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Willpower scrappers can be incredibly tough, or very squishy, depending a lot on exactly how it is built.
I'd say any scrapper secondary that can pull off a solo Master of ITF is plenty survivable. (Iggy_Kamakaze did it in i17 or i18, it would probably be even easier with Incarnate stuff)
I haven't found the lack of exotic resistance to be a problem, mostly because I build for E/N defense before S/L defense. It just makes sense, I can slot max level Eradications one level before I even get Heightened Senses. I end up with (depending on primary) around 24-28% E/N defense by level 30, and it just goes up from there when I get Weave and Maneuvers slotted up. -
Quote:None of those things do anything at all about the fact that some people don't WANT to have hundreds of people everywhere at all times.There wouldn't be any such problems, if they took a little effort to do it right and did an actual merger rather than move-and-delete.
1) Character names: Duplicated character names would end up, based on creation date (or random chance, if date isn't kept track of internally, renamed Character Name I and Character Name II. Each character would be given an optional rename token for if they don't like this.
2) Supergroups: Same as above for names. No reason why bases or Coalitions would be affected at all.
3) No automatic deletion/scattering of characters - all characters would be moved to the merged. If that causes slot overflow, no new characters can be made by that player on the newly merged server until they delete enough to bring them down to under their proper number of max slots (bought/free bonus slots from both old servers would, of course, be transferred over to the merged server; if that brings them over 36 slots, those excess slots would go back into the queue for placement elsewhere). Optional transfer tokens tied to the merged server (ie, can't be used on characters elsewhere) equal to their current overflow would be given.
I play on a smaller server for 2 reasons: 1)I don't like huge throngs of people, and 2) My computer cannot HANDLE large throngs of people. I have to run the game on minimum settings as it is now. If there were people everywhere doing stuff I wouldn't be able to run the game at all.
But that's okay, YOU want the servers merged, so that means *I* should be forced to spend money I don't have on a new computer, or quit playing entirely. That's perfectly fair.
The way it is set up now, if you want lots of people around, play on Virtue or Freedom, if you don't, play on Triumph or Protector.
If you got YOUR way, EVERYONE would have lots of people around and have no choice in the matter.
Those "solutions" also do nothing to alleviate the perception that the game is dying, which every server merge in the history of MMOs has indicated. Since CoH doesn't have the advertising clout of some other games, all they have is word of mouth and website articles. If those people mention that CoH merged their servers, all teh people that got pissed and quit playing over it would not be getting replaced by new players.
Again, if you want to have lots of people around, there are servers you can play on that have lots of people around already. Don't try and force people to deal with what you want because you can't abide people liking something other than what you like.
So, that's a huge HELL NO from me. The servers do not NEED to be merged, and they should NOT be merged just because some people think we should have people all over the place all the time.
(Should be noted that the "you" in this post is intended as a general "you", it sounds very much like i;m berating JDGumby personally, and that wasn't really my intent. It was more my intent to convey that because one person wants something it does not mean it is wanted by everyone, or that it would be a good thing to have happen) -
Quote:In the shopping center near my house, we shop at the same one.
Where's Bat'Zul's Target? -
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Quote:Given the devs' stance on giving mez protection to ATs that currently don't have it, you don't really think it would be possible to even come close to permanent on it, do you?Not at all. If it was a PBAOE, the user would find themselves with Mez Protection!
If it were turned into a PBAoE, it is VERY likely the recharge would be increased to the point that it would be useless as a "My teammate needs unmezzed NOW" power.
That's the main usefulness of Clear Mind, if someone is mezzed, you can unmez them right away. A long recharge PBAoE would make it a lot harder to do that.
You'd have to both move over next to them (which could, and probably would get you killed frequently), and it would have to be recharged. I would expect a PBAoE Clear Mind to have about the same recharge as the RAs or Adrenaline Boost. It would likely cost more end as well.
Seems to me that a lot of the people who want changes like this don't want to play a healing/buffing character....they want to play a blaster with heals. Same goes with suggestions to let Empaths target themselves (which opens up a whole new can of worms aside from overpowering issues). -
Quote:Are YOU going to be the one to tell those tanks on the STF that the only thing that can keep them from being held and killed (while completely helpless) by Ghost Widow is being taken away? Do you know how many breakfrees it takes to break that hold? Me neither, I've never been able to carry enough of them to actually do it.1) Change /Empathy's Clear Mind into a PBAoE, Clarion style. Duration and recharge adjusted as need be.
- Reason: Keeping a whole team Clear Minded raises the caster's blood pressure beyond acceptable health standards.
Furthermore, why do you need to keep the entire team Clear Minded at all times? If the team is at all decent, a lot of that mez should be getting mitigated just by the existence of other people. Tanks can direct the mez to them, so can some scrappers and most brutes. Controllers can mez the mezzer first, some defenders can debuff them to the point they are helpless, blasters can kill them (and can STILL kill them even while mezzed).
My point being is: If your Clear Mind is the ONLY means of mez mitigation on the team, well, your team is doing something very wrong.
If it were turned into a PBAoE, you would have to make people gather, it's recharge woud be increased accordingly, and so would its endurance consumption. It would also force you to jump all over the place trying to remove mez from people not standing right next to you. As it currently is, you can unmez a teammate who is 60 feet away from you without moving at all.
Your suggestion would probably quickly make Clear Mind a frequently skipped power in Empathy if it is implemented.
Quote:2) Swap Electric Assault/ power Tesla Cage with Shocking Bolt, located in the Epic Power Pools. Make Shocking Bolt's numbers identical to Ice Assault/ power Bitter Freeze Ray.
- Reason: With the release of Electric Control/ Tesla Cage is now a Controller/Dominator power and has no reason to be in an Assault set. It's preposterous! Also, Electric Assault/ could use a single target damage boost.
And about the no reason to be in a Blaster set? You're right. Lets take away all the melee attacks from Energy, Electric, Fire, Ice and Mental. Since those powers are in sets that other ATs have, there is no reason for them to be in those sets.
Tanks, scrappers, and brutes have Fire Sword Circle, so blasters don't need it too. Melee ATs have Charged Brawl and Havoc Punch as well, why do blasters need it? Oh, and Don't forget about Ring of Fire, Chilblain, and Electric Fence. Controllers have those powers, so blasters shouldn't.
Do you see how dumb it is to say that one AT shouldn't have something because another does when you start extending it to other powers that other ATs have? If you remove powers from blasters because other ATs have them, well, you are going to eliminate their ENTIRE SECONDARIES.
Saying that Blasters shouldn't have Tesla Cage because Controllers and Dominators have it is just asinine. Besides, if you want to be fair about it, Controllers and Dominators shouldn't have it. They've had it for 6 months, while Blasters have had it for SEVEN YEARS.
Quote:3) Remove the repel effect from Mind Control/ power Telekinesis.
- Reason: The repel effect is far more detrimental than helpful, unless it's a rogue covertly trying to sabotage a team's chance of success.
Quote:4) Add 10000% knockback resistance to Gravity Control/ power Crushing Field.
- Reason: It would help mitigate the effects of Wormhole's knockback effect for those players who don't like radial knockback powers, imo, just about everyone. -
Sure. Post count means precisely squat.
The only things it means are either A) That person is an active member of the community at large, or possibly B) That person spends way too much time in the Forum Games section.
I've had a lot* of people give me flak for having a high post count, saying many of the same things Bill mentioned, and my post count isn't even all that high. I have nearly 7,000 posts over the course of 5 years. Compared to some of the more prolific posters, that isn't much at all.
It would be nice if people were forced to actually respond to what I say with a valid point of their own, instead of using the "Oh, you just think you're right because you post a lot" as their reason for why I'm wrong.
No, I think I'm right because I AM right, and if the only thing you can say to refute my point is to attack my post count, well, you pretty much just proved my point for me.
I don't mind is someone actually does refute my point with a valid argument, but it would be nice to be able to remove the post count counter-argument from the equation.
("A lot" is subjective, it may not actually be that many, it just seems like it is because they tend to stick in my mind) -
Quote:Yes. Yes it would.It would be boring if everyone liked everything all the time.
If everyone liked everything all the time there would be no rage and doom on the forums, and people would spend all their time being happy instead of complaining that the shiny they wanted didn't show up when they wanted it to.
Of course, when you get YOUR shiny, it's at the expense of someone else's shiny. No matter what the devs do, SOMEONE is going to be pissed. Hell, if the devs gave us everything any player has ever wanted all at once, someone would get pissed that they have nothing new to complain about this issue. -
Quote:Fighting - Yes. For Tough and Weave. They are almost mandatory on a tank (they aren't though). Weave will be more important than Tough, though Tough will make it possible to hit the resistance cap against smashing and lethal damage. Weave will help softcap your defenses, so it's pretty important.So I made my first (super strength, invulnerability) Tank and was curious about two power sets and whether I should or should not invest in them.
Presence and Fighting? Any thoughts?
Presence - No. There is no reason for a tank to ever take this pool. Your aura and Taunt from your secondary are better than this pool will ever be. Provoke will taunt 5 targets, but it requires a to-hit check and has no effect other than taunting them. Taunt (from your secondary) will also taunt 5 targets, but it is autohit and applies a -range debuff (basically forcing them into melee with you)
Back in the day, when Taunt was only single target, a lot of tanks took Provoke to taunt more enemies at once. Since they changed it so Taunt affects 5, Presence became pretty much useless to everyone except a tanking mastermind. And no, the fear powers aren't worth it either. -
Quote:Sure....right up until you fight Rikti, Mu, Freakshow, Malta, Crab spiders, Banes, any of the Praetorian Clockwork, Coven witches in Croatoa. Do I need to continue?I know it's much easier to softcap E/N/F/C on a WP than S/L, but if I COULD pull off the S/L softcap (instead of the E/N/F/C), is it more survivable?
There are a LOT of things in the game that will fire pure energy damage at you, and since you barely resist it at all it will eat you alive when you encounter it if you don't have good defense. Also, most of those things that fire pure energy damage, will do so at range, meaning you can't really rely on RttC to see you through it because they aren't close enough to fuel it.
You resist the hell out of smashing and lethal, but you'd be hard pressed to get more than 10-15% resistance to energy damage. Depending on the primary powerset, you can pull off 40% to S/L/E/N pretty easily, and I'd go that route instead. -
Quote:I agree about skipping Time Bomb, but you should keep Trip Mine.Go range defense cap, take hover and skip Trip mine and Time bomb. Keep Gun drone for the buff it offers when it is out.
You can slot 4 Eradication in it and get a little bit of ranged defense and some HP if you want to cap it. -
No no no.
It's the CAT that's on fire, and it really happened to my wife.
Long story short: Longhaired deaf cat who likes to wander around on my wife's computer desk while she's playing. This particular day she was burning a candle on the desk and he flicked his tail through it (he's very proud of his fluffy tail) and lit the end of his tail on fire.
Not realizing his tail was on fire, he wandered in front of her and she noticed the burning feline. Now, since the cat is deaf he had no idea why my wife suddenly tried to grab him and he took off across the room.
Sometime between noticing the burning cat and him taking off across the room she typed "afkcatsonfire" and didn't say anything else for about 5-10 minutes. When she got back she related what happened and I quite literally fell out of my chair laughing. He ran laps around the living room after he realized his tail was on fire, she finally doused him with a glass of water she had on the desk. It's a miracle he didn't burn the house down in his antics. The cat was okay, he just looked pretty silly for a couple months while his fur was growing back.
I was the only person on the team that actually believed her, and it may have been one of the other people on the team that shared it in the AFK excuses thread. -
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Quote:Yes, you will get good bonuses.Claws, this seems like a great help. So thanks. one question.. will i get decent bonuses?
I thought you get the real bonuses after 6 slotting.
Not all the good bonuses are at 6 slots. In fact, most typed defense bonuses come at 3 and 4 slots in a power (not sure why)
It's only positional defense bonuses that usually come at 6 slots. It's a common misconception that you have to 6 slot a set to get good bonuses. Quite frequently the best bonus a set has to offer only requires 4.
Without being able to throw a build together right now, you SHOULD be softcapped to defense for all damage types but possibly Fire, Cold, and Psi (I can pretty much guarantee you won't be softcapped to Psi on an Invuln) -
Quote:Truth.The CoH/CoV community is much friendlier than WoW. I hope it remains that way.
If the OP had asked a question like this on the WoW forums, the whole thread would have been variations of "You're wrong and stupid, shut up and learn to play noob" (Only the spelling would have been atrocious) I decided not to play WoW just from browsing the forums for the game, seems like every jerk that plays MMOs gathers there.
At least here people made an attempt at explaining WHY we don't get new powersets every few weeks.
The OPs attitude didn't help him any either. He basically said "The devs never give us anything new, why aren't they cranking out new powersets as fast as we want them?" (I'm obviously paraphrasing, that's what I got out of his posts) -
Quote:If you've played for that short of an amount of time and all you care about is xp and leveling, well, you probably aren't going to be here that much longer. The game is about more than just getting to the level cap.It's not so much a complaint as an observation. This game is so repetitive. I've been in the game about 1 and 3-6 months. I've done the mishes so much and been to every corner of the game. In the big picture, I just see everything as a stepping stone.
Not everyone care about leveling as fast as possible. They're not wrong just because it's all YOU care about. This may come as a shock, but some people just enjoy playing their characters, and it doesn't really matter to them how fast they level. -
Quote:Good point. I would probably do exactly that. LotG gives you some regen and max HP for 3 slots, and Aegis will give you a little bit more AoE defense.Deflection, it should be noted, isn't just melee defense, it also houses your S/L Resistance. If your going the route of SOs or common IOs it might be prudent to add one or two resistance enhancements. If your going IO sets then maybe three defense (Three slot LotG?) and three slot a resistance set (Aegis maybe).
Good call, Doc. -
I can't open the build, but a couple things I noticed popped out at me.
Your S/L defense looks decent, but your E/N defense is lacking. You resist S/L a LOT more than you resist E/N, and Energy is the third most common damage type in the game.
I'd slot Foot Stomp with 4xEradication a Multistrike Acc/Dam/Rech and a Force Feedback Chance for +Recharge.
I'd use Reactive Armor over Aegis. Gives you 1.25% defense to E/N and S/L defenses. Fire and Cold are some of the more rare damage types in the game, there is very little out there that is pure fire or cold, a lot of them are paired with S/L so you'll still get some defense to them. Conversely, there are a lot of pure energy attacks in the game.
You slotted HPT for resistance. Bad idea. Slot it for healing first, and maybe some resistance if you have the slots to spare. HPT raises your max HP, which makes your regen work better. I'd go with 3xNumina's Convalsecence and a generic Heal IO.
Instead of Conserve Power, which you don't need, take Focused Accuracy, slap 2 Rectified Reticle in it, and take it out of your tray. Better to have a set mule than a power you'll never use that you can't slot anything in.
I'd drop Assault and take Strength of Will instead. Slot your Steadfast Res/Def there instead. Since Strength of Will doesn't need to be slotted, you can just put your Res/Def in the default slot and save a slot for somewhere else.
You WAY overslotted Maneuvers. You can get the same bonus to defense from Reactive Armor, and those slots would be more valuable elsewhere. I'd use 3 LotGs in there, including teh recharge.
In fact, I would pull the 3 piece out of the powers you have 4 LotGs in now, you'll barely notice the difference (seriously, it's like .5% lower without that piece due to ED) \
Pull 2 slots out of RttC and put 3x Numina's and 1 generic heal in there. Move the proc to Health. Put the Miracle proc there as well. Add a 3rd Numina's and a genrc Heal to Fast Healing.
If you're not going to slot Stamina, put a Performance Shifter Chance for +End in it instead, it will actually give you more endurance in the long run than an End Mod IO (it just doesn't show up in Mid's calculations. Put one if QR and Physical Perfection as well, it's not a unique.
Take some of those slots you've gained and add one to all your single target attacks. Put either a Mako's Acc/Dam/Rech in it, or (my preference) a Nucleolus Hami-O.
You slotted for S/L defense and regen, which are both things Willpower wants. BUT, you need E/N defense arguably more than S/L (you barely resist it at all, and it will suck if you end up fighting Mu or Freakshow and get drained all to hell). You also want more +Hp bonuses, because they will help your regen work better (you regenerate a percentage of your max HP with each tick, more HP = more regen)
Also, I'd go with the Spiritual Alpha instead of Cardiac. You shouldn't need the end reduction with a WP and the resistance enhancement doesn't help very much. SPritual will give you more recharge to get Foot Stomp and Rage back faster, and the healing side of it will boost both your regen and max HP (because it adds to anything that will accept a healing enhancement)
Your build isn't a BAD build, it would probably serve you pretty well. But it can be better, and my advice will help make it better.
PS: Drop Stealth. There is no reason for a tank to ever run that power, and you could take something more useful in its place. Take Rage there instead, and move KO Blow up. By doing that, you can take Focused Accuracy sooner, and PP sooner, and you can squeeze in Laser beam eyes so you can slot 3 Thunderstrikes in it for more E/N defense. I'd try to fit Hurl in and do the same thing with it. Those 2 powers will mostly be set mules, but 3Thunderstrikes will give you enough enhancement that you can actually use them if you want. -
No problem man.
I wasn't saying "Use EXACTLY this build or you'll suck!"
I was just showing you some of the things you should be looking at when building a DA tank. Use whatever you want from my build, and don't use what you don't want. It's just what I would do with it, and there's no one right way to build anything. -
Quote:Ok, so I went with BS/SD. Im currently sitting on lvl 12 and I got to say I'm loving it. Now I dont want any builds as I like to try and build my own toon, but a quick question. What would you try to build towards? Melee def, ranged, fire, cold? I want to be able later on to up my difficulty as high as I can get it, since like I said earlier I solo alot more then teaming. Thanks again all for any help.
For starters, you should focus on Ranged and AoE defense while you're leveling. Parry will be enough to keep your melee defense softcapped most of the time, and it will let you save some cash.
I like Eradication in my AoEs (full sets). It gives you: 1.8% +End, 1.56% ranged defense, 2.25% +Max HP (the largest non-purple bonus available), a useless debt reduction, and 3.13% AoE defense. The enhancement values aren't that great, but the set bonuses are awesome. It's one of the only sets that gives you both ranged and AoE defense in teh same set. Scirocco's Dervish gives you AoE defense as well, but you need 5 of them to get it and it doesn't give you any ranged defense, max HP or max end. As an added bonus, the set caps at level 30, so if you use level capped sets you can keep your bonuses down to level 27 when exemping.
Numina's Convalescence is nice. I would put 3 of them every place I can stick them, for the 12% regen and 1.88% max HP.
I'd slot for: ranged/AoE defense, max HP, recharge, and regen. Pretty much in that order. You can reverse the max HP and recharge if recharge is more important to you.
Later on if you have the cash, you can work on getting softcapped to all types without Parry. If you do that, you can drop Parry from your attack chain and increase your damage output. Parry is great for the defense buff, but it's not really that great of an attack. -
You got the right idea by adding defense, but you WAY overdid Smashing/Lethal defense at the expense of Energy/Negative defense. It could actually be said that Energy defense is more important for Dark Armor than S/L defense. You can get a lot fo S/L resistance, but Energy is your lowest resistance by a wide margin (34% compared to over 70% on S/L). There are a significant number of enemies in the game that will fire pure energy attacks at you that while they may not drain you, would stand a good chance of killing you if you don't have sufficient defense to them.
Also, your end drain is atrocious. If you play that character as you have it built, you will run out of end within the first 30 seconds of a fight. Not kidding, your recovery is only .01% higher than your consumption. And that is JUST your toggles doing that, it isn't taking into account endurance you burn while attacking. There are a few things you can do to alleviate that, the biggest is putting a Theft of Essence proc in Dark Regeneration. It's a chance for +endurance proc that checks to fire for each enemy in range of the power. I have seen Dark Regen actually GIVE me endurance, instead of taking a 3rd of my end bar every time it's used, all because of that one IO.
I agree with a previous poster on Cloak of Fear. If you're not going to slot it, don't take it. Cloak of Fear burns a whopping .52 end per second, that's nearly as much as all your armor toggles combined. If you just slap a to-hit debuff in it, you're going to burn a crapton of endurance on a power that will seldom hit because it's base accuracy is so low (56% as opposed to the normal 75% base). Cloak of Fear is a binary proposition: Slot it or skip it.
I put together a build that will serve you much better. It is still softcapped to S/L defense, and it is softcapped to E/N as well. Fire/Cold defense is somewhat low, but pure fire and cold attacks are pretty rare, most of the time they will be paired with smashing or lethal so you can still defend against it (especially in the case of Cold)
I set it up wit The Cardiac Core Paragon Alpha slot, and all the accolades, just to show you what it will look like at the end game. You can just turn thse off to see what it will look like before then.
Extra bonus: Due to the level of the enhancements I used, you will stay softcapped down to level 32 or so, so you can examp without osing too much survivability.
Here's the build:
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(33), S'fstPrt-ResDam/Def+(33), S'fstPrt-ResKB(33)
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(40), HO:Nucle(40)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(34)
Level 4: Death Shroud -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Dmg/Rchg(5), M'Strk-Acc/Dmg(42), M'Strk-Dmg/EndRdx(43), M'Strk-Acc/EndRdx(43)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(34)
Level 8: Dark Regeneration -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(9), Theft-+End%(46), Theft-Heal/Rchg(48)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(43)
Level 12: Cloak of Darkness -- LkGmblr-Rchg+(A), HO:Enzym(13), HO:Enzym(13)
Level 14: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(50), Achilles-ResDeb%(50)
Level 16: Typhoon's Edge -- Erad-Dmg(A), Erad-Acc/Rchg(17), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(31), HO:Nucle(45)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(19), Zephyr-ResKB(19)
Level 20: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(45), HO:Nucle(46)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(25), Aegis-ResDam/Rchg(25), S'fstPrt-ResKB(34)
Level 26: Oppressive Gloom -- HO:Endo(A)
Level 28: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(37), HO:Nucle(37)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(31)
Level 32: Soul Transfer -- Empty(A)
Level 35: Sweeping Strike -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), HO:Nucle(37)
Level 38: One Thousand Cuts -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(45)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(42), HO:Enzym(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), Numna-Regen/Rcvry+(48), RgnTis-Regen+(48)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(27), Efficacy-EndMod/Acc(46)
Level 4: Ninja Run
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HOLY CRAP!
TA with the necropost!
How ya been dude? Haven't seen you on here in I dunno how long, couple years maybe? -
Since you are going to be using Jab so much because of Bruising, if you DON'T slot it for damage, you will actually be LOWERING your damage output. Granted, Jab isn't a whole lot of damage, but if you're going to be cramming it into your attack chain for the secondary effect it makes no sense to NOT slot it.
Besides, it's a single target attack power, and if I'm going to slot for set bonuses, I much prefer to put the sets in powers I actually USE, rather than putting them in Boxing or Brawl. -
I concur with Desmodos, there isn't really anything I can add to your build beyond personal preference changes.
I probably would have taken LBE and stuck 3 Thunderstrike in it for a little more E/N defense and a bit of recovery, but otherwise the build is pretty solid.
If you've soloed an AV with it, I don't suppose it's really in need of much improvement. -
Okay, I slapped a build together for you that illustrates what I'm talking about.
Bring them up side by side and compare the two. My build has better defense, regeneration, global recharge, and is less than 100 HP away from scrapper HP cap. (it has 2,330 HP)
Numerically speaking, it is better than your build in every measurable way, but it is significantly more expensive as well (no purples or PvP IOs though). Fortunately, all the stuff I used in the build can be gotten with Alignment merits to save you some cash.
Not trying to make you feel bad or anything, but I think if you used my build here to learn from you will find that your scrapper will get a lot better. It makes me sad when I see people slotting Willpower characters for positional defense and ignoring what Willpower is good at (regen, max HP, and typed defense)
Also, look at how much more efficiently I used my slots. I wasn't chasing a bunch of 6 slot bonuses, which lets me slot some of my other powers (like Focus) to actually make them useful. I didn't put more than 4 slots in any of my defense or resistance powers, and most of my attacks got all the set bonuses they needed out of 4 as well (the extras are to give the powers themselves better enhancement)
Without further ado:
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), HO:Nucle(37)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), Heal-I(25)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), HO:Nucle(37), Achilles-ResDeb%(50)
Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Regen/Rcvry+(5)
Level 6: Spin -- Erad-Dmg(A), Erad-Acc/Rchg(7), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(39), Rec'dRet-ToHit(39), Rec'dRet-ToHit/Rchg(39)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11), LkGmblr-Def/EndRdx/Rchg(45)
Level 12: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(42)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Heal-I(46)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(33), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Hold%(43)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Super Jump -- Empty(A)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 26: Eviscerate -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(46), Sciroc-Dmg/Rchg(46), Sciroc-Acc/Rchg(50)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), HO:Enzym(29)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(33), HO:Enzym(33)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(50)
Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(42)
Level 44: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(45)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(48), LkGmblr-Def(48)
Level 49: Vengeance -- Empty(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(23), P'Shift-End%(23)