wraithedge

Citizen
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  1. Thanks Renardine, your right, that is a great collection of material. I will have to peruse and compile some thoughts on that. It looks like an interesting build though.
  2. Quote:
    Originally Posted by gameboy1234 View Post

    I'm curious about this. How do you justify Flight on a "normal" character? I use super speed. According to the CoH lore, Synapse was given his speed powers in a cruel experiment by the Crey corporation.
    The short answer is that I lie like a lion skin rug.

    The concept for this is not one of an actual Fortunata but an alien entity pressed into service. Indeed if we are getting down and RP-like with it, it is an alien entity beamed from its home into the body of an existing soldier changing him in ways untold while still conforming to the natural typing as the alien and its abilities are perfectly normal for its existence.

    If that sounds overly Kheldian I will just beg forgiveness and plead the fifth. It is a concept I have been kicking around. Ancient alien civilization advanced enough to have produced its own gods and for safe keeping establishing living sepulchers for them on other planets, in other dimensions, bloodlines designed to provide habitable vessels. When the time comes and their civilization meets its cataclysmic end they send these gods forth, flinging them into the void to their new homes, new bodies to carry on their stewardship of the universe as a whole. I see it as faintly green lanternesque, without the green . . . or the lantern.

    That’s part of the story anywhoo

    I am used to speed ghosting missions on a Illusion controller so that wont be anything new to me and I expect that I will be doing plenty of soloing due to the somewhat compressed time commitment I can offer the game.

    It is worth pointing out though that I do plan to use my second build for a Night Widow build expressly to cover any contingencies that this build might have trouble handling. Perhaps if the blast-troller can’t beat it the scrap-stalker can, that sort of philosophy.

    I am quite enamored of the Fortunata play model though, so I am starting with this one.

    Thanks much for your build Gameboy1234. I certainly appreciate it along with your suggestions.
  3. Here is one built around the confuse mechanic. +268% recharge and cappy defenses with Mind Link.

    I could likely toss out super speed but it is muling some defense bonuses so I left it in place.

    I managed to crowbar Gloom in but the slotting is just miserable single slot making it hardly worth the effort.

    Will the two confuse mechanic pay off? Do they stack? Is there extra reliability in having two, three if you count the unique (which wont happen for quite some time).

    I have some attacks here as well including Dart burst for those regen heavy targets. But am I wasting time on the confuse mechanic?

    I admit this one is a favorite of mine so far if the confusion happen additively.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Confuser: Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Telekinetic Blast
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Endurance
    • (13) Decimation - Damage/Recharge
    • (5) Decimation - Accuracy/Endurance/Recharge
    • (5) Decimation - Accuracy/Damage/Recharge
    • (7) Entropic Chaos - Chance of Heal Self
    Level 1: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    • (7) Kismet - Accuracy +6%
    Level 2: Subdue
    • (A) Decimation - Accuracy/Damage
    • (9) Decimation - Damage/Endurance
    • (9) Decimation - Damage/Recharge
    • (11) Decimation - Accuracy/Endurance/Recharge
    • (11) Decimation - Accuracy/Damage/Recharge
    • (13) Entropic Chaos - Chance of Heal Self
    Level 4: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (17) Luck of the Gambler - Defense
    • (17) Luck of the Gambler - Defense/Endurance
    Level 6: Aim
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (19) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    • (21) Recharge Reduction IO
    Level 10: Psychic Scream
    • (A) Positron's Blast - Accuracy/Damage
    • (23) Positron's Blast - Damage/Endurance
    • (23) Positron's Blast - Damage/Recharge
    • (25) Positron's Blast - Damage/Range
    • (25) Positron's Blast - Accuracy/Damage/Endurance
    • (27) Endurance Reduction IO
    Level 12: Dart Burst
    • (A) Positron's Blast - Accuracy/Damage
    • (27) Positron's Blast - Damage/Endurance
    • (29) Positron's Blast - Damage/Recharge
    • (29) Positron's Blast - Damage/Range
    • (31) Positron's Blast - Accuracy/Damage/Endurance
    • (31) Endurance Reduction IO
    Level 14: Dominate
    • (A) Apocalypse - Damage
    • (31) Apocalypse - Damage/Recharge
    • (33) Apocalypse - Accuracy/Damage/Recharge
    • (33) Apocalypse - Accuracy/Recharge
    • (33) Apocalypse - Damage/Endurance
    • (34) Entropic Chaos - Chance of Heal Self
    Level 16: Psionic Tornado
    • (A) Positron's Blast - Accuracy/Damage
    • (34) Positron's Blast - Damage/Endurance
    • (34) Positron's Blast - Damage/Recharge
    • (36) Positron's Blast - Damage/Range
    • (36) Positron's Blast - Accuracy/Damage/Endurance
    • (36) Force Feedback - Chance for +Recharge
    Level 18: Indomitable Will
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (37) Steadfast Protection - Resistance/Endurance
    Level 20: Mask Presence
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Defense/Endurance
    Level 22: Hover
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (39) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 24: Mind Link
    • (A) HamiO:Membrane Exposure
    • (39) HamiO:Membrane Exposure
    • (40) HamiO:Membrane Exposure
    Level 26: Fly
    • (A) Endurance Reduction IO
    Level 28: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (40) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 30: Tactical Training: Assault
    • (A) Endurance Reduction IO
    Level 32: Psychic Wail
    • (A) Armageddon - Chance for Fire Damage
    • (42) Armageddon - Damage/Recharge
    • (42) Armageddon - Accuracy/Damage/Recharge
    • (42) Armageddon - Accuracy/Recharge
    • (43) Armageddon - Damage/Endurance
    Level 35: Foresight
    • (A) Luck of the Gambler - Recharge Speed
    • (43) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Endurance
    Level 38: Confuse
    • (A) Coercive Persuasion - Confused
    • (45) Coercive Persuasion - Confused/Recharge
    • (45) Coercive Persuasion - Accuracy/Confused/Recharge
    • (45) Coercive Persuasion - Accuracy/Recharge
    • (46) Coercive Persuasion - Confused/Endurance
    • (46) Coercive Persuasion - Contagious Confusion
    Level 41: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 44: Tactical Training: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 47: Aura of Confusion
    • (A) Malaise's Illusions - Chance of Damage(Psionic)
    • (50) Malaise's Illusions - Accuracy/Confused/Recharge
    • (50) Malaise's Illusions - Endurance/Confused
    Level 49: Gloom
    • (A) Entropic Chaos - Chance of Heal Self
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (3) Performance Shifter - EndMod/Recharge
    • (15) Performance Shifter - Accuracy/Recharge
    • (15) Performance Shifter - EndMod/Accuracy/Recharge
    ------------



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  4. Here we have a multipurpose build. I guess it’s alright. With 1 +117% (with aim) to hit and 195% recharge it cover those bases. Hover, Flight, check.

    It looks a little light in the damage department though, no tornado, no scream, no tk blast, no dart burst (so no –regen).

    I may have a lot of versatility but am I really going to miss all those attacks? I feel a little naked without lots of shiny buttons with which to threaten mobs.



    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    MultiPurpose: Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Mental Blast
    • (A) Accuracy IO
    Level 1: Combat Training: Defensive
    • (A) Luck of the Gambler - Defense/Endurance
    Level 2: Subdue
    • (A) Apocalypse - Chance of Damage(Negative)
    • (3) Apocalypse - Damage/Recharge
    • (3) Apocalypse - Accuracy/Damage/Recharge
    • (5) Apocalypse - Accuracy/Recharge
    • (5) Apocalypse - Damage/Endurance
    • (7) Endurance Reduction IO
    Level 4: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (7) Red Fortune - Defense/Endurance/Recharge
    • (9) Red Fortune - Defense/Endurance
    • (9) Red Fortune - Defense/Recharge
    • (11) Red Fortune - Defense
    • (11) Red Fortune - Endurance
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 8: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (39) HamiO:Microfilament Exposure
    Level 10: Indomitable Will
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (19) Impervium Armor - Resistance/Endurance
    • (21) Impervium Armor - Resistance/Endurance/Recharge
    Level 12: Dominate
    • (A) Decimation - Accuracy/Damage
    • (13) Decimation - Damage/Endurance
    • (13) Decimation - Damage/Recharge
    • (15) Decimation - Accuracy/Endurance/Recharge
    • (15) Decimation - Chance of Build Up
    • (17) Endurance Reduction IO
    Level 14: Fly
    • (A) Freebird - FlySpeed
    Level 16: Aim
    • (A) Adjusted Targeting - To Hit Buff/Recharge
    • (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (48) Adjusted Targeting - Endurance/Recharge
    • (50) Adjusted Targeting - To Hit Buff/Endurance
    • (50) Adjusted Targeting - Recharge
    Level 18: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense/Recharge
    • (42) Red Fortune - Defense/Endurance/Recharge
    • (42) Red Fortune - Defense
    • (43) Red Fortune - Endurance
    Level 20: Mask Presence
    • (A) Luck of the Gambler - Recharge Speed
    Level 22: Foresight
    • (A) Luck of the Gambler - Recharge Speed
    • (23) Resist Damage IO
    • (23) Resist Damage IO
    Level 24: Mind Link
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Red Fortune - Defense/Recharge
    • (25) Red Fortune - Endurance/Recharge
    • (27) Red Fortune - Defense/Endurance/Recharge
    • (27) Red Fortune - Defense/Endurance
    • (29) Red Fortune - Defense
    Level 26: Total Domination
    • (A) Unbreakable Constraint - Hold/Recharge
    • (37) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (37) Unbreakable Constraint - Accuracy/Recharge
    • (39) Unbreakable Constraint - Endurance/Hold
    • (39) Unbreakable Constraint - Chance for Smashing Damage
    Level 28: Confuse
    • (A) Coercive Persuasion - Confused
    • (29) Coercive Persuasion - Confused/Recharge
    • (31) Coercive Persuasion - Accuracy/Confused/Recharge
    • (31) Coercive Persuasion - Accuracy/Recharge
    • (31) Coercive Persuasion - Confused/Endurance
    • (34) Coercive Persuasion - Contagious Confusion
    Level 30: Assault
    • (A) Endurance Reduction IO
    • (40) Endurance Reduction IO
    Level 32: Psychic Wail
    • (A) Armageddon - Damage/Recharge
    • (33) Armageddon - Accuracy/Damage/Recharge
    • (33) Armageddon - Accuracy/Recharge
    • (33) Armageddon - Damage/Endurance
    • (34) Armageddon - Chance for Fire Damage
    • (34) Recharge Reduction IO
    Level 35: Scramble Thoughts
    • (A) HamiO:Endoplasm Exposure
    Level 38: Tactical Training: Vengeance
    • (A) Defense Buff IO
    Level 41: Gloom
    • (A) Decimation - Accuracy/Damage
    • (43) Decimation - Damage/Endurance
    • (43) Decimation - Damage/Recharge
    • (46) Decimation - Accuracy/Endurance/Recharge
    • (46) Decimation - Accuracy/Damage/Recharge
    • (48) Endurance Reduction IO
    Level 44: Dark Obliteration
    • (A) Ragnarok - Damage/Recharge
    • (45) Ragnarok - Accuracy/Damage/Recharge
    • (45) Ragnarok - Accuracy/Recharge
    • (45) Ragnarok - Damage/Endurance
    • (46) Ragnarok - Chance for Knockdown
    Level 47: Vengeance
    • (A) Defense Buff IO
    Level 49: Tactical Training: Assault
    • (A) Endurance Reduction IO
    • (50) Endurance Reduction IO
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 1: Conditioning
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Miracle - Heal
    • (40) Miracle - +Recovery
    • (40) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (21) Efficacy Adaptor - EndMod/Recharge
    • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (36) Efficacy Adaptor - Accuracy/Recharge
    • (36) Efficacy Adaptor - EndMod/Accuracy
    • (37) Efficacy Adaptor - EndMod/Endurance
    ------------



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  5. I have a build question for some of the builders out there. I am something of a perfectionist and while I understand that there is no “best” in the game, I believe there is a “best you’re going to get” given play style and mechanics and operating space. I am having a hard time finding it, making it, or recognizing it.

    I don’t mind settling for pretty darn good and taking some slight losses for gain elsewhere. I have some builds that I am toying with using but I am not sure if they will really do what I want or if my power choice and slotting is erroneous. Since many of you have actually played these powers (and I have not) I thought that I might have the advantage of your wheels instead of inventing one of my own.


    Criteria –



    I want to survive. I would like to live longer than the target or at least be able to get away. Nothing turns me off an experience more than going in and getting summarily executed. So I am assuming perma-Mind Link for all of builds and any that you might suggest, Usually that means perma-hasten as well.


    RP is a factor. Don’t look at me like that. Mainly this means hover and fly. Everything else I can make work somehow, but I need hover and fly. Everyone and their brother uses combat jumping, so I usually put hover there. I understand that there is an endurance hit for it but I will deal with that in walking time and Cardio later if I need it.


    Damage and/or control are not insignificant. Just because this is third on the list doesn’t mean I am willing to throw it out the window. I want to do damage too. Not meaning to sound to diva about it but I want to have a significance to the team as well as be able to stomp around solo.


    Cost, oh my god the cost. Can’t be avoided. The good sets cost a lot. That’s just the way the game works, I get it. But if you spot a set that I have chosen that could just as well be a cheaper one. Feel free to pipe up.


    I don’t PVP. Just, no. It will never happen. So all the builds are built for PvE.


    Following I will post the builds I am looking at and some notes about how I expect them to work, that’s where things get pretty murky for me.
  6. Firstly, I must thank everyone for the wonderful input, yours is certainly the art within the science. I have enjoyed reading though the various suggestions and intellectual offerings here.

    With much respect to the Claw aficionados, I must disqualify that particular set from the running on thematic grounds. I know that this particular board lends itself to performance over appearance in many ways and I do not dispute the attractive features of the Claw set. I just find that it visually and thematically leaves me cold.

    Don’t think I won’t be squirreling away that build though. I love to collect interesting builds and I thank you for it.

    I am seeing Invulnerability and Shield Defense as the top contenders for survivable defense with willpower coming in with a note of ambivalence.

    I understand that both Inv and Shield’s dominance depend of a heal coming from somewhere, In fact, that is part of the issue I have always had with Inv. How many times have I watched a Inv tank get slowly dismantled by anything else simply because it had not way to get its health back. Taking 2 points of damage while everyone else is taking 150 is great but if you aren’t healing anything then those twos will add up to a faceplant. A bit over simplified but that’s it in a nutshell.

    Which brings me to the idea of sword and board. Oh, how lovely is the look of Sword and Shield. I do whish I could take those sets on just for their epic flavor, some of the sword models are amazing and it just lends itself to the sort of theme I could eat up. But it abrogates my survival rule (and breaks my heart). I have never played shield to any acceptable level in any way but it seems that with no heal coming, sword and shield falls into the same pit as Invulnerability with no heal, slow agonizing death.

    It could easily be argued that one should kill one’s opponent before imminent death becomes an issue. But doesn’t a no-heal solution also contain a hard ceiling for survivability.

    Conceptually it seems like a heal solution would have less raw damage but more flexibility toward survival and I don’t mind standing in front of a mob for while and if I happen to be the last one standing there, well that’s has its own sort of schadenfreude fueled thrill.

    Dark Melee seems to be the only offensive set with its own built in heal and so it is not surprising that it fits so snugly with both Invulnerability and Shield Defense. Oddly enough, it looks like shield defense is the more offensive of the two, a clear choice for damage and AOE to boot. I do wonder if it lack some of the defensive ability of the Invulnerability set and under what circumstances I would notice the disparity.

    Willpower, as a defensive set, is like an artfully told dirty joke, it’s not subtle but it makes me smile. Not a lot of guesswork in it and I appreciate that. It lives up to the survival standard admirably and has some nice effects early on. However, everyone talks about it like white bread at the gourmet table. Perhaps it doesn’t scale as potently as the other defense sets and I have noticed a trend among early bloomers to flatten out a bit as it grows. Willpower looks like a bit of a hybrid anyway splitting its attention between regen effects and defenses.

    I don’t know much about Katana. I had always considered it a poor man’s broadsword but after a bit of skimming it seems that Katana is very capable even if it becomes more utilitarian and less fireworks in its later phases.

    I didn’t even think to ask about ancillaries, I suppose I just assumed that I would be going into Physical perfection and focused accuracy like some sort of arranged marriage but that might actually be too much. I might not need Physical Perfection, especially with the Cardiac Alpha Slot coming available.

    I might be able to use the ancillary for damage if I use it at all. It seems like unless I am stacking some sort of power like Fireball on top of an already impressive AOE like Shield Charge as a bonus cheap shot, most of the tertiary powers aren’t that attractive.

    The short list looks like:

    Dark Melee / Invulnerability – Massive Survivability, Relies on Ancillaries for AOE, Long term Inf Build

    Dark Melee / Shield Defense – Great defenses, Several AOE options, Good but possibly expensive DPS

    Katana / Willpower – Early bloomer in both offence and defense, competitive defensively, Katana levels out before other offenses

    So those are the choices that seem to stand out and what I think I have learned about them here. Feel free to correct my interpretations if they are amiss.

    I already anticipate someone correcting me in saying that Invulnerability has no heal by pointing out that Dull Pain does have a healing element. Which is true, it does… sort of… kind of... I guess. I certainly would not trade it out of the set but I would not exactly call it a heal either.

    That said, I find myself drawn to the Dark Melee / Invulnerability combo. The Katana / Willpower mix looks like such a winner that I am content to let it set on the back burner ready to take up slack if DM/INV lets me down.

    Thematically, it’s hard to see myself with a shield and no sword (with apologies to Capt America). I might be lured into trying it later, perhaps in a bout of my chronic altitis. I may even give Sword and Shield a swing but I suspect that endo starvation and the empty health bar blues might take its toll on that one.
  7. Ah calamity and flux! I am thrown into disarray by I19. I am returning to the game and have a bevy of pre 19 builds but of course, they all have their fitness pools built and not inherent. While untangling that to a “best spec” solution is mind boggling in its own right I am somewhat disheartened by intimations that some of the sets may be different in ways that make them more or less effective from when I last saw them back around 15.

    So, I wonder if I could get some educated opinions about scrapper directions. I am not asking for builds. If you happen to have any lying around then that’s fine and I am appreciative but you don’t need to go out of your way.

    Instead of asking for some sort of mythical “best” build, let me tell you how I like to play and perhaps you can tell me what currently offers that sort of momentum and energy.

    I want to live.
    Survival is one of the most important aspects. I don’t mind standing in front of a mob for a while and returning to the same attacks over and over isn’t a problem at all. I don’t get bored as long as I am not getting dead. In fact, I am very willing to sacrifice face melting alpha striking thermonuclear power for just outliving my opponent. I figure that if I live longer than the mob then I win.

    I am not a big fan of panic-button hunting.
    Complex defensive script characters are not that fun for me because I tend to be sidetracked with what is happening on the screen and pay less attention to which savior clicky I should be chasing down until the hospital rings and coming down and I notice that I never clicked that one right there.

    I’m not saying there should be no clickys at all, but if there is a build chock full of them where I have to be certain to time the first one right after the opening and then the next one about three seconds later or when I reach half health and then the next one when my power is at twenty five percent unless I have more than half my health in which case I can skip to the fourth one… yeah, that one is likely not for me.

    Endo is for chumps
    I don’t like managing endurance, especially since there are so many tools for bypassing that particular annoyance. This may lock me into some sort of Regen/WP loop but I just can’t stand having to anticipate the intuitional math of how long my blue will last versus how many mobs I am fighting times the diminishing attack chain I have to unravel just to maintain some semblance of combat.

    I want to be able to stand there and unload for as long as it takes, full bore and wide open. Perhaps that is being overly optimistic. I would rather have to jimmie my attack chain as little as possible in order to keep swinging. I would rather rely on spurious influxes of endo (drains and the like) as little as possible.

    Down with downtime
    This is likely a total non-issue but I will mention it for full disclosure. I don’t mind standing in a fight for a while but I don’t plan to stand around between fights. I don’t recall any scrappers having to much of a downtime hang around waiting for something to reach an acceptable level for the next fight trouble. If any set has developed this in my absence, I will want to be sure to leave that one free for others to engage at their own convenience whilst I skip merrily to some other set.

    So in summary

    My play style would love a highly survivable, endo self-sufficient, low downtime build wherein I am not endlessly chasing down panic buttons in combat.


    I suppose I should also be asking about perma-[insert dominant power here] but I don’t know much about that in truth and it may not be in the cards.

    I like the flight pool, the flight power itself, but that too might not be available depending on where things go. I am pretty certain that the Fighting Pool will be involved for tough and weave, and the leaping for the combat jump, perhaps the Speed pool for the ever handy Hasten and even Maneuver from the leadership pool.

    In the past, I have had some success with Dark Melee/Regen but even that hit something of a wall at 50. Regen is not a defense and I found myself getting pummeled down mostly because I consistently managed to trigger the Instant Heal in the throes of Dull pain or with Moment of Glory down and it just could not overcome my grinning multi-mob induced death spiral.

    I love Dark Melee as a set but I have see it paired with Invulnerability here. I confess to an irrational dislike of Invulnerability from way back. It has always seemed to be the poster child for under-performance, folding like a cheap, nerfed suit in the cold shadow of such greats as Willpower and even Regen, especially given invulnerability’s shamelessly conspicuous endo usage for little more than a lingering tenderized death, the very epitome of “just die tired”.

    But of course here I am seeing that someone has soloed no less than nine AV’s with this very mix (dm/inv). Even if it is only a very technical defiance of the spirit of challenge, that is still a formidable feat.

    So, setting aside my preconceptions, bearing in mind my notes and open to the possibilities of questions, in what power sets do you think I should invest?