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Posts
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Joined
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I'm not attempting to allure you into doing so, GarfieldZ, but just wanted to inform you that the Storm Kick > Crane Kick > Storm Kick > Crippling Axe Kick chain deals the highest DPS for MA/.
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I think six slotting True Grit with Numina's is the best option ; 12% regeneration, 1.87% HP, an awesome 3.75% ranged defense, and it's an ideal power to slot the unique into.
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It looks good.
Slot CJ with a defense buff IO rather than the endurance reduction. CJ's endurance cost is very diminutive, so there's no need to lower it even more. It's either an extra 0.045% defence (to all) or 0.02 less of an endurance drain to your build.
I would slot a recharge reduction IO onto Disembowl as it'll recharge 2.63 seconds quicker without Hasten active and 2.12 seconds quicker with Hasten active.
You're treating Parry as a tool and not enough as an attack. Either go: 3x Dam, 2 Acc, x1 Def or x2 Dam, x2 Acc, x1 Def. If you ever slot the build with set IO's, go with 5 CI's and a LoTG: global recharge - it'll leave you at 34.8% defense when double stacked, but it'll deal more damage. Besides, the other 10.2% defence remaining to hit the softcap is easily attainable with set bonuses and +defense powers.
I prefer Whirling Sword over Slice ; slightly higher damage, slightly higher radius, doesn't require laborious positioning (atleast it became laborious for me at times), and it can hit twice as many targets (5 < 10).
Oh, and throw Melt Armor away - it provides little -resistance (on average) and with the endurance cost at 22.75 it becomes an endurance killer! -
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Quote:Parry stacking won't help. Defense is practically useless in PvP due to DR and the easy ability to gain insane amounts of tohit.I'd suggest either broadsword or spines for pvp, spines for the ranged attack/immob/-fly/slow or broadsword for heavy burst damage and parry stacking.
You'll have trouble with elec/ due to the lack of an ability to keep enemies from staying out of range, and the lack of single target high burst damage.
Elec/ is actually rather good for burst damage, especially with Thunder Strike. It's no BS/ or FM/, but it's on par with Kat/ (if not, better!).
I do agree with Spines/ being an efficient primary, though. Not only can it provide -SPD and -recharge debuffs along with the others previously mentioned, but it also inflicts DoT - this is beneficial for interrupting Aid Self'ers and for most excellently taking out /Regens. -
I'd recommend /Inv ; Invincibility is an awesome taunt aura that increases your defense and tohit for every foe in range. Having a primary that focuses on AoE, the two will mesh well.
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Can be improved by a fair amount with the use of PvP IO's.
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Woah, you've been up to a lot lately! It's nice to know that you've joined my new channel, also!
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Quote:For the Smite > SL > Smite > MG chain...
DM is a Single Target beast...
the best DPS attack chain you could want in it is
Smite>Siphon Life>Smite>Midnight Grasp>repeat...,
... i like to leap into the middle of the MOBs as i'm aiming down on the bigest and get surrounded for Soul Drain and then just tear everything apart...
Smite needs 184% recharge
SL needs 116% recharge
Midnight Grasp needs 234% recharge
The OP won't be able to run this chain at lvl 16.
Quote:most scrappers view the taunt and self rez powers as the most skipable, ... self rez's are fairly pointless as a wakie will do the same thing (some exceptions will be DA and FA tier 9's as they provide other potent effects) -
Storm Kick > Crane Kick > Storm Kick > Eagles Claw
Storm Kick - 225% rchg
Eagles Claw - 203% rchg -
I'd go with the second one, I guess. Having a 100% chance for criticals would simply waste the purpose of criticals and might aswell just double the damage.
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Charged Brawl suprisingly has slightly higher DPA. Not to forget that it recharges faster and has a slightly lower endurance cost. Take them both and respec out of Havoc Punch at higher lvls.
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Just done this on my BS/Regen and I think it's a slightly more efficient stress test than the RWZ Challenge due to the higher amount of damage coming in. Especially including the variety of Swarm Missile (Rikti Plyon's attack) as it's a ranged/lethal power with decent KB.
Not quite clear on wether you're suppose to just have three bosses or an entire group of lvl 54's which contain three bosses, though. -
Quote:IRRC, that was Powerforge's WP/WM Tank?Indeed. Grats, Val!
And who was it that was aggro capped for AVs? Was it Rieze?
And yeah, Val's build (by Umbral) is indeed "full strength retard strong". Best Regen build I've seen so far, definitely better than mine, and would be my starting point if I ever get around to bringing Werner's build up to date. But there are a lot of builds for other combinations floating around out there with better crowd survivability and damage. It's all a matter of what you're after.
(edit: Sorry for the necro. I'm trying to catch up on my forum reading after a number of days off.) -
Here's my friends build...
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Here's another build which is rather similar. Adding PvP IO's would increase the builds strength vastly.
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What servers have the highest and lowest populations? I predict that Freedom would have the highest, but not clear on the others. Oh, and no, this is out of curiosity.
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Can HEAT's and VEAT's transfer from side to side? I've heard that they can't...?
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Quote:"solid defense" - If that's referring to the ingame mechanic, then I'd also recommend Brutes. They have /SR, /WP, /SD and /EA (/Stone and /Inv are based on defense quite a bit, also). With the higher HP and resistances, this gives defense sets for Brutes a leading advantage contrasted to Scrappers. Not just that, but going with /SR, the higher HP will work succifiently with the scaling resistances.hey guys! my question is simple. I am in love with scrappers, i find it hard to play any other blue side. Problem is i am ready to try red side. So i want to know simple if i love scrappers so much (they have solid dps and solid defense, whats not to love?!) what Villian AT do you think i would enjoy playing?!
p.s i have never played red side, AT ALL.
thx in advance -
I've eight Scrappers at 50, so this was difficult...
1) BS/Regen - Burst damage is incredible and /Regen's interactive play keeps me entertained. Using Parry, the migitation is awesome! I mainly use this Scrapper for soloing or in small teams with the SG.
2) DM/Inv - The utilities in this build keep me respeccing consistently to attempt new ambitious strategies with this powerful build. Having 71% S/L resistance is amazing, too!
3) Spines/Fire - Usually used for farming. When supplied with additional +DMG buffs, this toon is outrageous in terms of damage.
BS/WP - /WP is very monotonous and is simply 'Toggle and GO!'. I honestly can't conclude any positive aspects that make the toon enjoyable for me. My experience would have probably been more fun with an AoE distinctive primary, though. -
Quote:The defense softcap is where you've reached 45% defense. At this point, any attack from an enemy that isn't 5 levels above you or have some form of ToHit will have their chance to hit at the minimum (which differs from the con of your enemy - minions have a 5% chance to hit you when at the softcap, for example). It's possible to reach more defense (with the Scrapper defense cap at 200.38%), but unless the two requirements mentioned above are taking effect or you're being hit by defense debuffs, Elude is practically useless.First off, here is my current build that has me mostly at the softcap (AoE defense is less than 1% from the cap when in combat)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Vicious Kittie: Level 50 Natural Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(21)
Level 1: Focused Fighting -- DefBuff-I(A), DefBuff-I(7), DefBuff-I(13), EndRdx-I(15)
Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(40)
Level 4: Agile -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(23)
Level 6: Swift -- Run-I(A), Run-I(39)
Level 8: Follow Up -- ToHit-I(A), ToHit-I(9), RechRdx-I(9), Acc-I(11)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(40)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(17)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(25)
Level 22: Quickness -- Run-I(A), Run-I(25)
Level 24: Dodge -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(34)
Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37), C'ngBlow-Acc/Dmg(46)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(29)
Level 30: Focused Senses -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(43), EndRdx-I(48)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Det'tn-Acc/Dmg(33), AirB'st-Acc/Dmg(33), Posi-Dmg/Rng(40), AirB'st-Dmg/Rng(43)
Level 35: Evasion -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36), EndRdx-I(36)
Level 38: Elude -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-Build%(50)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Stealth -- DefBuff-I(A), EndRdx-I(50), EndRdx-I(50)
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Level 1: Brawl -- EndRdx-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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Set Bonus Totals:
* 7.5% DamageBuff(Smashing)
* 7.5% DamageBuff(Lethal)
* 7.5% DamageBuff(Fire)
* 7.5% DamageBuff(Cold)
* 7.5% DamageBuff(Energy)
* 7.5% DamageBuff(Negative)
* 7.5% DamageBuff(Toxic)
* 7.5% DamageBuff(Psionic)
* 5% Defense(Smashing)
* 5% Defense(Lethal)
* 4.38% Defense(Fire)
* 4.38% Defense(Cold)
* 10.3% Defense(Energy)
* 10.3% Defense(Negative)
* 10% Defense(Melee)
* 13.1% Defense(Ranged)
* 8.75% Defense(AoE)
* 2% Enhancement(Knockback)
* 23% Enhancement(Accuracy)
* 2% Enhancement(Knockup)
* 13% FlySpeed
* 65.3 HP (4.87%) HitPoints
* 13% JumpHeight
* 13% JumpSpeed
* Knockback (Mag -4)
* Knockup (Mag -4)
* MezResist(Held) 5.5%
* MezResist(Immobilize) 5.5%
* 9% (0.15 End/sec) Recovery
* 10% (0.56 HP/sec) Regeneration
* 3.13% Resistance(Negative)
* 13% RunSpeed
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The character performs very well, and tearing through 8-man spawns is great fun, except that I start to run out of endurance a little earlier than I would like to. I use Conserve Power when it is available and I need it, but during the downtime I find myself needing to get/have a blue or two to keep going.
Now I know that I don't need to be constantly moving forward, it's not like I have decaying Fury to worry about, but it would be nicer. My main question is whether I should switch Conserve Power for Physical Perfection (2 End Mod, 1 Heal). Obviously Physical Perfection isn't as useful, after, say and Elude crash (if I ever use it), but I'm hoping it is more useful normally. Does anybody have experience with this power? How much does it impact Recovery and Regen?
Secondarily, looking into getting IOs for the Defense powers in my build I can see two routes to go: Gift of the Ancients, and Luck of the Gambler. The Ancients can give me a better recovery (although not by much) to help with the above described problem (that may be fixed by other means). LotG gives me more Health, Regen and Recharge (ideally). So assuming cost isn't the issue (I'm aware this will take me a long time probably) which set would be better?
Lastly, Eviscerate or Spin? Simple as that, which do you find is better or more useful.
Thanks for the advice
Use PP as a proc mule. Slot it with the +Recovery, +Regen/Recov (rather than slotting the two into Health) and the Perf Shift proc. Seeing as the Perf Shift proc isn't unique, slot another into Stamina.
You've slotted no end reduction into Shockwave. Seeing as it's cast time is 1 second/ACT is 1.056 seconds and the endurance cost is 11.6, regular use of this will eat up your end. Once again, no end reduction in Follow Up! This is Claws'/ main damage source and you're going to be using it regularly for double-stacking.
I prefer Spin over Eviscerate. Putting aside the awkward positioning, Spin has a slightly larger radius and can hit up to twice as many targets (10>5).
Someone will probably post an updated build for you, but for them, what's your budget? -
I've not read it all, but Dechs' guide has received a lot of good feedback.
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I've beat Hot of War twice on my BS/Regen.
MM's will be best if you've not much inf. If inf isn't a problem, build a better /Regen. -