slot, otherwise two-three frankenslots/Hami-Os slot for intended use.
    Assault: two-three slots, or limited duration usage with a single slot, or use only while end recovery boost in effect, or for characters that have fast-recharging source of end replenishment, etc.
    first end reduct lowers the cost from .39 to 2.74, the second end reduct drops it from .274 to .213
    Tactics: as Assault.
    First end reduct lowers the cost from .39 to .274, the second end reduct drops it from .274 to .213. 1 tohit/end level 50 IO drops the cost from .39 to .308, and increases the tohit value by 15.94%
    Vengeance: base

    Leaping
    Combat Jumping: base
    Acrobatics: As Assault
    Acrobatics would only need that base level 50 End Reduct. the second end reduct only subtracts another .04EPS off the cost of the toggle, where the first knocks off .08EPS

    Medicine
    Aid Other: base
    Stimulant: base
    Aid Self: base, but if you want to use this effectively in combat you probably need 2-4 slots
    1 level 50 Heal/rech of any of the heal sets means you cut the recharge by 1/4, and add 5% to the heal, so it goes from 20% every 20 seconds to 25%, every 15 seconds.
    Resuscitate: base

    Speed
    Hasten: limited use with a single slot, two-three slots for greatest utility
    At 1 slot of a level 50 rech IO hasten provides about a 23% global recharge boost. That's more then 3 LoTG +rech IOs combined.

    There are plenty of options available, due to IOs, Hami's, and general knowledge of how things work with dual, tri, and quad aspects of IOs. Also, don't forget the Alpha slot. you slot the end reduction Alpha slot, and you reduce all those toggle costs even lower.
  7. Eh, my build isn't end sustainable without body mastery. Running assault, weave, tough, intergration, combat jumping and sprint put a massive drain on my end. I know i can turn off sprint, but i like the added movement speed (plus without having a travel power, i like sprint + CJ for combat manueverability, and sprint + ninja run for my travel)

    That and my attack chain of DA->GC->SD->GC->GD->GC->SD->GC isnt entirely end light, and i dont like using conserve power unless a sapper hits me, which definitely helps out when i get end drained down to next to nothing (all those +end procs pretty much means I'll never hit 0 end for very long)
  8. M_T, Here is my katana/regen build with i19 in mind. Its a little expensive, due to having 2 purple sets in it, but the rest of the build should be pretty cheap(ish) and you'll cap lethal/melee defense with just 1 application of DA.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Count Olaf: Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(9), Hectmb-Dam%(9), Achilles-ResDeb%(11)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/Rchg(5)
    Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(5)
    Level 6: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
    Level 10: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 12: Combat Jumping -- Winter-ResSlow(A)
    Level 14: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/EndRdx/Rchg(23), RgnTis-Regen+(23)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(31)
    Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal(33), Dct'dW-Rchg(33)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(43), RctvArm-EndRdx(43)
    Level 32: Golden Dragonfly -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(46), Armgdn-Acc/Rchg(50), Armgdn-Dmg/EndRdx(50), Armgdn-Dam%(50)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), GftotA-Def/EndRdx(46), GftotA-Run+(46)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), Numna-Regen/Rcvry+(48), Numna-Heal(48)
    Level 49: Revive -- P'Shift-EndMod/Rchg(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/Rchg(3)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)


    With the spiritual Common boost, that build is perma DP, and MoG and IH are up often enough to cover those big massive attacks. Recon is up about every 16 or so seconds, which is pretty nice. This will just give you some ideas on how to slot a few things around
  9. I've tried this on my bot/traps MM (solo'ed with all 3 portals, and both AVs set for AVs, was very fun) and on my kat/regen (same deal, just with Ebs instead) and i loved it. Didnt have to use much, if any inspirations for either build, and i'll be running my SS/invuln through it here shortly (then working on my squishy.. prolly do my warshade next..)

    I'm loving the mechanics, and the not so tank and spank aspect of them. You can tank and spank, but its not nearly as effective as 'kill the clones first' or 'down the portals from range'
  10. RE: B_C

    I even went as far as to rebuild his DM/invuln with more DPS in mind, keeping to the same insane goal of high recharge, and he still turned it down. All it basically did was increase his damage (which of course makes things die faster, thus increasing his survivability) while also focusing on some +def to help out the +def from invuln and the -tohit from DM..

    And he still turned it down. So, while DM/invuln is pretty tanky, and can dish out enough damage to make most tankers blush, B_C's never will.
  11. Arbegla

    The Tin Tower

    Yeah, looks very nice, didn't seem to take very long either. Almost an action feel to it, with the way he's picking up the rock, makes it seem very much alive.
  12. can you do the new arc and tfs on SOs? yes.

    is it easier with IOs? definitely.

    does that make it balanced? yes.
  13. oh i have. you guys inspired my kat/regen
  14. Well, to be fair, my MM was soloing AVs, on SOs, back in i7.. but thats a MM.. not a scrapper :P
  15. Eh, put my vote in for Archery/EM. Boost range, and Rain of Arrows.. makes fire blast look weak, but i can understand not liking the bow.

    Fire blast is probably your best bet, though rad blast is probably a close second. Decent ranged (cone, and a targetted AOE) -def so you hit more often, and 3 or so single target ranged attacks, plus a pretty nice snipe (if your into that.
  16. Quote:
    Originally Posted by seebs View Post
    the accuracy nerf to purple drops are costing too much endurance in ae, which has completely wrecked pvp. Furthermore, now that no one plays tankers anymore because brutes can go to blue side, flippers have made it impossible to buy any recipes useful to stalkers, who can't go on tfs because they have too much single target damage. Unfortunately, because ae babies don't know how to access the new content without a server merge, coh is doomed to buy going rogue, and badgers are spamming atlas park with questions about how to get to the ferry. The new ultra mode graphics are preventing people with storm summoning from getting on teams which is a problem because knockback is the best mitigation other than intangibility, unless you are fighting enemies with redraw.

    P.s.: Also, the forums have no sense of humor.
    qft
  17. On my kat/regen (after my respec) i managed to down trapdoor while only killing 1 clone, and without using the lava, or pulling him outside, and on honoree and the vanguard guy i just wiped out the first two portals, hit MoG, and IH, and jumped right in. Downed the vanguard guy, and proceeded to pound on honoree for quite some time.

    He hits like a mack truck, so i just doubled up DA, and when he hit dull pain, i hit dull pain, and got him down. All in all a pretty good fight, and a great test of my new build
  18. It really depends on how you choose to play dominators. I used to hate them, as i played them at range, like a controller, and didnt quite understand why they had melee powers.

    Then someone pointed out that Dominators play like Blappers with control powers, and it all clicked for me. You mez the mob, then proceed to blast/smash/burn its face into the ground. With domination up, you can one shot hold bosses, and then proceed to burn your end bar turning them into mush.

    Doesn't quite matter what powersets you pick, as long as you understand the basic play styles of dominators.
  19. It also depends on the AV, but i guess thats a given anyways. I know Werner's been able to take on +2 or higher AVs, but most of those don't have perma capped lethal/smash resistance.

    Honoree is pretty hard to tackle due to his psionic damage, his dull pain heal, and his unstoppable giving him over 100% resistance to lethal/smash, and pretty high resistances to everything else.

    But on the flip side, Luminary is pretty easy to solo due to her lack of a T9 (she just Nova's) Energy based damage (which is third resisted damage type) Smashing attached to just about all her attacks (making the Lethal/smash softcap very nice) and just normal AV resistances.
  20. Ya know, i think bots actually out damage thugs, due to the main sources of damage being a higher tier. Assault bot burn patches out damage arsonists burn patches, and the assault bot can take alot more of a beating then the arson can.

    On your own subject though, Having played a bot/traps, I'd say theres better debuff senergy with bots/ then with thugs/ so it really depends on what your wanting to do.

    For AV/GM soloing, i'd have to vote bots, due to the stacking of seeker drones allowing you to forgo some defense, and the -dmg stacking up pretty high to allow your pets to soak some damage the AV/GMs dish out.
  21. Quote:
    Originally Posted by Clave_Dark_5 View Post
    The random button is your friend - seriously! Keep hitting it until something clicks for you and then start building up the rest of the toon's look from there.
    QFT, Its how I actually get most of my costumes, unless I can convince my girlfriend to make em, she has an eye for good costumes (all my praetorian are designed by my girlfriend)
  22. I think the limit is around 999, like normal salvage.

    You guys are making me consider the spirtiual boost on my claw/elec brute (i know, not a tanker, but a close cousin) due to energy alone..

    My SS/invuln brute is gonna get the end/res one, due to the massive crashes from rage and hasten cutting his end bar in half (or more) plus the extra resistance probably won't hurt. I managed to get him softcapped with 1 (or maybe 2) people in melee range, and rage covers the dam/acc caps from all those kinetic combats, so end is my only issue

    My ice/kin tanker i haven't really decided on. spirtual probably wouldn't be a bad idea, due to energy absorbtion, hasten, siphon power, and hoarfrost, and i don't think he'll have need for much else (damage would be good, due to siphon power, endurance is covered from energy absorbtion, and acc is again covered from siphon power..)

    My willpower/fire is looking at either the end/res (willpower could use more resistance) or the acc/def one, due to needing more defense. Spiritual probably wouldn't be bad either, and i'll have the end management to handle the increased recharge.. hmmm...
  23. Most of my characters i love, but there are a few i hated, with a passion.

    my emp/psi defender -> My second toon, first being my fire/fire blaster. I just can't stand the buff cycles, and the killing at the speed of smell without backup. I sat at level 41 for ages, until like 2 years ago back when the RWZ click farm was going on, and i finally hit 50. I logged her in before GR hit to get accolades and finish her build, but i put it off for as long as i could. And due to the fact she has sentimental value to me (second characters, learning the ropes when i made her) i can't bring myself to delete her.

    My Dual blades/regen scrapper. This guy i loved, excellent concept, decent costume, even got the red cap daggers. Then i hit 50.. and worked on other characters. When i came back to this guy, i swear someone had nerf'ed him into the ground while i wasn't playing him. I mostly blame his build, but it just left a bad taste in my mouth. Granted, i rerolled him as a katana/regen and loved it, and i've made a dual blades/regen stalker which i like too. I think blinding feint plus my horrible original build made the charater suck.

    Peacebringers in general. I think i just don't quite understand what they are supposed to do. Ranged attacks, then melee attacks, then resist shields, yet no mez protection? just baffles me. I actually have a decent human/dwarf build i've been wanting to try that i think will make me love PBers again (or else, i'll just live in dwarf form) but for now, i can't justify the character slots.
  24. If you want purples, you need to understand how to get purples.

    Purple recipes can drop from any mob that can drop a level 50 common IO recipe. Which is so say, a level 47 minion, a level 46 LT, a level 45 boss, a level 44 EB, and a level 43 AV. Anything above those level ranges has a chance to drop purples, and its the same chance no matter what level your fighting (basically a level 54 Boss, and a level 45 boss both have equal chances of dropping a purple)

    So now that you understand how they drop, you have to run at -1/8, OR plan ahead, and once you ding level 47 grab a radio missions. Don't run said radio missions, just keep it in your mission list. Then ding 50. And run that missions at 0/8, all day long. Every single mob in that mission will have a chance to drop a purple, and at level 50, they are all -3 (atlest) to you, so you'll trash them up pretty easily.

    That is how to effectively farm for purples. Granted, all your other drops will be in the level 46 - 48 range, and those don't sell very well, but you will get purples too, and it will be super easy, and super fast.
  25. I'll have to second this. My MM solo'ed the incarnate arc, with both honoree and that vanguard dude, and all the rikti portals pouring down on her, its was pretty epic, but i won.

    Then i did the apex TF.. and man was that again pretty epic, but we still won (took about an hour on battle maiden, cuz our only debuff was me and /traps isn't very good on a movement fight)

    I love the epic feel, and i really don't think its too hard, or too grindy (solo, running tips, i've gotten near 12 shards, AFTER i had already crafted my uncommon boost..)

    So, again, please don't nerf things for the sake of nerfing. everything is working just fine, and i love it