ClawsandEffect

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  1. Not sure why you put so many purples in this build.

    You should have a full enough attack chain at those levels that the amounts of recharge you're getting would be kind of redundant.

    I would focus a lot more on your survivability at those levels. You could have put Reactive Armor in Mind Over Body for some S/L/E/N defense. You could have put another set of Kinetic Combat in Bonesmasher. You could have put 4 Eradication and 2 Scirocco's Dervish in Whirlyhands, that would give you A) More endurance B) A big chunk of E/N defense C) more Max HP, and D) more regen. Instead, you went with purple sets that don't really give you anything you need, and a set of Impervium Armor that ALSO doesn't give you much you need.

    Just because purples and Impervium Armor are expensive does NOT mean they are the best choice for everything. For that particular build purples would be about the last thing I would consider puting in those powers.

    Cap SF puts you at level 20, giving you access to powers up to 25. You have both QR AND Stamina by level 25, so I see no reason whatsoever why you should need all the recovery bonuses you have there.

    Accuracy is about the only thing you are getting from those purples that is especially useful for you. The recharge is kind of redundant, as you have no long recharging powers at that level, and your tier 9 in Willpower is unaffected by recharge anyway.

    Sorry, but it really looks like you threw together the most expensive build possible thinking that it would be good just because you dumped a lot of money into it. You need to pay more attention to what set bonuses will help that build the most. The recovery is pointless because you have TWO end recovery powers in the level range you'll be running. The accuracy will help some, but is it REALLY worth the 2 billion or so it will cost to get when you sacrifice survivability to do so? Recharge I've already covered.

    I'm not trying to be a dick about this, but your build doesn't look to be thought out very well. I'll see about throwing something toegether for you when I get home from work today.
  2. Quote:
    Originally Posted by Umbral View Post
    That build is, quite explicitly, a PvE build. My opinion on PvP and PvE builds is that you have two: because PvP and PvE are so different, if you want to do both, have one build that's specialized for each.
    The only concessions I made to PvP with my build are the Concealment pool and 2 travel powers.

    The Concealment pool actually helps me in PvE as well, because I can now slot 5 LotG recharges, where my previous build could only slot 4. It makes up the difference between perma DP and non-perma DP for me. I wasn't quite there before, with the 5th LotG I made it.

    It turns out Phase Shift is actually kind of useful in PvE as well. I discounted it for years, but it's really nice when slows start stacking up. I can phase and let the slows wear off while I'm untouchable, and I regen quite a bit while they can't hit me too.

    Turns out the KB protection BotZs I slotted came in handy too. I got nailed by a Sapper I didn't notice and the KB protections kept me on my feet with all the damn grenades they were throwing started hitting.

    So, in a strange turn of events, a build I put together for PvP turned out to be pretty good in PvE as well.
  3. Quote:
    Originally Posted by Chrome_Family View Post
    @Claws for PvP I would go with Weapons mastery as the PP doesn't really help you in PvP. Just a thought

    That's why it's a pseudo PvP build. I built for PvP without wanting to lose my PvE functionality. With just QR I tend to run dry on end in long fights, so I wanted PP to help with that.
  4. Here's what I'm running at the moment. It's a pseudo PvP build that will still function well in PvE. I'm missing the Miracle +Recovery, and 2 of the LotG +Recharges, but otherwise the build is pretty much exactly like that.

    I never appreciated the use of Phase Shift as a time buyer for getting your heals back in a fight before. I may see if I can solo a couple AVs with that tactic.

    Here's the build:

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
    Level 1: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Heal/Rchg(31)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(46), Achilles-ResDeb%(46)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(5), EndMod-I(31)
    Level 6: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(40), Dct'dW-Rchg(40)
    Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(34)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(33), Dct'dW-Rchg(40)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
    Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(48)
    Level 20: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Rchg+(25)
    Level 24: Stealth -- LkGmblr-Rchg+(A)
    Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(48)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29), Heal-I(34)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Phase Shift -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 35: Tactics -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(36), AdjTgt-ToHit/EndRdx(36), Rec'dRet-Pcptn(36), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(37)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), LkGmblr-Def/Rchg(39), LkGmblr-Rchg+(39)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/Rchg(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), P'Shift-End%(45), P'Shift-EndMod(45), EndMod-I(45)
    Level 47: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(48)
    Level 49: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run



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  5. ClawsandEffect

    BS/Regen

    Quote:
    Originally Posted by DJ_Onslaught View Post
    Thanks both of you. You taught me about the set i wasn't super sure on and pointed out a few issues in one i was sure on.

    Claws I really like your build but the use of makos instead of hecatomb in disembowel has me confused.
    I moved the Hecatomb to Hack. You can only have ONE of any given purple enhancement anywhere on the character, so in moving the purple set to Hack, I had to put something else in Disembowel.

    A purple set usually has a pretty crappy 6th slot bonus, so most of the time it's only worth slotting 5 of them for the recharge bonus. I wanted to put the Achille's Heel Chance for -Resistance proc in Hack, so I needed a set that would work with 5 slots to give me room, hence, using Hecatomb there. Also, in putting the damage proc in Hack, it gives it even more chances to go off, because you will be using Hack more often than anything but Parry.

    Mako's Bite needs 6 slots to give the bonus I was using it for (ranged defense) so I decided to put it in Disembowel, as I didn't want to put an Achille's proc in that attack too.

    Purples aren't always best used in your best attack, most of the time you are better off putting them in your most frequently used attack. Especially if you use the procs, which are the best bang for the buck out of all the purple enhancements. Most of them are a 33% chance to do an extra 107 damage or so. So, about every 3 attacks you get extra damage that doesn't cost you extra endurance. That's a huge benefit. That will frequently kill an enemy for you, thus saving endurance because you won't need to hit him with another attack. Without the proc, you would need to swing again, costing time and endurance you could have saved.

    I'm still of the mind that switching the slotting of Slice and Head Splitter is probably a good idea, I didn't think about it at the time, but you have access to Slice much lower than you have access to Head Splitter. And since those set bonuses and procs exemp with you, you would have an AoE at level 2 that has a 33% chance of hitting up to 5 targets with extra damage. If you consistently hit 5 targets with it, it will proc on at least one of them almost every single time.
  6. Okay, I'm honestly asking for some advice here.

    Here's what I have going on:

    I decided I'm going to work on getting the Fusion Generator for my SG. I'm stubborn, so I decided I'm going to earn it instead of farming for it.

    So I have a build that (so far) I'm pretty happy with. I'm not interested in high end arena PvP, and I don't need to be the baddest thing in the zone, so making it the most awesome thing ever isn't really a concern.

    I am asking for an assessment, and any advice to make what I have better. However, there are a few catches to that that need to be considered.

    1) This is my main and namesake character, so a delete/reroll is not an option and will not be considered. He has a number of badges that none of my other characters have and can never get, and he's the only one I care about them on at all.

    2) Moving him to Freedom is also not an option. I'm doing this to earn the Fusion Generator for the SG he is currently in, and moving him would defeat the purpose. I play on Pinnacle, so this is likely to take a while, but that's okay, I'm patient.

    3) I'm not especially interested in purples or PvP IOs, as I dislike farming in general and I don't like playing the market (I play to be a superhero, not a stockbroker). I WILL however, use any purples I can afford if I get a high-dollar lucky drop in the course of PvPing.

    4) And this is the kicker: I don't have any more respecs, so anything done has to be with the slots allotted as they are shown. If I come into a windfall, I may buy a respec recipe, but if that happens, I plan on buying the 3 LotG 7.5% Recharges I'm currently missing. (the build is complete except for those and the Miracle proc)

    So, here's the build. Take a look and let me know what you think, and if there's anything I can do to make it better within my guidelines.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
    Level 1: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Heal/Rchg(31)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(46), Achilles-ResDeb%(46)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(5), EndMod-I(31)
    Level 6: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(40), Dct'dW-Rchg(40)
    Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(34)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(33), Dct'dW-Rchg(40)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
    Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(48)
    Level 20: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Rchg+(25)
    Level 24: Stealth -- LkGmblr-Rchg+(A)
    Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(48)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29), Heal-I(34)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Phase Shift -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 35: Tactics -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(36), AdjTgt-ToHit/EndRdx(36), Rec'dRet-Pcptn(36), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(37)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), LkGmblr-Def/Rchg(39), LkGmblr-Rchg+(39)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/Rchg(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), P'Shift-End%(45), P'Shift-EndMod(45), EndMod-I(45)
    Level 47: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(48)
    Level 49: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run



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  7. ClawsandEffect

    BS/Regen

    Okay, as promised, here's what I came up with.

    I assume the use of purples reflects your budget, or willingness to work towards a build, so I went ahead and used them. I put the damage procs in there for the purple sets you did use, simply because you will get more mileage out of them than straight enhancement. The percentage purple procs has to fire is 33%, so one in every 3 attacks will have an extra 107 damage tacked onto it. I also moved your Hecatomb set from Disembowel to Hack, because A) you will be using Hack a LOT more often, so it gives that proc more chances to fire and B) purples exemp with you, so you will have that 33% chance to deal a crap-ton of free damage when exemped all the way to level 1. You may want to do the same with the purple set in Head Splitter, moving it to Slice instead, which means you will have THAT proc all the way down to level 1 as well.

    I took the AoE attacks because Broadsword does deal good damage, but it's not especially quick about it. After playing 50 levels of a Broadsword scrapper I can assure you, using single target attacks on a crowd of minions gets old fast, better to cut them down with AoEs so you can use your hard hitters on LTs and bosses.

    It has: Perma Dull Pain (you only need 55% global recharge, assuming 3 slotted Hasten and both being used as soon as they come back up) With Dull Pain being perma, you can ditch quite a few of those HP bonuses in favor of something more useful for you (i.e. defense)

    Speaking of defense, ranged and AoE are sitting at 16% or so, which, while not stellar, is better than the 3% you had before. You are softcapped to melee and lethal with double stacked Parry, which you will probably have most of the time because Parry recharges so fast. The most common ranged attack you will find in the entire game is gunfire, which is tagged as ranged/lethal. So all those Council and Malta shooting at you in the late game are going to be missing a lot.

    Passive regen suffered a little bit, but you gained a little bit of defense, so you won't have to rely on pure healing for survival. Every attack that misses you is one you don't have to heal back, so defense = good for regen.

    Here's the build:


    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(15), Hectmb-Dmg(34), Hectmb-Dam%(34), Achilles-ResDeb%(50)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/Rchg(21), Numna-Heal/EndRdx(21)
    Level 2: Slice -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Acc/Rchg(15), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(5), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(50)
    Level 6: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(37), Dct'dW-Rchg(37)
    Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40), LkGmblr-Rchg+(43)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(37), Dct'dW-Rchg(40)
    Level 12: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Integration -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(17), Heal-I(17)
    Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(48)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(50)
    Level 22: Build Up -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Numna-Heal/EndRdx(25)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(39)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(46), Dct'dW-Rchg(48)
    Level 30: Boxing -- Empty(A)
    Level 32: Head Splitter -- Armgdn-Dmg(A), Armgdn-Dam%(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34)
    Level 35: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(36)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 47: Physical Perfection -- Mrcl-Rcvry+(A), P'Shift-End%(48)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
  8. The only time I go out of my way to train an enhancement level is if I REALLY need those slots for a recently acquired power. If there isn't anything important that will contribute greatly to whatever I'm doing at the time it can wait until a more convenient time.

    If I hit a level and happen to pass a trainer on my way somewhere, I'll take a second and train it up, but I'm not going to leave a mission to go train and come back.
  9. No one has mentioned it yet, so I figured I would for the people coming from WoW.

    Forget everything you learned about teaming in WoW. The "holy trinity" of Tank/Healer/DPS is not necessary here.

    It can be effective, and there's nothing wrong with using that method, but it is not nearly as mandatory as it is in WoW. At high levels, our tanks can hold their own against most things in the game and don't need to be constantly healed. Our heals pale in comparison to our buffs and debuffs, in fact I consider them to be the last resort before a faceplant. It is better to prevent damage in the first place than to heal it back once it's happened. Don't get me wrong, heals are nice to have, but they are not nearly as important as in WoW.

    There is also no gearscore, or whatever the metric is to determine how powerful a character is. You will probably never be refused a team because you don't have oodles of set bonuses in your info. And if you ARE refused a team for that reason, the people doing the refusing are elitist jerks, and you probably don't want to be on their team anyway. Most people are happy with a warm body behind the keyboard, and are very happy if that warm body displays some competence in what they're doing Just let people know that you are new, and most newbie mistakes will be forgiven, and a lot of times a more experienced player will point out what you did wrong. I've been playing for almost 5 years, and I have to say our community is overall very friendly and helpful. (there are jerks everywhere, but thankfully they are not very common here)

    Just thought I'd throw that out there. Welcome to the game guys!
  10. For a lowbie scrapper?

    I'm going to go against the grain here and suggest DM/Fire.

    Why?

    It has 2 self-heals very early, one of which is part of your attack chain, and the other recharges faster than any other self heal in the game.

    It has a damage aura that will help with your AoE damage output.

    It only has 3 toggles to run by level 20, so when you get Stamina you should be in pretty good shape, and DM gets an end recovery power at level 18 if you choose to take it.

    DM/FA's performance drops off sharply in the late game, but it is very solid in the early levels.
  11. ClawsandEffect

    BS/Regen

    Werner's right, those HP bonuses are completely pointless on that build.

    Dull Pain will cap your HP every time it is used. And since you have perma Dull Pain, your HP will be capped 100% of the time if you want it to be.

    Some quick and easy changes to improve your overall build:

    Add a 6th slot to Hack and put an Achille's Heel proc in it.

    Drop Slash (it's the worst attack in the set) and pick up Slice to help with your complete lack of any AoE whatsoever. Slot it with 5 Scirocco's Dervish for some AoE defense.

    Slot Reconstruction with 5 Doctored Wounds. That will make up the 5% recharge you lost from dropping Slash.

    You don't need the Fitness pool that early. You're REGEN, you get Quick Recovery at level 4, and the only toggle in the set is Integration. You won't need Stamina until you start adding toggles from pools. (My regen skipped Stamina altogether and just took Physical Perfection). If you still want Fitness, you can push it back to 22, 24, and 30 or 35.

    Add a generic End Mod IO to Quick Recovery.

    Ah, I'll just post what *I* would do with that build and the budget you seem to have for it. It can be improved quite a lit from what you have. The important thing is you do not need those HP bonuses after you achieve perma Dull Pain.

    I'll post my build when I get home from work today.
  12. ClawsandEffect

    Noobquestion

    Quote:
    Originally Posted by HelgeS View Post
    Hi,

    is there any recommendation what power sets a tank should have?

    Tried a Nature / Dualblade, but the swords where rather lacking after 20 levels.

    What would you recommend?
    Well, "Nature" isn't a powerset, so I'm not entirely sure what you're talking about there.....

    But, if you're complaint is that your tank isn't doing enough damage....well, that's kind of the point. Tanks do less damage than other ATs to make up for the fact that there is nothing in the game more survivable if built right. It wouldn't be fair if a tank could hit 90% resistance, with over 3000 HP, and also hit as hard as a scrapper.

    That said, Invulnerability/Super Strength is the "classic" tank combo. Willpower makes for smooth soloing with the capability to have a recovery power at level 12. Shield Defense can be softcapped without any IOs at all through power choices, and it will boost the damage of any secondary you pair with it due to its +dam aura.

    Super Strength will do the best damage out of the tank sets because it has Rage (which is stackable, and easily made permanent), but it waits quite a while to get there.

    Really, a lot of it is personal preference. I like Dark Melee, but I like having a self-heal as part of my attack chain. Electric Melee will have good AoE ability.

    So, what kind of stuff do you like? AoE? Solid single target damage? Completely unkillable?
    Unbeatable agro control?

    The question "What powers should a tank have?" is a loaded one, and you will be likely to get 10 different answers from 10 different people. If you give a little more information we can help you a little better.
  13. Quote:
    Originally Posted by DSorrow View Post
    I'd probably go for a full set of Obliteration in 90% of the cases regardless of sets, if for nothing else but the +Rech provided by Obliteration.

    The 4x Eradication/2x Scirocco approach is something I use, too, but ElM benefits greatly from +Rech.
    Yup, it does. That's why I use Damage, Acc/Rech, Dam/Rech, Acc/Dam/Rech from Eradication, and Dam/Rech, and Acc/Rech from Scirocco's

    There are 5% recharge bonuses all over the frigging place, I'm SURE you can find 5 of them to fit in your build without using Obliteration. Crushing Impact, Red Fortune, Adjusted Targeting, and Doctored Wounds are just a few that also have a 5% recharge bonus. I actually discovered the Eradication slotting when I realized I was full on 5% recharges and needed an alternate slotting for a power because I don't like wasting bonuses.

    And for a Willpower character, the Eradication/Scirocco's slotting actually benefits it more in just about every way than Obliteration does. More endurance, Energy/NEnergy defense, Max HP, and regen are all things WP needs as much of as it can get (okay, maybe the max end isn't that important, but you get it anyway for 2 slots, so why not?)
  14. ClawsandEffect

    In-game Radio!

    There are a lot of music programs that can be run simultaneously with CoH that are already better than anything the devs would put together, for the simple reason that those programs have people dedicated to JUST that program.

    It's not a horrible idea, but it's just not necessary. Would be pretty much a waste of man-hours to implement something into the game that a program specifically designed for it can do better.
  15. Quote:
    Originally Posted by DSorrow View Post
    Regular IOs:

    3x Dam
    2x Rech
    1x Acc

    Sets:
    Full set of Obliteration
    Sets depend on what you're looking for as far as set bonuses go.

    If you're chasing positional defense, then yes, Obliteration is the way to go. You'd use that with Regen, SR, Shield.

    If you're chasing typed defense, like you would for Invulnerability or Willpower (or even Dark, Fire, and Elec) I would recommend 3 or 4 Eradication and 2-3 Scirocco's Dervish. For WP I like 4 Eradication and 2 Scirocco's, because then you get the Max HP bonus from Eradication and the 10% regen bonus from Scirocco's.

    Just food for thought, there's more than one good way to slot Lightning Rod.

    I agree with the regular IO slotting though.
  16. Quote:
    Originally Posted by Another_Fan View Post
    Sonic/Energy

    Power Boost sleep, then work your way through ?
    Slotted, Siren's Song lasts at least 45 seconds without Power Boost. If you can't kill the entire spawn in that amount of time with a Sonic/Energy you have bigger problems than your mez ability I do it all the time with my Sonic/Devices, and I don't have the melee attacks of Energy to speed it up.

    Don't get me wrong, Power Boost is a nice power. But there are times when it is just not necessary.
  17. Quote:
    Originally Posted by Another_Fan View Post
    You are thinking protection not resistance. Mag protection is what power boost does not help with. Resistance is what shortens the duration
    No, I knew what I meant.

    Most of the time, you're better off just killing whatever the resistant mob is. I haven't seen too many blasters of any kind that have much difficulty with anything other than an EB or AV, in which case the mez is going to be pretty useless for half the fight anyway. Anything less can usually be killed well before a mez wears off (even if it's resisted) if you focus your attacks on it.

    Why mez something longer when you can just eliminate the threat altogether?
  18. Quote:
    Originally Posted by Umbral View Post
    Well, first things first, what were you aiming for with this build? You didn't get much of any defense, a not spectacular amount of +rech, and very little else from all of that slotting. You could get much better performance for the exact same budget by using your sets a bit more intelligently.

    Getting starting, your slotting of the Claws attacks are largely a joke. 5 piece Mako's isn't really worth it and you're getting rid of the lethal damage proc and a +def set bonus for a largely useless disorient proc (10% chance for an 8 sec stun on a minion). You're doing the same thing for Slash, but at least you're getting a decent proc there. I'd still go for something other than Mako's though, like Crushing Impact 5 piece for a 5% +rech set bonus (i.e. useful). Something to remember, Follow Up is an attack: slot it as such. All of that tohit buff is doing you almost nothing since most of the +tohit from FU is already redundant considering how much you should be stacking it. For Evis and Spin, you're once against sacrificing procs and getting nothing out of it. 6 piece Obliteration is awesome.
    Pretty much this, but I'll expand a little on a few points.

    All the to-hit buff slotting in Follow Up will do you ZERO good if the attack misses, which it will do a lot because you have no accuracy enhancement in there.

    Integration would be better simply slotted with 3 heals (I like to throw 3 Numina's in it, but I like passive regen and Max HP for PvP purposes, it isn't that important to slot for)

    5 Doctored Wounds in Reconstruction, Dull Pain, and Instant Healing will net you 3 5% recharge bonuses. Add in the 5% you're getting from Obliteration (you should really put that 6th one in there) and you can have one more, I recommend slotting Slash with 5 Crushing Impact and the Achille's proc.

    MoG is actually overslotted. I'd go with either 3 generic Recharge IOs and a LotG Recharge, or 2 generic Recharge IOs, a LotG Recharge, and a LotG Def/Rech. All that slotting for defense is pretty pointless because MoG puts you WELL over the softcap out of the box.

    Drop Revive, if you build your character right you won't need it.

    Drop Assault. If you must take Leadership, take Maneuvers, it gives you another place to put a LotG 7.5% Recharge. I'd try to fit the Fighting pool in somewhere so you can slot another in Weave, but it doesn't look like you have much room.

    If you're going to take Focused Accuracy, you might as well 6 slot it with Gaussian's for the defense bonus. Not many scrappers can afford the ridiculous end cost to run it, but you should have no problems with QR, Stamina and PP.

    I'd slot Decimation in Focus. 5 slots nets you a 6.25% recharge bonus. You can fill the 6th slot in with anything you like.

    Put a Steadfast Protection Res/Def in Resilience. That and the PvP 3% defense IO are the best uses for that power. The Steadfast is MUCH cheaper.

    That's about all I see at the moment, hope that helps!
  19. Quote:
    Originally Posted by Silencer7 View Post
    Power boost will help you deal with mez resistant enemies.
    No, it won't.

    Power Boost just increases the duration of mezzes. It does nothing to increase the mez's ability to get past a target's resistance.

    You can stun something for longer, but if you couldn't stun it in the first place, Power Boost isn't going to help.
  20. No one has mentioed my reason for believing it's a bad idea: Abuse and exploitation.

    There are a number of powersets that are late-blooming, and a number that get good early.

    For example: Shield Defense is a fairly late-blooming set, but Regen and Willpower have a much smoother leveling curve in the early game. A full respec would allow someone to start out as a Katana/Willpower scrapper for leveling and then switch over to Electric/Shield at 50 so they can have their awesome farmer without having to go through the headaches of leveling a lowbie Shield character. That's part of the trade-off for late-blooming sets, they aren't very good in the early game. A full respec would let you skip the difficult part of leveling a character nad jump straight to where they are powerful.

    The same can be said of ANY powerset. Willpower tanks solo well, and tend to level quickly. If you could level a Willpower and switch to Stone after level 32 you would skip the squishy levels of a Stone tank and jump straight to the unkillable levels.

    The whole thing would completely undermine the inherent balance between powersets, where the powerful late-game builds are less powerful in the early levels to make it fair. At level 20, few scrappers have the survivability of a Regen, but at level 50 a lot of powersets outshine it because Regen matures in the 20s where others mature in the late 30s. If you could level as whatever you wanted to and switch to the more powerful sets later it would destroy a lot of the work the devs have done to make things balanced.
  21. Quote:
    Originally Posted by Adeon Hawkwood View Post
    You know, I've never really understood what powers the devs were aiming at with the Slow sets. Most powers that focus on slow effects have damage that is minor at best. Powers which focus on damage with some slow (such as Ice Blast) are generally better served by the damage sets than the slow sets.
    But if you frankenslot with a slow set and a damage set, you can get some slow added in and still get your damage ED capped.

    Also, Caltrops makes use of the slow and damage components, and since you're not throwing down caltrops to do damage (at least i hope you're not) the little bit of damage that's added will simply turn the ticks from 1s into 2s
  22. This thread brings to mind something that has occurred to me before, but I'm not sure if I've voiced.

    Knowing the numbers and being able to crunch them is a good thing.

    But, when you start simply discarding entire powersets as worthless because their DPS doesn't meet an arbitrary amount, that's taking it a little too far. I hate to tell you this, but DPS is NOT the only thing that is important. Sure, high DPS sets tend to perform better when doing things like soloing AVs, but when you're just smacking minions and LTs around, who cares if you're not running the most efficient attack chain?

    I like fiddling around with the numbers myself on occasion (though I don't take it to the spreadsheet extremes that some do), but at the end of the day the only thing that's REALLY important is the answer to this question: Is this set fun to play?

    And if you're one of those people that only has fun playing whatever the highest performing set is this week, I don't know what to tell you.

    (This post wasn't directed at anyone in particular, just felt like sharing my thoughts on the matter)
  23. ClawsandEffect

    the Proc Debate

    Quote:
    Originally Posted by Kitsune Knight View Post
    It'll either do nothing or disorient yourself (yourself is your target for Stamina, after al). In the past, you could put it in Speed Boost and be able to randomly disorient people, but they fixed that hole a while back, but I'm not sure if they also made it so you couldn't stun yourself.

    Yes, they fixed it, it does nothing at all when slotted in Stamina.
  24. I'm in the middle on this one.

    My Fire/Regen scrapper doesn't have either of the single target Fire Sword powers, because it doesn't mesh with his concept (his blood is combustible on contact with air, making a sword out of it isn't feasible, yes he cuts himself and fights using his burning blood, the regen is artificial to keep him from passing out from blood lo0ss in a fight. ), but I did take Fire Sword Circle because I wasn't going to pass up the only PBAoE the set has to offer. I explain it as an optical illusion, centrifugal force shapes the gout of flame into a vaguely sword shaped form.
  25. Quote:
    Originally Posted by Soulwind View Post
    Claws, just to jump in....

    All of the ATI issues with CoX have been fixed as of issue 17.

    ATI cards (especially the 5870) run just fine now.

    On the other hand, Je Saist is a rabid NVidia hater, so take that as you will.

    I am personally running both cards in my various machines. I've got an HD 5870 in one and it runs great. I've got a new GTX 480 in the other and it runs great too.

    Admittedly, the 480's are not priced at the best price to performance point. The 5870's are cheaper and at stock levels perform equally (sometimes slightly better, sometimes slightly worse, depending on the benchmark).

    But, at least as of the most recent driver releases, the 480 really powers up, quite a bit past the 5870, once you overclock it (assuming your cooling solution and power supply can handle the load). [at least from my own testing].

    So, frankly, when asked about which card to get, these days I respond with . . . whatever floats your boat and is in stock.
    Well, that's great to know. If I find myself in the position of needing to replace my card, I won't discard AMD out of hand anymore. Options are good.

    But, I'm not going to replace something that's working fine just because the problems with the alternative have been fixed. Like I said, it was a couple years ago that I replaced the AMD, and a fix for the problems was nowhere on the horizon at the time. I have had zero issues with my Nvidia card, so I'll be sticking with it for the remainder of it's lifespan.