Blue_Centurion

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  1. Blue_Centurion

    Mids vs Game %

    Quote:
    Originally Posted by Matuse View Post
    Please tell me that you're not really getting all bothered over a defensive difference which will see you being hit 6 more times every 10,000 attacks.
    Did I mention I really really really like numbers? Yes, it would vex me. I got 3 As in college calculus courses and a B in multi-variable (tough course!) but I was only doing the courses as an art project. Yeah, numbers.... They just need to be right.

    Anyways I had some bonus enhancement boosters given to me in my e-mail and it took 3 of them to noodge my little project to 45.01%.

    P.S. does it bother you that it bothers me? :-)
  2. There is a lot of "realness" to this. I have run Brutes as my main archtype for a long time. I always felt this way. My particular favorite, SS/Invul, runs very well on SOs or incredible on I/Os. I have run a tank at the incarnate level for a couple months, only on that character, and with a complete I/O build. I just leveled and 50+3 incarnate shifted a Scrapper to use as my new main because I need a lot of up-front burst damage for what I intend to do with it.

    A well made I/O'd Tank is nigh unkillable, except by the new incarnate trial weirdness. I have made a small lobbying effort to make tanks partially able to resist some of this stuff. A Tank sits at the junction of you cannot kill me and I will dominate your attention. It is a very useful AT.

    I love Brutes. You can make a Brute almost as unkillable as a Tank, although in doing so you have to make choices that tend to reduce the damage you can put out. You can make a Brute that can match Scrapper damage over a long time (or exceed it!). You will need to make choices that will leave you less "Tanky." My favorite, the SS/Invul Brute sits right at the apex of that curve where you are getting the most damage and the most survivability out of a Brute. The set combination has its problems, and can be boring to play. It drives like a semi-truck. There is nothing subtle about it or the strategy used for it. No damage aura, but the best build up power in the game.

    The new Scrapper I made is very nice. I chose Elec/Elec because of concept. A nice damage aura. I softcapped him to S/L. He has a good amount of AoE and does really good damage. The last level and a half I did in an AE arc, +2/x8 Freaks, and it was taking just a few minutes per bar. I probably could have went faster but I was cautiously doing inspiration mgt the entire time. Plus that kept me in reds. The entire 15 bars probably took about an hour or less. That includes Re-setting up the AE mish/leveling to 49/etc. I was impressed with the kill speed. The only Brute I ever made I could compare is a SS/FA/Mu I heavily I/O'd. And he was squishier IMO, but maybe I just wasn't clever enough in that build.

    Anyways, those are my thoughts and play experiences on Melees Archtypes, a world I enjoy.
  3. Blue_Centurion

    Mids vs Game %

    I spent a very long time in mids getting my build softcapped, a Elec/Elec scrapper with no inherent defense. The build is very expensive, and I like it, dont want to change it.

    In Mids it says it has 45% Def S/L. In game the number reads as 44.94%. Of my enhancable defense powers Manuevers and Weave are already hitting ED. Combat Jumping could be upped (only by +the LOTG Def I/O in it though. Any advice?
  4. Quote:
    Originally Posted by DrGamma View Post
    Ah, so that was you! I was in that bugged TPN and saw you in your radio mission there. My apologies for the involuntary intrusion.
    No worries. Was sorta fun, and gave an interesting post for the city life section here.
  5. Thanks for all your help. The Alpha was a decision I tossed round a lot. The build I have has HUGE endurance management issues. I have a multi-tiered strategy. Strategy 1) Only use certain toggles when being buffed by Kins/other Incarnates Strategy 2) Only use certain toggles for short burst damage. Strategy 3) Get crazy recharge since I have 2 Endurance Management tools in my armors that should solve most of my problems. Strategy 4) Pray it dies soon. Therefore I chose Spiritual Core for the Alpha.

    I shifted to Ion Core for the Judgement slot after a good deal of thought. Ion is a given based on concept, it was a matter of what branch.

    Interface gave me some consternation. After a great deal of thought (and good advice) I chose Reactive Radial Flawless Interface. After all, we all know Electricity can start fires...

    Lore. Wow, what a lot of (bad) choices. I took the most innocuous choice Polar Lights, Radial Superior Ally. The best damage dealers are the Cims, and there are like 400 choices better than mine. But I cannot take summoning guys in togas, robots, LB, etc. I'll be grateful for a choice that doesn't ruin my style and move on.

    After a good deal of re-reading and thought I settled on Rebirth Radial Epiphany for Destiny. That long term +regen buff cannot be matched in any other way. The "heal" in my secondary is being spammed as a End Mgt. tool and cannot be counted on to be up at the right time and saved to absorb burst damage. This puts a major backup tool in my kit.

    Here is a data chunk for my build. I reworked the powers a bit from where I thought it was going. It is a "two tier" build. Certain powers will only be run on high functioning teams (kins/incarnates/etc) or on solo arcs for just the boss fight. Grinding a kill-all solo or running with an 8 team doing the Posi or other low level TF the character will function completely differently. This is because this guy could eat two characters endurance if he was given the choice. Again, great thanks for helping me think this through.

    Code:
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  6. After a rousing discussion I am pretty sure Super Stunner is a fun idea that is just not right for this project. Going to go straight damage. BTW I am very impressed by the AoE pain this guy is laying out, and I havent got my Lightning Rod with anything besides an ACC enhancer in it. Its a fun build, and am looking forward to having him as my badger. I am I/Oing him for ease of Ouroboros, including greater than half the I/Os tuned. In fact I am 2 Kin Cmbt sets short of a pure tuned build, except for Procs and Purps. (And yes, it is all the tuned enhancers I have, all in one place) And they are not selling the Kin Cmbts anymore, and it vexes me lol.
  7. I'm going for a pretty high end build here, which is why I am doing so much research. But at 33 I am almost (soooo close) tanking most of the stuff. Even diving into fresh spawns on the Manti last night when the team wasnt quite done with the last one. But again, lots and lots of I/Os. Lots of S/L Defense. I would compare the survivability favorably with the SS/Invul Brute that is similarly I/Od and around the same level. I figure that the Elec Armor Scrapper will be a little mushier in high end 50 lvl mobs. Time will tell.
  8. Quote:
    Originally Posted by Golden Girl View Post
    Begone from this place
    If you read the post carefully I think it may be as close as he/she comes to making a compliment.
  9. Votes seem to be coming in loud and clear. Thanks for helping me understand the incarnate abilities. And thank you for helping me to keep the build focused on the time honored "Kill them quick, Slick" method of play. I still haven't quite decided how to incarnate him, but this line of thought appears to be at a logical conclusion.
  10. I have been playing CoH for almost 5 years. I am an amateur artist. The ability to design characters in almost every aspect in costume design is the heart of my love for the game. I am also an avid video gamer. The flexibility to make various types of characters with various strategies and builds is so incredible, you can literally go almost anywhere. I do have a power gamer streak in me. The ability to focus on the details of building one character until the shiny spots are blindingly bright fills an evil need.

    I am still tilting at the windmill of making Blasters truly a ranged class. (look at them, they are designed as Blappers from the ground up, prove me wrong....) And true robot thigh costume. But I got Tanks for heads at halloween. (I am still giggling over this and making up odd characters) And my wife got a flying carpet (She is new to the game, and yes, it meant that much) and a hundred other little things.

    Oh, and by the way the writing and design get better, and Better, and BETTER every year.

    Still, work on that ranged thing....
  11. I was noticing this "the whole group dies real fast" effect myself. I am coming off of a long line of mostly SS/Invul brutes. The difference is,....significant.

    I was wondering if facing EBs or AVs (or GMs or Pylons or random bldg I want to solo...)or other super hard targets the End Drain secondary effect would be worth pursuing.
  12. Right, got it now thanks. (especially for the patience lol) Been grinding and plotting and didnt quite realize the obvious distinction. And yes about the question on effectiveness in PvE. Now that my understanding of the nature of the effect is cleared up I need to decide if it is worth it.
  13. I guess what I am asking is more subtle. Do End Mod enhancements put in those powers affect the abilities to drain, or do they just reduce the end cost to cast the power? Basically, I am asking about the exact interaction between the alpha and the powers, and if that effect is the same as putting an end mod in the power.
  14. I am looking at possibly taking an Elec/Elec/Mu and building a Supper Sapper. Does anyone knows if the Endurance Modification for Alpha Agility works to enhance the endurance draining powers of:

    Elec Melee/Electric Armor Scrapper

    Charged Brawl: Foe End drain, 10% chance self End boost
    Havoc Punch: Foe End drain, 10% chance self End boost
    Jacob's Ladder: Foe End drain
    Thunder Strike: Foe End drain
    Chain Induction: Foe End drain
    Lightning Field: Foe End drain
    Energize: Self End discount
    Power Sink: Foe End Drain, Self End Boost

    Mu Mastery

    Mu Bolts: Foe End drain, 30% chance self End boost
    Electric Shackles: Foe End drain, 30% chance self End boost
    Ball Lightning: Foe End drain
    Summon Adept: Does this boost the Mu pet's drain?


    Judgement: Ion, Radial Final Judgement; Foe -Recovery, Foe -Endurance

    Lore: Are there any Lore pets with Endurance drain, and if so would they be buffed by Agility Alpha?

    Thanks for any help.
  15. Do they sort of hover around/near your head? or do they move around like other pets? Cause this guy is using a modified Tier 9 costume, and that ring over his back is great for stuff to float around, like hanging stuff on a winter tree!
  16. Nice responses thank you. And Poetry! I need a while to think about this. Probably while at my desk doing stuff tomorrow I will be pondering these very thoughtful responses.

    And do I want to go Super Sapper? I would have said no, but we all know a super stunner is one of the meanest mobs regularly seen. thinking....thinking....
  17. Okay, I actually rarely plan these. But I got a theme and I'm on a roll. For me new Elec/Elec/Mu Madness I am trying to stay on theme. Please give feedback on choices.

    Alpha. Leaning towards Spiritual Core. More Recharge is always good, maybe even better on this build than most, since there are heal and end mgt tools in the armors. Could also go for Musculature Core.

    Judgement. Ion of course, theme. Radial Final gives -Recovery to enemies. Cruel yet fun with all the rest of the drains. Core Final hits moah targets. Heavily leaning to Radial.

    Interface: Preemptive Core Flawless. Wow, was that an easy decision.

    Lore. Really on the fence here. Not really Arachnos theme, and there are no Mu there anyways. I saw a chart about top damage dealers. phantom seem innocuos (I hope, I couldnt see pictures of any) and among the top damage dealers. So I picked Phantom Core Superior. I think it's obvious I could be talked into another choice.

    Destiny: Barrier Core. I am coming off Brutes and Tanks, and there will be many times I act like one I am sure. This gives me a little more ability to pull that off. I could be talked into say, Ageless, with a decent argument.
  18. Quote:
    Originally Posted by Tyger42 View Post
    Why should I bother when you've yet to give anything substantive to back up your initial claims? You just threw some idiotic crap out there then started playing the poor, bullied victim when everyone told you how idiotic it was.
    Great, now you're nitpicking the premise. Will it never end?
  19. Good tips. There is not much room on the build without a complete rewrite. thanks for noticing those Hamis, wasnt sure what i was looking at when I plopped those in. My next goal is to take a long look at it and see if I can squueze about 1.25% S/L def out of it by changing one set/increasing the bonus. Adding another KC is right out, and I want to drop the taunt mule badly. It vexes me. I won't be dropping hover into the build, as was pointed out in the post above being off the ground is very counter productive. And looking to add a mule is the opposite of where I want to go. Not sure what to do about static shield without finding exactly one more enhancer slot. Then i could unmule the Taunt/drop it, and throw in yet another set of reactives there. but the squueze is not making me happy. let me look hard at the enhancer hole that build up turned out to be and get back to ya.

    Heres what I did based on the suggestions. There is still some slop, but I think I like it better. I am unsure if I should peel off an enhancer from Health and drop it into Build Up. Also unsure of the enhancer level for power sink, both in number and quality. I am not in love with Summon Mu, Lightning Clap has its uses. (some hate it) but since I will be getting pets with Lore anyways it would help build the army.

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  20. Blue_Centurion

    Its Not My Fault

    I think this whole thread illustrates why I never joined the cape.
  21. My character is a God, and you just messed everything up for me.
  22. I have never written an arc. I am interested, although unsure I will start for this "speed" project. Why would I "unpublish" it if I like it?
  23. I am pretty new to Scrappers and this may be my 1st post in Build Workshop.

    I also have never run Elec Melee or Elec Armor before. I am trying to find a build that will be used to get every badge in the game, solo a lot of AE arcs, etc. I tend to run tanky Brutes (SS/Invul) but given the nature of combat soloing Ouro arcs for speed this is not the best. A heavy Scrapper fits that profile better. This build will have a lot (too many) tuned enhancers. So going to lower level will be easier. Unfortunately I missed the memo that Kin Cmbts and LOTG were available limited time only. The LOTGs will be tuned, but only two sets of the KC will be.

    Please look it over and offer any help you can. Thanks.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elec2: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7), RctvArm-EndRdx:40(7)
    Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
    Level 4: Lightning Field -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(11), Oblit-Dmg/Rchg:50(21), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(36)
    Level 6: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(15)
    Level 8: Jacobs Ladder -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(17), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
    Level 10: Static Shield -- S'fstPrt-ResDam/Def+:30(A)
    Level 12: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(17), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46), GSFC-ToHit/EndRdx:50(48), GSFC-Build%:50(48)
    Level 14: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(15), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(36)
    Level 16: Grounded -- GA-3defTpProc:50(A)
    Level 18: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(21)
    Level 20: Energize -- RechRdx-I:50(A)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(25)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(27), RctvArm-EndRdx:40(27)
    Level 26: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(40)
    Level 28: Lightning Reflexes -- HO:Micro(A)
    Level 30: Fly -- Winter-ResSlow:50(A)
    Level 32: Lightning Rod -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Dmg/EndRdx:50(33), Armgdn-Dam%:50(34)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(50)
    Level 38: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(39)
    Level 41: Mu Bolts -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(42), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Dmg/EndRdx:50(42), Apoc-Dam%:50(43)
    Level 44: Ball Lightning -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Knock%:50(46)
    Level 47: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48)
    Level 49: Confront -- Annoy-Taunt:20(A), Annoy-Taunt/Rchg:20(50), Annoy-Taunt/Rchg/Rng:20(50)
    ------------
    Level 1: Brawl -- HO:Nucle(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Swift -- HO:Micro(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(40), Numna-Regen/Rcvry+:50(43), Numna-Heal:50(43)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(37)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    ------------
    Set Bonuses:
    Kinetic Combat
    (Charged Brawl)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Reactive Armor
    (Charged Armor)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Kinetic Combat
    (Havoc Punch)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Obliteration
    (Lightning Field)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Reactive Armor
    (Conductive Shield)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Obliteration
    (Jacobs Ladder)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Steadfast Protection
    (Static Shield)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Obliteration
    (Thunder Strike)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Gladiator's Armor
    (Grounded)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Kinetic Combat
    (Chain Induction)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Kinetic Combat
    (Boxing)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Luck of the Gambler
    (Weave)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Winter's Gift
    (Fly)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Armageddon
    (Lightning Rod)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Power Sink)
    • 15.06 HP (1.12%) HitPoints
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Apocalypse
    (Mu Bolts)
    • 16% (0.89 HP/sec) Regeneration
    • 40.16 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Ragnarok
    (Ball Lightning)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Annoyance
    (Confront)
    • 4% (0.22 HP/sec) Regeneration
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Miracle
    (Health)
    • 2.5% (0.04 End/sec) Recovery
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



    Code:
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  24. Nice tip there thanks. I really just want to grind AE for speed though, so it looks like I am looking for Freak outdoor maps?
  25. I am desperately trying to 50 my new concept without taking a crapton of time away from my solo all Blueside project. The new guy is a Elec/Elec Scrapper. I am concentrating on S/L defense. I'm currently sitting at 27, so still waiting for a few big powers to come in.

    I need an arc that has mobs with pure Smash/Lethal attacks (or attacks categorized with S/L, preferably with an energy component so it hits more of my armor) and that are relatively vulnerable to my elec attacks. (if they just keel over when looking at pictures of electrical outlets I am cool with that)

    Does anybody have an arc that I can grind that fits this description?