ATM_Machine

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  1. With i19 coming soon and the respec I am stuck deciding where to place the three unique IOs from the healing sets. Put them in Health or in Fast healing?

    Second question: is there a good reason for the Miracle unique to be in health or fast healing instead of placing it in RttC to make a complete set and get the Psi defense bonus? This would leave two slots in the Mule power (health or fast healing) instead of the usual three. I assume that unique does not buff the healing of a power at all.

    Thanks.
  2. Here is what I came up with. I went with Mu over Soul because I like having a lot of attacks and I wasn't sure how much I would need/use Shadow meld. I took Recall Friend because I team a fair bit and didn't know if Maneuvers was worth the end usage. I am debating Confront instead of the Self Rez.

    I left the slots for Stamina and Health empty in sprint and brawl.

    Let me know what you guys think.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    8 Bit Monk: Level 50 Mutation Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Teleportation
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), Mako-Acc/Dmg(42)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Heal(13), Numna-Heal/Rchg(15), Numna-Heal/EndRdx(15)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(7), RctvArm-EndRdx(46)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(5)
    Level 6: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
    Level 12: Boxing -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 14: Build Up -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/Rchg(23), GSFC-Rchg/EndRdx(23), GSFC-ToHit(40), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
    Level 16: Rise to the Challenge -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(17), Mrcl-Heal/Rchg(17), Mrcl-Heal(34), Mrcl-Heal/EndRdx/Rchg(43)
    Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(34), KntkC'bat-Knock%(36), HO:Nucle(37)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(46)
    Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(29)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
    Level 35: Super Jump -- Winter-ResSlow(A)
    Level 38: Strength of Will -- ResDam-I(A)
    Level 41: Mu Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), AirB'st-Dmg/Rchg(45), Det'tn-Dmg/Rchg(46)
    Level 47: Recall Friend -- IntRdx-I(A)
    Level 49: Resurgence -- EndMod-I(A)
    ------------
    Level 1: Brawl -- Empty(A), Empty(36), Empty(36)
    Level 1: Sprint -- Empty(A), Empty(39), Empty(48)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 23.63% Defense(Smashing)
    • 23.63% Defense(Lethal)
    • 5.813% Defense(Fire)
    • 5.813% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 23.63% Defense(Melee)
    • 8% Defense(Ranged)
    • 8.625% Defense(AoE)
    • 36% Enhancement(Accuracy)
    • 45% Enhancement(RechargeTime)
    • 5% Enhancement(Heal)
    • 15% FlySpeed
    • 215.85 HP (16.12%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Immobilize) 10.45%
    • MezResist(Stun) 6.6%
    • 9.5% (0.159 End/sec) Recovery
    • 44% (2.46 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 15% RunSpeed
  3. Thanks for the info guys.

    I placed the Proc in chain induction last night. I loaded up a carnie mission and went to work. On the first use of CI the third jump had a KB. Throughout the mission the proc went off many times. A few times it went off more than once in one application of the power.

    I'd say it works very well, especially with a nice herd before you use it.
  4. I finally have my Elec/WP scrapper at 40. She is tons of fun to play and runs +1x3 well. I have two of my three Kinetic combat sets slotted and two reactive armor sets and two LotG. She is coming along nicely.

    Now I am facing the tough question of which Patron type powers to take post 40. I don't have tons of time to tweak and play her on test so I would like to get some more of your advice.

    -SOUL: Dark blast/shadow meld seems fun and can spice things up a bit. I will have Hasten and 45% or so recharge making shadow meld up fairly often. This doesn't add much to my attack chain though it does give a decent ST attack.

    - BLAZE: melt armor and fire ball sound like two sweet powers, but I have to take one of the mez powers to get there which limits getting a travel power or another utility power. i19 will make that easier, but not sure how well this plays. having three more attacks to play with would be nice as I tend to like having lots of options.

    - MU: This set fits well conceptually Mu bolts/Ball lightening would take only two powers to get my two attacks. It is the most straight forward of the three options I am looking at.

    They all seem good in their own way. Hell, taking the pet seems fun too, but not likely to happen. I would like to be a bit better against hard targets, but I am not sure if these powers actually help with that much as the ST attacks aren't that great.

    I have built all three in Mids and I get bonuses I am happy with out of all of them so that is not a deciding factor.

    I play solo/farm-ish often, but like being on teams when ever possible. Not much makes me happier than a well polished four man team rolling through missions. Being "busy" at the keyboard keeps me happy as well.

    What are your thoughts and how has your mileage been?

    (I didn't think posting three complete builds was the way to go, but I have them if you want them.)

    thanks
  5. I have an Elec/WP scrapper that I am IOing out and loving playing. I am working on the Kinetic Combats currently and am pondering putting a Kinetic Combat proc in Chain Induction.

    I don't know how this proc will work in this power though.

    Will it roll each jump or just the first person I use the power on?

    If this is listed somewhere else on the forums please point me that direction as I could not find it.

    Thanks.

    (I listed this in the wrong section first so sorry about double post)
  6. I have an Elec/WP scrapper that I am IOing out and loving playing. I am working on the Kinetic Combats currently and am pondering putting a Kinetic Combat proc in Chain Induction.

    I don't know how this proc will work in this power though.

    Will it roll each jump or just the first person I use the power on?

    Thanks.
  7. Not to beat a dead horse...

    This thread has been very heplful. Any chance people want to share their i19 ideas?

    Thanks.
  8. Quote:
    Originally Posted by DSorrow View Post
    ...
    I took Charged Brawl instead of Havoc Punch, because CB is the superior attack out of the two. Even Jacob's Ladder is a better ST attack than Havoc DPA wise...
    I'm a little naive on this. Why is Charged Brawl better than Havoc Punch?

    thanks.
  9. I too am enjoying my new EM/WP scrapper and am toying with builds. How is your scrapper coming a long and any new findings after playing him a bit longer?
  10. First things first: I love this guide it is amazingly helpful and well thought out. Highly recommended

    For the bind challanged I have a simple way to make lshift+lbutton always teleport you in either human or dwarf form. If you are using a tray bind that changes your bottom tray when you change form my bind will work for you.

    Place the teleport power in the same slot in your human tray and dwarf tray. For me that is slot 8. All you need to do then is bind the tray slot and not the power. Then the bind simply activates whatever power is in the bottom tray "#" slot, which should be teleport either way.

    /bind shift+lbutton "powexecslot 8"

    Hope that helps the bind challanged. (I do realize that if you are bind challanged enough you won't have the trayt binds either, but + and - keys can swap your trays too.)

    Cheers
  11. Excellent guide and Videos.

    I am fairly new to PvP and have an EM/Nin which is a mix between your i6 & i7 builds. I currently have fly as my main travel power with TP, love TP in TP out. The problem is that with fly I have a difficult time catching the SJ+SS heroes. Because of this I am strongly considering swapping Fly for SJ. In doing this I would have fewer attacks. I am curious how you do in SC with your i7 build having so few attacks/mez compared to your i6 build.

    I realize in Warburg and RV you have more attacks and this isn't as much of an issue.

    thanks.
  12. Make that three questions

    3) three end reduc in Shadow Fall seems like a lot, is more than two really needed?
  13. Excellent guide and recs as usual. My build is very similar to yours, except I love flight, tried TP it works, but dude I can FLY!! and the in battle mobility is great ... anyway I have two questions:

    1) My Knights are slotted 3 acc 3 dmg. Is the third acc needed? (I don't run leadership)

    2) With Stamina is it neccessary to have 2 end reduc in Darkest Night? I realize you took the second end reduc at 50 on a repsec.

    I am level 40 currently and am getting ready to respec into stamina for the exact reasons you mentioned above.