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Posts
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Joined
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Enjoying the daylights out of my level 36 dark/time troller, but I'm a bit torn on epics. I have control up the wazoo and more tools than I can realistically use every combat, but I lack damage. ATM, I've taken the Fire epic to help with this, but if I stick with this, I'll miss out on Powerboosted Farsight which makes me a little sad. I know I can't have everything but...
Is there another damage option that approaches //Fire? Barring that, is there another APP/PPP that I should be considering for reason X? I'm actually willing to try anything, I just need an idea. I can always use a dual-build (one teaming/one solo,) but I'd like to hear input from the peanut gallery if there's a great idea I'm overlooking. -
Does double xp apply to ixp as well?
Have a good week all! -
Curses. I was afraid of that. Ah well, thanks for the replies.
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My Ill/Cold finally hit 50 so I'm looking into respec'ing her to set her up for the avalanche of IOs she's about to receive. I love Superior Invisibility on my Ill/Rad, so I was considering using it on her as well but there's that thing about SI not working with Arctic Fog. My question is WHAT doesn't work? Does SI toggle off if you turn on AF and vice versa? I sort of took it to mean that the stealth of each power won't stack- which is fine. However, if I can have the stealth of SI and the defenses/resistances of AF then it's worth it to me. If the powers simply cannot be run simultaneously, then I'll need to rethink this.
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Hello Soldiers. I have an idea, but don't have the number-crunchy skills to determine how good it is. The question is: while using Venom Grenade, will I get more mileage out of the toxic damage Interface (Degenerative, I think?) or Reactive Interface?
Happy Thanksgiving! -
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Quote:This is exactly what I do. In fact, I'm doing it on a level 21 Beam/Energy blaster. It should work even better once I get some Interrupt Redux and ranged defense built into the toon, but even in his lowly state, I'm still able to leverage the snipe and get pretty consistent spreads. This is solo, btw- it's even easier in a team.
What I do is open with Disintegrate on a Lieut/Boss in the middle or back of the spawn. If I'm on a team, I follow the same procedure as picking an anchor. Try to pick something that they won't WTFPWN right away.
Then, while Disintegrate is animating I queue Penetrating Ray. In the time it takes for the mob to react, I usually get off the snipe without any interruptions. It happened once or twice, especially solo, but nothing that a single Interrupt Redux enhancer couldn't fix.
Now, if that baddie was anywhere near his friends, I see that delicious DISINTEGRATE SPREAD pop up over anything close by.
Then it's time for Cutting Beam! Extra damage on all the friends, and then I carry on with my blasting ways (or corrupting, in my case).
It seems to be very effective, especially in a team when the mobs are distracted. It also helps to pick a target a bit further back, because they often start to run toward you after you get Disintegrate off. With a little luck and a queued Penetrating Ray you hit them just as they run into the middle of their friends. -
So I was playing my Beam Rifle blaster and I noticed something interesting. If I fire Disintegration and follow it with the snipe (Penetrating Ray), the snipe seemed to produce Disintegration Spread every single time.
Is this WAI? It seems a valid feature if it is, since it can be blasted difficult to actually manage to fire off the snipe after you've aggroed with Disintegration, but I'm wondering if anybody has done any testing or if there were notes regarding this odd feature. Mind you, I'm not complaining... A buddy just said I'm probably really lucky. That's possible, but it'd be good to know for sure. -
I'm playing a Fire/Time troller and really enjoying it. As I suspected, the blend of Hot Feet and Time's Juncture is truly amazing and even at lowly level 8 can make a huge difference for the team. I can only imagine what it'll be like when fully slotted and matured. Which brings me to:
I'm wondering what the optimal slotting for this dynamic duo would be? It already has stacking slows, but obviously it would be good to enhance the -to hit, end redux and damage as much as possible. Ergo, I am looking for ideas- what would you slot in these two powers to get the most bang for your buck and why? -
I like the Combat Jumping idea a lot. I like having hover, but this might be worth it. I'm on the fence about the Wolf armor: do you find yourself needing the extra mez protect? I don't really need the "to hit", but I like the extra damage in Aim.
I just happen to have a Ragnarok knockdown in my base and that venom grenade suggestion is muy sexio.
Between Mental Training, Sprint, and Ninja Run, I'm okay not taking a traditional travel power (supplemented by the jet pack for those hard-to-reach nuisances. ) it only bothers me in Nerva or IP but I can tough those out.
Thank you for the suggestions! Any others? -
Working up a crab build. I'm going for the Venom->Arctic Breath-> Bile Spray chain ultimately. The defenses look good and with hover on I'm capped to Melee as well as Ranged. Can anybody spot anything glaringly wrong or a V8 moment where I could do something outrageously intelligent?
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Tyrantalus: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Channelgun -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(17), Dev'n-Hold%(21)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(34)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(19)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(23)
Level 14: Hover -- LkGmblr-Rchg+(A), Flight-I(33), LkGmblr-Def(33)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Boxing -- Empty(A)
Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 22: Mental Training -- Flight-I(A)
Level 24: Fortification -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/Rchg(27), ImpArm-ResPsi(31)
Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), Aegis-ResDam/Rchg(40), Aegis-Psi/Status(40)
Level 28: Serum -- Dct'dW-Heal(A), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(34), Dct'dW-EndRdx/Rchg(34)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Aim -- RechRdx-I(A), RechRdx-I(33)
Level 35: Summon Spiderlings -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(36)
Level 38: Call Reinforcements -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(39), SvgnRt-Acc/EndRdx(39), SvgnRt-Acc/Dmg/EndRdx(39), SvgnRt-Acc(46), SvgnRt-PetResDam(46)
Level 41: School of Sharks -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(3)
Level 4: Ninja Run
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http://www.cohplanner.com/mids/downl...B2FA176141FA02 -
VEATs are brilliant for their versatility. The versatility of VEATS is a pain in the butt. I've just conjured up my Fortunata again and I'm trying to whip her into shape- primarily as a ranged support toon with decent AoE and some control options. I'm not really married to anything in the build, (except Psychic Wail, but come on now...) but I'd like to try the multiple Leadership tabs. I have the Musculature alpha to boost her damage. Her defenses are fantastic when Mind Link is up, but do I need to be particularly concerned about the time it is not- should I softcap outside of Mind Link? Ideally, it would be great sure- but I don't know how practical that is. Any and all input welcome.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Seeress: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Speed
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Telekinetic Blast -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(15), KinCrsh-Rchg/KB(36), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(46), KinCrsh-Acc/Dmg/KB(48)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(3)
Level 2: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(7)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(9)
Level 6: Dart Burst -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(11), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(17)
Level 8: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(19)
Level 10: Indomitable Will -- EndRdx-I(A), S'fstPrt-ResDam/Def+(21)
Level 12: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(25), Dmg-I(25), Dmg-I(27)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Super Speed -- Run-I(A)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/Rchg(50)
Level 24: Mind Link -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(27), GftotA-Def/Rchg(34), S'dpty-Def/Rchg(34)
Level 26: Tactical Training: Leadership -- EndRdx-I(A)
Level 28: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37)
Level 32: Psychic Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(48)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 38: Aura of Confusion -- C'phny-Acc/Rchg(A), C'phny-EndRdx/Conf(39), C'phny-Acc/EndRdx(39), C'phny-Conf/Rng(39), C'phny-Acc/Conf/Rchg(40), C'phny-Dam%(48)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Hover -- DefBuff-I(A)
Level 49: Aim -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Conditioning
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Acc(43), P'Shift-EndMod/Rchg(46)
Level 4: Ninja Run
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I've felt for a while that the only thing my Fire/SD scrapper needed was the ability to debuff regeneration in GMs and AVs in order to take them down. He's pretty loaded with purples, PVP recipes and other goodies, so he's well equipped for such a thing. For my Lore pets I decided to go with Vanguard for Twilight Grasp- reasoning that the sorcerer would also be doing a variety of damage types with her several attacks.
However, I seem sort of underwhelmed by the Vanguard pets. They're T4, but the magician doesn't seem to use Grasp all that often and the sorcerer is fine, but they just seem sort of lackluster. My question is: for GM/AV takedowns, is there a better pet for -Regen? Barring that, should I skip trying to -regen entirely and just go for "moar damudge"? If that is the case, I understand Cimmerorans and Warworks are top of the heap?
Any feedback would be much appreciated! -
Welcome back and thank you for your service, Goliathan! Your City awaits...
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My bad. I remembered the name had changed, but I couldn't recall from what to what. Thanks for the input.
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Hi Brutes. I'm leveling a SS/Fire brute and I'd like to do a mix of AE farms and PvE content. My understanding of the three epics I've listed is:
-Mu: best for farming due to Fences and Ball Lightning.
-Pyre: decent choice. Leverages Embrace of Fire.
-Soul: good all-around choice. Exotic damage type and great attack in Gloom plus defense in Darkest Night.
My biggest question is how much of a difference does Pyre experience from Embrace of Fire? I surmise that it's not significant enough to pull it to the head of the pack or more people would be shifting from Mu on their farmers. Any insights would be appreciated. -
Hi Forumites. I have a DA/SM tank and am 4-slotting Eradication in Death Shroud. Is the Eradication chance for damage proc a good idea or would I be better off going for straight damage? I know it checks the proc once every ten seconds, but am unsure which method comes out ahead in the long run.
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Question: will and Enzyme or Membrane in Grant cover increase it's DDR Value?
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Thanks for the info, Werner and Sweetcake. I found that DDR ranking in mids at last and now I know what's going on with it. Happy Scrapper.
One other thing Werner- would I be able to run the Incinerate-GFS-Cremate combo with 20% less recharge than the build currently shows? I'm missing 2 of the purple sets, but I'm itching to revamp the toon immediately. -
Hello Forumites. My Fire/Shield scrap is my favorite toon and I've had him in his current incarnation for a very long time. Once tip mishes opened up the possibility of PVP IOs (I don't PVP normally) and Fitness became inherent, it became obvious that my favored son needed an update.
Via this new build, he's still softcapped to all positions though the Melee is exactly at 45% (no wiggle room). I borrowed HEAVILY from Fury_Flechette's excellent master guide on FM/SD for this and I'm hoping that some of the buildcrafters in the scrapper forum will have some suggestions on how to improve this further. It adds three new purple sets for 30% more recharge than what I had and I'm using the Spiritual Alpha.
Also, my mastery of Mids is mildly mitteny- I can't seem to find where it tells me my DDR? I know I've built towards it, but I can't find any totals?
One last thing, with the amount of +recharge this build now has, would I be better served by a different ST attack chain than Incinerate-Scorch-Cremate-Scorch?
Thanks in advance for any and all help.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Helltech1: Level 50 Technology Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Scorch -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/Rchg(3), T'Death-Dmg/EndRdx(5), T'Death-Acc/Dmg(9), T'Death-Dam%(11), T'Death-Dmg/EndRdx/Rchg(13)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), S'fstPrt-ResDam/Def+(40), GA-3defTpProc(42)
Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(13)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(43)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(15), GSFC-Build%(17)
Level 8: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(39), Numna-Heal/EndRdx/Rchg(39), Numna-Heal/Rchg(39), Numna-EndRdx/Rchg(40), Numna-Heal/EndRdx(40)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(17), HO:Membr(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Acc/Rchg(19), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(31)
Level 20: Super Speed -- Winter-ResSlow(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-Psi/Status(42), Aegis-ResDam(43), Aegis-ResDam/EndRdx/Rchg(43)
Level 26: Incinerate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(27), Hectmb-Dmg/EndRdx(31), Hectmb-Dam%(33)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 32: Aid Other -- Heal-I(A)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Aid Self -- Heal-I(A)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/Hold(50), BasGaze-Acc/Rchg(50)
Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Grant Cover -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(21), Mrcl-Heal(21)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(34) -
Try throwing it under Romy's feet just after he rezes in the ITF. Hilarity ensues.
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I sort of agree, Negate. I decided to keep Hot Feet for problematic mobs. The fear effect makes a decent deterrent if they're outside my typed defenses. I can always shut it off if I'm feeling strapped.
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Ah...and I should mention that I'm rather attached to Proton Volley and would prefer to keep it. :-)