Aliana Blue

Legend
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  1. Quote:
    Originally Posted by EvilRyu View Post
    If you can show me pics and videos of invul scrappers surviving end game stuff thats non-smashing lethal attacks set for 8 people while using just SO's without unstoppable going then and only then I will admit I am wrong.
    http://www.youtube.com/watch?v=5am82iGBxbc

    Your move.
  2. Quote:
    Originally Posted by Arcanaville View Post
    64% is a kind of weird number, unless you've been through this once before and you realize some people continue to think linearly about non-linear effects.
    Funny tangent completely unrelated.

    I have gone through the builds of all my high-level characters since I got back, planning the alpha slot and whatnot. The only one that's going to come close (in fact, so close I may actually manage to softcap at 64 to nearly everything) is my MA/EnA stalker.

    Kind of hilarious that my most survivable character may end up being the redheaded stepchild.
  3. More about Conserve Power and Physical Perfection: Dark Consumption will likely make them unnecessary. It really is that good.

    A bit of info on what you want to do would help us suggest things for the build. Basically, how do you like to play? You want to face tough bosses/elite bosses mano a mano? Jump into large spawns and just see seas of enemies? Chase high level mobs or are you happy sticking to mobs your level? All that, just a feel of how you like to play.
  4. Way to go! Good job =)

    Back when I did it with Actin (DM/Inv) I had to use the wedding band for the first fight until the autohit fluffy was down.

    No temps is much better! You guys really are doing great stuff =)
  5. Quote:
    Originally Posted by UberGuy View Post
    My recently much-improved BS/Inv Scrapper tanked LR last night in an STF that had nothing better at holding his aggro. I did it by the now well-published tactic of parrying a tower while my nicely auto-hit aura kept him annoyed with me. I had to be healed once, I used Unstoppable and I popped a few tier-3 lucks to fend off his +toHit, but I'm quite happy with my little edge case use of my Scrapper's taunt aura.
    I really need to get my DM/Inv into a STF to have a word with Recluse. She already has notches in her belt for being the "tank" on Rommy and on Reichsman, so that's the next logical step for her.

    If anything, I'd like to have more taunt in everything. Last night the Ice tank kept pulling Reichsman's aggro off me with taunt and it'd take several attacks before I regained it. I could get her taunt I suppose, but I noticed a lot of people get uppity if you taunt things without being a tank (specially if you taunt them off the tank O:^).

    Tanking with an /Inv scrapper is interesting. It reminds me of the old days with my Inv/EM tank, without provoke and before Gauntlet was added. Have to stay two steps ahead of the team and learn how much of the big spawn they can handle by themselves, to be able to time when to jump off into the next spawn. Very fun.
  6. Quote:
    Originally Posted by Nihilii View Post
    They changed the fitness pool to be inherent recently (you get all 4 powers automatically at level 2), but they couldn't make the change to already existing builds. So, old builds that were created before I19 have to respec to get the inherent fitness.
    Or to put it another way: No double dipping into stamina!

    As far as the passives, I'd take them. I have done a lot of (practical and theoretical) builds on DM/Inv, and I've rarely, if ever, been so strapped for powers that I felt like dropping one of these to access something else that would give me bigger advantages. I run into the power pool limit of 4 before that happens.

    Slotting them is a different matter. Many of my builds just stick to the default slot with one resistance enhancement.
  7. Fireball, I believe. Much better than Dark Obliteration.

    What about something like this?

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  8. I have a DM/FA that I took to 50 before Stamina became inherent, with no Stamina - relying on the two enddrains.

    It's squishy. It's also a fluffy, fiery ball of doomy doom. Seriously fun.

    Do eeeeeeeeeet! You won't regret it!
  9. Quote:
    Originally Posted by brophog02 View Post
    Yep, but I must point out again that the Notice is gated content. I think we're underestimating that fact too much in this thread.
    Well that's the point: That's not the way this game usually goes about things. Good or bad, it presents a significant change in design philosophy. Even "zone attunements" have usually been soloable storyarcs.
  10. Quote:
    Originally Posted by TonyV View Post
    While I still want more of an overall emphasis on teaming in the game, I really do hope that they come through and satisfy your play style as well for the parts of the game you like. The game needs more level-headed people like you, and I genuinely hope you change your mind before your subscription runs out and decide to stay for a long time. If that means that I have to suck it up and support better soloable options, then count me in.
    To be honest, I think part of the problem is not just that, at this price, the difference between the solo and the team path presents a significant divergence between them, but also that it's much more than it usually is in other parts of the game.

    If one takes, for example, merit rewards, the time difference between the team (say, trials) and the solo (Story arcs) paths to acquire a reward is about 1:3 (24 to 8 merits an hour). In general, the game has been accommodating for the solo player, while the requirements for this Incarnate stuff are less so.

    88 shards vs. running the WTF once is pretty extreme.
  11. Quote:
    Originally Posted by Jetpack View Post
    It also means that all of your shards are going to the Alpha slot.

    So, no other Incarnate slots could be gotten, as they said all of the slots can be opened with shards.

    Hmm.

    Of course, you could keep the numbers high and just up the shard drop rate.
    That is a good point.

    More fun. If someone had level 50s in all the slots in one server (more than the default, assuming they've bought all possible slots), and if all the slots had the same shard "cost" to fill, by the time they were done they would have made...

    Wait for it...

    More than one Trillion influence.

    This is starting to sound like the US Budget Deficit.
  12. Anyone knows the drop rate of Vanguard Merits? 150 VMs give you one Gr'ai Matter, which can be converted into one shard. Doing the insane grind I described above with Rikti could cut down the time slightly.

    More fun random maths: If the entire playerbase took the solo route, we'd have depopulated the earth before we were done.
  13. Quote:
    Originally Posted by Necrotron View Post
    That is a whole lot of cash. That means a top tier Alpha, with its one Favour and two third-tier Alphas (one Notice each) in the recipie, will costs 400 million influence.
    Eh, not so bad really. Compared to the number of shards, the influence is nothing

    Recalling the Hour Farming Challenge numbers, one run of the Portal Corps Council map gave (including the vendored drops) some 6M per full run or so, lowballing it, at +3x8-NoBosses. If it's about 20 spawns , think 4 Lts and 8 minions per, something like 2/3 of a shard per run on average. Say one full shard per run, being generous. By the time you have all 88 shards, well, you'll be closer to a billion influence than to zero.

    The thing to do, IMO, is to wait for a TF that can be soloed to be chosen as WTF, and parallelize runs. Instead of running the TF with your weak character(s) combined with someone else's strong ones, find someone who has one or more strong characters that can solo the TF set to x2, have your weak character be the "anchor", while YOU run the TF solo with your strong character in parallel, having that other person's "weak" one as anchor.

    That ain't gonna work until the right TF comes along tho

    EDIT: More back-of-the-envelope maths for fun. If you want to get that very rare solo without WTF, by the time you've gotten all the shards you need, you will have:

    - Defeated about 100,000 mobs (minion/Lt./Boss mix).

    - On average, gotten about 20 purple recipes at worst (worst = flat 1:5000 drop rate).

    - Received 5 Pool C+D drops from bosses.

    - Gotten over 1 Billion influence from defeats alone (assuming bosses on).

    - Hit the influence cap, and then some, by selling the common recipe drops at the nearest vendor.

    - Received about 300 pieces of rare salvage.

    - Caused more casualties than any single battle during the American Civil War.

    Have at it!
  14. I see. That makes a lot of sense; thanks Arcana!
  15. Quote:
    Originally Posted by Arcanaville View Post
    Consider XP and Inf. XP and Inf are not linked. They could be. But in at least one significant aspect they are not. If you die, debt ultimately means your XP earning rate drops in half for a time.
    Just quoting one bit, but that whole post really put things into perspective for me. Thanks!

    That said, one thought about the Inf:XP. Minions' Inf:XP ratio is lower than Lts., and Lts. are lower than Bosses. Not only that, but bosses have substantially tastier individual drop rates (although... I haven't calculated the Drop:XP ratio, Lts. may be better in that respect :-? Shard-wise they're identical at least).So in a way, seems like the game does reward taking a higher risk and chasing stronger enemies.

    Yet one cannot simply fight a sea of bosses, whereas setting up a fight against a sea of minions and Lts. is easy as pie . AE efforts to have all-boss farms were strongly stopped too.

    It all seems to me a bit schizophrenic. On the one hand give bigger rewards for the stronger, more dangerous mobs, and on the other hand prevent one from fighting too many of these. I get the feeling that if the devs decided to up rewards for +4s, they'd change spawning rules to either have them mixed with level 50s, or having spawns go all the way from 50 to 54 in missions. But I don't really understand why, is it the AoE?
  16. We did a 'Cuda SF without MM or Defender.

    Whoopsie

    Seems like the team consisted of people who had never run it before, including me (or maybe didn't run it enough to learn the trick, specially if they weren't MMs or Defenders themselves). The leader had but mistakenly he had thought that the Blaster we had would get the temp. I informed everyone of the error when, after a couple of phases, I opened the wiki and checked the TF info.

    There was also a bit of confusion because my Stalker was supposed to clear stuff.

    Leader: "Did you get the temp power?"
    Me: "Yup."
    Leader: "Okay, use it when the SHTF."
    Me: "Um, use it? They're all passives."
    Leader: "Nope, one of them should be clickable, we all get a special power."
    Me: "I didn't get a clickable power."

    Later on I realized my power was indeed supposed to be passive - just letting me walk into the rear death rooms to clear 5th Column.

    Newbie mistake I was clearly responsible for

    Oh, and I had atrocious connection issues too, which really sucked. Still, nobody seemed too downhearted by our team making mistake, as there were many shards to be had.
  17. Quote:
    Originally Posted by Katie V View Post
    145% (attainable by a Katana/SR scrapper in Elude, and probably nobody else): This will protect you against Devouring Earth buffed by a Quartz Emanator.
    Energy Armor in Overload should do the trick as well.
  18. Quote:
    Originally Posted by DocBot View Post
    How do make content that's both "challenging yet not too challenging" for 12 scrappers vs 12 Master Minds?
    12?

    I'm thinking what will happen when you get 48 scrappers all in the same trial.

    "Strike terror in the hearts of their enemies" doesn't even begin to describe it. It'll be glorious.

    THIS NEEDS TO HAPPEN PEOPLE!
  19. DM/Inv on a budget

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    All-purpose DM-Inv: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Recharge
    Level 1: Resist Physical Damage
    • (A) Aegis - Resistance/Endurance
    • (7) Aegis - Resistance/Endurance/Recharge
    • (7) Aegis - Resistance/Recharge
    • (9) Steadfast Protection - Resistance/+Def 3%
    Level 2: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance
    • (13) Reactive Armor - Resistance/Endurance/Recharge
    • (15) Reactive Armor - Resistance
    • (15) Reactive Armor - Resistance/Recharge
    Level 4: Shadow Maul
    • (A) Discouraging Words - To Hit Debuff
    • (9) Discouraging Words - To Hit Debuff/Recharge
    • (11) Discouraging Words - To Hit Debuff/Recharge/Endurance
    Level 6: Dull Pain
    • (A) Harmonized Healing - Heal/Recharge
    • (17) Doctored Wounds - Heal/Endurance/Recharge
    • (17) Doctored Wounds - Heal/Recharge
    • (19) Doctored Wounds - Recharge
    Level 8: Combat Jumping
    • (A) Defense Buff IO
    • (19) Defense Buff IO
    Level 10: Boxing
    • (A) Accuracy IO
    Level 12: Siphon Life
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (21) Crushing Impact - Damage/Recharge
    • (21) Crushing Impact - Accuracy/Damage/Recharge
    • (23) Mako's Bite - Damage/Recharge
    • (23) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (25) Touch of the Nictus - Healing
    Level 14: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (25) Red Fortune - Defense
    • (27) Red Fortune - Defense/Endurance/Recharge
    Level 16: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (27) Reactive Armor - Resistance/Recharge
    • (29) Reactive Armor - Resistance/Endurance/Recharge
    • (29) Reactive Armor - Resistance
    Level 18: Dark Consumption
    • (A) Eradication - Damage/Recharge
    • (31) Eradication - Accuracy/Recharge
    • (31) Eradication - Accuracy/Damage/Recharge
    • (31) Efficacy Adaptor - EndMod
    • (33) Efficacy Adaptor - EndMod/Recharge
    Level 20: Hasten
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    • (33) Recharge Reduction IO
    Level 22: Tactics
    • (A) Rectified Reticle - To Hit Buff
    • (34) Rectified Reticle - To Hit Buff/Recharge
    Level 24: Resist Elements
    • (A) Aegis - Resistance
    • (34) Aegis - Resistance/Endurance
    • (34) Aegis - Resistance/Recharge
    Level 26: Soul Drain
    • (A) Eradication - Accuracy/Recharge
    • (36) Eradication - Accuracy/Damage/Recharge
    • (36) Eradication - Damage/Recharge
    • (36) Rectified Reticle - To Hit Buff/Recharge
    • (37) Rectified Reticle - To Hit Buff
    Level 28: Invincibility
    • (A) Red Fortune - Defense/Endurance
    • (37) Red Fortune - Defense
    • (37) Red Fortune - Defense/Endurance/Recharge
    • (39) Rectified Reticle - To Hit Buff
    • (39) Rectified Reticle - To Hit Buff/Recharge
    Level 30: Resist Energies
    • (A) Aegis - Resistance
    • (39) Aegis - Resistance/Recharge
    • (40) Aegis - Resistance/Endurance
    Level 32: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (40) Reactive Armor - Resistance/Recharge
    • (40) Reactive Armor - Resistance/Endurance/Recharge
    • (42) Reactive Armor - Resistance
    Level 35: Weave
    • (A) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense
    • (42) Red Fortune - Defense/Endurance/Recharge
    • (50) Defense Buff IO
    Level 38: Midnight Grasp
    • (A) Smashing Haymaker - Accuracy/Damage
    • (43) Smashing Haymaker - Damage/Endurance
    • (43) Smashing Haymaker - Damage/Recharge
    • (43) Smashing Haymaker - Damage/Endurance/Recharge
    • (45) Siphon Insight - Accuracy/Recharge
    • (45) Crushing Impact - Damage/Recharge
    Level 41: Vengeance
    • (A) Rectified Reticle - To Hit Buff
    • (45) Rectified Reticle - To Hit Buff/Recharge
    Level 44: Char
    • (A) Basilisk's Gaze - Recharge/Hold
    • (46) Basilisk's Gaze - Accuracy/Recharge
    • (46) Thunderstrike - Damage/Endurance/Recharge
    • (46) Thunderstrike - Accuracy/Damage/Endurance
    • (48) Thunderstrike - Accuracy/Damage/Recharge
    Level 47: Fire Blast
    • (A) Thunderstrike - Accuracy/Damage/Recharge
    • (48) Thunderstrike - Accuracy/Damage/Endurance
    • (48) Thunderstrike - Damage/Endurance
    • (50) Thunderstrike - Damage/Endurance/Recharge
    Level 49: Tough Hide
    • (A) Defense Buff IO
    • (50) Defense Buff IO
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (11) Endurance Modification IO
    • (13) Endurance Modification IO


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  20. Quote:
    Originally Posted by bAss_ackwards View Post
    I'm fine if I have multiple enemies to consistently use Dark Consumption on. If it's a target that takes more than 3 to 5 minutes, I might need to use a blue Inspiration.
    Yeh, that's the rationale for adding the extra endmod. When I was tooling with multiple AVs with Actin, it was when I was getting low on enemies that I ran into trouble (well, end-wise, the start with maximum AVs was much more touble!). With EndMod + Endmod/Rech, I could fight all day vs. 2 AVs (so 2 targets = unlimited end at her consumption rate), and with only one AV it did extend the blue bar pretty nicely (and almost indefinitely by switching one toggle off, typically Tough).

    If nothing else, I'd recommend giving it a whirl on test vs. one AV and see if it makes a difference you may be interested in, should be a quick test.
  21. Quote:
    Originally Posted by bAss_ackwards View Post
    *blink*

    Why did you reply to a build that is months old?

    Because I didn't check?

    "Active thread, must reply to anything" syndrome. Feel free to bash the build tho, it was merely getting that particular build I was replying to and adding the little tweak I saw as easy based on the post. You'd be bashing your own build :P

    EDIT: Oh, as far as endurance goes, have you tried slotting Dark Consumption with a couple of EndMods? That can go a surprisingly long way, as I've found out with Actin. Yeah, scourging slots in a tight build ain't easy, I know
  22. Quote:
    Originally Posted by bAss_ackwards View Post
    Modifying that build to my liking, I got it softcapped on S/L/F/C/E/N, reduced some of the Endurance drain, put Endurance/Recharge IOs in the spot you left me for the three attacks, and changed the Heal/Endurance Doctored Wounds to Recharge/Endurance. I did lose the Perception IO, but I don't mind. It was just a nice bonus. It looks like I will be using Dark Consumption for Endurance recovery once again. This is turning out to be quite the excellent build, and without having to load up on several sets of Purple/PVP IOs at that! I am very pleased with the stats.
    I got your Perception IO back. Also, Siphon Life! Traded 4% damage (down to 91.8%) for more recharge and heal. Still softcapping everything. Soul drain is slightly slower now too (40s). I have no idea if the export will work as the Mids' I have is going a bit nuts with your data chunk (shows "legacy build" but the EndRec is obviously good). With no incarnate as of yet, consider the Spiritual path: End Redux for everything and a bit more resistance, which helps (specially for S/L). Oh, and you're HP-capped with DP, so I traded a LotG +Def for a plain +Def.

    Regardless, if you're not happy you can just revert SL to the previous slotting with Kinetic combat, and you'll have the slots with Rectified Reticle as extras to play with. If you were to slot up Fire Blast, for example, it'd be pretty usable in an attack chain:



    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Succubus Kali: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), DarkWD-Rchg/EndRdx(43)
    Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam(7)
    Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), DarkWD-Rchg/EndRdx(40)
    Level 4: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam(15), S'fstPrt-ResDam/Def+(15)
    Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(19), Dct'dW-Rchg(21)
    Level 8: Siphon Life -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Heal-I(27)
    Level 10: Resist Elements -- GA-3defTpProc(A)
    Level 12: Boxing -- Acc-I(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
    Level 16: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(17)
    Level 18: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(33), RechRdx-I(33)
    Level 20: Shadow Maul -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(37)
    Level 24: Maneuvers -- HO:Enzym(A), HO:Enzym(40), LkGmblr-Rchg+(45)
    Level 26: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(37), Rec'dRet-ToHit/Rchg(37), Rec'dRet-ToHit(39)
    Level 28: Invincibility -- HO:Enzym(A), HO:Enzym(29), Rec'dRet-ToHit(31), Rec'dRet-Pcptn(31), LkGmblr-Rchg+(34)
    Level 30: Weave -- HO:Enzym(A), HO:Enzym(36), LkGmblr-Rchg+(40)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), DarkWD-Rchg/EndRdx(42), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 35: Tough Hide -- DefBuff-I(A), LkGmblr-Def(43), LkGmblr-Rchg+(43)
    Level 38: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-ResDam(42)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(46), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46)
    Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(50)
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
    Level 1: Stamina -- EndMod-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
    Level 1: LEGACY BUILD
  23. Quote:
    Originally Posted by AWishForWings View Post
    I was thinking the same thing but then again, most of Regen powers are Toggle or Auto. Any suggestions on Dull Pain//Reconstruction?
    Dull pain wants to be as close to perma as you can: Basically +HP stacks wonderfully with the +Regen of Regen, and for that you need quite a bit of recharge. Don't be afraid to 6-slot. I think the easiest slotting to recommend is 5 pieces of Doctored Wounds (+5% recharge) and 1 recharge IO. You can, however, simply use it as a "second line of defense" and rely on it for its heal plus the temporary +HP when having bitten more than you can easily chew.

    Reconstruction will make you redraw I think, which can get annoying. You'll use it a lot, but there'll be a point where you won't be using it as often as it recharges (the more you regen and the longer you stay in Dull Pain, the less you'll have to rely on this one click wonder). I'd recommend slotting it heavily to start with, and recovering some slots later on with a respec once you start noticing it lingering in your bar unused for too long. Early on you WILL use it a lot, and it'll never recharge fast enough I've never slotted its resistance, but YMMV.

    But don't forget:

    - Instant Healing: Badass clicky that will get you through stacked odds like nobody's business. As a non-permaable click, how much recharge you put will be up to you (how often will you wade into seas of enemies? Only you can answer that =) ), but it can become addictive once you see what it can do.

    - Moment of Glory: This is basically "Defensive Buildup", a short burst that will let you get through massive alphas with barely a scratch. You want it to recharge fast enough to use it when charging every spawn, if possible (and even more, as it can give you a breather in the middle of a hard battle). How much recharge = how fast you move, but with you and a SS/Shield brute, I suspect you'll move quite fast indeed. It can simply make minions irrelevant to your world, as you can probably kill them even at +2 or +3 before it wears off. You barely need to slot anything other than recharge, as it is great out of the box as it is.

    Really, recharge ftw. But if you want to go a different route (defense to stack with your SD friend: if he takes Grant Cover and, say Manoeuvres, you have a decent leg-up to start stacking defense yourself), try considering these powers as layers of defense. Integration + Reconstruction for day-to-day killing. Add Dull Pain for a big heal and temporary boost to regen as second line of defense. Add DP + Instant Healing as a third line, and simply use Moment of Glory for a quick boost when you need to enter a big fight first, draw sudden aggro from a second group, etc (or even skipping it completely, though it's a pretty good power).
  24. Can't help much with Spines, as I've barely touched the set (project: Spines/Fire scrapper; current level: 25), but as far as Regen goes:

    RECHARGE!

    You can never have too much of it. Recharge!
  25. Want to have a laugh?

    This is where I was at before I took the long break, thinking of ways to get more AVs at once (and yes, I have all the IOs, just never bothered to put it all together):

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    I have to figure out just what the new slot can do for me... That and inherent Stamina of course