Chaos_String

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  1. Chaos_String

    AV soloer

    First, you absolutely can't do without the accuracy in Lingering Radiation. Missing with LR is among the worst things that can happen in an AV/GM fight. It represents 30ish seconds of the AV/GM regenerating at the full rate. Don't shortchange this power for accuracy.

    And IMO, a few seconds downtime on Hasten would hurt you a lot less than losing the recovery and regen you're sacrificing to get it perma.

    Also, Hover is better than CJ just because you're all about ranged defense. With Hover, you float up and out of the AV's reach, and staying at range is a non-issue. With CJ, you'll be kiting constantly to keep the AV from punching you in the face, and every time you get rooted in a long amination like Acccelerate Metabolism or Radiant Aura, you will very likely get busted in the chops. I advise Hover. Very strongly.

    Edit: I just realized that Radiant Aura doesn't root, but AM definitely does, as do all of your attacks (although they're relatively quick). You could probably live with kiting AVs, and some builds that have a spammable immob power can stand their ground. But for this build I really must advise Hover over CJ.
  2. Right. Ill/Rad controllers (I have one) are extremely safe, but not especially fast. They have a big advantage against AV and GMs like Ghost Widow and Malaise, as well as those which use a lot of AoE. But as far as speed goes, Corruptors are really, really fast. Especially Sonic/Rad, Fire/Rad, Sonic/Traps and Fire/Traps.
  3. Chaos_String

    AV soloer

    OK, here's a build which features perma-AM, near-perma Hasten and softcapped defense (with the Gladiator's Armor +3def IO in Charged Armor). Based on my Fire/Rad AV/GM soloing build.

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

    Click this DataLink to open the build!

    SonRad Corruptor: Level 50 Science Corruptor
    Primary Power Set: Sonic Attacks
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Shriek -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(15)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(42)
    Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(5), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(25), Zephyr-Travel(31), Zephyr-ResKB(33)
    Level 6: Radiation Infection -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(11), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb(25)
    Level 8: Swift -- Flight-I(A)
    Level 10: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(40), LkGmblr-Rchg+(50)
    Level 12: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48), Mrcl-Heal(48)
    Level 18: Sirens Song -- FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/Rchg(36), FtnHyp-Sleep/EndRdx(37)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Lingering Radiation -- Acc-I(A), TmpRdns-Acc/EndRdx(23), RechRdx-I(23)
    Level 24: Enervating Field -- EndRdx-I(A)
    Level 26: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(34)
    Level 28: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(33), Stpfy-Stun/Rng(34)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46), RedFtn-EndRdx(48)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: EM Pulse -- UbrkCons-Hold/Rchg(A), UbrkCons-Hold(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40)
    Level 41: Charged Armor -- Empty(A)
    Level 44: Shout -- 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)
    Level 49: Shockwave -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(50), ExStrk-Dam%(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
  4. Chaos_String

    AV soloer

    OK, there is some slotting that could be done better, but it looks like you're avoiding using expensive things like purple sets and the pvp +3def IO. If that's the case, then I advise building for perma-AM, perma-Hasten if possible, and about 40% ranged defense. Then use Radiation Infection to debuff the AV to the point where 40% is softcapped.

    This isn't my favorite solution since RI can be detoggled if you get stunned, slept or held; I prefer softcapped defenses with perma-AM and near-perma Hasten. But it's a lot more expensive to accomplish all these thiings.

    I'm a little busy now, but when I get time I'll post you a cost-no-object build that has softcapped Ranged defense, perma-AM and close to perma Hasten.
  5. Chaos_String

    AV soloer

    No datalink, no data chunk. Can't open the build, or I'd help you.
  6. Quote:
    Originally Posted by _Deth_ View Post
    Now, and again, I may be wrong, the base on that chance for them to miss you is 50%. That is with 0 defense. Defense debuffs in this case, as I understand it, do not decrease their chance to miss you. As I understand it, those debuffs just increase the amount of defense you would have to stack to increase their chance to miss. For example, you have had your defense debuffed to -30%. As I understand it, that does not mean they are hitting you 80% of the time, but, say if you started popping small purples, they would have no benefit until you popped that 4th purple to get back above 0% defense.

    Defense debuffs do not increase to-hit chances, they decrease the chance to miss. The base chance of a mob to miss you is 50%. So again, you cannot debuff what is not there. At least, that is how I understand it, I could be wrong
    Indeed you are wrong. Defense debuffs can reduce your defense to negative values, at which point enemies have an increased chance to hit you. I conducted a little experiment to verify this.

    Using a level 50 controller with zero defense, I flew up to one end of the big wall in Cimerora. I set Combat Attributes to monitor Melee and Lethal defense and the Combat tab in my chat window to show hit rolls.

    Next I pulled an even-con Legionari with an APP attack. I managed a single pull, so just the one Legionari came to attack me.

    Prior to his first attack, Melee and Lethal defense numbers were both at 0.00% (shown in white) and on his first attack, he had a 52.50% chance to hit me (this reflects the 1.05x accuracy modifier of all broadsword attacks; ie. 50 * 1.05 = 52.5).

    After taking one hit, Melee and Lethal defense numbers registered at -8.00% (now shown in red). His next attack showed a 60.90% chance to hit me. Since 60.90 / 1.05 = 58, his base chance to hit me was 58% when Melee and Lethal defense were at -8.00%.

    After taking two hits, my Melee and Lethal defense registered at -16.00%. Now the Legionari hit me with a Shield attack, which lacks the 1.05x modifier. This attack had a 66.00% chance to hit me, which equals his base 50% to hit plus the 16.00% I was debuffed. This attack didn't debuff my defense, so it was still at -16.00%.

    His next attack was another sword attack, and it had a 69.30% chance to hit me. And 66 * 1.05 = 69.30, so again his base ToHit was being modified upward by my negative defense.

    And that's how it works, according to the in-game stats. Defense debuffs can lower your defense below zero, at which point that value is added to the base ToHit of the enemies who attack you.

    So defense debuff resistance is good to have whether you have defense or not.
  7. Quote:
    Originally Posted by Bill Z Bubba View Post
    Sefu (Spawned as an EB even though when I picked him he's called an AV)
    Yeah, that's a bug. Even the AV version (AV hit points, AV damage scalar) of Sefu cons as an Elite Boss. I dunno why.
  8. We're forming an all-melee ITF on Freedom right now.

    EDIT: It was kind of a slow one, 49 minutes. But we got the job done, no teamwipes, and a fun time was had by all.
  9. Quote:
    Originally Posted by Miladys_Knight View Post
    Mixed teams, no. Mixed duos, no. Shield duos, no. Super teams where there are multiple shielders running Grant Cover and you are more likely to actually have a buff since you are all in melee range, sure.

    My wife and I tried a MA/Shields duo using SOs only. It was a pretty miserable failure. If you are within 8 feet of each other you soft cap each other. If you are in 15 feet it's still not too bad. If you move out of that 15 foot radius you both will drop pretty darn fast.
    While I've no desire to debate the value of Grant Cover (you guys are doing fine), I'd like to point out that this feature of Shield Defense is intentional. It's a set that trades some defensive potential for increased offense; but the defensive weakness can be overcome by teaming with other meleers, provided everyone moves and fights cohesively.

    From the Wikipedia article on Phalanx Formations:

    "The phalanx is thus an example of a military formation in which the individualistic elements of battle were suppressed for the good of the whole. The hoplites had to trust their neighbours to protect them, and be willing to protect their neighbour; a phalanx was thus only as strong as its weakest elements. The effectiveness of the phalanx therefore depended upon how well the hoplites could maintain this formation while in combat..."

    Likewise, the effectiveness of Shield Defense in the context of "shield wall" duos, trios or superteams, depends on how cohesive the players are in their movements and attacks. There's no excuse for moving 15' away from your neighbor on such team; you help him kill his target and then both of you move to engage whatever else there is.

    Shield walls require a lot of discipline and coordination; but if you can emulate one, Shield Defense teams offer softcapped defenses at a very early level and strong offense too.

    IMO, it's a fantastic job of thematic design on the part of the devs, and both Phalanx Fighting and Grant Cover are big parts of what make it great. A lone shielder has pretty weak defense (on an SO build); but a phalanx is unassailable.
  10. We run all-scrapper and scrapper/brute ITFs pretty regularly on Freedom, and they're fast becoming the only ITFs I'll join. They really are great fun.
  11. Chaos_String

    RWZ challenge?

    Quote:
    Originally Posted by Bill Z Bubba View Post
    So who was it that grabbed an RWZ challenge worthy spawn and dragged it to a pylon that he promptly took out while the spawn was wailing on him?
    I've done that on my DM/EA brute in one attempt and with a lot of authority, but haven't managed it on my BS/SD scrapper.

    EDIT: Only tried a couple times though. Off to try a couple more.

    EDIT 2: 3 more tries on the BS/SD, no dice. There are some things that I'm willing to fail and fail and fail until I finally get them right. This isn't one of those things. I'm happy having done it on my brute.
  12. To clarify the Psi issue:

    Psychic Blast attacks (the pink ones with the annoying SFX) roll against ranged or AoE defense as applicable. So you're fine against these.

    Mind Control and Illusion Control powers like Dominate, Mesmerize, Confuse, Mass Confusion, Total Domination, Decieve, and Flash ignore positional defenses, so against these, only psi defense will suffice. I'm not clear about Spectral Wounds off the top of my head, which is kinda dumb since I've played over 75 levels of Illusion Control. I suspect it bypasses positional defense, but I'm not 100% certain.

    So: psy attacks with a visible projectile can be dodged. Ones with no visible projectile can only be avoided via psi defense.
  13. First, let me say that this is a very interesting build concept!

    With that out of the way, I'll tell you that for Broadsword builds especially, +recharge is actually more valuable for damage output than +damage. This is because a few of the attacks in the set have good DPA (Headsplitter, Hack and Disembowel) while the rest are pretty poor DPA--but the few that have good DPA also have fairly long recharge. So it takes a pretty high-recharge build to trim out the crappy filler attacks to produce a lean, sharp-edged DPS chain.

    Now, it looks like your best DPS chain for this build, given the specific slotting, would be Headsplitter > Hack > Slash > Disembowel > Hack > Slash. According to Mids this will produce 1848.1 damage in 10.82 seconds Arcanatime, or 170.8dps. Buildup uptime is about 22%, which will add 16.24dps, for 187.04dps. Then the Achilles Heel proc in Slash will produce 2 proc checks in 10.82sec for 34.26% proc uptime, resulting in a 6.852% buff to overall damage, or 199.85dps. But your attacks will only hit 95% of the time, so you're looking at 189.85dps when all's said and done.

    You could attempt to verify this against a pylon, but to survive against a pylon, you'd probably need to use Parry instead of Slash, which will crank down your DPS since there won't be any Achilles Heel proc checks. And also, come to think of it, your endurance won't be anywhere near sustainable without Conserve Power.

    Now, you could add to your damage output somewhat simply by moving slots around to get more Achilles Heel procs into your single-target attacks. Putting them in Slice and Whirling Sword is less than optimal since the low DPA of those attacks don't beg their use against single targets; but the proc is only really useful against hard targets. So putting one Achilles Heel proc into Hack would give you twice as many proc checks in your best DPA chain, resulting in a significant DPS bump if you could preserve the necessary recharge in Hack (3.54sec or better).

    Ultimately, though, you'd be better off simply building for recharge, and aiming for a more optimal DPS chain, like Headsplitter > Hack > Disembowel > Parry, or Hack > Headsplitter > Hack > Disembowel (short gap). You could still achieve a fair amount of +damage from sets while building for the necessary recharge to chain these attacks.

    To put it in perspective, my BS/SD build (which I don't post) has softcapped defense, Aid Self, Conserve Power (for sustainable DPS) and produces about 200dps against a single target, and a little under 240dps with AAO saturated, according to pylon tests. I've no doubt you could produce a more damaging build if you are willing to forego the defense softcaps and Aid Self. But the secret will be building for +recharge first and +damage second. And also if you want to sustain your DPS in a long battle, you're going to need Conserve Power.
  14. Quote:
    Originally Posted by King_Moloch View Post
    ... I'm not. And I also don't believe you. Unless you've dumped an UNGODLY sum of inf on your NRG armor brute, I seriously, seriously doubt you solo AVs with it.
    I've soloed lots of AVs on my DM/EA brute.

    Frankly if you can't defeat 4 even-con minions, then that's on you, not the powerset. Mine was perfectly fine leveling up.
  15. My first AV done without temps or inspirations was actually a Hero, Aurora Borealis, done on a level 30something Thugs/Dark mastermind back in i8 with an SO build.

    On a scrapper it was Countess Crey.
  16. Quote:
    Originally Posted by Blue_Mourning View Post
    And if it makes it less fun for the rest of the team? Or even more difficult for the rest of the team? What's there left to do? Don't invite really good scrappers?
    Well in case you invite me, just make it clear that it isn't a speed run, that you want the team to stay together, fight as a unit, etc. I'll abide by that. I had a team leader who was a bubbler, and she tells us all to gather outside each mission for bubbles, and then gather once again inside for DOUBLE BUBBLES!!

    And I thought, "Wow. Should I try to explain that I'm running at 47% defense to all positions with 89% debuff resistance and a handful of purple inspirations in my tray?" But no. I gathered for the bubbles and again for the double bubbles.

    I simply don't ENJOY being kept on a short chain like that... and now there are ITFs just for scrappers (brutes, etc.) with a similar playstyle.

    Nobody's taking anything away from anyone; just forming a TF with a certain theme and mindset.
  17. Quote:
    Originally Posted by Blue_Mourning View Post
    There has to be a way for everyone to have fun and not act like a 7 year old with no attention span.
    The fact that a scrapper who simply wants to do what he/she does extremely well is compared a "7 year old with no attention span"--in spite of the fact that he/she is quite clear regarding the mission objectives and very focused on accomplishing them--underscores the need for, and thus the popularity of, all-scrapper ITFs.
  18. This thread pretty well encapsulates the reasons why all-scrapper ITFs are becoming so popular on Freedom. They're run nightly (or almost nightly), and I've had the good fortune to get on a few of them.

    On an all-scrapper ITF, nobody expects you to be a meatshield even if you aren't specced to play that role. Nobody expects you to gather for buffs, or wait for anything to happen. They just expect you to help achieve the objectives. Those objectives are clear, and the scrappers just go and do what scrappers do best. And if anyone dies, they've nobody to blame but themselves. Like BillZ said, "They die laughing, hit the hospital and are back before we know they're gone."

    Of course, I never die...

    Scrapper/Brute ITFs and all-melee ITFs (with Tankers and Stalkers too) are fun as well.

    I've only done a handful of these (as opposed to, oh maybe 100 non-themed ITFs), but they are fun. Much, much fun. And fast. Not the fastest I've seen, but definitely not slow. Body count tends to be pretty high, too, which has brought me purple recipes on my last two outings.

    I highly recommend them.
  19. Normally it'd pain me to see a build with Sprint, Hurdle and Swift all three-slotted, but I looked, saw there was no travel power, and yeah, runspeed with Sprint is 44.7mph, so it's clearly intended as pesudo-travel.

    That said, glancing at it again, it occurs to me that switching a runspeed from Swift to Quickness would produce a little more speed due to ED.
  20. 1) Gambler's Cut is a somewhat more efficient attack than Sting of the Wasp.

    2) On an SO build, I'd take Elude. Builds sitting at or above 45% positional defenses don't really need Elude, but yours could get some mileage out of it.
  21. It's an i13 spec. If it were live today, it would look like this (with the PvP +def IO in Tough). Old is as old performs.

    Code:
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  22. Quote:
    Originally Posted by PrincessDarkstar View Post
    The mag2 protection given from Acrobatics wont actually protect you from any mez that I know of - though I am far from an expert I think they are all mag3 at least, or at least any that I have noticed, the reason most people take Acrobatics is for the KB protection which is good, I don't know anyone who takes it for the hold protection/resistance.
    Actually, Acrobatics will protect you from a single Mag-3 hold. Hold magnitude must exceed protection, and everybody has a base protection of 1, so Acro will actually prevent one Mag-3 hold from taking effect.

    On certain of my toons I actually do prefer Acrobatics to -KB IOs for this reason.
  23. Quote:
    Originally Posted by StratoNexus View Post
    Post build please.
    k

    NOTES:

    1) oldbuild is old. If I were still into this toon, I'd cap def with pvp IO & slot Unbreakable Constraint in EMP to tighten up recharge.

    2) RI is there; I just don't use it on AVs.

    enjoy

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

    Click this DataLink to open the build!

    GRGm3: Level 50 Science Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(11), Apoc-Acc/Rchg(15)
    Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(9), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/Rchg(33), Dct'dW-EndRdx/Rchg(34)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(37)
    Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(5), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(11), Ragnrk-Dmg/EndRdx(15)
    Level 6: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(7), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(25), Zephyr-Travel(25), Zephyr-ResKB(31)
    Level 8: Swift -- Flight-I(A)
    Level 10: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31), LkGmblr-Rchg+(48)
    Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Mrcl-Rcvry+(31), Mrcl-Heal(50)
    Level 16: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(36)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(34)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Lingering Radiation -- Acc-I(A), TmpRdns-Acc/Slow(23), RechRdx-I(34)
    Level 24: Enervating Field -- EndRdx-I(A)
    Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(27), Mantic-Acc/ActRdx/Rng(27), Mantic-Dmg/ActRdx/Rchg(37), Mantic-Dmg/EndRdx/Rchg(37)
    Level 28: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(42), Stpfy-KB%(43)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(46)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
    Level 41: Charged Armor -- HO:Ribo(A)
    Level 44: Electric Shackles -- 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: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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  24. Quote:
    Originally Posted by Silverado View Post
    I don't have softcapped ranged defense on either of my Rads nor on my Corruptor, and I've killed every single AV/GM they have access to ingame. Just talking from experience here.
    I'm speaking from experience too, having soloed AVs and GMs on a fire/rad corruptor. (In addition to other AV and GM soloists on 5 other ATs.)

    At first, I too used RI to fudge the softcap down to 39%, but I hated having to retoggle it mid-fight; I often got hit by a followup attack, sometimes got killed by it, and in any case I lost 3.3 seconds of DPS every time I had to retoggle it.

    I might've been spoiled by my unmezzable Ill/Rad troller who has soloed everything--literally everything--but anyway I asked myself "what does RI really do for you in an AV or GM battle?" And the answer was "It's like Maneuvers and Tactics in one, except you have to retoggle it every time you get mezzed."

    So I found a way to softcap without RI, and found that I died less often and that the battles generally went faster.

    So that's me speaking from experience. Take or leave the advice, but there it is.
  25. Quote:
    Originally Posted by Silverado View Post
    An inconvenience, rarely ever lethal.

    In my opinion, if the power is there and you can use it then so be it. By getting your defense to 40% and letting RI take care of the rest, you make room for other more useful set bonuses (mainly +rech and +hp). You can also stick an Achilles Heel in there for more -res sadism.
    And you make room for the AV to two-shot you with a mez followed by a superior damage attack. But in any case, the long animation really eats into DPS if you have to retoggle it a lot. Which pretty much destroys any +rech or -res advantage you may have built for.