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Posts
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Quote:That's good to hear. On your build showed, a good quick thing to do, drop the miracle unique, and ditch a slot in assault, and put them to bone smasher/total focus, and 5 slot crushing impact in them (14% more acc, 10% more recharge) plus it gives way better stats to the actual powers themselves. (skip the dam/rech IO, you'll be mostly just jumping in to pop shot those off, so they don't need to recharge superfast)Well I kept Maneuvers cause you had it in the build you had lol , Anyways I do get alot more dmg now with my toggles on. My recharge is doing good too and i dont have all the sets and enhancements on him yet. I ran LGTF yesterday and did really good in there. What you put together for me and my changes I have alot more dmg , what i want and i have alot more recharge as well. and once i can get those 2 other Lotg 7.5% recharge. It will be even better. Hail of Bullets are up so much faster then before. I was kicking butt man , only reason i died we lost our healer early on from a DC and even then i have some large insp and i kicked but even more lol
You can still keep manuevers by doing this, and I might suggest ditching repulsion field for temp invuln, and putting the steadfast 3% defense in there. 11% defense isn't all that much, but its to all attacks so it will be working on the back end consistently. Unless you find you use the repulsion field more (other builds it can have very good uses, but you have power thrust in ST situations which is mostly what you'll encounter that harshly if it's not so bad that you use PFF) -
Quote:On a large team, you should be able to expect some support. I find that soft-capping makes you tougher, but "wastes" any defense buffs you get; if I were expecting to be on large teams lot of the time, I'd find it perfectly acceptable -- maybe even desirable -- to be below the soft-cap for defense, and thus better at something else, and permit teammate buffs to make up the difference. With Tough for 70% S/L resistance, and some-but-not-softcapped defense, a Fire Tanker will find that every buff added -- to regen, as heals, as defense or resistance, and even recharge buffs, will all improve survivability immediately.
THIS is EXACTLY the way I feel as well. I've had many debates over this. Especially to people who on builds find that softcapping, when it ruins other aspects of the builds, is more important than those other aspects, even if you're at 40% already with extremely little room left for bonuses/powers to get that last 5%, when you could have gobs more +regeneration/+recharge etc. That way any buff by the team helps you a LOT instead of some being wasted. Why on my one dark tank build, instead of what people say to do by capping your S/L, I prefer much more, having 35% to melee/ranged/aoe, that way any defense buff will help you out immensely. Even a simple Steamy Mist or Arctic Fog, or even a defender on the team with dark blast, anything etc will make a huge impact. -
One thing I noticed, is you're going too much for damage bonuses. They are too small to actually purposefully slot for. They're nice when you get them in a build, like a SR with tod and makos, where you're using those sets for the defense bonuses, but not in a blaster build. You get much more mileage by slotting for recharge than you ever will going for damage on a blaster. The faster you attack, the more dps you pump out. a 2.5% bonus is going to pale in comparison.
Still not sure why you're picking up manuevers. Sure it can slot Lotg, but per end cost its defense is so minor its not worth the end cost nor the slots, especially if you're not even trying to stack defense bonuses with it. -
Because you have the Gaussians proc on. Working out and getting stuff ready for a party, will check it and repost as soon as I can. Busy Busy Busy!
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As to swap ammo, if you read the paragraph it explains that mids wouldn't let me go any further after placing it, so i Put other powers there, expecting to ditch one of them for swap ammo. Will look at your build when i return from work.
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As far as what's skippable in Elec armor:
Power surge: You're already at a high resistance. One reason I hate elec armor, is because the tier 9 just bumps that up, and you still have the cap, not a very good tier 9 at all. (still hate that they need very badly to either increase the regen duration of energize to 60 seconds or reduce the powers recharge to 60 which is what they really need to do). But the tier 9 would benefit much more from either a +defense, or mixture of +defense/+resistance and/or more unresistable +regen.
So skip power surge. And While it's nice, I also find it easy to skip power sink. While you may initially think zomg, its great for end, you need to also think, how much is that needed. With energize reducing your end consumption, and with an IO build providing lots of end reduction, recovery bonuses, max end, and picking up physical perfection (mainly for regen/bonuses, but the recovery is bonus, as well as the same reasoning with the numina unique) You should not be having any end problems to need power sink. And in my experiences the drain of it, without any reasonable enough -recovery, makes that part fairly useless.
Third, you *could* skip grounded. If you pick up some kb resistance IOs. But for a base slot, I find it useful enough just to stick in the steadfast +3% defense IO and call it a day, the extra end drain resistance helps too.
I have to get to work now but I'll post you a build when I return. -
Well, again as my mention of how ET will work when you'll want to be in melee all the time. With SS and cloak of darkness, I'd also ditch the stealth IO in sprint. Its not needed if you have the other two, since you'll be invisible to normal enemies, and snipers/pvp it won't be enough to invis from them anyways, at least in any meaningful enough way.
Also, on the Imperviums, just because you have them laying around, doesn't mean you should use them. At best, sell them and use the money for other IOs to make your build better.
I'd still suggest the slotting for OG as I showed. For one saving you money, two getting 2.5% recovery and very importantly that 1.88% max hp, and as mentioned, actually being better with less stun slotted.
If you're skipping l-clap, and ditch energy torrent, the build is opened up just whats needed for rounding a couple things, and also, as it stands, with unslotted FA, its pretty pointless to even pick up, you'd be better off with just taking CP for those AV battle situations.
And to be honest, with the way you keep slotting CoD, unless for pure concept/to make you a puffball with no figure, you'd be much better off just picking up combat jumping, and using the stealth IO in sprint. You can still slot the kimset in CJ, its a much much lower end cost, and most importantly grants the combat movement you'll want as a scrapper.
So if you're dropping L-Clap, outside of moving SS sooner and pushing something to its 38 spot in my build, move the 2 slots to cj, and health, to put the numina unique, and the kimset in CJ.
Say what you want about the end cost now, I'm just saying see how it is when the final build is near completion. I have a DA/Energy tank, which easily uses more endurance than an elec/dark would, and he has no PP, no miracle slotted yet,(or numina, hes not going to either), no theft of the essense IO in dark regen, and no p-shifter proc. And he is not that bad on endurance overall. (no imperviums, same slotting on attacks I'm suggesting to you here).
When you figure those main 4 things I suggested, there's no way I can see having problems with end (or easily at least enough to worry about) with this finalized build I'm suggesting. -
Quote:doesn't necessarily have to be the smash/lethal defense bonuses, but to put that proc into lightning rod which is one of the worst places to put a proc with that being your only defense bonus, just seems extremely odd.Thanks for the replies. I've got a lot to mull over, I suppose.
As for the build itself, I was trying to avoid paying for any of the expensive smashing/lethal defense items mainly. Otherwise, I'm just messing around. Its a character concept / side project kinda thing.
Thanks,
Lewis
Also do you have access to ninja run? It really helps to open a tight build up like this.
Also, on the note on staying in the mob, were you sure about lightning clap? As it will knock them away from you and is fairly detrimental. It can be fun so if you do want it that's one thing. (and of course good bonuses but see last post)
Perhaps look towards something closer to this:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Elec Dark Tough L Clap: Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(36)
Level 1: Dark Embrace -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(7), Aegis-ResDam/EndRdx(11), Aegis-ResDam(43)
Level 2: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(36)
Level 4: Jacobs Ladder -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(5), Sciroc-Acc/Dmg/EndRdx(15), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Rchg(37)
Level 6: Murky Cloud -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(7), Aegis-ResDam/EndRdx(11), Aegis-ResDam(43)
Level 8: Thunder Strike -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(9), Sciroc-Acc/Dmg/EndRdx(15), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Acc/Rchg(37)
Level 10: Obsidian Shield -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(42), Aegis-ResDam/EndRdx(43), Aegis-ResDam(45)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Dark Regeneration -- Theft-Heal/Rchg(A), Theft-Acc/EndRdx/Rchg(17), Theft-+End%(17), Nictus-Heal/HP/Regen/Rchg(19), Nictus-Acc/EndRdx/Heal/HP/Regen(19), Nictus-Acc/EndRdx/Rchg(34)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(31)
Level 22: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(34), RechRdx-I(48)
Level 24: Death Shroud -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Dam%(29), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/EndRdx(39)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Build Up -- RechRdx-I(A), RechRdx-I(39)
Level 30: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(40), GftotA-Def(42), GftotA-Run+(50)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Oppressive Gloom -- Stpfy-EndRdx/Stun(A), Stpfy-Acc/EndRdx(42), Stpfy-Acc/Stun/Rchg(48)
Level 38: Lightning Clap -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(40), Stpfy-Acc/Stun/Rchg(40)
Level 41: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(46), AdjTgt-ToHit/EndRdx/Rchg(46), AdjTgt-EndRdx/Rchg(46), AdjTgt-ToHit/EndRdx(48)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45), P'Shift-End%(45)
Level 47: Kick -- Acc-I(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 6: Ninja Run
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ET on scrappers is knockdown. Problem is, with this build, you're really best benefitting constantly from being right in the middle of the mob at all times (why I always suggest spines/fire instead of spines/dark to my friend who keeps asking about the combos). I understand you can use it in your build up chain before L-Rod though, but jacobs ladder is a fine power. Especially on teams when you're dealing with multiple bosses, having it hit a couple of them really shines it through (as it does for most cones of course).
For how "bad of a ST set" elec melee is, this fact actually helps my elec melee'r take down a couple bosses faster than my fire melee scrapper.
As to the OG + CoF issue. At any rate the mez usually won't work together, but while stunned enemies will never hit back, at least CoF will be debuffing the lts/bosses to hit a little bit, but the end cost is so high, I'd not bother unless you REALLY have enough extra slots to use as a bonus mule. Don't forget about procs for DA. Makes them into decent damage auras as a possibility. More-so on a tank, having both also gives you more taunting options.
As to the build, I'm really not sure what you're going for with it. You have some defense bonuses, but as a defense build are leaving out easy key sets/slotting with minimal loss of anything else. (like the damage proc in obliteration, which at any rate, since for most of the build you're not making a "defense" build, would be FAR better off used in death shroud)
I'd ditch the HOs in OG as well. It tics pretty fast, and its actually odd, but its a power that can get more use out of less stun slotting. Because when they stun longer, they wander further. When they stun short, they don't go far, and stay by you better, but are still stunned for the majority of the time. If you're slotting the power, do so with more stupefies, at least for the first 2.5% recovery bonus, allowing you to ditch some of the expensive impervium armors.
Death Shroud, I think you're getting far too late. Also, I like not to miss as well, but you're paying some extra influence for a small bit more accuracy by using the Scirocco Dervish acc/dam/end in it. You'd be better off using a multistrike dam/end, and getting the .95% resistance to fire/cold bonus. You have a lot of end in this build, which understandably you want with dark armor, but elec melee isn't that bad on endurance. You don't have your accolades turned on either. With those on, you're at 2.74 end/sec, which should be more than enough. My Elec/shield, is at 1.83 end/sec, and I almost can't ever run out of endurance. With the Theft of the Essense proc in dark regen, helping reducing that drain, the only small difference, is you have hasten. But the animations on elec melee are sluggish for your main aoes, and some proc back end to you. So I woudln't worry so much. -
I personally like to go for positional defense, which will work the way slotted in my build to all types. About 35% to melee/ranged/aoe, not as much to s/l but you know it works to all types, plus just a small luck will cap you to everything except mind control damage, which as a dark armor, you shrug off like your nagging grandma :P.
Upon learning that with kinetic melee, as much as i'd LOVE to keep my dark/ss tank, I think i may roll a dark/kin in its place since the /kin will also have a decent way to keep up a boosted damage, since the build I have gets FA anyways, so the dark/kin will be better on endurance by not having the unenhanceable for end redux rage crash.
I have another build that has about 27% defense, but a bit better recharge and endurance, but not by that much overall
But its still a TERRIFIC build. Here is how i've got mine:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark SS Fighting Hover FA: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- S'fstPrt-ResDam/EndRdx(A), ResDam-I(5), Aegis-ResDam/EndRdx(11), Aegis-ResDam(36)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 2: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(37)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(37)
Level 6: Murky Cloud -- S'fstPrt-ResKB(A), ResDam-I(7), Aegis-ResDam/EndRdx(11), Aegis-ResDam(36)
Level 8: Dark Regeneration -- Theft-Heal/Rchg(A), Theft-Acc/EndRdx/Rchg(9), Theft-+End%(9), Nictus-Heal/HP/Regen/Rchg(15), Nictus-Acc/EndRdx/Heal/HP/Regen(15), Nictus-Acc/EndRdx/Rchg(21)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42), ResDam-I(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Death Shroud -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Dmg/EndRdx(19), Sciroc-Dam%(19), M'Strk-Dmg/EndRdx(21)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(31)
Level 24: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(40)
Level 26: Oppressive Gloom -- Rope-Acc/EndRdx(A)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(34), AdjTgt-Rchg(36)
Level 30: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(37), GftotA-Def(46), GftotA-Run+(46)
Level 32: Soul Transfer -- RechRdx-I(A)
Level 35: Kick -- Acc-I(A)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc/Rchg(45), P'Shift-EndMod/Acc(45)
Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
Level 49: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(50), GftotA-Def(50), GftotA-Run+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
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Quote:Please make Static Field a stun + slow location like I originally thought of it. As a sleep I can't see it being useful enough at all. There should definitely be a sleep power in the set, but not in a form like this. Sleeps are only useful when they aoe the entire mob in a quick shot. In a location power, It won't work well enough they way it needs to as a sleep. Please oh please, make it a stun location, and tell me it isn't set in stone yet.
C!: Electric Control has a few very interesting power. Jolting Chains, is a Knockdown power that can go through a spawn and knock them all down, one after another. It's pretty amazing to watch. Static Field is a placeable Sleep power. Now, I know what most players think of Sleep effects, but our closed Beta testers really seem to like it, with comments like "This is the first Sleep power I consider worth it." The Tier 9 is Gremlins -- little electrical guys who toss out bolts of lightning. -
Quote:Yes, i've thought of the Static Field, MANY times, even came up with the name upon many iterations of what I thought would make a good electric control set for years now. Of course, mine was a stun, with slow, not a sleep ... This is getting more and more disappointing the more I find out about electric control . The set can easily have a sleep power, but not in this typeFrom the Razer Q&A session, we've learned the names and effects of two new powers as well as the pets in the Electric Control set.
Jolting Chains - a knockdown power that arcs from foe to foe
Static Field - a placeable Sleep patch
Gremlins - "little electric guys who throw bolts of lightning"
For some the presence of the sleep may be a bit disappointing, but it sounds like it may be similar to Volcanic Gasses. I think that alone could greatly increase it's value to many. Jolting Chains sounds like it may offer up some interesting proc'ing opportunities.
If the set follows the standard order for Control sets...
lvl 1: Single target hold
lvl 1: Single target immobilize
lvl 2: AoE immobilize
lvl 6:
lvl 8:
lvl 12:
lvl 18: AoE Hold
lvl 26:
lvl 32: Pets
That leaves room for two more new and unique powers. I'm quite stoked to see what they have in store. -
Yes, because IMO the bane of the set for the most part, is certainly worth giving up for a few points of defense.
On the OPs note, I really don't see why you *need* to be softcapped. Just get what you can, shoot to make it so one luck will cap you, then keep the build working the way it should otherwise. -
Quote:The glowing bubbles are more visually distracting than the aoe immob in earth. It has been ok up to now because it isn't a common occurrence (except if you slot the hold proc in PT and AM in traps, then you pollute the screen). I too am worried that the long animation of telsa as the st hold will take a lot of the appeal out of this set for me. It kills grav an ice for me and it is longer than those two. It is similar to earth and plant, but both those animations have a long cast time, but use the same root time as dominate, so they feel much faster than they are.
I really hope the devs change it to shocking bolt/bolts for all these reasons. We've been literally waiting for this set for 6 years now, I really hope they don't F it up by doing something stupid like using tesla cage/cages -
Quote:Yes but that supresses, cj + hurdle does not. Plus the quick easy IOs you put in combat jumping, lotg and the kb protection, which grants it much sooner as well if necessary.Ok yeah the whole 2 slots on SS btw , i was going by what mids showed in the %% and i didnt see in the number there at the time that one io would max the speed. So that is good to know. Reason i dont have combat jumping or hover is i wasnt useing those things in battle , i had enough energy recovery that i was able to keep my ninja run and my one prestige spint on the whole time while in combat.
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This is something like what you seem to be looking towards. You'd want swap ammo, I'd place it sooner, but would be ditching either boost range or repulsion field, maneuvers, (or vengeance, though i'd personally see more use out of vengeance).
Boost range is really a gimme, it can be dropped easily. Its nice to have, but i find it no way necessary. Its best use is for empty clips to make hitting the whole mob easier, and for executioners shot to give it more range, outside of that, the use of it is pretty unnecessary. Making it a good spot to ditch for swap ammo.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
DP Energy Ranged: Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Pistols -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(13), Entrpc-Acc/Dmg(36), Entrpc-Dmg/EndRdx/Rchg(40)
Level 1: Power Thrust -- Acc-I(A)
Level 2: Dual Wield -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(13), Entrpc-Acc/Dmg(36), Entrpc-Dmg/EndRdx/Rchg(40)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(25), RechRdx-I(42)
Level 6: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(46), AdjTgt-EndRdx/Rchg(46), AdjTgt-Rchg(46)
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(25), RechRdx-I(42)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(50)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Heal-I(39), RgnTis-Regen+(40), Mrcl-Rcvry+(43)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Executioner's Shot -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(23), Entrpc-Acc/Dmg(37), Entrpc-Dmg/EndRdx/Rchg(42)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-EndMod/Acc(37)
Level 22: Conserve Power -- RechRdx-I(A), RechRdx-I(23)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37), RechRdx-I(43)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(43)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), KinCrsh-Rechg/EndRdx(34)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Vengeance -- LkGmblr-Rchg+(A)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Force of Nature -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
Level 49: Repulsion Field -- EndRdx-I(A), EndRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Ninja Run
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Quote:Hey bud, as I saw someone else mention, you're not getting enough out of the 6 slot gaussians to warrant in build up on this build. I'd ditch those slots quickly, placing them into your aoe powers for a recharge to get them up more often.
This is my DP blaster and this is his build. Tell me what you all think. I have all these sets and everything now. But wanted to share this build also am posting so a friend of myine can check it out.
Again as mentioned to tactics, if you're using 6 gaussians, place them into the toggle to get more benefit from the set (also it doesn't have as much recharge as you want in build up, 2 common 50 recharges in build up are 83%ish recharge, vs the 64%ish from a full gaussians set)
You're also still not getting much from the defense from the 6 guassians in the overall build, i'd suggest first to 5 slot adjusted targetting in tactics for the 5% recharge bonus and others that the set has.
PFF as mentioned, soft caps on its own, I just throw a LOTG 7.5% global and be done with the power.
Force of Nature, is there as a resistance power. You won't be blowing through its 100% recovery base, so slot it with resistance sets instead.
Superspeed, one level 50 common run IO will cap its speed, at least with sprint on for sure, or SOOOO close to matter and not needing another slot in the power.
As a blaster, i'd also suggest combat jumping, for combat mobility and positioning during battles with hurdle.
With any non self heal set, i'd suggest slotting health more: numina regen/recov, heal, heal/end, common heal IO, and regen tissue +regeneration unique.
Pistols is also a main part of your ST DPA/DPS, and is usable while mezd, I wouldn't skip it.
The melee defense in hail of bullets for example, is something you should be avoiding outright anyways. I'd ditch the proc, which isn't much use in a long recharge (ugh they still need to reduce it to 60 seconds) power like hail of bullets (SERIOUSLY what's wrong with the devs that they haven't reduced it to 60 seconds yet SHEESH). I'd suggest faster to pick up repulsion field, to keep enemies away from you to begin with since you're going with a ranged build.
also, again on the damage bonuses, like in your ST attacks, Ive never seen enough reason to purposefully slot for them. Personally I'd go for the 3 thunderstrikes for the ranged bonuses. Or at least in those 3 powers, would slot entropic chaos's instead of the 2 thunderstrikes for the 10% regeneration bonuses. This build should not be hurting so much for endurance compared to the usefulness of the regen bonuses.
Pshifters in stamina, personally going for damage bonuses, they're extra, not something to go for. Unless the +recovery on the build is direly needed, I always 4 slot efficacy adaptors for the regen bonus.
Assault, also does not cost THAT much endurance, nor warrant slots in a low toggle build like this. The base slot as an end reducer will be fine.
In tough, that 2.5% debt reduction bonus, honestly I wish they'd get rid of all the debt reduction bonuses and put something USEFUL in there, like slow or end drain resistance bonuses.
At the very least, swap out the end/rech IO for a def/end of another kind.
You'll want swap ammo as well, as much as i hate the set not having aim, swap ammo is kinda needed to switch some of the damage types, but also useful for the side effects. At the very least, it will provide more damage than the bonuses would. (ps upon not needing SS i'm assuming you're using hurdle + ninja run. you can slag a stealth IO into sprint for your stealth)
You're also getting next to nothing by having power boost. I'd ditch the power with this build personally, making sure to pick up boost range in it's place (though I never found it that necessary, just fun/additional, you'd move swap ammo sooner, and tough/weave/tactics etc pushed back in the leve l35 slot) while on that note, have not found tough/weave all that necessary or practical on a blaster build.
Also considering the much more use of combat jumping on the build, i'd suggest ditching tough/weave, opening up a few power choices and slots, which vengeance can be nice even on a blaster, adn be a good houser for a LOTG. Keeping the same amount of powers as well, cj + manuevers is more defense than weave, albeing ditching tough, but the values of all of them are low enough to not really matter anyways. At least maneuvers helps the team, cj gives you the combat mobility you need, and vengeance is very useful if you get the chance.
Personally I'd not pick up leadership on a blaster, but that seems to be the playstyle you're going for so keeping your theme.
Mids is broken, and will not let the build continue with swap ammo to finish the build so I have to put it at 49 and not slot the level 50 slots so i'll tell you about that in a sec:
Think i'm getting too close to max message limit, so continuing on next post: -
So... according to the new video: http://www.youtube.com/watch?v=tJCeF58nmAo&hd=1
LIKE i've been saying, and the devs are apparently not listening, to ANYONE on the matter, at 0:58, through 1:04 (at 1:04 you can see a new toggle power, and another new power for elec control being used with the fulcrum shift animation) they are MISTANKINGLY still using tesla cage as the hold type for electric control. NONONONONONONONO devs, it's WAY too much, the tesla cage power is too slow for a fast twitch set like any elec should be, and 10000000000 times its WAY too horrid to have that many tesla cages on the mob.
FOR THE LOVE OF ALL THAT IS HOLY, PLEASE CHANGE THE ST HOLD AND AOE HOLD TO SHOCKING BOLT/BOLTS... :/ -
Quote:Well I never use purples outside of like, perma-AM farm builds or stuff that's really about it (outside of sleep/confuse cheap sets) as to the LOTG, they are really there for "when you get there" otherwise the def/rech IO takes it's place until then.
Sometimes I think I get a little too conservative this way. The change to 4 slotting with LotG in FF, FS etc. is a good example of this ... if it were my build that is what I'd do and have in fact done so (even made the change to CJ you suggest but apparently did so after posting). Partly this is because where do you draw the line, should my suggestions have included purple sets? After all the LotG +7.5% rech are not cheap even when compared to purple recipes implying a willingness to spend that much on IO's.
Quote:There is at least one good reason to consider keeping Super Speed in the build. Stealth. On the otherhand if I was scraping for a power choice Super Speed is one of the first things I'd consider dropping in this build for another power choice. If I were to drop SS I'd be likely to look into adding Maneuvers rather than something else. Why? To reduce dependence on using my melee attacks for gaining defensive set bonuses. Why? Because that's where the purple sets can go ... if you need those defensive bonuses for soft capping then you can not swap to purples in the long run (or short) without dropping below the soft cap. Obviously if no interest in purples this is a not a concern.
Kismet, I personally wouldn't drop it if I could avoid doing so. I'd drop Focused Accuracy first and grab Conserve Power. I definitely would not drop both unless one has no intention of fighting higher conning mobs with any frequency. Keep in mind Follow Up has to hit to grant its buff. Without Kismet it will get significantly harder to land the first blow with Follow Up which in turn will make the next few attacks harder to land as well. Or you have to assume you're running FA at all times and it's an expensive toggle, both in end costs and in slots (particularly if going for the defense bonuses).
As to the kimset, it takes less than a second to toggle on FA, just start the fight with it, and you can pretty much keep it on all the time with this build anyways, and turn it off if you get low on end, its not a big deal with this build at all) Still no need for the kimset. You also have the -defense on slash to help the follow up hit as well, with FA, that, and acc bonuses, you should really not be worrying about the kimset.
here is the build i'm going to be using, the purples in focus were teh first i've used in a lon gtime for a non-farm build, but were originally there pre-botz nerf, cause they got me JUST enough regen to get to a tic every 3 seconds, like his pre build claw/regen used with integration on, to have somewhat of that feel stupid BotZ nerf . But still in there for some critical +regen and +hp for only 3 of them. But can use t-strikes until you can afford the purples.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Claw SR Tough Regen BotZ nerf 2: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), DefBuff-I(5)
Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), DefBuff-I(13)
Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), DefBuff-I(7)
Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(40)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(17)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 14: Stealth -- LkGmblr-Rchg+(A)
Level 16: Dodge -- S'dpty-Def/Rchg(A), S'dpty-Def(17)
Level 18: Focus -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Apoc-Acc/Dmg/Rchg(21), Apoc-Dmg/EndRdx(29), Apoc-Dam%(37)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Numna-Heal(23), Heal-I(43), RgnTis-Regen+(48)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(34)
Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(48)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 30: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(46)
Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), DefBuff-I(36)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
Level 47: Kick -- Acc-I(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam(50), Aegis-ResDam/EndRdx/Rchg(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 0: Ninja Run
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Quote:I've personally always thought that the toxic in spines should be doing -regen, and still think it should.I doubt we'll ever get some kind of native -regen on a Scrapper simply because I doubt they'll ever give the AV killing AT (and, yes, I would label Scrappers as the "AV killing AT" because it's almost impossible to take a powerset pairing that can't be made to solo AVs well, with the exception of Spines/*). 150% -regen would turn into 22.5% -regen for a level 50 Scrapper on a level 50 AV, which equates to roughly 21.2 additional DPS for as long as the power lasts (assuming a Storm>CAK>Storm>Crane attack string, that's 117.5 extra "damage" for every iteration of the attack string).
The problem with adding any kind of -regen to a set is that it is completely useless against all but an exceptionally small number of entities in game (AVs, GMs, and some players in PvP). Adding -regen is pretty much specifically stating that you want the set to be better against those targets than anything without it and that the power should be better than any other option you could possibly have on the table.
Personally, I wouldn't add any -regen to CAK, but that's mostly because I'm not entirely sure I see how a kick to the shin is going to make something heal slower. Lingering Radiation and Benumb provide -regen because they are literally stopping the ability to heal. Drain Psyche provides -regen because you're pulling it out of your target. Crippling Axe Kick is, quite literally, kicking a guy in the shin.
If Scrappers were to get any -regen, I would go about doing so by adding it in an APP, but that wouldn't fit with Castle's method of simply providing useless ancillary powers to Scrappers, so I doubt that will ever happen. Barring that, I'd go for a proc that provided -regen, but, once again, that would require providing something more useful for Scrappers than Defenders or Controllers, so I doubt that will happen either. -
Quote:Which against AV after the initial hit, which general around an AV mob, only goes to the tank and possibly a scrapper, and thats if the enemies aren't dead, especially on a mob like that where the blaster likes to nuke them etc. Basically I wouldn't count much on the "extra enemies".You've done your math wrong.
Siphon Power does +25%. Period. No if, ands, or buts.
Fulcrum Shift does +50% plus +25% times the number of targets in the AoE that you're within range of. With only a single target, it would do +75%, which makes it equivalent to three stacked Siphon Powers. Fulcrum Shift's buffs also last 50% longer than Siphon Power's.
IMO, post FS, Siphon Power's only redeeming quality is the extra -damage... which depends on your build and team whether or not that would be useful against an AV (IIRC, don't AVs resist -damage anyways?)
Even then, the most i've seen survive the alpha long enough is a one other boss in an AV mob, which is usually picked off fairly quickly. So during an AV battle, you're looking at 50% from the pbaoe defender, 25% off the AV, 40% off the controller pbaoe, and 20% off its AV, that's 135% damage buff. Leaving 70% open to buff, granted you'll be getting close to stacking if you keep the perma SB on and keep your siphon speeds up. But, there are so many other uses for SP, including random bosses, which you wouldn't want to waste a full FS on, again debuffing the AV's damage, which especially VS higher level AVs becomes noticeable, plus misses. It also makes a great pulling power that causes extremely minor aggro.
The big problem I have with SP and FS both more than anything, is that they don't take any IO sets :/. They need to come up with a generic IO set for powers like this so we can get some acc/end/rech etc IOs we can put in them , same with things like disruption arrow, sonic siphon etc.
But yes I would never skip Siphon Power. Besides, it has a pretty sweet animation, especially if you buff up its colors :P -
Quote:Well I wasn't strict on the crit chance exactly, just meaning transfer the lost DPA into CaK, so storm kick could become a cone.So your solution is less "buff Storm Kick" as it is "turn CAK into Storm Kick and weaken Storm Kick so that it becomes Shadow Maul"?
CAK is already a good enough power. It provides a good, useful secondary effect and deals a respectable amount of damage. CAK isn't a problem power (and if it were buffed up to the extent you seem to want it to be, it would be quite possibly bordering on overpowered by having higher crit chance, high DPA and immobilization). Storm Kick is in a gray area. Eagles Claw is definitely sub par. The simply solution is, honestly, to just fix Eagles Claw rather than trying to reinvent the entire set. -
If your build Doom, one thing I noticed, was in focus, you have 5 devastations. That 3% damage buff is realy going to be minorly noticeable, and you'll not notice the mez resistance. I'd suggest ditching 2 of them, and going with Thunderstrikes for the 2% recovery.
I personally like claw/sr, because its one of THE best builds, to not need hasten for anything. Unless maybe if you're REALLY pushing to solo AVS, which I personally never found to be much care. "oh i did it yay" after that, then what's the point. A boring 5-10 minutes of repetitive button mashing, you'll likely not want to do again. I'd rather make a build I enjoy playing for what it is in all circumstances.
If you have ninja run, you don't really need a travel power. Even with SS, i'd still suggest hurdle anyways for getting over obstacles while speeding, the extra run from swift won't do much to notice, and since you have CJ anyways, you'll want hurdle for your combat movement during battles, nothing surpasses it for combat mobility.
The miracle heal in health, you'd be much better off turning to a numina heal/end, for the 1.88% max hp bonus, and ditching the kimset in focused senses, to max the heal in health. (or as you just though, a miracle heal to keep that 2.5% recovery bonus)
With perma-follow up, and the ability to switch on Focused accuracy even if to get that initial FU on to cap your acc, you'll be much better off, and I can't imagine having any ACC problems.
In Weave, and in Focused Fighting, 2.2% immobilize resistance? You're not saving THAT much endurance with the def/end red fortune in weave/FF. You'd be much better off just going with a def/end/rech and defense both of LOTG, and gaining 2.26%% max hp, and an 18% accuracy bonus.
Likewise, in combat jumping, you actually don't even lose a .1% defense by changing that level 50 defense IO, to a def/end/rech of lotg, and gaining a 9% accuracy bonus in the process.
I can't imagine you'd be having much of any end problems to need the 2 end mod Ios in physical perfection. I'd easily suggest making it a numina heal, heal/end, and heal/rech, gaining 12% regeneration, and 1.88% max hp in the process, for a negligible loss in end recovery. -
Well when they do, what I had also originally suggested, and make CaK the "new storm kick" by reducing its animation time, to just a very quick kick to the shins, upping its DPA, then the cone of storm kick would be more balanced (reducing its crit chance of course and possibly porting it to CaK)