Yoshitomo

Apprentice
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  1. I forgot to mention, I'm not a great fan of powers with a huge crash, like One with the Shield, but I didn't really know what else to take in it's place, any ideas?
  2. Hey guys, I decided to plan an IO build for my SD/SS tank, Violet Ray. She currently just has SOs in her and with a few nice sets, I think she'll really shine. I'd appreciate any input, but can you see any major flaws in my build? Thanks in advance

    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/EndRdx/Rchg(7), S'dpty-Def(7), S'dpty-EndRdx(15)
    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%(29)
    Level 2: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-Def(15), S'dpty-EndRdx(17)
    Level 4: True Grit -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(5)
    Level 6: Active Defense -- RechRdx-I(A)
    Level 8: Against All Odds -- EndRdx-I(A), EndRdx-I(9), Taunt-I(9), Taunt-I(33)
    Level 10: Hurdle -- Jump-I(A), Jump-I(11), Jump-I(11)
    Level 12: Phalanx Fighting -- GftotA-Run+(A)
    Level 14: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(17), Mrcl-Rcvry+(46)
    Level 16: Swift -- Run-I(A)
    Level 18: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), KntkC'bat-Knock%(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 -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25)
    Level 26: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(27), S'dpty-Def/EndRdx/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 -- Zinger-Taunt(A), Zinger-Taunt/Rchg(46), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(48), Zinger-Taunt/Rng(48), Zinger-Dam%(48)
    Level 47: Grant Cover -- GftotA-Run+(A)
    Level 49: One with the Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(50), ImpArm-ResDam/Rchg(50), ImpArm-EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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  3. Thanks for the input guys, I failed to mention I do actually have FA as well, but I tend not to use it because of its huge end drain! >_< I was in a +3 farm last night and I didn't seem to have any problems, I maybe missed 1, maybe 2, times per group which I can deal with and if I come up against any defensive enemies, I've always got FA to back me up, which boosts my accuracy to 172-178%. Sorry for wasting your time lol.
  4. Hey there, my Katana/SR scrapper currently has 140-146% accuracy on his attacks and I was wondering what the ideal accuracy was in order to compensate for any possible -to-hit/+def from enemies.
  5. Thought I'd throw in my 2 cents... My Katana/SR tended to have endurance issues, but after setting him up with IOs, I now have enough accuracy to leave FA off, so it now just holds a couple of set bonuses and its a backup +to-hit if I need it. Plus, my IOs reduce the endurance drain of my toggles and attacks by much more than basic IOs. Conserve Power is invaluable to him too, and as such, I've taken Hasten to get CP up as much as possible, and of course Hasten boosts your damage output by quite a bit.
  6. Last night I actually went to WW to check some prices and realised a few of the IOs were al ittle out of my reach so here's my new, revised, cheaper build. It's also in the OP.

    Click this DataLink to open the build!

    Please comment
  7. I can't actually afford an extra 150 million inf, I currently have around 180 million and only a few of the IOs I need from reward rolls. So I definitely won't be dipping into LotGs yet, and I don't understand why you put an extra recharge on practiced Brawler
  8. Started a new thread because this ones title became irrelevant. Click here.
  9. Hey guys, this is a continuation of another thread I started where I was asking about a simple SO build, but I've now decided to IO out my scrapper

    If you'd like to read the other thread its here.

    The main builds I need opinions on are these:

    Whisky Jack's build: DataLink!

    My edit: DataLink!

    BTW, can't thank you enough for that build Whisky Jack, you're a genius!
  10. Instead of boosting my recovery, I decided to boost my global recharge so I can use Conserve Power more often. What's this look like?

    Click this DataLink to open the build!
  11. Love this build, thank you so much, but couldn't I just put a Steadfast Protection in Tough for 3% defence to all, and use the other slots currently in Tough for a few more bonuses?

    Oh and also, my attacks all have 140/146% which is more than I currently have while using FA so I could theoretically drop FA to save endurance, but it currently holds 0.94% defence (melee), so any other options on that?

    I've actually been playing around with your build, and I've probably jumped the price up quite a bit but I've gained quite a lot of recovery and boosted my run speed a little...compare and comment

    Click this DataLink to open the build!
  12. That's brilliant but I really can't sacrifice FA and Hasten, my damage output would halve I've been playing around in mids' trying to IO my build to softcap on a budget but I think I failed on the budget part. I'm not too sure of actual prices, I'll have to go to WW's but it looks pretty expensive so far.
  13. Excellent, thanks for clearing that up for me guys
  14. Excellent, thanks for the builds guys! Just out of interest, roughly how much these builds cost you?
  15. Hi there, sorry if this is a stupid question but I've never used IO sets and I was unsure about one thing... Do set bonuses still affect your stats even if the power is inactive?

    For example: If I were to slot LotG: Recharge Speed into one of my scrappers toggles, would it still boost my recharge speed if the power is not turned on?

    Thanks.
  16. Thanks for the input guys, in reply to Chaos String:

    1)I much prefer SotW over GC because I don't like the animation of GC and I prefer SotW's higher damage.

    2)I decided to leave Elude out simply because I hate the crash, it always catches me off guard and I really don't like having to sit on the sidelines for 10 seconds while I recuperate.

    Thanks for the advice Whisky Jack, I've never really looked into sets at all until now and it was all a bit daunting, but after playing around in Mid's, its not that bad at all. And your right about the concept thing, I didn't want any silly jumping/running auras, just a little boost to speeds, and in that SO build, I'm not sacrificing any slots by slotting hurdle, swift and sprint.

    If anybody could post up their final K/SR builds for some IO set advice, I'd really appreciate it.
  17. Hey, I'm yet to delve into IO sets simply because I'm still pretty poor, so how does this SO build look like until I'm able to save up for some sets?

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

    Click this DataLink to open the build!

    Yoshitomo: Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Sting of the Wasp -- Acc(A), Dmg(3), Dmg(11), Dmg(39), EndRdx(39), RechRdx(40)
    Level 1: Focused Fighting -- DefBuff(A), DefBuff(5), DefBuff(11), EndRdx(25), EndRdx(43)
    Level 2: Flashing Steel -- Acc(A), Dmg(3), Dmg(7), Dmg(39), EndRdx(40), RechRdx(40)
    Level 4: Focused Senses -- DefBuff(A), DefBuff(5), DefBuff(13), EndRdx(25), EndRdx(43)
    Level 6: Agile -- DefBuff(A), DefBuff(7)
    Level 8: Build Up -- RechRdx(A), RechRdx(9), RechRdx(9)
    Level 10: Practiced Brawler -- RechRdx(A)
    Level 12: Hurdle -- Jump(A), Jump(15), Jump(15)
    Level 14: Swift -- Run(A), Run(46), Run(48)
    Level 16: Health -- Heal(A), Heal(17), Heal(17)
    Level 18: The Lotus Drops -- Acc(A), Dmg(19), Dmg(19), Dmg(23), EndRdx(31), RechRdx(34)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Dodge -- DefBuff(A), DefBuff(23)
    Level 24: Quickness -- Run(A)
    Level 26: Soaring Dragon -- Acc(A), Dmg(27), Dmg(27), Dmg(29), EndRdx(37), RechRdx(37)
    Level 28: Lucky -- DefBuff(A), DefBuff(29)
    Level 30: Hasten -- RechRdx(A), RechRdx(31), RechRdx(31)
    Level 32: Golden Dragonfly -- Acc(A), Dmg(33), Dmg(33), Dmg(33), EndRdx(34), RechRdx(34)
    Level 35: Evasion -- DefBuff(A), DefBuff(36), DefBuff(36), EndRdx(36), EndRdx(37)
    Level 38: Kick -- Acc(A)
    Level 41: Tough -- ResDam(A), ResDam(42), ResDam(42), EndRdx(42), EndRdx(43)
    Level 44: Weave -- DefBuff(A), DefBuff(45), DefBuff(45), EndRdx(45), EndRdx(46)
    Level 47: Conserve Power -- RechRdx(A), RechRdx(48), RechRdx(48)
    Level 49: Focused Accuracy -- ToHit(A), ToHit(50), EndRdx(50), EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run(A), Run(13), Run(46)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  18. Quote:
    Originally Posted by Psiphon_EU View Post
    The only issue with Psionic on an Illusion is that all your damage is psi, if you come up against Carnies you might as well go home.

    Personally I prefer the Stone Epic, Fissure sets up containment with the stun for extra damage, knockdown for the extra control and the best single target attack in all the epic sets with Seismic Smash (also a mag 4 hold)
    Rock Armour gives you another place for a LotG.

    Downside the look of the armour!
    I too thought about Psionic Mastery, simply because it would fit in with illusion's other psionic damage and for IW, but the lack of damage and damage type kind of puts a downer on it. I love Stone Mastery usually, but for some reason Stone just doesn't fit on an ill/rad IMO, and once Power Customization comes in, white hot fire attacks will looks awesome!
  19. Quote:
    Originally Posted by Psiphon_EU View Post
    I believe this is the case too, I'm sure some one ran some tests a while back.

    It's not worth the hassle though, I'd rather avoid casting on the Tank and get on with the game then get involved in a lengthy disussion/argument in game.
    True, I guess it wouldn't take much just to say "Tank stay away when I shout gather for group invisibility!" I'll have to give GI a try sometime.
  20. Quote:
    Originally Posted by Psiphon_EU View Post
    Fair enough.

    On the Tank query GI can aid him in holding aggro.
    I wait for the Tank to move off then use GI on the rest of the team - reduces the team's threat level apart from the Tank.
    Yeah, there is always that tactic....but I'm selfish lol. Plus I already have other means of keeping the team alive. My theory on the whole tank issue is: If GI reduces a tanks ability to taunt by reducing his/her threat level, it also reduces the threat level of the rest of the team meaning the tank will still have a higher threat level than the rest of the team by means of his/her gauntlet and taunt powers. But many people don't think like this.
  21. I can definitely see where you're coming from about GI but I can't stand re-casting, just like I hate scrapper's mez protection clicks, there's no reason they cant be toggles =/ plus, in my experience, a lot of teams don't like GI because it "stops tanks from doing their job" I don't know how true this is but for these reasons I much prefer SI.
  22. I'm guessing, or hoping, that silence means no one has any changes they'd make to it....that's good enough for me!
  23. OK, I've had a tinker with it yet again, what do you think now...?

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

    Click this DataLink to open the build!

    Ionyze: Level 50 Mutation Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Lift -- Acc(A), Acc(3), Dmg(5), Dmg(19), Dmg(34)
    Level 1: Radiant Aura -- Heal(A), Heal(13), RechRdx(13)
    Level 2: Gravity Distortion -- Acc(A), Dmg(3), Dmg(15), Dmg(17), RechRdx(17)
    Level 4: Crush -- Acc(A), Dmg(5), Dmg(15), Dmg(34)
    Level 6: Accelerate Metabolism -- RechRdx(A), RechRdx(7), RechRdx(7)
    Level 8: Crushing Field -- Acc(A), Acc(9), EndRdx(9), EndRdx(37)
    Level 10: Radiation Infection -- EndRdx(A), EndRdx(11), ToHitDeb(11), ToHitDeb(19), ToHitDeb(21), DefDeb(37)
    Level 12: Hover -- EndRdx(A)
    Level 14: Fly -- Flight(A), Flight(46)
    Level 16: Swift -- Flight(A)
    Level 18: Health -- Heal(A)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(23)
    Level 22: Enervating Field -- EndRdx(A), EndRdx(23), EndRdx(34)
    Level 24: Lingering Radiation -- Acc(A), Acc(25), RechRdx(25), RechRdx(42)
    Level 26: Gravity Distortion Field -- Acc(A), Acc(27), Hold(27), RechRdx(40), RechRdx(42)
    Level 28: Propel -- Acc(A), Acc(29), Dmg(29), Dmg(36), Dmg(37)
    Level 30: Wormhole -- Acc(A), Acc(31), RechRdx(31), RechRdx(31), Range(40)
    Level 32: Singularity -- Acc(A), Dmg(33), Dmg(33), Dmg(33)
    Level 35: Hasten -- RechRdx(A), RechRdx(36), RechRdx(36)
    Level 38: EM Pulse -- Acc(A), Acc(39), Hold(39), RechRdx(39), RechRdx(40)
    Level 41: Fissure -- Acc(A), Acc(42), Dmg(43), Dmg(43), Dmg(43), RechRdx(46)
    Level 44: Seismic Smash -- Acc(A), Dmg(45), Dmg(45), Dmg(45), RechRdx(46)
    Level 47: Rock Armor -- DefBuff(A), DefBuff(48), EndRdx(48), EndRdx(48)
    Level 49: Earth's Embrace -- Heal(A), Heal(50), RechRdx(50), RechRdx(50)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Containment



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  24. Quote:
    Originally Posted by Local_Man View Post
    Overall, it looks like a solid build with only a few variations from my suggestions. The one thing I would suggest is to slot Recharge in Phantom Army first, then Acc and Dam.

    Is this going to be a mostly solo build, team build or mixed/all purpose?
    Ignore enhancement order, I've just put them like that coz its neat (freak, I know) Optik's level 23 now and yes, I slotted PA for recharge before anything. I very rarely solo, but I like to keep my options open in case I'm in a loner mood why?
  25. OK, build 2... thoughts?

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

    Click this DataLink to open the build!

    Ionyze: Level 50 Mutation Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Lift -- Acc(A), Acc(3), Dmg(5), Dmg(19), Dmg(34)
    Level 1: Radiant Aura -- RechRdx(A)
    Level 2: Gravity Distortion -- Acc(A), Dmg(3), Dmg(15), Dmg(17)
    Level 4: Crush -- Acc(A), Dmg(5), Dmg(15), Dmg(34)
    Level 6: Accelerate Metabolism -- RechRdx(A), RechRdx(7), RechRdx(7)
    Level 8: Crushing Field -- Acc(A), Acc(9), Immob(9), EndRdx(37)
    Level 10: Radiation Infection -- EndRdx(A), ToHitDeb(11), ToHitDeb(11), ToHitDeb(19), DefDeb(21)
    Level 12: Air Superiority -- Acc(A), Acc(13), Dmg(13), Dmg(17), Dmg(37)
    Level 14: Fly -- Flight(A), Flight(46)
    Level 16: Swift -- Flight(A)
    Level 18: Health -- Heal(A)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(23)
    Level 22: Enervating Field -- EndRdx(A), EndRdx(23)
    Level 24: Lingering Radiation -- Acc(A), Acc(25), RechRdx(25), RechRdx(42)
    Level 26: Gravity Distortion Field -- Acc(A), Acc(27), Hold(27), RechRdx(40), RechRdx(42)
    Level 28: Propel -- Acc(A), Acc(29), Dmg(29), Dmg(36), Dmg(37)
    Level 30: Wormhole -- Acc(A), Acc(31), RechRdx(31), RechRdx(31)
    Level 32: Singularity -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34)
    Level 35: Hasten -- RechRdx(A), RechRdx(36), RechRdx(36)
    Level 38: EM Pulse -- Acc(A), Acc(39), Hold(39), RechRdx(39), RechRdx(40), RechRdx(40)
    Level 41: Fissure -- Acc(A), Acc(42), Dmg(43), Dmg(43), Dmg(43), RechRdx(46)
    Level 44: Seismic Smash -- Acc(A), Dmg(45), Dmg(45), Dmg(45), RechRdx(46)
    Level 47: Rock Armor -- DefBuff(A), DefBuff(48), EndRdx(48), EndRdx(48)
    Level 49: Earth's Embrace -- Heal(A), Heal(50), RechRdx(50), RechRdx(50)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Containment



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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