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Posts
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Joined
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I just gotta say, I would despise a power that required me to be at maximum endurance to use.
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Yeah, I'd kick any kind of player with such a sense of self importance from my team.
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Regardless of how feasible or needed this is, it would be awesome to be able to slot a Steadfast +Def in SR with only a single pool pick.
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Yes, the reason I stopped reading was because of how much I disagreed with that statement.
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Quote:Emphasis mine. I just went to check this guide out and stopped not two paragraphs in.I'm going to throw my two cents in regarding plant/fire. It's been a solid build since before IO's were available and is often recommended to new Doms to try. It used be called the "Tank" of Dominators.
Eden Fires guide from I6 still has plenty of good advice. Especially if you're not worried about set bonuses.
p.s. It's nice to see a post abut a building a "non-purpled" out ultimate toon. I wish there were more threads like this.
Quote:Your purpose is to protect your team. That is correct. Ill repeat it, your purpose is to protect your team. You are no corruptor. Your damage is gimped to much for that and you really cant heal the team or provide buffs or debuffs. -
Blargh, quoted before I could fix my typo.
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I don't find that to be true. Usually the debuffs from the same power from the same caster do stack.
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Definitely want this on my Elec/SD Scrapper, Ceremony. She's softcapped to all positions, so mostly only needs to worry about Hami. Nothing a few EoEs can't fix. She did fine tanking Reichsman last night for my Mo5th run.
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Oil Slick has been bugged since it's inception. Though I've never really heard of such poor ratios in actual instanced maps.
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Thanks for the advice, guys. I'll take a look at all of it. I do realize the potential SD could add to the build, but I've leveled it to 50 as both a Tanker and a Scrapper now. The concept I'm working with goes better with SR anyway, I think.
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Two slots in PB is for cases of exemplaring. I'd hate to not have perma mez prot on a Sister Psyche or something. Is the running thing really that big of a problem for Fiery?
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Yep, I want it to be a Scrapper. I already have a Rad/Son Defender and a Bots/Traps redside who can cream AVs pretty easily. The MM was taking down AVs in his twenties... so I am looking for something with a bit more challenge now.
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So, I finally got my first Scrapper to 50, an Elec/SD, and got her all IOed out. She destroys spawns like a beast. I'm able to lay down the AoE damage like nobody's business. The ST damage, however is rather poor. So I'd like to move on to something which will be able to bring down AVs now, and just so happens to have some nice AoE on the side, as well. Here's my plan for the build. Just wondering if I've covered all my bases on survivability, DPS, and endurance management. It's designed to run the Scorch>Incinerate>Scorch>Cremate chain. So let me know if I made any glaring errors, thanks!
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Chase: Level 50 Science Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Scorch -- Hectmb-Dam%(A), Mako-Dam%(3), T'Death-Dam%(3), HO:Nucle(5), HO:Nucle(5), C'ngImp-Dmg/EndRdx(7)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(9), LkGmblr-Def/EndRdx/Rchg(9)
Level 2: Cremate -- Mako-Dam%(A), Mako-Dmg/EndRdx(11), Mako-Acc/Dmg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(25)
Level 4: Agile -- GftotA-Def(A), GftotA-Def/EndRdx(15), GftotA-Def/Rchg(39), GftotA-Run+(43)
Level 6: Focused Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(15)
Level 8: Build Up -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-Rchg(33), AdjTgt-ToHit/Rchg(33), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit(34)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27)
Level 16: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(17), GftotA-Run+(43), GftotA-Def/Rchg(46)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(21), Oblit-Dmg/Rchg(23), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/Rchg(25)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(27), P'Shift-End%(29)
Level 22: Quickness -- Run-I(A)
Level 24: Aid Other -- Empty(A)
Level 26: Incinerate -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), Mako-Dam%(39)
Level 28: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(29), GftotA-Run+(42), GftotA-Def/Rchg(43)
Level 30: Aid Self -- Dct'dW-Heal(A), Dct'dW-Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx(33), IntRdx-I(39)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Def(40), GftotA-Run+(40), Ksmt-ToHit+(40)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Boxing -- Empty(A)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/Rchg(45), Aegis-ResDam/EndRdx(45), Aegis-ResDam(45), Aegis-EndRdx/Rchg(46), Aegis-ResDam/EndRdx/Rchg(46)
Level 47: Weave -- LkGmblr-Rchg+(A), GftotA-Def(48), GftotA-Def/EndRdx(48), GftotA-EndRdx/Rchg(48), GftotA-Def/EndRdx/Rchg(50)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50), EndMod-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 4.88% Defense(Smashing)
- 4.88% Defense(Lethal)
- 7.69% Defense(Fire)
- 7.69% Defense(Cold)
- 4.88% Defense(Energy)
- 4.88% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 6.75% Defense(Ranged)
- 7.69% Defense(AoE)
- 7.2% Max End
- 52% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 57.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 80.3 HP (6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 10% (0.17 End/sec) Recovery
- 30% (1.68 HP/sec) Regeneration
- 11.3% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 45% RunSpeed
- 2.5% XPDebtProtection
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Quote:Also, it's freaking fun to play.Well, Elec/SD (or Elec/SD/Blaze Mastery more specifically) is a combo that does one thing extraordinarily well: AoE damage. It has both Shield Charge and Lightning Rod which deal massive amounts of damage and have large radii. It also has Thunder Strike for mopping up survivors, and, if you choose Blaze Mastery as your ancillary power pool, Fire Ball.
Combine this with the damage buff from Against All Odds and you have just about all the AoE damage you'll ever need. Get a good softcapped (45% or greater defense to melee, ranged and AoE attacks) IO build with good +rech bonuses and you have a death dealing machine that is almost unequaled.
I have one such death dealing machine and there are many good reasons it is the current FotM. -
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You might want to post the data chunk. Link isn't working here.
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As long as you do have some blasts, and you use them, while still keeping up your buffing duties then you're probably okay. If you're focused on teaming, though, I would at least try to fit in Ball Lightning. AoEs are going to be much more helpful in a team situation. I skipped the Snipe on my Emp/Elec, and much prefer having the ranged AoE. Short Circuit is nice if you don't mind getting into melee, too.
Aid Other and Aid Self are going to be preference. They're not bad to have, but you certainly don't need them. Power Sink is an amazing End Recovery tool, especially with the End heavy Sonic Resonance along with Leadership. Volty is hotly debated, but I like having him to pump out a bit more DPS. -
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Thanks guys. I'll be sure to try this out when I get home.
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There's really no secondary that doesn't go with Rad. Well, maybe /Energy if you can't control your KB.
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So, I just finished my Elec/Shield's build, and it's awesome. But now she's so efficient I find I don't have much use for most of the inspirations that drop anymore. I can always use more damage though. Is there a bind I can use to make inspiration combining easier so I don't have to stop in my slaughter to do so? Even better if it would work across all types and tiers.