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Posts
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Heresy you say?
What good does 2.6 more DPS do me if I don't live long enough to see any real benefit from it?
Answer that one smart guy! -
Quote:I get the gist of what she's saying (pretty sure Ishalia is a girl, could be wrong though)Perhaps Ishalia could elaborate on what he/she is trying to say. As it stands, this statement is incorrect.
Just the wording is a little screwy. She does mean the rule of 5 as we know it, just didn't explain it very well.
The "5 slotting" in question here is in reference to the cap of 5 set bonuses. Only she worded it as though you actually slot the set bonuses like enhancements, if that makes sense.
Example: you can slot 5 LotG recharges, Ishalia worded her post as though ALL set bonuses worked like that, in single IOs.
She was correct, just worded it badly. By "abilities", she meant set bonuses. So she was basically saying that you can only slot 5 of a particular set bonus, and the 6th set bonus does nothing. Which is true.
(I'm going to feel really dumb if Ishalia turns out to be a guy. I'm guessing based on past posts I've read, girls tend to use different words than guys do when typing. Just a hunch.) -
Quote:i'd suggest starting here: linky.
Knowing what faction and AT you prefer is also useful. Within each AT there are sets that generally do better or worse in PvP. If you have a particular archetype in mind i'd suggest posting in that sub-forum as well.
They can be kind of harsh in the PvP section, but if you sift through all the snark there's some good advice to be had there. -
Quote:Ever play a Spines/Dark Scrapper?This gets ridiculous, does it not?
YOU DO NOT NEED STAMINA.
(You don't NEED any pool power)
Using any AT, with any powersets...you can make a build, without stamina, playable.
Adding Stamina allows you to select different powers and slot differently but it is in no way needed.
When people say it's a must...they say that because they would never make a build without it.
When I first got this game, I played for awhile without even knowing what Fitness was.
Again I repeat...YOU DO NOT NEED STAMINA.
By the way...I love the endurance management in this game. If they took it away, I would probably stop playing. There is nothing wrong with the way it is now. (Especially with the change to brawl...that really helps the lower levels)
If you want your character to be at all effective you have to run a minimum of 6 toggles. Most Spines/Darks run 9 or 10 toggles. And Dark Regeneration takes a third of your end when you use it (slotted it's more like a quarter)
I would LOVE to see a build that can do that, while being effective, without Stamina. That doesn't cost billions from slotting for recovery bonuses.
There are some powerset combinations in the game that are extremely difficult, or impossible, to play without Stamina. Spines/Dark is one of them.
I mean I suppose you could just take all the toggles and stand there while Quills and Death Shroud kill everything for you, never attacking and healing when necessary, but what fun is THAT? That particular powerset combo pretty much requires Stamina if you want to avoid running out of gas in every fight. Sure, you could carry a tray full of blues....but you're going to run out eventually.
There aren't too many builds that require it, but there ARE a few that it would be extremely unwise to skip it on. -
My Fire/Fire/Cold puts out ridiculous amounts of damage, but he's the original glass cannon. On a team with good support/agro management he's a deity of fiery death, but when he's alone his playstyle differs dramatically, and his damage drops off by a large percentage.
....turns out mobs don't like it when you hit them in the face with a Fireball from 5 feet away....who would have figured? He's kind of an AoE blapper, which leads to almost illegal levels of damage....did I mention he has all but the last debt badge? I enjoy the minigame of "survive my own damage output", but that playstyle isn't for everyone.
I like Sonic/Devices because I can use Siren's Song while Cloaking Device is running. Nothing like putting a spawn to sleep that didn't even realize you were there. (a Stealth IO is recommended for true invisibility, or you can go overkill and stack CD, SS and Stealth IO)
Sonic/Ice is survivable as well. Shockwave em into a corner, hit em with Shiver to slow em down and drop an Ice Patch right under em. They do the fish flop (very slowly at that) and you can wail away on em in relative safety. I had one when I first started playing and deleted him because I made some bad choices that I thought I was stuck with. Really wish I hadn't, since he'd be a good character to have and I liked his name (which has since been taken by someone else) -
Quote:Freakshow are weak against Energy damage. Lightning Field will give them a very bad day.My elec/elec scrapper is 36 now. I have to say that I can't see delaying Power Sink for lightning field. Even with just one slot in it the amount of end I'm getting back from it is amazing.
I just finished a Radio Mish with him against Freakshow. plus 0 plus 8. He did VERY well. A few deaths, but not so many that I didn't have a good time. -
Well, my attack chains consist of Whatever's recharged>whatever's recharged>whatever's recharged>whatever's recharged>repeat, so I can't be much help on that aspect of it.
I just don't really care that I could get 2.6 more DPS if I swapped this around here and put more recharge in that, so it's not something I put a whole lot of thought into. -
You should slot your PBAoEs with at least 3 Eradication (I'd use 4 for the HP boost), that will boost your E/N.E defense by 3.75% each. You can add 2 or 3 Scirocco's as well to give better enhancement and a little more regen.
I'd also take the procs out of Health and put them in Physical Perfection. That's because any enhancement you have in a power also enhances the proc. Since you can't slot Health for End Mod, it's doing nothing for the Miracle or the recovery component of the Numina's. I'd put a Numina's Heal and Heal/End in Health for the extra 12% regen.
I would also slot Energy Absorption for more recharge than you have in it there. You can make it perma quite easily (assuming you have mobs around to keep fueling it). I'd replace the Def/End with a Def/Rech for sure, and maybe slot an end mod 3 piece EndMod/Acc/Rech.
That's all that jumps out at me immediately. I'm at work so I can't actually open the build and tweak it. -
My DM/SR brute started out a little slow.
But it kept getting better and better. Once I hit the 40s it was a maniacally cackling engine of destruction.
My DM/Ninjitsu stalker is quite a scrapper actually. I was on a team going to take on Eochai (Halloween event), and I fought him for a good 8 or 9 minutes.......and then realized I was the only one fighting him, apparently I scrapperlocked and the rest of the team was just watching in awe that I was still alive. It was pretty funny. Hmmm....mght have to see if I can solo one someday.
For me, playing villainside is definitely a mindset. If I have a crappy day at work, nothing helps blow off steam like logging a brute in and destroying anything dumb enough to get in my way. Or logging in a stalker and destroying things that didn't even realize they were in my way. -
Iggy didn't just raise the bar....he picked it up and took it home with him.
He knows of what he speaks. I'd go BS/Regen as well (actually I might go katana here)
I like the "OMG OMG OMG I'M GONNA DIE........oh, wait, false alarm" aspect of regens.
When you get dropped to less than 1 HP (in 1 hit no less) on a MSTF attempt and are at full health 1 second later, that's regen!
When you consider the "real" threat to be the thing that actually made your HP bar move, that's regen!
When you pop DP and IH simultaneously and realize that you're regenerating faster than the GM you're fighting, that's regen!
Yeah......I like regen just a little, can ya tell? -
A Tri-ice tank isn't going to do a whole lot of damage, just doesn't have the necessary power combinations.
What it IS good at, arguably the best in the game, is holding agro. Chilling Embrace and Icicles are both taunt auras, so anything in melee range of you is definitely going to be focusing on you.
Softcap it to typed (which is really easy thanks to Energy Absorption) and you will be very difficult to kill, and nothing short of a blaster nuke is going to pull agro off you....but if a blaster uses it's nuke, what's going to be left to agro?
You can get Energy Absorption down to about 30 seconds recharge on a moderately IOed build, and IIRC it's duration is 45 seconds, so it will easily be perma (in fact I think you can make it perma on SOs)
You won't kill very fast, but not much is gonna be killing you (or anything else) either. -
Here you go.
I switched some slotting around.
Kept the softcap, and recharge is 42.5% (which I think is about where it was on your original build.) Got regen a little higher too.
And to be perfectly honest, the one I would be least worried about softcapping would be smashing/lethal. I mean, with 65% resistance and 749% regen do you really care if a couple hits get through? Either way, here's the revised version:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(3), Heal-I(3), S'fstPrt-ResDam/Def+(40)
Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 2: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(5), Aegis-ResDam/Rchg(5)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/EndRdx/Rchg(46), HO:Nucle(46)
Level 6: Indomitable Will -- HO:Enzym(A), LkGmblr-Rchg+(34)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(9), Heal-I(9), RgnTis-Regen+(48)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(33), Mocking-Rchg(43)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(13), P'Shift-End%(13), EndMod-I(15)
Level 14: Hurdle -- Jump-I(A)
Level 16: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Rchg+(17)
Level 18: Heightened Senses -- HO:Enzym(A), HO:Enzym(19)
Level 20: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(31), HO:Nucle(48)
Level 22: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(23), Heal-I(23)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(27), Aegis-ResDam/Rchg(27)
Level 28: Whirling Mace -- Erad-Dmg(A), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(34), C'ngBlow-Acc/Dmg(34)
Level 30: Weave -- HO:Enzym(A), LkGmblr-Rchg+(31), LkGmblr-Def(50)
Level 32: Health -- Numna-Heal(A), Numna-Heal/EndRdx(33)
Level 35: Shatter -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Rchg(36), Sciroc-Acc/Dmg(37), Sciroc-Acc/Rchg(37)
Level 38: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45), Heal-I(45), EndMod-I(45)
Level 47: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(50)
Level 49: Super Jump -- Zephyr-Travel(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
Well, I ponied up the cash for the Martial Arts pack. Ninja Run is good enough that I doubt I'll ever take a travel power with a scrapper again. Unless of course there's a compelling concept reason to do so. So that frees up a power pick for me at least.
I'm still of the opinion that Quills will actually save you endurance over time, since you won't need to fire as many attacks with it ticking away. -
Glad I could help. I like the challenge of taking an already solid build and making it better.
Last I checked HOs were in the 50-100 mil range. But...if you already have all those Kinetic Combats you can sell a set and probably get a couple hundred mil out of it (maybe, haven't checked those lately either)
Alternately, you can run a bunch of STFs, since one of the options upon completion is a synthetic Hami-O, which are absolutely identical in function. If you get one you don't need, you can sell it towards the ones you do. -
Here ya go, softcapped to all typed defense, and 32% psi defense as well. Also, you're sitting at 65% resistance to smashing/lethal.
729% regen with 1 in range of RttC, it shoots up to 1171% with 10 (which I'm guessing you will have fairly often) The recovery suffered a little, but you're still over 4 end/sec (and that's without Stamina). And you're burning a little more end, but you should still be well within endurance sustainability.
I used some Hami-Os to save slots, my theory being if you can afford 5 full sets of Kinetic Combat you can afford a few Hami-Os.
Not as much recharge, but that really shouldn't be a big deal.
Edit: I replaced the BotZ in COmbat Jumping with 2 more LotG (Defense and Def/End), all typed defenses are now at least 47% and regen is 739%.
Here's the build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(3), Heal-I(3), S'fstPrt-ResDam/Def+(40)
Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 2: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(5), Aegis-ResDam/Rchg(5)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/EndRdx/Rchg(46), HO:Nucle(46)
Level 6: Indomitable Will -- HO:Enzym(A), HO:Enzym(34)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(9), Heal-I(9), RgnTis-Regen+(48)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(33), Mocking-Rchg(43)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(13), P'Shift-End%(13), EndMod-I(15)
Level 14: Hurdle -- Empty(A)
Level 16: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), LkGmblr-Rchg+(17)
Level 18: Heightened Senses -- HO:Enzym(A), HO:Enzym(19)
Level 20: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(31), HO:Nucle(48)
Level 22: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(23), Heal-I(23)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(27), Aegis-ResDam/Rchg(27)
Level 28: Whirling Mace -- Erad-Dmg(A), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(34), C'ngBlow-Acc/Dmg(34)
Level 30: Weave -- HO:Enzym(A), LkGmblr-Rchg+(31)
Level 32: Health -- Numna-Heal(A), Numna-Heal/EndRdx(33)
Level 35: Shatter -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Rchg(36), Sciroc-Acc/Dmg(37), Sciroc-Acc/Rchg(37)
Level 38: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45), Heal-I(45), EndMod-I(45)
Level 47: Maneuvers -- HO:Enzym(A), HO:Enzym(50)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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That sounds like a challenge.....
Also, I was at work when I posted that earlier and couldn't open the build in Mid's to look at it, all I had to go on was what I know of the sets off the top of my head.
And for the record, it's not 90% that have a smash/lethal component, more like 60%.
Anything typed fire/energy/n.energy/cold and ranged or AoE is going to bypass all that smashing/lethal defense completely. Flares, Charged Bolts, the N. Energy attacks that all ghosts use exclusively, and way too many more to list. It doesn't matter WHERE they are in relation to you, those attacks will always be tagged type/position. So a fire/ranged attack is still fire/ranged, even if the attacker is standing right next to you. -
Dynamo....not everyone has 7 or 8 billion influence to build with. And that's just a rough guess on skimming the sets you have in there, it could even be as high as 11 or 12 billion depending on market fluctuation.
That's an insanely expensive build to post in response to the OP's question. -
Here's what I came up with.
Some improvements here and there.
Lost a lot of global accuracy, but my slotting of Focused Accuracy more than makes up for it. Look at the to-hit chance of each power individually to see what I mean, it's actually a net gain of accuracy.
Your attacks will cost more, but if you're running Quills you won't have to attack as often, which will save endurance in the long run.
I'm assuming here that you have the accolades, or will have at some point, so I figured them in. You should be well on your way to having them just by having played to 47. When I hit that level I usually just have to track down the Exploration and History badges to get them. The only one that might be a pain is Portal Jockey, but if you've run Tina McEntire and Maria Jenkins' arcs you should have most of it done by now.
Slight gain of recovery. You're using .05% more end per second, but also getting back .06% more per second, so I'd call that one a wash for the most part. (look at the amount gained rather than the percentage)
Lost a little bit of recharge, but that probably won't hurt you much. If you're okay with losing a couple points of smash/lethal defense you can get it back by slotting Crushing Impact in Lunge. I think you'll end up ahead or dead even with your build if you do.
And better defense across the board. 35-36% to E/N/F/C and 28% to smash/lethal with 1 in range of Invincibility. With 10 in range you are a few points over softcapped on E/N/F/C and at around 40% to smashing/lethal (which should be more than enough with your 65% resistance.
Oh yeah, I got you a few more points of resistance across the board as well. Except smashing/lethal, but I don't think .4% is going to be the difference between life and death.
The only thing you lost was some Psi resistance and defense, but honestly, the amounts you had before weren't going to help that much anyway. 16% defense and 18% resistance will barely even soften the blow, 11.1% and 9% will be an almost imperceptible difference, especially high level when Psi starts hitting harder.
Here's the build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg(40), C'ngImp-Acc/Dmg/Rchg(48)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ImpArm-ResPsi(50)
Level 2: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx/Rchg(11)
Level 4: Spine Burst -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Acc/Dmg/Rchg(5), Erad-Dmg/Rchg(36), Sciroc-Acc/Dmg(37), Sciroc-Acc/Rchg(37)
Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/Rchg(34), Dev'n-Acc/Dmg(34), Dev'n-Acc/Dmg/Rchg(43)
Level 10: Hurdle -- Empty(A)
Level 12: Boxing -- Stgr-Acc/Rchg(A), Stgr-EndRdx/Stun(13), Stgr-Acc/Stun/Rchg(13)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(15), RgnTis-Regen+(15)
Level 16: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(17), Aegis-ResDam/Rchg(17)
Level 18: Quills -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), EndRdx-I(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx/Rchg(23)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx/Rchg(48)
Level 26: Ripper -- Erad-Dmg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Rchg(31), Sciroc-Acc/Dmg(37), Sciroc-Acc/Rchg(46)
Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(29), LkGmblr-Def/Rchg(46), AdjTgt-ToHit/EndRdx(46)
Level 30: Build Up -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(31), AdjTgt-Rchg(31)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/Rng(33), Posi-Dmg/Rchg(34)
Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(36), Ksmt-ToHit+(36)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45), Numna-Heal(45), EndMod-I(45)
Level 47: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResPsi(50)
Level 49: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResPsi(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Oh yeah, one more thing....my build will likely cost you less to put together as well. Aegis is a LOT cheaper than Impervium Armor. -
Quote:Actually, Assassination (the stalker inherent) does provide a chance to fear when Assassinating, so it probably is the fear animation. The OP is probably just misinterpreting which power is causing it. It's Assassin's Eclipse, not Smite.
This. Most people don't even realize it does this, because it only works if your target survives the AS. If it kills the target in one hit there is no fear effect.
*This is an observation of 44 levels of playing a DM/Nin stalker. I have never seen the fear effect take place if my target died from the AS. If it survived I saw the fear effect frequently.
Dark Melee's inherent effect is a to-hit debuff. -
There's no rule saying you have to toggle Quills on when you log on and never turn it off. If you want to avoid agroing stuff, shut off Quills (and Invincibility, it's a potent taunt aura)
Quills is also the ONLY damage aura that can land critical hits, because it's in a primary set.
I can't open the builds because I'm at work (they kind of frown on downloading build planners to company computers), but I'll check it out when I get home.
I'm quite confident I can increase your defense without really hurting anything else too much. -
Umbral beat me to it.
I honestly don't have too much to add here, except maybe to throw a single end reduction in Tough and Integration. It probably won't be that big of a problem, but if you find yourself sucking wind too often it will help a little.
Can't say I'd do anything very much different at all. I'd definitely go with that build or something similar.
As far as IO builds go, Umbral would be the one to ask there too. Unless I'm very much mistaken his main is a DM/Regen.
Edit: actually I just noticed something. That build doesn't have Weave. I would definitely take it at some point. I'd probably skip Stamina altogether and put Weave at 47. -
Quote:Thanks! That was a good breakdown of those. Now I understand.
One more thing. What about epics? Anything in particular strike you as being good? I was thinking fire for RoF and Char but if people gear up to make it useless to use or reduce its effect, it seems like a waste.
Fire wouldn't be bad. Weapons is another popular choice.
Fire gives you a hold, an immobilize, a ranged attack, and a debuff (except the recharge is crazy long and the duration is pretty short) Don't bother with Fireball if you're planning on PvPing, the only use it has is taking out MM pets, and you'd be better off ignoring them and going after the MM directly.
Weapons gives you Web Grenade (very useful for scrappers, it can bring down flyers) Targeting Drone, Caltrops, and a couple crappy ranged attacks. Webnading smeone into a caltrop patch is a fairly effective tactic. Being a melee fighter you want to keep things moving slow enough (or not at all) to be able to get more than one attack off before they bolt.
Important note: I'm not an awesome PvPer by any means. I have a decent grasp of the basics, but I'll probably never be competetive with it, largely through lack of any real desire. -
Quote:Wow, thanks everyone for all the great responses. My primary power set consists of electrical powers, so I have an electric shield for defense and and electrical brawl, another power called lightning rod.
I definitely appreciate everyone's advice. I'm going to go back in there and give it a shot and hopefully report back with some good news. Then again, based on everyone's responses, I'm strongly considering starting over with another archetype, It's early still for me so I figure it's not a huge disappointment to do that!
Thanks a ton guys!
It's not the archetype that's the problem. It's the origin you chose. Any Science origin character will start out fighting Vahzilok, the only way to avoid it is to pick a different origin. (origin is more or less completely irrelevant in this game, it doesn't affect anything but the missions you start out with and which store you go to to buy enhancements)
Sounds like you're an Electric/Electric scrapper. Not the easiest starting scrapper, but not the hardest either. Or it could be Electric/Shield Defense based on your description.
You can make as many characters as you want. You don't have to "start over", just roll another character and your scrapper will be there waiting whenever you feel like playing him again.
You could also just outlevel the starting missions. There's a place called The Hollows that has a pretty cool set of missions starting at level 5. Also at level 5 if you go to King's Row and talk to the contact that pops up when you zone in, you can get a police scanner that will give you repeatable missions (the classic "rescue so-and-so, prevent the ritual, stop the bank robbery" hero type stuf) After completing 3 of them you get a mission called a safeguard. Complete the safeguard mission and you get a temporary travel power.
Welcome to Paragon City, hope you get everything figured out in a timely manner so you can get just as addicted to the game as the rest of us. -
Quote:Okay, here's how it works. You are exemped to the normal exemping level of the TF, but you have access to powers 5 levels higher.I know there was a 5 level thingy change recently.. or something but to be honest im not too clear on it all... so could someone please tell me, What level Each of the task forces exemplars you to.
I am planning my 2nd build so that I can pick up TF commander badge.
ty x
Positron:exemped level 15, access up to level 20
Synapse: exemped level 20, access up to 25
Sister Psyche: exemped level 25, access up to 30
Citadel: exemped level 30, access up to 35
Manticore: exemped level 35, access up to 40
Numina: exemped level 40, access up to 45
This is true ANY time you exemp, not just on TFs. It's part of the whole Super sidekicking system. -
You're making a common mistake with Willpower.
You're slotting for Positional defense when you should be slotting for Typed defense. Willpower has no inherent positional defense, but it does have Energy/N.Energy/Fire/Cold defense. By not slotting for those defense types you're basically wasting Heightened Senses.
Why would you take both Boxing and Kick and NOT take Tough? You used one of the unnecessary powers you took there to get 3.75% defense to smashing/lethal. Tough would give you 20% resistance when slotted.
Sets I use for typed defense, specifically for WP:
PBAoEs: 4 Eradication, 2 Scirocco's. Eradication gives you a lot of E/N defense, and the 4th slot gives you more HP. The 2 Scirocco's gives you another 10% regen (more regen is a good thing when it's what keeps you alive.
Resist powers: 3 Aegis, 3 Reactive Armor (if you have the extra slots). Aegis gives you Fire/Cold defense Reactive Armor, as you know, gives E/N defense. I'd slot 3 Numina's and 3 Aegis in HPT, and at least 3 Aegis in MoB and Tough.
Single Target attacks: Kinetic Combat is okay for them, but you have gobs of smash/lethal resistance, so you might be better off spending the craptons of money you'd spend on Kinetic Combats elsewhere. I like Mako's and Crushing Impact for these.
Defense sets: I like LotG unless I'm looking for positional defense (which you shouldn't be), 3 or 4 of them.
Looking at your build, it looks to me like you're softcapped to melee and smash/lethal. What about the rest of them? Ranged/AoE and the exotic types?
You SHOULD be able to softcap all types on a WP tank, which will serve you well I think. I'll throw together a build when I get home from work and can use Mid's. If you've tanked all that already with this build it's probably pretty solid, but I'm pretty sureit can be better.