Yoshitomo

Apprentice
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  1. Personally, I love i16. I rolled a spines/DA scrapper a couple of weeks before i16 and with the help of power customization, he looks amazing now. And I was becoming increasingly annoyed with the lack of normal, non-AE teams. But with the changes brought in with i16, I've already done 2 TFs and it's just so much easier to find teams.
  2. Quote:
    Originally Posted by NovaFactor View Post
    Looking to join an all villain scrapper team on any server . Are there any out there ? Willing to do AE or normal missions , just want a group that is on most of the time .
    "All villain scrapper team"? I think you might be a little confused.
  3. Yoshitomo

    Spines/DA

    Quote:
    Originally Posted by Godlike_NA View Post
    This might be a bit out of your budget but it's what my spines/dark is setup with.
    I must say, that's a very odd build. You've got 4 empty slots in CP, a single Adjusted Targeting: Recharge in build up (possibly cheaper than a common IO when you bought it), HUGE melee defense but minimal defense to all other types and no KB resistance. Any reason for these oddities?
  4. Hi, my names Ollie, and I'm an altaholic...

    Sadly I rarely fall in love with my characters, purely because I have to have a good back story behind the character as well as him being an absolute wrecking ball. I only have 2 level 50s, my Katana/SR scrapper and SS/SD tank, both of whom are fun to play but currently, all of my love is being poured into my new Spines/DA scrapper, who is only level 26 at the moment but already feels like a small condensed ball of pure, unadulterated energy :P
  5. Yoshitomo

    Spines/DA

    Quote:
    Originally Posted by Santorican View Post
    Looks great! I changed the slotting in Dark Regeneration, you'll like the changes. Endurance cost went down from 18.8 points to 17.1 and recharge went from 17 seconds to 14.7 seconds. Not a huge difference but noticeable. Also I would really advise on saving up and buying the theft essense proc as expensive as it is it makes a work of difference when using it.
    Excellent, thanks for all your help Santo! He's only at level 22 at the moment but I can't wait to hit 50 and get started on my respec! Thanks again everyone!

    EDIT: I also decided to throw Hecatomb into Lunge for the nice recovery and recharge bonuses, and I put Obliteration into Ripper to exchange some AoE defense for Melee, but I might put it in one of my other AoE/cone attacks instead, haven't settled on that yet.
  6. Yoshitomo

    Spines/DA

    Nice one, thanks mate, annoying that I'll have to squeeze CP/FA in to use it, but I might respec into PP later on but not for now. OK I've taken into account everything you lot have said, what's this build looking like now? I'm aware some ofthe sets may be quite pricey, so I may need to save up my monies but...

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

    Click this DataLink to open the build!

    Iduma: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Dark Armor
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-EndRdx/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(33)
    Level 2: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 4: Spine Burst -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(39)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(42), GSFC-Build%(48)
    Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(46)
    Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(29), EndRdx-I(40)
    Level 12: Recall Friend -- EndRdx-I(A)
    Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15), EndRdx-I(21)
    Level 16: Dark Regeneration -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Acc/Rchg(17), EndRdx-I(17), Theft-Acc/EndRdx/Rchg(43), Nictus-Acc/EndRdx/Rchg(46)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(21), Numna-Regen/Rcvry+(39)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc(23)
    Level 24: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/Rchg(25), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 26: Ripper -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 28: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(45)
    Level 30: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-EndRdx/Rchg(31), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx/Rchg(48)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40), Acc-I(48)
    Level 35: Cloak of Darkness -- GftotA-Def(A), GftotA-Def/EndRdx(42)
    Level 38: Boxing -- Amaze-Acc/Stun/Rchg(A), Amaze-Acc/Rchg(45)
    Level 41: Soul Transfer -- C'ngBlow-Dmg/Rchg(A), C'ngBlow-Acc/Rchg(43)
    Level 44: Oppressive Gloom -- Acc-I(A)
    Level 47: Tough -- EndRdx-I(A)
    Level 49: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(50), GftotA-Def/EndRdx/Rchg(50), GftotA-EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit

    Code:
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  7. Yoshitomo

    Spines/DA

    Quote:
    Originally Posted by Prof_Backfire View Post
    I see.

    On another note, I'm totally picking up Physical Perfection when I get high enough.
    I've heard about PP but I don't actually know much about it, just that it boosts regen and recovery slightly. Could anybody point me in the direction of some more info on the power please?
  8. Yoshitomo

    Spines/DA

    Quote:
    Originally Posted by Santorican View Post
    Are you going to PvP with this build? I got rid of TP because it's going to kill your endurance bar.
    No, I generally don't PvP at all.

    Quote:
    Originally Posted by John_Printemps View Post

    Ah well, that explains it. I was far too tired this morning to look for the issue and knew it seemed strange but I was really only verifying it was the right build in general.

    In concern to the endurance, global recharge, Conserve Power, and Hasten... You don't need Hasten. Sounds scandalous, no? Seriously though, I've never taken Hasten on a Spines/DA as I've never had an actual use for it. The general recharge you can achieve out of sets and bonuses is more than sufficient to cover your needs. Even without global bonuses I never felt Hasten was necessary. Spine Burst and Throw Spines on their own had always been enough to cycle through. Endurance on the other hand, you can never have too much of that. Generally an additional 20ish% Global Recovery sways most "Endurance Blues". You wont be performing any miraculous AV Solo's or anything, but the rest of the game will continue to be your oyster. Keeping a few extra inspirations will always be a bonus to maintaining your runs, of course, but there is--regrettably--a limit to how much recovery you can squeeze into a build while keeping other things consistent. That and I have had CP in my own build at one point and realized that the only times I ever actually used it were either when I severely over extended into for-sure failure (see: Death), or if I was Soul Transferring into a bad situation and CP balanced getting up to speed enough that I wasn't in that bad situation any longer. So one or two events out of fifty just didn't prove its worth.
    This sounds interesting, because If I don't take Hasten and CP, I can free up 4 slots to go elsewhere, I'm going to have a little play around in Mids' and see what I can do. I might actually see if I can sort out my endurance a bit more on the cheap and throw the fighting pool in there. Thanks!
  9. Yoshitomo

    Spines/DA

    Quote:
    Originally Posted by John_Printemps View Post
    This is the last build I'd worked on with a defensive focus, all but S/L is above 20% (From typed to positional) with soft capped Psi...although don't recall where that came from. Build was last touched 4/22/09.
    Haha! I was searching through for ages until I realised, you have accolades toggled on which gave you an extra 25% Psi defense, Elusive mind I think.

    I think this build is probably a little out of my price range, how much has it cost you?

    Also, you don't have hasten in that build, is your 52% recharge bonus plenty? What's the lowest global recharge I'd need to drop hasten? And one last thing, you don't have CP and your recovery and endurance drain aren't fantastic, so what's this build like on endurance?
  10. Yoshitomo

    Spines/DA

    Quote:
    Originally Posted by Santorican View Post
    Also you don't need to slot the Aegis unique, you already have a lot of psionic resistance.
    It's for the status resist.

    Quote:
    Originally Posted by Santorican View Post
    Here are some changes I made, but I am really trying to get endurance consumption under control because it is really high on this build.
    Thanks you for the help, I can see how those changes would benefit me, but you've completely changed my build. I like TP, its part of my concept so that's not changing. And I purposely left the fighting pool out because I will struggle with endurance as it is. Then you've upped the recharge of conserve power by 110s by staling slots, which is gunna cripple me. No offence but you've far from helped with my endurance consumption.
  11. Yoshitomo

    Spines/DA

    Well I've been looking at a few builds, and I've built what I think is a pretty nice build.

    Although, I'm not entirely sure about cloak of fear, its very harsh on endurance so I definitely won't be leaving it on in a fight, in fact I'm struggling to think when I'd need it. But on the other hand, I can't see any other powers that would benefit me much.

    Below is my build, any advice on my power choices and slotting would be greatly appreciated thanks.

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

    Click this DataLink to open the build!

    Iduma: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Dark Armor
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-EndRdx/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(33)
    Level 2: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 4: Spine Burst -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(39)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
    Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(46)
    Level 10: Obsidian Shield -- Aegis-Psi/Status(A), S'fstPrt-ResKB(40), S'fstPrt-ResDam/Def+(45), EndRdx-I(50)
    Level 12: Recall Friend -- EndRdx-I(A)
    Level 14: Teleport -- EndRdx-I(A), EndRdx-I(15), Zephyr-Travel(15), Zephyr-Travel/EndRdx(39), Range-I(43)
    Level 16: Dark Regeneration -- RechRdx-I(A), Acc-I(17), EndRdx-I(17), Theft-+End%(42), Theft-Acc/EndRdx/Rchg(43), Nictus-Acc/EndRdx/Rchg(46)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(21), Numna-Regen/Rcvry+(21)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc(23)
    Level 24: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/Rchg(25), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 26: Ripper -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-EndRdx/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(50)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
    Level 35: Cloak of Darkness -- DefBuff-I(A), DefBuff-I(48)
    Level 38: Combat Jumping -- DefBuff-I(A)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 44: Oppressive Gloom -- Acc-I(A)
    Level 47: Soul Transfer -- RechRdx-I(A)
    Level 49: Cloak of Fear -- Acc-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    Code:
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  12. Yoshitomo

    Spines/DA

    Wow excellent guide John, just what I've been looking for, thanks!

    20-25% defense you say? Any idea how this is done? I'm guessing the Steadfast unique would be in there, but other than that...

    EDIT: I've noticed something, Dark Regeneration actually has 6 different damage procs available to it, would it be worth slotting a couple of these into it for a chance for some extra damage?
  13. Yoshitomo

    Spines/DA

    Even so, would you mind posting your build? Just so I have some kind of comparison and target to aim towards. Although, what do you perceive to be expensive? I currently have around 200 million inf across my characters, and my last build only cost 100 million which is roughly what I aim to spend on this final build as well.
  14. Yoshitomo

    Spines/DA

    I'll probably be using this guys for some occasional farming too
  15. Yoshitomo

    Spines/DA

    I've been trying to think of a cool concept for a new scrapper and I think I've found one I like, and come i16 he's gunna look the mut's nuts! But I have no idea how to start slotting a build like this with IOs. What kind of resistance numbers should I be aiming for? Any example builds would be greatly appreciated, thanks!

    Sorry I forgot to mention, this guy will be used for teaming and simple PvE.
  16. Yoshitomo

    SD/SS Build

    If you were trying to softcap all your positional defense, you've made the same mistake I did. You need to edit your Mids' database so that Phalanx Fighting shows when there is no one in range. At the top, click Options>Advanced>Database Editor and then click Main Database Editor, find Phalanx Fighting, click edit and set the first Scale Range box to 0.

    If you do this, you'll find your actually 3.3% away from melee and 1.7% away from ranged softcap. You could finish your GSFC set to softcap ranged and you'd almost be there with melee too. This is just a suggestion from a bit of a newb, but I hope I've helped.
  17. Personnaly, I'd rather have that little extra recovery from GotA because that's one of the main problems I currently have with her, endurance. And I don't currently have any accolades to boost my regen or recovery. So unless you can see any other holes, when I've got some time, I think I'm gunna get started on her respec, thanks for all your help.
  18. Quote:
    Originally Posted by JamMasterJMS View Post
    Be different.
    Roll an ma/da scrap.
    Cobra strike+oppressive gloom never gets old.
    I like the concept but ouch on my blue bar

    Quote:
    Originally Posted by Santorican View Post
    Electric/Dark for thunder clap opressive gloom PBAoE boss stunning capabilities!
    I've thought about that already and the thought of a dark ominous cloud full of electricity flailing around just sounds awesome! I'm definitely rolling me one of those when the time comes!
  19. I have a level 50 Katana/SR who I recently IOd out and he's brilliant, but now he's all finished, I really want to roll a new scrapper, I just can't settle on a build I like. I've rolled both a Claws/WP and MA/WP, but I don't like the animations and SFX of Claws, MA feels quite sluggish and I have doubts on WP as it feels like it might be quite a boring secondary later on. I've been reading quite a few /DA guides and reviews and it sounds quite fun, but I'm still indecisive. So I was just wondering, what sets have all of you scrapper veterans found to be the most fun?
  20. V4, think this is usable yet?

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

    Click this DataLink to open the build!

    Violet Ray: Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- DefBuff-I(A), DefBuff-I(3), ResDam-I(7), ResDam-I(7), EndRdx-I(15), EndRdx-I(50)
    Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(48)
    Level 2: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-Def(15), S'dpty-EndRdx(17), S'dpty-EndRdx/Rchg(50)
    Level 4: True Grit -- ResDam-I(A), ResDam-I(5), S'fstPrt-ResDam/Def+(9), Heal-I(9), Numna-Heal(46), Numna-Regen/Rcvry+(46)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(21)
    Level 8: Against All Odds -- EndRdx-I(A), EndRdx-I(27)
    Level 10: Hurdle -- Jump-I(A), Jump-I(11), Jump-I(11)
    Level 12: Phalanx Fighting -- GftotA-Run+(A), GftotA-Def(48)
    Level 14: Health -- RgnTis-Regen+(A), Mrcl-Heal(17), Mrcl-Rcvry+(23)
    Level 16: Swift -- Run-I(A)
    Level 18: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(31)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(25), RctvArm-EndRdx(33), RctvArm-EndRdx/Rchg(50)
    Level 26: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(27), S'dpty-Def/EndRdx/Rchg(33), S'dpty-Def(33), S'dpty-EndRdx(46)
    Level 28: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(34), M'Strk-Dmg/Rchg(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Acc/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 30: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
    Level 32: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Build%(40), RechRdx-I(42), RechRdx-I(42)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Foot Stomp -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/Rchg(43), M'Strk-Acc/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43), M'Strk-Acc/Dmg/EndRdx(45)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 44: Taunt -- Taunt-I(A)
    Level 47: Grant Cover -- GftotA-Run+(A), GftotA-Def/EndRdx(48)
    Level 49: One with the Shield -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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  21. Damn it! Hadn't seen that, thanks Rangle. Back to the drawing board.
  22. OK, I've been tweaking forever now and I can't see anywhere else I can improve without making it into a billion inf build, some of the changes are:

    - All defenses down slightly but all positions are still soft-capped
    - All resistance types are slightly higher
    - Regen up 55%
    - Recovery up 0.16/s
    - End Drain down 0.04/s
    - Recharge up 5%
    - Perma Active Defense without Hasten
    - Perma Rage without Hasten
    - Saved a bit of inf by using common IOs

    I've thrown in some pretty expensive IOs, like the unique heals, but I should be able to afford them. If not, I'll just have to save up. And if anybody can improve on this, please post an improved build, I'd be very grateful. Thank you.

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

    Click this DataLink to open the build!

    Violet Ray: Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- DefBuff-I(A), DefBuff-I(3), ResDam-I(7), ResDam-I(7), EndRdx-I(15), EndRdx-I(50)
    Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(48)
    Level 2: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-Def(15), S'dpty-EndRdx(17), S'dpty-EndRdx/Rchg(50)
    Level 4: True Grit -- ResDam-I(A), ResDam-I(5), S'fstPrt-ResDam/Def+(9), Heal-I(9), Numna-Heal(46), Numna-Regen/Rcvry+(46)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(21)
    Level 8: Against All Odds -- EndRdx-I(A), EndRdx-I(27)
    Level 10: Hurdle -- Jump-I(A), Jump-I(11), Jump-I(11)
    Level 12: Phalanx Fighting -- GftotA-Run+(A), GftotA-Def/EndRdx(48)
    Level 14: Health -- Heal-I(A), Heal-I(17), Mrcl-Heal/EndRdx(23), Mrcl-Rcvry+(46)
    Level 16: Swift -- Run-I(A)
    Level 18: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(31)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(25), RctvArm-EndRdx(33), RctvArm-EndRdx/Rchg(50)
    Level 26: Weave -- GftotA-Run+(A), GftotA-Def(27), GftotA-Def/EndRdx(33), GftotA-EndRdx/Rchg(33)
    Level 28: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(34), M'Strk-Dmg/Rchg(34), M'Strk-Acc/Dmg/EndRdx(34), RechRdx-I(36), RechRdx-I(37)
    Level 30: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 32: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Build%(40), RechRdx-I(42), RechRdx-I(42)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Foot Stomp -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/Rchg(43), M'Strk-Acc/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43), RechRdx-I(45)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 44: Taunt -- Taunt-I(A)
    Level 47: Grant Cover -- GftotA-Run+(A), GftotA-Def/EndRdx(48)
    Level 49: One with the Shield -- RgnTis-Regen+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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  23. And here I was thinking it was just me that thought spines looks ridiculous, especially on female characters, the spines are thicker than her arms!

    Can't wait for i16, gunna be so much fuuuuun!
  24. Quote:
    Originally Posted by New Dawn View Post
    I do not get the point of 2 Reactive Armours for a res immob bonus of 1.1%. I would sooner have straight forward Res SOs. You resist immobs anyway and by slotting RA's you are lowering your resistance for cowdung bonuses. It helps to read every slot, not be gooey eyed about bonuses for the sake of bonuses and make everything count without having too much of a good thing anywhere.

    For an exempable build, having one rechg in Active Defense is going to be painful prior to 35 when you get haste, plus later double stacking some is a good thing. You could atleast have it perma'd. Being able to hurdle is meaningless when you are held.

    I think it's far from finished and needs a major overhaul. If you're the one reading every slot, trying out alternatives, finding your way around Mids looking at power graphs, advanced totals and data view then it'll help you when it comes to doing all your builds in future.
    I think I must've had more reactive armours in there, and then taken them away and forgot about the lack of bonuses. And I don't tend to exemp down much, so I don't see the lack of recharge as much of a problem.

    So...2 problems and it needs a "major overhaul"? Aren't you being a little unreasonable? Granted, I'm new to IO's and set bonuses, but I don't think I've made a gigantic mess of it.
  25. V 2.0 good enough to look more like a tank instead of an underpowered scrapper yet?

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

    Click this DataLink to open the build!

    Violet Ray: Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-Def(7), S'dpty-EndRdx(7), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam(50)
    Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(48)
    Level 2: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-Def(15), S'dpty-EndRdx(17), S'dpty-Def/EndRdx/Rchg(50)
    Level 4: True Grit -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(9), Mrcl-Heal/EndRdx(9), Mrcl-Heal/Rchg(46), Mrcl-Heal(50)
    Level 6: Active Defense -- RechRdx-I(A)
    Level 8: Against All Odds -- EndRdx-I(A), EndRdx-I(27)
    Level 10: Hurdle -- Jump-I(A), Jump-I(11), Jump-I(11)
    Level 12: Phalanx Fighting -- GftotA-Run+(A), GftotA-Def(48)
    Level 14: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(17), Mrcl-Rcvry+(46)
    Level 16: Swift -- Run-I(A)
    Level 18: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(31)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
    Level 22: Boxing -- RzDz-Immob%(A), RzDz-Acc/Rchg(23)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(33), RctvArm-EndRdx(46)
    Level 26: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(27), S'dpty-Def(33), S'dpty-EndRdx(33)
    Level 28: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(34), M'Strk-Dmg/Rchg(34), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 30: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
    Level 32: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Foot Stomp -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/Rchg(43), M'Strk-Acc/EndRdx(43), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(45)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 44: Taunt -- Taunt-I(A)
    Level 47: Grant Cover -- GftotA-Run+(A), GftotA-Def(48)
    Level 49: One with the Shield -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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