Charlotta Fireheart

Informant
  • Posts

    40
  • Joined

  1. SR (paired to nearly every primary) then
    Empathy (Defender paired to nearly every Blast set) then,
    Storm, Cold, Fire Blast, and Earth Control then
    the general horde of alts.

    Doomguide
  2. Quote:
    Originally Posted by Microcosm View Post
    Well the difference between 40% and 100% slow resistance is enormous in those cases where it will actually matter, though 40% is good enough for most slows. With Ice, you are going to take all those powers (except maybe Permafrost) anyway.
    Have only run into one situation so far (ACU's and their Chem Patches in tight quarters as I recall) where I've ever felt truly slowed on my various /SR characters particularly to the point of feeling threatened. Then again this is primarily considering my main scrapper and compared to pretty much any of my builds she's in a league of her own. While I agree 100% is certainly better than 40 or 60 (Winter's Gift) sounds edge case enough to be a non-issue (either in favor or against).

    Quote:
    This is always the major benefit of SR (especially now that the HO nerf stopped shield from matching SR here). Ice has some tools to deal with defense debuff, in that it can simply pile on extra defense from Energy Absorption. It also has several other means of mitigation, so a cascading defense failure is not nearly as dangerous as it would be to, say, /nin.

    The stalker version of /ice gets Icy Bastion as a tier 9, which with proper slotting will cap most of your resistances. It also gives a tremendous amount of +regen.

    With ice you also have the ability to easily cap your hit points, drain your enemies' endurance, and apply a constant slow/-damage debuff. The set just offers an enormous variety of mitigation. Once you hit the softcap to at least s/l, mitigation variety is king.
    Ice definitely sounds like something I'll have to try out. Most of my stalkers have been /Nin (including both my stalker 50's) with one Claws/SR (in the 30's) plus a DM/DA who's still pre 20's. I've had more variety in the primaries personally so far. And indeed mitigation variety (or layering) is key to survival strength hence my fondness for /Nin stalkers compared to my fondness for /SR scrappers.

    Doomguide
  3. Quote:
    Originally Posted by Necrotech_Master View Post
    ice IMO is worlds better than SR, it has a heal an end drain a good tier 9, and slow immunity (slow immunity is better than 20% rech bonus)

    the only real hole that ice armor has is psi dmg and its DDR isnt as strong as SR
    I'm quite familiar with /SR not so much with /Ice. Couple thoughts about /SR

    Quickness is both a +20% recharge bonus and 40% resistance to Res(SpeedRunning, RechargeTime, SpeedFlying) for 10.25s

    Ice's slow immunity does require one taking 3 separate powers Wet Ice (60%), Permafrost(20%) and Energy Absorption(20%) and adds Jump Speed and Height resists to the mix.

    It's also possible if truly concerned about slow/-recharge to add Winter's Gift (20%) and use set bonuses to add more. It would take a pretty extreme situation to really slow either set down much. My own /SR scrapper(s) have rarely found -slow to be an issue.

    How much DDR does /Ice have? I'm seeing around 42%. How much, if any, is enhanceable (appears not to be enhanceable)?

    And lastly /SR also has the scaling damage resistance of it's passive defenses. Outside of Cold resistance not seeing much in the way of other damage resistances in /Ice.

    Doomguide

    Edit: just a note that the quote in my post is more a jumping off point for my thoughts than any disagreement with Necrotech_Masters post ... I'm not really familiar enough with /Ice, particularly on Stalkers, to have a strong opinion about one vs the other set.

    Edit2: I have seen an Elec/SR Stalker in action with a build quite capable leading the team's alpha strikes into spawns ... LR + Thunderstrike is a nasty combo.
  4. Quote:
    Originally Posted by Border_line View Post
    Well, when I exemp to before Evis and Quickness, there is a big ol hole in my attack chain. I HATE standing there and not having an attack to use. Like, really, really hate it. I'll try it without Swipe and see how exemp'ing goes. Currently when I go back to lvl 20 I put Swipe back into my chain, I have never respec'd out of it in live. But, then I don't have all of the IO's installed yet.
    I hear that, probably due to a combo of using 4 purple sets (+40% recharge) and the slotting I use in Strike and Follow Up that I don't have a gap when exemping that I've noticed. That would be another advantage to NOT using set bonuses for soft capping which require 6 slotting. I end up with quite a bit of rech and endred enhancement in addition to acc and dam. I haven't bothered as of yet but if I used lvl 43 triples only the dual IO's would suffer any scaling unless I exemplared under level 20. (And of course my ToD triples are under lvl 43).

    http://paragonwiki.com/wiki/Exemplar...n_Enhancements

    Quote:
    Don't like CJ, I tried it out in test on this char. It doesn't stack with Ninja Run which is my primary move-around power unless I'm doing long distances in which case I use SJ. NinRun gives me both running and jumping speed so I vastly prefer it on this char.
    Ah, I run without a true travel power. Ninja Run is my travel power. Are you using Ninja Run while in combat, is it part of your end consumption?

    Quote:
    I don't have Mids in front of me at work here, but I'm confused about running Maneuvers. Does that toggle do something other than +Def? You mentioned ToHit so I wonder if you are meaning Tactics?
    No Maneuvers is just +def(all). Just wondering if you run it or is it a set mule only. Asking as you seem to be saying Toggles + Weave puts you at the soft cap and I was thinking by toggles you meant FF, FS, and Evasion. If you aren't actively using Maneuvers for +def then you can lose a set bonus for each of the 3 positions by running Maneuvers (or not use GSFC in Follow Up, which is where To Hit entered the discussion I think) and potentially slot those powers differently gaining better enhancement for those powers as well as more max health, +regen etc., etc.. What does the current build look like now?

    Doomguide
  5. Quote:
    Originally Posted by Border_line View Post
    Hmm. Well, after boosting a few of the IOs in a few spots, checking to see exactly how many I needed to use to get max actual effect which was mostly +3, and swapping ToD for Mako's for an extra .5% dmg, while slotting GSFC proc in Follow Up since I didn't really need the extra Melee def from 6 slotting ToD, I now have my M/R equal, and can completely soft cap all three with the standard SR toggles + Weave. Managed to lower my end usage on the toggles as well. Is the GSFC proc worthwhile in Follow Up? Do both of the Build Ups stack?
    Yes the to hit of Follow Up will stack with the GSFC to hit proc when it fires. Are you running Maneuvers? I'd work to be able to use Maneuvers 24-7 so you can slot Damage and not To Hit buffs in Follow Up (assuming, as you seem to indicate, you aren't running it ... just the SR toggles + Weave to cap)

    As for dropping Assault for Swipe ... maybe instead reconsider grabbing Combat Jumping. In addition to being fantastic for moving around it is a very cheap toggle (believe it is still the cheapest in the game) that'll provide +def. Just use a single (boosted?) defense IO and you'll probable net a good deal of the defense (if not all) you would gain by using the full GSFC.

    As for exemplar ... by lvl 17 you should have Strike, Slash, Spin, Follow Up and Focus (and all but Focus by level 5 ). Not sure I would worry about adding another attack in there you should be pretty well set. If anything if it's a concern move Focus up in the order to take it ASAP at 18 (then you'd have all the above by level 13).

    Doomguide
  6. Shouldn't even worry about Defdebuffs as long as your DDR is capped. Your DDR should be at 95% at which point you'll be dead before anything seriously debuffs your defense. It's a rare event to see my defense debuffed more than 3% and usually it's less than 2%.

    If you are up around 3.0 end/sec before accounting for the Perf Shifter +end procs you really should be golden as far as recovery.

    I'd see if you can't lose some Melee defense and gain AoE defense without changing your net recovery (an Eradicate somewhere really sounds like a good deal ... 1.8% +End, 1.565 +def(ranged) and 3.13+def(AoE) for the full set). After about 48% you are into the realm of overkill for defense unless you are trying to hit the Incarnate soft cap. Defdebuffs aren't going to drop you enough to fall significantly below the soft cap.

    Doomguide
  7. Currently my Claws/SR runs neither Tactics or Focused Accuracy (I do have a build in the works with Tactics and FA I've had on previous builds). The other major difference besides end costs between the two is FA has To Hit Debuff resistance. Currently there are 3 mob types I commonly fight that can be problematic when it comes to seeing "Miss".

    Rikti - Masses of bubbled Rikti, and drones.

    Cimerorans - when I get huge swarms of them around me (such as on an ITF rooftop), particularly when/if Follow Up decides to miss.

    Carnies - Tons of stacked To Hit Debuffs can accumulate (specially when scrapperlock gets hold of me )

    For what it's worth FA helps in all 3 cases, but with Tactics the lack of debuff resistance can neuter its effectiveness vs Carnies (in that I will still need to pop LOTS of yellow to keep my "last hit chance" at or near 95%)

    Edit: Curious what is your net end recovery?
  8. Quote:
    Originally Posted by Border_line View Post
    ...

    EDIT: Eh, nvm. I decided its really not worth it. I'd lose almost half of my damage for a few more points of def that is already almost at the caps anyway. If I am getting hit somehow with splash damage I can just pop a single small purple and keep cutting away. ...
    RAWR! Go Claws! Yep always ED cap the damage in Follow Up as it ideally is getting stacked 2 or 3 times (twice in my build or yours I imagine since neither build goes high recharge). Mine uses 3 ToD and 3 Mako.

    And to be clear if your are at or beyond the soft cap for all 3 positions ... do not pop purples if you are getting hit by splash damage pop orange as the purples won't help (reduce the damage and allow your passive regen to do its thing or use greens/heal somehow). I'd recommend watching your defense numbers via Combat Attributes. The only reason to consider purples would be if you suspect your foes have To Hit buffs of their own ... in which case popping lucks will help. There's only two ways I know of to know if the foes are To Hit buffed, watch the foes To Hit numbers with a the appropriate channel (whose exact name currently eludes me and picking out numbers from the channel is tricky while still fighting at least for me) or via Combat Attributes while using Surveillance or similar power/temp power.

    Doomguide
  9. Quote:
    ... I thought I already had a Regen Tissue though? I know I already have one in the game, if it's not in my build I must have overlooked something.
    Think I may not have been clear or you are misunderstanding me. You already have both the Regen Tissue and Miracle procs slotted. The Regen Tissue +regen is in Health and the Miracle +recovery is in Physical Perfection in your posted build. I was merely recommending swapping them around, i.e. the Miracle +recovery in Health and the Regen Tissue +regen in PP. I find if I'm exemplared or while leveling that having sufficient Endurance tends to be of greater issue than the boost to passive regen from Regen Tissue +regen might provide.

    As Claws said the full set of Eradicate can be useful if you need the boost to your +def(aoe). As I don't have any set bonuses for defense outside the two +3%def procs (Steadfast and Glad) and a halved +def(range) from my Eradicate in Spin, I slot the remaining slots with other enhancements. In Spin this was the Fury of the Gladiator (and only 5 slotted) and in Eviscerate I was using Armageddon (again only 5 slotted)

    18th post of this thread had a fairly current version of GRETA-001 (my Claws/SR). It's the second build in the 18th post.
    http://boards.cityofheroes.com/showthread.php?t=274833

    Currently she's running with 3 Serendipity in her passives rather than the GotA+LotG and still working towards slotting the Shield Walls. She sits at 1953 Health (and will hit 2023 with the Shield Walls as I recall), passive regen around 29hp/sec and M/R/A defense at 46-47%. One can build to generate more global recharge and therefore higher dps but she's built to maximize health and regen and be very tough as a result. At 2023 health her passive resistances will kick in just shy of the base health for scrappers.

    Quote:
    Er, well I already dropped Invisibility and have a +Stealth IO in Sprint as I realized you get better stealth from running both that and this power. Honestly it makes speed running mishs when farming for Reward Merits a ton easier than just one of them on their own. Also, the Stealth power itself actually provides several points of Def which is why I want to keep this one here. I should already be hitting the rule of 5 on the LotG +Recharge IO, unless I took one out and forgot when shifting stuff around. SR already has a ton of places to put them.
    Yep with stealth IO plus Stealth you'll generally be totally invisible to most PvE foes. Mostly I mention it as an option for the LotG +7.5% recharge for when you are juggling things around to avoid breaking the rule of 5.

    Doomguide
  10. Quote:
    Mechanically I'd prefer resistance over defense, as smaller hits are more manageable than fewer big hits. At least my experience in other MMOs is that I prefer armor/mitigation over evasion. But I understand that getting resistance is hard and less effective than Defence?
    Resistance (by itself) has two major issues for me. First it's basically impossible to add much via IO bonuses. One is also rather limited in pool and epic choices for adding more, particularly outside of S/L resists. Second and perhaps even more significantly, it assumes one gets hit and that means not only damage but whatever debuffs/mez come along with it usually. With defense I not only don't get hurt I don't end up with the debuff/mez effects either. Those debuffs and mez can rapidly ruin ones day. As I understand it the debuff effects in this game, compared to other MMO's, are generally much more effective/devestating. Having those miss can be as important, if not more so, than the damage inflicted.

    That said on a /Regen I want both (heck on any build I "want" both) for any min/max, best build thinking. I want anything that'll reduce the level of incoming damage as that will play to my greatest strength i.e. my ability to regen and heal health. But I would seek defense over resistance. Imagine what would (will) happen even at your resistance caps if you got hit by some strong debuffs (large -regen, -recharge and or -resist)

    Quote:
    DP is usually perma and not always used as a heal and Reconstruction is usually better to top you off between fights than it is at saving you when things are going south fast in a fight. MoG and IH are your real "godmodes". Later you can also throw Barrier in that arsenal for even more comprehensive god-modeness during its seconds of glory, and scrappers/stalkers get lucky and can add Shadowmeld as another option, too (which on top of all the rest means pretty much almost always - or always with enough recharge - having a godmode option on hand). Brutes get Gloom and DN, though, so I guess it balances out well...
    I agree (mostly) and everything you mention is a click (vs a toggle) except DN. How well a /Regen will do is largely based on how well the player learns to manage those clicks ... when to use Dull Pain, or Recon or whatever. More often they are up and available as an option to use the better, hence going for high recharge. But at some point adding defense trumps more recharge or resistance when the Malta Quad Plasma Blast's -regen or Carnie DRM Mask of Vitiation's -def, -recovery, -regen gets aimed at a /Regen or you wouldn't find players working so hard to add defense for their Uber builds. (and why going back to the OP question a /Regen without defense is decidely squishier than one with defense).

    Doomguide
  11. Some thoughts at random:
    Slash - I like to slot an Achilles chance for -resist here and since it is the only place you can slot the Achilles I'd consider moving the scrapper ATO to a different power.
    I prefer to get my defense with non-set bonuses when possible leaving me free to go for other bonuses primarily +max health and +regen.
    Focused Fighting - can readily gain a slot here. I'd stop at 3 or 4 LotG.
    Focused Senses - same as for FF, 3 or 4 LotG
    Spin - I prefer 4 Eradicate (for the +max health which indirectly will also increase passive regen) and then 1 or 2 slots to further enhance what might be needed. I used the 5th slot for a Fury of the Gladiator -resist.
    Practiced Brawler - can't be sure since I don't have Mids but I suspect unless you often exemplar you don't need 2 slots here with recharge. You merely need it to recharge in under 120 seconds, while stacking it can be done it's probably not worth the extra slot.
    Weave - same thought as FF and FS, 3 or 4 slots to LotG, the 5th slot set bonus is not worth it.
    Maneuvers - Add a couple of those slots here.
    Stealth - I'd use an IO for stealth rather than burn a pool choice ... or at least use it to slot a LotG +7.5% recharge. Or change it out for Combat Jumping maybe (which can take one of the previously mentioned stealth IO's).
    Eviscerate - another place to use 4 Eradicate then 1 to 2 slots to enhance as needed. Is also an alternate place to slot a Fury of the Glad -resist (it is a unique IO)
    Physical Perfection - I'd use Performance Shifter for the +max health rather than Efficacy Adaptor
    Conserve Power - I single slot mine and use it for emergencies (like getting 'lucky' enough to have 2 or more Masks of Vitiation land).
    Tactics - either too many slots or 6 slots for GSFC set (and its +def bonuses)
    I'd swap the Miracle +recovery with the Regen Tissue +regen particularly if you plan to exemp.

    Doomguide
    Edit: Attempted to link to my build, link was dead
  12. Not enough time at the moment to go over the build but my main of mains, my first character and first 50 is a Claws/SR so I'll comment more later.
  13. No Mids so hampered a bit ...

    How close to 32% to all are you? Seems like you would have to be well short for Darkest Night + Fearsome Stare stacking To Hit Debuffs not to put you effectively well over (even with the debuff resisted). Doesn't Fearsome Stare take Acc To Hit Debuff sets, I'd slot the To Hit Debuff over the Fear portion.

    Likewise I would slot Fluffy for To Hit Debuff ... pretty much everything he does debuffs To Hit.

    TT - Since you are slotting for damage (vs the purple Immob set) find a 6th slot and add the To Hit Debuff damage proc.

    Enhancement boosters?

    Looks pretty solid overall.

    Doomguide
  14. No Mids here so not sure what's in these builds but

    I generally use an Immobilize to pin AV runners in place. Hence a fondness for Electricity Mastery on many of my defender/corruptor builds.

    Doomguide
  15. Quote:
    ... Someone described /regen to me as getting MoG up as much as possible, and using your other stuff to survive in between. Or are there other strategies for /regen that focus less on +Recharge? ...
    Not an inaccurate if rough description. Generally /Regen survives by its clicks not only MoG but Recon, Dull Pain, and IH and hence build for recharge to get those clicks back up and available ASAP. The less you wish to survive by clicks the more you'll need defense (since resistance is near impossible to come by) and why most high end builds tend to add defense after recharge. And again how much defense really depends on how much you wish to push the envelope and how much you are willing to survive on outside buffs

    On my Broadsword/Regen scrappers most recent build my goal was 32ish% S/L without Parry, while getting the recharge for the attack chain (Hack/Disembowel/Hack/GD etc.), perma Dull Pain, 600% or so passive regen (i.e. without IH running). I'd offer more details but the build is getting dated (primarily by Incarnate choices) and I'm currently without Mids (which truly sucks ).

    Doomguide
  16. Quote:
    Originally Posted by RogerWilco View Post
    Thanks for the quick reply. So basically MoG at 60s is what you should aim for, and then worry about other stuff like defence and resistance if going for /regen?

    Edit:
    Thanks for the link. So the limit on MoG is actually 48.5 seconds. That is the most defining power of /regen, right? Someone described /regen to me as getting MoG up as much as possible, and using your other stuff to survive in between. Or are there other strategies for /regen that focus less on +Recharge?
    No the utter limit on recharge will be 1/5th of 240seconds or 240/5 = 48seconds

    New Recharge = Original Recharge (1 + Recharge Buffs)
    15 = 240 (1 + N) >>> 15 being the desired recharge time you need for perma status and N being the recharge you need to gain the time desired
    15 + 15N = 240
    15N = 240 - 15 = 225
    N = 225/15 = 15
    15 expressed as a percent means you would need a recharge of 1500% to gain perma MoG or well beyond the cap of 500% (or +400%)

    And please any math experts correct me if I screwed that up (as I hardly qualify ... I know just enough to be dangerous ).

    Doomguuide
  17. Quote:
    Originally Posted by RogerWilco View Post
    So what defence should a /regen Brute aim for at level 50 and for the high end game?
    I'll be interested in what others thoughts are as well, but here's mine. I generally would not build to the Incarnate defense cap. On most builds my thoughts would tend to think about what how much I need to hit the cap (either the soft cap of 45% or the Incarnate cap of 59%) while using either a medium purple (+25%) or a small purple (12.5%) inspiration and then see what the individual build can manage while still meeting the other build goals. And on most I really only worry about 'how much' I want in relation to the soft cap on the 1st or primary build more or less thinking league/teammate buffs will take care of the additional 14% needed for the Incarnate defense cap.

    Edit: Assuming of course the build isn't able to actually manage to get to those respective caps. And I'll also try to build in some +defense buff against defense debuff when it can be managed while still obtaining the overall build goals.

    Quote:
    Defence makes the monsters hit you less, resistance makes the hits smaller, is that correct?
    Yes, dead on correct. And the third leg on that stool is +regen/heal/+max health when I think about survival in general.

    Quote:
    Is it possible to have enough recharge at some point to make Moment of Glory permanent?
    Any time I'm curious about this I take the base recharge time and divide by 5. If that number is less than the base duration then yes in theory it can be made permanent. For MoG that's 240/5 = 48. 48 is considerably larger than MoG's duration of 15 seconds so no MoG will never become perma no matter how much recharge you manage regardless of the recharge source or other factors (because you will have hit the hard cap for recharge). 5 comes from the recharge cap of +400% (or 500% total) which will reduce the recharge to 1/5th base.

    Handy link: http://paragonwiki.com/wiki/Limits

    Doomguide

    Edit2: I am in total agreement with this:
    Quote:
    Without defense you still will be competitive in today's game as long as you respect the limits of what the armor sets are designed to take solo. And solo is the only place you'll notice those limits provided you get on a team with any support at all. I have a /regen scrapper with little defense and he does fine on teams and trials as long as he doesn't do something stupid like run off and try and solo crates in Lambda. That's a job for someone who does build for defense. It is 'Not Intended Behavior'. It is also stupidly slow: sticking with the team and protecting the DPS would wipe out said crate in a third the time.
    The player will always contribute (and by extension the character) if the player plays smart.
  18. My Claws/SR has and uses both regularly and often. My Shockwave still has its old slotting in it. Planned to use a full Purple set but I've never got around to removing the old HO's, in particular some Centrioles, I have in it as I love the resulting larger AoE cone. In addition to the mentioned mitigation I'll use it to get a whole spawn's attention and drag it together with second spawn.

    Doomguide
  19. Quote:
    I was thinking of making a /regen brute and focusing on bumping up his recharge rate to ridiculously high levels, to see how that plays in the high end game. Has anyone tried this? I haven't seen any posts about it but I may not know where to look.
    Most high end /Regen builds already do this (go for high recharge) then add substantial amounts of defense (as it is basically impossible to build up much resistance via IO set bonuses). If by high end game you mean iTrial/Incarnate stuff without either much defense or resistance to back up the regen ... what you'll have is a rather squishy melee character by high end build standards.

    But hey my defenders generally pack Vengeance (and the Rads usually have at least one build with Fallout), get Rise of the Phoenix or Soul Transfer and you'll contribute one way or another

    There's also the fact that often there's a ton of buffs flying around typically so unless the league make up is very melee oriented you'll likely have a good bit of defense and resistance buffs even if its all from outside sources ... and unlike many builds out there they will not be "wasted" on you. And to be clear that isn't a sarcastic comment (entirely ). I've seen some rather specialized (or odd) builds based on the fact enough acc or dam or +recovery or 'what have you' is getting stacked so the build itself doesn't bother with providing it. Kinetics builds with no damage enhancement, empath builds with no acc, or endred (An Emp/Rad's Irradiate, for example, slotted with 3 damage and 3 rech IO's because stacked Fort, multiple Tactics and stacked Recovery Aura lets one do that).

    The question would be what advantage can you get from focusing only on recharge and regen/heal (with no +defense) that most high end /Regen builds can't also offer (who will have +defense added atop high recharge and regen/heal)?

    Doomguide
  20. Charlotta Fireheart

    4xshades

    Quote:
    Originally Posted by Darth_Khasei View Post
    That guide is wrong in actual practice in the game I have cast 4 shades but only VERY briefly, like 5 seconds briefly.
    Then the next question(s) are

    Is it working as intended?

    And during those few seconds are all 4 Shades actually using their powers on the foes or is it merely gfx you're seeing?
  21. Charlotta Fireheart

    4xshades

    Quote:
    Originally Posted by ketch View Post
    City of Data list Haunt as a non-stacking power. If correct, the second casting will kill off the first set of Shades.
    While both say "Does not stack from same caster." ...
    perhaps worse unlike PA it does not say "Effect replaces previous instance." but says "Effect is not applied if already present." Not sure of the significance of the different wording (perhaps merely different authors). But you may in fact find yourself using the power and having no Shades at all 5 seconds later with the power already discharged and unavailable.

    Doomguide

    Edit: It does say "Effect replaces previous instance" in City of Data if you click on the Shades power and follow it out to their resistance. So I'd guess the behavior is the same as PA. As is I wouldn't expect to be able to produce 4 Shades either way.
  22. Quote:
    Originally Posted by Zyphoid View Post
    In an SR build tough alone is worth it though because you can slot a Steadfast +
    3% global def in it.
    And a Glad proc which these days is plunging in price. Not to mention giving /SR resistance even when at 100% health. While I understand your position of "everyone and their cousins" taking it like Stamina, in the case of /SR it was a good idea long before everyone started using it and part of why it is so ridiculously easy to soft cap /SR.

    Doomguide
  23. Quote:
    Originally Posted by Master0fCeremony View Post
    Need the most played AT an overhaul? I dont think so.

    Btw. brutes dont have higher defense limits than scrappers meaning the Def is equal. If you mean they have better survivability than scrappers through larger HP and Resi Cap than its true.
    Ah but slightly misleadingly they do in fact have higher defense limits. I am thinking however that saying that particular limit has much to do with overall survival is pretty much bogus. Brute defense hard cap 225%(roughly) vs Scrapper a mere 200%(roughly). The soft cap and Incarnate caps for ALL AT's, however, are identical as those numbers have nothing to do with the AT's themselves being derived from the To Hit equation and the foes base To Hit.

    As for Max Health and Resistance ... again slightly misleading. My Claws/SR scrapper often has more HP than the Brute(s) he's teamed with providing it isn't a set with a self HP buff such as Dull Pain. This issue has more to do with which power sets and how highly IO'd the character might be rather than AT limits. Perhaps a slight nod to Resistance based sets on a Brute over a Scrapper (90% vs 75%) but even there how IO'd plays a huge role compared to the resistance limit in terms of survival.

    And I want to be riding my very own Adamantium Armored War Pony (aka the AAWP) while dual firing my Shark Mounted Laser Guided Rocket Launchers of Exploding Fists of Fury (SMLGRLoEFoF) ... Please ...
  24. Looks pretty solid to me. Might want to swap an endred in each attack out for 3rd damage. The thought being higher damage output will speed up the fight so you end up using less end in a given fight. What relative level/settings are you fighting? How often do you see "Miss" float up?

    Combat Jumping costs trivial end to use (0.06 end/sec). Wouldn't bother using endred here ... an endred here saves you 0.02 end/sec roughly. And I personally would miss the maneuverability it offers. Only time mine is not running is when Ninja Run is toggled on.

    Run some hero tips, 4 hero merits (or whatever aquisition method you prefer) and grab a Miracle +recovery and a Numina's +recovery/+regen. Slot them up and it should help tremendously. Ideally I'd drop those into Health as both those IO's are dependent on the power being active not on their level. They'll work fine in Physical Perfection but any time you exemplar more than 3 levels below when you took PP you'll lose the benefit of the Miracle and Numina procs. After that go for 2 Perf Shifter +End (one for Stamina and one for PP).

    Acrobatics should be shut off ... and next respec go the way of the dodo.

    Make sure Sprint is off when you fight.

    Don't not use Rest and likewise don't feel like you have to Rest until all your bars are full again. Nothing says you can't get up with half or 3/4 of an end/health bar and head to the next spawn long as Rest gets recharged by the time you want/need to use it again.

    And assuming your positional defenses are around 32% don't be against popping a purple and just standing there gaining end while reading a newspaper till you can be bothered to attack them again. Slightly tongue in cheek but it is a worth remembering you don't have to attack non-stop if your end is running low, pace yourself and use the attack that'll finish them without wasting the damage output as generally the big hitters also burn more end.

    Doomguide
  25. Partly it's the independence created by IO's, 'everyone' getting soft-capped and recovery problems going bye bye.

    Partly it's the Incarnate powers closing holes in performance be it Judgement nukes, Clarion, Rebirth or whatever.

    And partly it's the single target nature of several of Empathy's buffs, specifically Fortitude and AB. Emps are very good at making 1 person very tough, a small team hard, but as the number of teammates and league mates increases that power gets diluted especially given none of an Empath's buffs got the AoE effect treatment. A very good high recharge build can work hard and keep 7 Forts up .... that can be either 7 of 7 teammates or 7 of 23 league mates. The net effect can get seriously diluted.

    So I blast myself silly, if I can't buff my too numerous team/league mates I can darn well blast/debuff the living heck out of the teams/leagues current foe(s) ...

    Rianna, Reyna, Tryth, Dark Lightning all level 50 Empathy defenders of varying sorts.