ArchGemini

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  1. Quote:
    Originally Posted by Frosticus View Post
    DP also gained enhanceable +hp iirc.
    True. I think I came in after that happened, though. Not sure what the order was for the major Regen changes. I am sure there was a post about it, but has probably been swallowed up by now.
  2. Quote:
    Originally Posted by Arcanaville View Post
    If you've played SR from release to now, you've had a rollercoaster ride unparalleled in the history of the game.
    So has Regen simply just been downhill from launch, and a small bump with the MoG changes?
  3. Quote:
    Originally Posted by Sir_Lionheart View Post
    Just curious, what amount would most of the populace in Scrapper Forums consider to be building on a budget? I mean for a solid, but not overly powerful build?
    Low hundred millions (150-400M).

    For lots of folks, though, budget could simply mean (and correct me if I am wrong):

    No PvP enhancements
    No Purples
    No LotG +Recharges
    No BotZ (although this may change with their change in usefulness)

    Of course, some are able to stretch their influence further than others and might be able to slide in an extra set of Obliteration, Mako or Touch of Death, which could make a lot of difference.
  4. Smurphy, I bow to your absolute ebilness and awesomeness.
  5. Quote:
    Originally Posted by Talionis View Post
    I still think adding one power at some level between say thirty-five and fifty by doing a signature power could add a lot more possibilities without being as broken as the ops suggestion. I also think it would be a great way to breathe life into high level characters. Possibly haaving to do even more special missions or arcs to add slots.
    I am all for one signature power per character. One that you start building at level 20 (or whenever), and you either do missions/arcs/tfs to earn points toward developing said power (within limits or balanced around similar powers). I would love a true PBAoE for my Dark Melee Characters or at least one decent Targeted AoE (since both of the ones in Dark Mastery kinda stink), or a complementary mitigation power.

    Things we could do for extra slots would be nice, but you know people would start complaining even more, or swinging e-peens, that their brawl is not (or is) six slotted with Purples or PvP enhancements (I am obviously reaching here), or that something completely unnecessary is too hard for teams performing below standard task force content.
  6. Most Fun:

    Lightning Rod/Shield Charge: BOOM!
    Fulcrum Shift: And now I AND THE WHOLE CREW are about to kick your tail.
    Transference: When you need that quick shot in the arm.
    Siphon Life: Drains are typically undercosted, even moreso with the buffage.
    Rise to the Challenge: A power worthy of its name.

    Least Fun:

    Shadow Punch: A quick jab outdone by almost every way by Smite. Boo.
    Temperature Protection: Still not worth taking.
    Speed Boost: Great buff that does not last long enough.
    Increase Density: Even worse than Speed Boost.
    Energy Blasts: Until we get the BIG RED BALL, I will always feel like this set is not living up to its full potential.
  7. Quote:
    Originally Posted by gec72 View Post
    Unbelievable - now I just got a Fortunata Hypnosis drop (defeated Radio, drop came from a straggler Champion Swiper).

    I think we just have to assume that at a minimum someone could expect maybe 50M, but that luck can push you much, much higher. Either way it's way more than enough to outfit SOs.

    And yeah - farming is just playing the game way more efficiently, the dynamic is the same. Defeat mobs, get drops.
    Going to co-sign with you there. 50-70 mil seems like a solid casual inf total for a standard 1-50 run, but definitely less than what anyone even trying to mess with the market is going to make, even if you are just selling your rare invention salvage drops. Also, if you just craft the Inventions after about 30 that you get from drops, I imagine most players would be surprised by the amount of decent frankenslotting their powers could get (even if you do not end up with full sets of the "good" uncommon IO sets like CI, DW, or TStrike).

    I say all that because, even with my rotten luck, I have managed to get a few of all of the above on my toons between 30 and 50, I just never paid a lot of attention to it, unlike my fiancee (the gaming rookie... heh, nice to say I married up, at least as far as making good with what you get).
  8. Fire Armor. The set has been obliterated for the niche it was supposed to have (lots of extra offense in exchange for defense). Still lacks KB protection. Burn is still only good for sets with a group immobilize. Fiery Embrace is arguably only worth getting if you take Fire Melee. Tier-9 is a rez (some people like that, but I just simply give them credit and respect).

    For a set that Shield was supposed to be the defensive version of, I still feel like Shield Defense kicks Fire Armor in the groin. Electric Armor got some love after it was determined it needed it, what is going to take for Fire to get the same?

    Energy Blast. Ugh, I still do not know to this day how in the world I managed to get a Kinetics/Energy Defender to 50. Unless you have a whole team concept dedicated to it or like to solo, knockaround seems to not be conducive to team play. I may not get to team a lot (Pinnacle at odd hours player), but when I do get to team, it is a shock, not an expectation, to play with a good Energy Blaster.

    Admittedly, there are a few sets I have not played yet, but not just because I thought they were bad. I have actually played the above sets, and I would never recommend them to anyone else with the other options available.
  9. Quote:
    Originally Posted by Nethergoat View Post
    You can earn more than 300 million from one drop if you're lucky, which I wasn't.

    And conversely, it's entirely possible someone could get worse drops than I did and earn less inf.

    It's just one data point. While someone else might make more, or less, on the way to 50 they would still end up with a big, fat pile of inf, more than enough to kit themselves out with anything short of the game's most extreme luxury goods.


    I wasn't keeping track, but I didn't get any 'great' drops from his merits- the single best recipe was a hard to get Posi that went for 10 million.

    I'll keep closer track of where the inf is coming from on my experimental stalker.
    I am leveling up an Elec/Shd Scrapper. Aside from 120mil that I pulled from another toon (I plan on trying to be ebil with this toon later) and the generic IOs I have put on this toon, I can get you another data point by the time this is said and done. I will try not to drop too many more Inventions into him so that the average cost of the ones I have can be adjusted from his final bankroll (A Kismet +toHit and a lv 11 Steadfast that dropped).

    That said, what should I try to do with any decently priced market salvage or recipes that drop? How much do we want luck (or lack thereof) to affect this?
  10. Quote:
    Originally Posted by Nethergoat View Post
    There are as many definitions of "casual gamer" as there are people with agendas to advance. Here's the one I go by, which was hashed out by a lot of different folk in a long-ago thread:


    'casual' has more to do with someone's approach to the game than the # of hours they play. My 'casual' gamer is defined by their inattention to the thing that the less casual players tend to obsess over- efficiency.

    I played with a couple of friends for years. We all played about the same # of hours per week, but they were definitely 'casual' and I was definitely not. They ran whatever came their way, did whatever sounded fun, didn't worry about the 'best' way to slot their powers, didn't pay any particular attention to their builds (my favorite manifestation of this was my buddy with the DM scrapper who took Flurry because he loved Shadow Maul so much....when vet rewards hit, he took, you guessed it, Sands of Mu. And yes, he chained Shadow Maul, Sands and Flurry together every chance he got).

    Meanwhile, I'm not a Mids-crazy build nut, but I do notice when powers suck, and I do think about efficient slotting, and I do want my characters to be 'good' at beating up the foe.

    So, it's more of a philosophy than anything.
    If you want to earn rewards efficiently and you worry about the performance of your character, I don't think you're a 'casual' player even if you only log in for two hours a month.
    And playing 40 hours a week won't make you hardcore if you're just running around like a chicken with its head cut off, doing whatever looks neat without regard for how well it's moving you along the path of progress.
    Probably the best definition of "casual" I have ever seen. Figures it would come from someone who is probably one of the least casual players not to come from the Scrapper board (and we are nothing if not a bunch of number crunching min-maxing bastards).

    Anyway, I would say your results look to be way over average, at least in comparison to what I have managed to do with my toons. If I sold all my rare and decent salvage as I was leveling up my DM/Shield Scrapper, I would have ended with around 100 mil. That would also be the best I have ever ended a toon before diving into the Market a bit. My fiancee, who partnered said scrapper with a Kin/Dark Defender, was less lucky with salvage but scored a purple near the end of our leveling and ended with 200 mil (this was before Purples skyrocketed).

    Best guess, the average would probably be around 75 million for a 1-50 run, with a vast majority of that being post 40, and being heavily weighted toward at least more informed casual players (those who know to at least sell rare salvage or use it to craft at least one decently priced recipe). Not bad for casual play, or even IOing a few key powers with decent uncommon sets, but easily surpassed by playing the market or getting 1 decent purple drop, definitely 1 PvP drop or cashing in a store of merits for a LotG.

    Take my samples with a grain of salt, though. I would qualify myself as an informed, but seemingly unlucky or just bad, player. Definitely beyond casual, but clearly underneath the Market or Scrapper gurus. I have made a few builds in Mids, and I can make enough in game to put IO sets on my toons provided I stay away from the more popular sets, but I cannot get over the hump to true ebilness. I may send you a PM about it.
  11. Aside from the +recharge LotG, and maybe the second KB Zephyr, getting that set together should not be a problem for me. Thanks, Fury.

    In order to keep the AoE defense in case I can't get it, I moved two of the Thunderstrikes in Electric Fence to Aegis in Charged Armor. Any luck, though, and I can get together the second Zephyr.
  12. The Sonic/Sonic/Elec build:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Sonic Resonance
    Secondary Power Set: Sonic Attack
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Sonic Barrier -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(13), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(50)
    Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7)
    Level 2: Sonic Haven -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(13), Aegis-ResDam/Rchg(19), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(45)
    Level 4: Scream -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33)
    Level 6: Howl -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(34), Det'tn-Dmg/EndRdx/Rng(34), Det'tn-Dmg/Rchg(34), Det'tn-Dmg/Rng(36)
    Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(9), EndRdx-I(9)
    Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11), Zephyr-ResKB(11)
    Level 12: Sonic Dispersion -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31)
    Level 18: Swift -- Flight-I(A)
    Level 20: Health -- Heal-I(A)
    Level 22: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(23), P'Shift-End%(23)
    Level 24: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
    Level 26: Clarity -- EndRdx-I(A)
    Level 28: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(39)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Liquefy -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
    Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(39), RedFtn-EndRdx(39), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(40)
    Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(42), RedFtn-EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43)
    Level 41: Electric Fence -- Acc-I(A)
    Level 44: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(46), Aegis-Psi/Status(46)
    Level 47: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(48), P'Shift-EndMod/Rchg(48), Efficacy-Acc/Rchg(48)
    Level 49: Dreadful Wail -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(50), M'Strk-Dmg/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  13. Quote:
    Originally Posted by Fury Flechette View Post
    Actually, really solid advice. Sonic, in this circumstance, would be a good choice, and your fiance can just carry blues and not worry about heals so much. The thing that plagues a lot of shield characters (I have two fully IO'ed out) is a successive streak of heavy attacks or cascading defense failures (don't happen as much with my characters once I got Membranes in Active Defense). Sonic shields would help out quite a bit and supplement tough, true grit and deflection.

    You can also build a tougher sonic defender than a kinetics defender. I've seen builds very close to the resistance caps (at least with smash/lethal) and capped ranged/AoE. That's a really tough character to take down and you'd be in a position where you could wade into mobs with your fiance. That way all you'd have to do apply disruption field at the beginning of the mission, shields every 4 minutes and then just worry about blasting and applying debuffs. A kinetic defender is *alot* busier since the buffs (sb, increase density) are so short in duration and the heal/transference/fulcrum shift have to be applied fairly constantly.
    I tried putting together a Sonic/Sonic/Elec and managed to get capped to S/L Resistance, but only 37.8% Ranged and 33.1% AoE Defense (heh, only). Must be doing something wrong. Some mez protection without asking the Mrs. to dip into the medicine pool for Stimulant looks good, but without the extra heal from me Aid Self might be of some use to her anyway.

    Anyway, while the build does look good, I am now trying to consider if we would get more mileage out of Disruption Field or Fulcrum Shift (once both powers were available, at least DF comes much earlier but is not cheap) and of Barrier, Haven and Dispersion versus Transfusion and the -Dmg of Fulcrum Shift. I am leaning toward Sonic Resonance because if I can simply keep her from going splat when she wades into a group, all she might need is a green inspiration to get set-up, at which point she can Build Up and then do what she plans on doing best. The build I have would also let me focus on keeping green and purple inspirations, myself (along with the occasional Break Free and the standard Rez-Pack).

    As far as Ancillary Pools go, I am pretty much sold on Electric Mastery for Sonic/Sonic, especially since it will give me access to Power Sink.

    Ah, what the hell? I have made enough Kineticists recently, let's be different!

    Although I am sure both of us will miss Siphon Speed and Speed Boost, but on her build with Hasten running L. Rod and S. Charge (I am reminded of Megaman for some reason due to the naming convention) recharge in about 30 seconds. If she needs them faster than that she can just use F-Ball, C-Induction, T-Strike and J-Ladder.

    I am going to play one of the Megaman Xs, now. Excuse me and thanks for all the advice.
  14. I have yet to run a Scrapper that was not fun, but for most fun, I would probably have to say my DM/Shield/Fire. Maybe it is all the AoE goodness and the softcapped Defense. Maybe it is the Kineticist that he runs with, but for some reason when I am playing him I feel like I am just simply bringing the noise.
  15. The last time I was in this part of the forums, I was asking for duo advice on what to roll with my fiancee's Fire^3 Blaster, and that duo actually turned out really well. Frightening, in fact. Thank you, all.

    After a duo run where she was the primary support, we are going to try switching it around again. This time, though, she wants to be a little less squishy while still maintaining some of the AoE capacity she had on her Blaster, so she is going to be rolling an Electric/Shield/Something-with-a-good-AoE Scrapper. Apparently, the tele-nuking virus got her, too.

    This is where I ask for advice. She and I play enough to have enough influence to softcap her Scrapper to Melee and Range (a hair short in AoE, but if things die as fast as she wants, it should not matter). I could be creative and get some decent amount of Defense on a Defender, but I would also like to be able to contribute with a bit of decent damage, as well. I was looking at a Kin/Sonic/Electric Defender (I like to have some thematic match, but in my experience Electric Blast on a Defender is not worth it), but if there is something I am missing from another Primary that would make for a good contribution please let me know.

    The Defender:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Sonic Attack
    Power Pool: Leadership
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Transfusion -- Acc-I(A), Acc-I(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal(43)
    Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
    Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11)
    Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(15), AirB'st-Acc/Dmg(17)
    Level 6: Siphon Speed -- Acc-I(A), Acc-I(17), RechRdx-I(19), RechRdx-I(19)
    Level 8: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(21)
    Level 10: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(21)
    Level 12: Speed Boost -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(27)
    Level 18: Inertial Reduction -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
    Level 20: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
    Level 22: Health -- Heal-I(A)
    Level 24: Stamina -- EndMod-I(A), P'Shift-End%(34)
    Level 26: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Rchg(33), P'Shift-Acc/Rchg(33)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
    Level 30: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(43), RzDz-Acc/Stun/Rchg(43), RzDz-Acc/EndRdx(46), RzDz-Immob%(46), RzDz-Stun/Rng(50)
    Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(37)
    Level 35: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(37), Aegis-Psi/Status(37), Aegis-ResDam/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39)
    Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(39), RedFtn-Def/Rchg(40), RedFtn-EndRdx(40), RedFtn-Def/EndRdx/Rchg(40)
    Level 41: Electric Fence -- Empty(A)
    Level 44: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(45), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(46)
    Level 47: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/EndRdx(48)
    Level 49: Dreadful Wail -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(50), Erad-Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    ------------

    The build is also a general idea of what I can afford, even if the levels are different to garner a better price. Defenses run 20.8/37.4/30.2. The Scrapper will also have Maneuvers and Grant Cover.

    Thank you in advance for any critiques of the build.
  16. Any character of mine that cannot contribute to the overall damage and mitigation (and not just by killing things, although that way is still the best) of at least a duo has fallen out of favor with me. I have invested far more in IOs in my DM/Regen Scrapper and he pretty much just watches my DM/Shield and Fire/Kin. The price of getting what I wanted the latter two to do being much lower probably had something to do with it, too.

    I am sure I will get back to him someday just for grins. Just do not see it happening anytime soon.
  17. ArchGemini

    scrapper numbers

    Quote:
    Originally Posted by EvilGeko View Post
    Rate thread at the top of the page, it's a pulldown menu.

    I know Bill is off on Scrapperlock on the Tankers, but we need to take the drama-que...er Defenders down. The Corruptor pouters have joined with their more resilience squishy brethren.

    Let the final battle be melee v. melee.
    In that case, I apologize for my last vote, but from here on in I will go after the squishy people.

    Been meaning to ask, but does anyone know how often the last 2 (or more) ATs were all blue-side? It seems Heroes tend to fare a lot better than Villains. Maybe next year I will put my support behind Brutes (since they are the most like us).

    This year, however, we have to win.
  18. Quote:
    Originally Posted by Santorican View Post
    Has anyone ever taken Aid Self on a Regeneration scrapper? Serious question
    I did for a bit when I was trying to run my DM/Regen in PvP zones. It provided a good amount of stun resistance against the sheer numbers of EM Stalkers I ran into. He does not have it anymore, though.

    I have other characters who still have it because, while the animation is long and techy (for power customization I really wanted an Aura-like Medicine option), it is still a great downtime reducer between fights and is a nice bump for when the RNG decides to try make you the punchline of a bad joke. On my Defense-based characters, it also lets me focus my inspirations more on Oranges so I have an extra layer of mitigation (thus more protection from the RNG).

    With the IO options that exist now, it seems like the Medicine pool is losing the small following it once had.
  19. Well, isn't the best enhancement bonus to get for /Regen +recharge? Unfortunately, the best way to get that is through IOs that tend to be very pricey, which is something that tends to be much less of an issue for characters going for +defense, unless you are really trying to get the PvP +Def IO.
  20. Quote:
    Originally Posted by Santorican View Post
    Yep so I can't hit the soft cap with a Dark/Shield/Blaze build.
    If the problem is the price of certain IOs, this one would be a bit cheaper, but unfortunately gives up what some would feel is too much (Heal slotting in Siphon Life, Hasten, and a Travel Power). You could sub Super Jump for Grant Cover, though.

    This is something near what I run or will run on live when i16 hits. I regularly duo with a my fiancee (a Kin/Dark Defender), and I managed to have other means of travel (logging out in the Shard gets you a Flight pack, plus you can buy one there, as well), so all the issues I listed above tend to get covered, so YMMV.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    ------------
    Level 1: Smite T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(39), T'Death-Dmg/Rchg:40(39), T'Death-Acc/Dmg/EndRdx:40(40), T'Death-Dmg/EndRdx/Rchg:40(40), T'Death-Dam%:40(40)
    Level 1: Deflection S'fstPrt-ResDam/Def+:30(A), S'dpty-Def/EndRdx:40(23), S'dpty-Def:40(31), S'dpty-Def/Rchg:40(34), S'dpty-EndRdx:40(37), S'dpty-Def/EndRdx/Rchg:40(39)
    Level 2: Battle Agility RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(3), RedFtn-EndRdx:50(3), RedFtn-Def/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(31)
    Level 4: True Grit Aegis-ResDam/EndRdx:50(A), Aegis-Psi/Status:50(5), Aegis-ResDam:50(5), Aegis-ResDam/Rchg:50(17), Aegis-ResDam/EndRdx/Rchg:50(23)
    Level 6: Shadow Maul Oblit-Dmg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(7), Oblit-%Dam:50(7), Oblit-Acc/Rchg:50(15), Oblit-Dmg/Rchg:50(15), Oblit-Acc/Dmg/Rchg:50(17)
    Level 8: Siphon Life Mako-Acc/Dmg:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(9), Mako-Dmg/EndRdx:50(9), Mako-Dam%:50(11), Mako-Dmg/Rchg:50(11), Mako-Acc/EndRdx/Rchg:50(13)
    Level 10: Active Defense RechRdx-I:50(A), RechRdx-I:50(13)
    Level 12: Combat Jumping Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(43), DefBuff-I:50(43), DefBuff-I:50(50)
    Level 14: Hurdle Empty(A)
    Level 16: Against All Odds EndRdx-I:50(A)
    Level 18: Dark Consumption Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Dmg/EndRdx:50(19), Sciroc-Dam%:50(19), Sciroc-Dmg/Rchg:50(21), Sciroc-Acc/Rchg:50(21)
    Level 20: Phalanx Fighting Ksmt-ToHit+:30(A)
    Level 22: Health Heal-I:50(A)
    Level 24: Stamina EndMod-I:50(A), EndMod-I:50(25), P'Shift-End%:50(25)
    Level 26: Soul Drain Oblit-Dmg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(27), Oblit-%Dam:50(27), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(46)
    Level 28: Grant Cover DefBuff-I:50(A)
    Level 30: Boxing Empty(A)
    Level 32: Midnight Grasp Mako-Acc/Dmg:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(33), Mako-Dmg/EndRdx:50(33), Mako-Dam%:50(33), Mako-Dmg/Rchg:50(34), Mako-Acc/EndRdx/Rchg:50(34)
    Level 35: Shield Charge Oblit-Dmg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(36), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37)
    Level 38: Tough Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(42), Aegis-ResDam/Rchg:50(42), Aegis-EndRdx/Rchg:50(42), Aegis-ResDam/EndRdx/Rchg:50(43)
    Level 41: Ring of Fire Acc-I:50(A)
    Level 44: Fire Blast Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(45), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(46), Thundr-Acc/Dmg/Rchg:50(46)
    Level 47: Fire Ball Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/EndRdx:50(48), Posi-Dam%:50(50)
    Level 49: Weave RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    19.5% DamageBuff(Smashing)
    19.5% DamageBuff(Lethal)
    19.5% DamageBuff(Fire)
    19.5% DamageBuff(Cold)
    19.5% DamageBuff(Energy)
    19.5% DamageBuff(Negative)
    19.5% DamageBuff(Toxic)
    19.5% DamageBuff(Psionic)
    10.5% Defense(Smashing)
    10.5% Defense(Lethal)
    14.6% Defense(Fire)
    14.6% Defense(Cold)
    12.1% Defense(Energy)
    12.1% Defense(Negative)
    3% Defense(Psionic)
    18% Defense(Melee)
    17.4% Defense(Ranged)
    16.8% Defense(AoE)
    26.3% Enhancement(RechargeTime)
    55% Enhancement(Accuracy)
    4% FlySpeed
    70.3 HP (5.25%) HitPoints
    4% JumpHeight
    4% JumpSpeed
    MezResist(Held) 9.35%
    MezResist(Immobilize) 13.8%
    MezResist(Stun) 6.6%
    4.5% (0.08 End/sec) Recovery
    14% (0.78 HP/sec) Regeneration
    2.84% Resistance(Fire)
    2.84% Resistance(Cold)
    3.13% Resistance(Negative)
    2.25% Resistance(Psionic)
    14% RunSpeed
    5% XPDebtProtection
  21. I agree with all the above posters.

    This is really not going to make a difference to most Kinetics controllers. They either are able to stack Fulcrum Shift anyway, have Siphon Power just sitting in their tray begging to be of use or have some damage slotting in their powers, anyway. Last but not least, those red inspirations that get chewed through just to make sure there is clear space might count toward the total damage buff (I am one of those odd people who likes to have one inspiration slot open and use whatever comes in that slot as soon as I get it. Makes me feel like less of a packrat).
  22. ArchGemini

    i16 open beta

    Quote:
    Originally Posted by MunkiLord View Post
    With Defenders if you load the two cones with Procs then it becomes the best AoE set for defenders. Not sure if that translates to Scrappers at all, just throwing it out there.

    Personally I'm so used to having such crappy options that I plan almost all of my Scrappers only taking one power from the epics.
    To address the first point, Defenders usually get them early enough to warrant better slotting for Accuracy and Recharge as well as the Procs to make up for lack of Damage slotting. There is also the disparity in -Resistance debuffs that a lot of Defender sets have, which increases the damage of the Procs. With as late as Scrappers get the powers, the best they could do would be to 4-slot both of them, which leaves one wanting for attributes if they slot more than 2 Procs, especially considering the base recharge times on the Scrapper versions are about double the Defender versions (20 versus 10 seconds).

    On the other point, I was hoping they would get around to having Scrapper and Tank Epics be relatively decent next to what some of the other ATs have. At least Blaze Mastery has Fireball. I would trade the entire Dark Mastery Pool for the version of Gloom and Darkest Night available in Soul Mastery. I am sure a lot of players would trade everything except maybe Fireball in Pyre/Blaze Mastery for Fire Cages.
  23. ArchGemini

    i16 open beta

    I am with Umbral. Nightfall is terrible. For being cones and requiring two powers to match Fireball in power, the AoEs in Dark Mastery are disappointing, at best. And here I was hoping for a reason to go Dark/Shield/Dark instead of Dark/Shield/Fire...

    Or am I missing an angle that makes NF and TT more even versus FB?
  24. Quote:
    Originally Posted by McCharraigin View Post
    Lisa comes into thread, and reads the above list....Fireblast, Fireball, Melt Armor, Char, hmmmmm.....sounds like my Dark/Regen is going to get herself experimented on

    Thank you Devs, for second builds

    Lisa-Plotting and Scheming, Scheming and Plotting

    Unless they give Dark Mastery Shadow Meld (probably not happening, which is very unfortunate). In which case my first build would stay Dark Mastery, and my second will simply switch from Weapons to Fire. My Dark/Shield Scrapper is definitely moving somethings around to get Fire Mastery, though.
  25. ArchGemini

    RWZ challenge?

    Ok, so Arcana's Challenge?...

    I got to Round 2 on my second attempt.

    Then... well, how did Rattrap say it.

    "We can be the first to get tortured and THEN vaped."

    It was not pretty.