Count_Scottula

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  1. I can't comment on KM, but as to an Elec scrapper, 1x8 isnt a problem for my DB/Elec. I haven't tried higher, but 1x8 i can do without using many inspirations.

    Slotted similarly, but there is one big difference with my build..I have Shadow Meld.

    With the +20% recharge in elec, and other bonuses, it is up more than half the time. For every alpha.

    This isn't my ideal build, but this is iirc what I actually currently have slotted.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Electric Armor
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Power Slice
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (3) Touch of Death - Damage/Endurance/Recharge
    • (5) Touch of Death - Accuracy/Damage/Endurance
    • (5) Touch of Death - Damage/Recharge
    • (39) Touch of Death - Chance of Damage(Negative)
    Level 1: Charged Armor
    • (A) Reactive Armor - Resistance/Endurance
    • (7) Reactive Armor - Resistance/Recharge
    • (9) Reactive Armor - Resistance
    • (9) Reactive Armor - Resistance/Endurance/Recharge
    Level 2: Lightning Field
    • (A) Obliteration - Damage
    • (11) Obliteration - Accuracy/Recharge
    • (13) Obliteration - Damage/Recharge
    • (13) Obliteration - Accuracy/Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (15) Obliteration - Chance for Smashing Damage
    Level 4: Conductive Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (7) Reactive Armor - Resistance/Recharge
    • (11) Reactive Armor - Resistance
    • (17) Reactive Armor - Resistance/Endurance/Recharge
    Level 6: Ablating Strike
    • (A) Touch of Death - Accuracy/Damage
    • (21) Touch of Death - Damage/Endurance
    • (21) Touch of Death - Damage/Recharge
    • (23) Touch of Death - Accuracy/Damage/Endurance
    • (23) Touch of Death - Damage/Endurance/Recharge
    • (25) Touch of Death - Chance of Damage(Negative)
    Level 8: Typhoon's Edge
    • (A) Obliteration - Damage
    • (25) Obliteration - Accuracy/Recharge
    • (27) Obliteration - Damage/Recharge
    • (27) Obliteration - Accuracy/Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (29) Obliteration - Chance for Smashing Damage
    Level 10: Blinding Feint
    • (A) Kinetic Combat - Accuracy/Damage
    • (31) Kinetic Combat - Damage/Endurance
    • (31) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (33) Accuracy IO
    Level 12: Static Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (19) Reactive Armor - Resistance
    • (33) Reactive Armor - Resistance/Recharge
    • (34) Reactive Armor - Resistance/Endurance/Recharge
    Level 14: Boxing
    • (A) Empty
    Level 16: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (17) Reactive Armor - Resistance
    • (19) Reactive Armor - Resistance/Endurance/Recharge
    • (34) Reactive Armor - Resistance/Recharge
    Level 18: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (36) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Recharge Speed
    Level 20: Vengeful Slice
    • (A) Touch of Death - Accuracy/Damage
    • (36) Touch of Death - Damage/Endurance
    • (37) Touch of Death - Damage/Recharge
    • (37) Touch of Death - Accuracy/Damage/Endurance
    • (39) Touch of Death - Damage/Endurance/Recharge
    • (39) Touch of Death - Chance of Damage(Negative)
    Level 22: Energize
    • (A) Doctored Wounds - Heal/Endurance
    • (36) Doctored Wounds - Heal/Endurance/Recharge
    • (40) Doctored Wounds - Recharge
    • (40) Doctored Wounds - Heal
    • (40) Doctored Wounds - Heal/Recharge
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 26: Sweeping Strike
    • (A) Obliteration - Damage
    • (42) Obliteration - Accuracy/Recharge
    • (43) Obliteration - Damage/Recharge
    • (43) Obliteration - Accuracy/Damage/Recharge
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (45) Obliteration - Chance for Smashing Damage
    Level 28: Lightning Reflexes
    • (A) Run Speed IO
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense/Endurance
    Level 32: One Thousand Cuts
    • (A) Eradication - Damage
    • (34) Eradication - Accuracy/Damage/Endurance/Recharge
    • (45) Eradication - Accuracy/Recharge
    • (46) Eradication - Damage/Recharge
    • (48) Force Feedback - Chance for +Recharge
    Level 35: Power Sink
    • (A) Recharge Reduction IO
    • (46) Efficacy Adaptor - EndMod/Recharge
    • (46) Energy Manipulator - EndMod/Recharge
    Level 38: Dark Blast
    • (A) Empty
    Level 41: Shadow Meld
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (48) Red Fortune - Defense/Recharge
    Level 44: Grounded
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 47: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense
    Level 49: Tactics
    • (A) Rectified Reticle - To Hit Buff
    • (50) Rectified Reticle - To Hit Buff/Recharge
    Level 50: Spiritual Boost
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Healing IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (45) Endurance Modification IO
    Level 1: Brawl
    • (A) Empty
    Level 1: Critical Hit
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run



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  2. Quote:
    Originally Posted by Fanservice View Post
    Why do people assume it's hard for Superman to pull his punches or handle people?

    Do you do everything at full strength? Well neither does Superman. He just happens to have a higher threshold if he's ACTUALLY trying but his 'normal' range is pretty much the same as ours.

    If I was picking something it's natural for me to do it with the minimum amount of force, not the maximum. This is why I don't end up throwing things about with wilful abandon, regardless of weight or size. Every living organism has evolved to do things with the minimum amount of effort because this is the best way to survive.

    This is how I do it for Kumi, my super strong hero. Their involuntary reactions are the same strength as a regular humans, but the potential for stronger things is there. She didn't even KNOW she had superstrength until events conspired to give her the chance to actually try that hard.
    That's my favorite scene in Unbreakable. When the father and the son just keep adding weights. Well written and acted imho.
  3. haha. I used to have a dog that would chase and sometimes catch deer. It scared me so much. She finally got attacked by a buck and kept her distance. Can't believe she wasnt injured.
  4. I see how you are trying to plug up all the types of defense. Of course a good philosophy in general.

    With Regen though, you don't have protection against defense debuff, so that will not always save you.

    For me, I would take out some of the slots from powers like Weave or Stealth and make sure you have Dull Pain and Instant Healing recharging faster.

    Having permanent Dull Pain on my regen is very nice.
  5. I am looking forward to this. I actually have "Dark Astoria Police Department" on Virtue as a Super Group. Noone left in it but me though.
  6. My ice character has sorta two possible stories, not explained totally by her bio.
    One she is a ghost. I got the idea from Ghost Hunters or one of those shows where they say ghosts make the rooms cold. I figured a more powerful haunt could make the room really damn cold.

    Second she might just be some mutant, who's mutation manifested after being frozen.


    Full story as i remember it..

    'Lotti' was the daughter of a 'Family' Capo, while running from the RIP they hit an oil slick in Port Oakes and crashed into the river. Being January, they were presumed to have frozen before emergency responders could fish their car out. Her father's body was found but she was not. Someone matching Charlotta Varsalona's description, though blue and icey, was months later in and near Port Oakes.
  7. My bots' assault bot is named something like DoorBlocker200
  8. I agree with the above post. I would add only that I eventually (after complete IO slotting on my SR) found I could do without the AoE passive. Partly because I was getting some AoE bonuses from IOs.

    Also..
    AoE tend not to hit as hard on a single target (here you), and I found I was not seeing any actual defense debuff despite many stacks of def debuff powers on me as analyzed by the buff/debuff bar and the combat attributes readouts.

    I am guessing that if you didnt take some of the passives you could get debuffed, but I have never tested that.
  9. Quote:
    Originally Posted by DreamsRazor View Post
    8xVEAT team

    You will wonder why there hasn't been a military coup in Rouge Islands.
    When VEATs first came out we had a bunch of those. It was kinda silly. We would just walk through some of the missions to the end boss/glowy without attacking. Everyone had so much defense and resist that we just walked by waving.
  10. that is a tight build.

    The only things I would do differently are:

    I'd slot luck of the gamblers in the defense powers instead of serendipity. If you can add a little more recharge you get some very nice benefits. You probably already thought of that, just thnking out loud here...

    Second, I'd frankenslot Siphon Life. it is not a huge heal, BUT on this build is a damaging heal that comes up every 4 seconds. That is more survivability that the extra s/l defense give you already high level. With some accurate healing and melee sets and a heal and dmg IO, you can get something like dmg, heal, and recharge in the 70s 80s iirc. Yes, playing with mids, I can get it to 3 seconds with the extra LotGs.
  11. Thinking about dusting this scrapper off. Still has a legacy build but otherwise, has much of what is below already slotted. The big change is that I can now get Shadow Meld wooo!

    Note that my altitis prevents me from spending a ton on any one toon, but let me know what you'd do differently. Thanks!



    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Shadow Punch
    • (A) Touch of Death - Accuracy/Damage
    • (48) Touch of Death - Damage/Endurance
    • (48) Touch of Death - Damage/Recharge
    • (50) Touch of Death - Accuracy/Damage/Endurance
    • (50) Touch of Death - Damage/Endurance/Recharge
    • (50) Touch of Death - Chance of Damage(Negative)
    Level 1: Fire Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance/Recharge
    • (3) Reactive Armor - Resistance/Endurance/Recharge
    • (5) Reactive Armor - Resistance
    • (5) Steadfast Protection - Resistance/+Def 3%
    • (7) Steadfast Protection - Knockback Protection
    Level 2: Smite
    • (A) Touch of Death - Accuracy/Damage
    • (45) Touch of Death - Damage/Endurance
    • (45) Touch of Death - Damage/Recharge
    • (46) Touch of Death - Accuracy/Damage/Endurance
    • (46) Touch of Death - Damage/Endurance/Recharge
    • (46) Touch of Death - Chance of Damage(Negative)
    Level 4: Fly
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 6: Healing Flames
    • (A) Doctored Wounds - Heal/Endurance
    • (7) Doctored Wounds - Heal/Recharge
    • (40) Doctored Wounds - Heal/Endurance/Recharge
    • (43) Doctored Wounds - Heal
    • (43) Doctored Wounds - Recharge
    Level 8: Siphon Life
    • (A) Theft of Essence - Accuracy/Healing
    • (9) Touch of the Nictus - Accuracy/Healing
    • (9) Smashing Haymaker - Damage/Recharge
    • (11) Smashing Haymaker - Accuracy/Damage
    • (11) Smashing Haymaker - Damage/Endurance
    • (13) Smashing Haymaker - Damage/Endurance/Recharge
    Level 10: Temperature Protection
    • (A) Resist Damage IO
    Level 12: Boxing
    • (A) Empty
    Level 14: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (15) Reactive Armor - Resistance/Recharge
    • (15) Reactive Armor - Resistance/Endurance/Recharge
    • (37) Reactive Armor - Resistance
    • (40) Steadfast Protection - Knockback Protection
    Level 16: Plasma Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (17) Reactive Armor - Resistance/Recharge
    • (17) Reactive Armor - Resistance/Endurance/Recharge
    • (37) Reactive Armor - Resistance
    Level 18: Dark Consumption
    • (A) Efficacy Adaptor - EndMod/Recharge
    • (19) Efficacy Adaptor - EndMod/Accuracy
    • (19) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (23) Recharge Reduction IO
    Level 20: Consume
    • (A) Efficacy Adaptor - EndMod/Recharge
    • (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (21) Efficacy Adaptor - Accuracy/Recharge
    • (23) Recharge Reduction IO
    Level 22: Weave
    • (A) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Defense/Endurance
    • (40) Luck of the Gambler - Recharge Speed
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 26: Soul Drain
    • (A) Obliteration - Damage
    • (27) Obliteration - Accuracy/Recharge
    • (27) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 28: Burn
    • (A) Obliteration - Damage
    • (29) Obliteration - Accuracy/Recharge
    • (29) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (31) Obliteration - Chance for Smashing Damage
    Level 30: Maneuvers
    • (A) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Recharge Speed
    • (39) Luck of the Gambler - Defense/Endurance
    Level 32: Midnight Grasp
    • (A) Touch of Death - Accuracy/Damage
    • (33) Touch of Death - Damage/Endurance
    • (33) Touch of Death - Damage/Recharge
    • (33) Touch of Death - Accuracy/Damage/Endurance
    • (34) Touch of Death - Damage/Endurance/Recharge
    • (34) Touch of Death - Chance of Damage(Negative)
    Level 35: Fiery Embrace
    • (A) Recharge Reduction IO
    • (36) Recharge Reduction IO
    • (36) Recharge Reduction IO
    Level 38: Dark Blast
    • (A) Decimation - Accuracy/Damage
    Level 41: Shadow Meld
    • (A) Serendipity - Defense/Recharge
    • (42) Gift of the Ancients - Defense/Recharge
    • (42) Red Fortune - Defense/Recharge
    • (42) Recharge Reduction IO
    Level 44: Rise of the Phoenix
    • (A) Empty
    Level 47: Tactics
    • (A) Rectified Reticle - To Hit Buff
    • (48) Rectified Reticle - Increased Perception
    Level 49: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Empty
    • (43) Empty
    • (45) Empty
    Level 1: Brawl
    • (A) Empty
    Level 1: Critical Hit
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run



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  12. Quote:
    Originally Posted by all_hell View Post
    I am not sure if a 10% chance to stun in Stalagmites is enough to bother with building around.

    How familiar are you with that power?
    Wow, that is sad. I was assuming wrongly that it was much higher, like fault (50% chance).

    Glad I posted. Thanks for the comment.
  13. Maybe I missed a memo somewhere when I was away from the game, but I'm not sure why you would want to (or that you could even) keep a legacy build if you respecced.

    But here's three things I'd do differently.

    You are getting nice to hit debuffs from DM and of course -to hit works well with the high defense you have built there. I'd maximize that by taking Soul Mastery, and with the extra power choices from inherent fitness, get Darkest Night.

    I would also take Dark Obliteration for added -to hit and more AoE dmg.

    Last, I'd pull slots from Stamina and/or health add put them in dark consumption to have it recharge faster and have soem accuracy. I think you'd overall get a better end mgmt that way. Its pretty
  14. Scott: My name is Scott and I have altitis.

    Forumites: hello Scott.

    So I had this idea of a very team oriented brute. One that plays a little like my beloved Dom, that can keep the team safe with mass stuns.

    I had originally rolled this as Stone/WP but what I really want is to have the 2 AoE stuns up often to keep the mobs controlled. WP seemed to benefit greatly from having the mobs tightly packed around for Rise to the challenge but the mass stun (with radius - 15) made them wander out of RttC's smaller rad (8), and/or never even get into range in the first place.

    I am just mid level on the toon at the moment.

    As you can see I needed enoguh recharge for perma Dull Pain. Not quite but with the Force Feedback in the quick recharging Fault, I'm thinking it will be up no problem.

    So please, what would you do differently? Thanks in advance.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Earth Mastery

    Villain Profile:
    Level 1: Stone Mallet
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (3) Touch of Death - Damage/Endurance/Recharge
    • (5) Touch of Death - Chance of Damage(Negative)
    • (5) Touch of Death - Accuracy/Damage/Endurance
    • (7) Touch of Death - Damage/Recharge
    Level 1: Fast Healing
    • (A) Healing IO
    • (46) Healing IO
    • (46) Healing IO
    Level 2: Heavy Mallet
    • (A) Touch of Death - Accuracy/Damage
    • (7) Touch of Death - Damage/Endurance
    • (9) Touch of Death - Damage/Recharge
    • (9) Touch of Death - Accuracy/Damage/Endurance
    • (11) Touch of Death - Damage/Endurance/Recharge
    • (11) Touch of Death - Chance of Damage(Negative)
    Level 4: Reconstruction
    • (A) Doctored Wounds - Heal/Endurance
    • (31) Doctored Wounds - Heal/Recharge
    • (39) Doctored Wounds - Heal/Endurance/Recharge
    • (39) Doctored Wounds - Heal
    • (40) Doctored Wounds - Recharge
    Level 6: Quick Recovery
    • (A) Endurance Modification IO
    • (13) Endurance Modification IO
    • (15) Endurance Modification IO
    Level 8: Fault
    • (A) Razzle Dazzle - Accuracy/Recharge
    • (17) Razzle Dazzle - Endurance/Stun
    • (17) Razzle Dazzle - Accuracy/Endurance
    • (19) Razzle Dazzle - Stun/Range
    • (19) Razzle Dazzle - Accuracy/Stun/Recharge
    • (21) Force Feedback - Chance for +Recharge
    Level 10: Dull Pain
    • (A) Doctored Wounds - Heal/Endurance
    • (15) Doctored Wounds - Recharge
    • (21) Doctored Wounds - Heal/Recharge
    • (23) Doctored Wounds - Heal
    • (23) Doctored Wounds - Heal/Endurance/Recharge
    Level 12: Boxing
    • (A) Empty
    Level 14: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance/Recharge
    • (27) Reactive Armor - Endurance/Recharge
    • (27) Reactive Armor - Resistance
    • (29) Steadfast Protection - Resistance/+Def 3%
    Level 16: Integration
    • (A) Healing IO
    • (25) Healing IO
    • (29) Healing IO
    Level 18: Seismic Smash
    • (A) Touch of Death - Accuracy/Damage
    • (31) Touch of Death - Damage/Endurance
    • (33) Touch of Death - Damage/Recharge
    • (33) Touch of Death - Accuracy/Damage/Endurance
    • (33) Touch of Death - Damage/Endurance/Recharge
    • (34) Touch of Death - Chance of Damage(Negative)
    Level 20: Resilience
    • (A) Reactive Armor - Resistance/Endurance
    • (31) Reactive Armor - Resistance/Recharge
    • (34) Reactive Armor - Resistance/Endurance/Recharge
    • (36) Reactive Armor - Resistance
    Level 22: Build Up
    • (A) Rectified Reticle - To Hit Buff
    • (36) Rectified Reticle - To Hit Buff/Recharge
    • (36) Recharge Reduction IO
    • (37) Recharge Reduction IO
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (37) Recharge Reduction IO
    • (37) Recharge Reduction IO
    Level 26: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Defense/Endurance
    Level 28: Instant Healing
    • (A) Doctored Wounds - Heal/Endurance
    • (40) Doctored Wounds - Recharge
    • (42) Doctored Wounds - Heal
    • (42) Doctored Wounds - Heal/Recharge
    • (42) Doctored Wounds - Heal/Endurance/Recharge
    Level 30: Combat Jumping
    • (A) Defense Buff IO
    • (43) Defense Buff IO
    Level 32: Tremor
    • (A) Obliteration - Damage
    • (43) Obliteration - Accuracy/Recharge
    • (43) Obliteration - Damage/Recharge
    • (45) Obliteration - Accuracy/Damage/Recharge
    • (45) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (45) Obliteration - Chance for Smashing Damage
    Level 35: Stone Prison
    • (A) Accuracy IO
    Level 38: Moment of Glory
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    • (48) Red Fortune - Defense/Recharge
    Level 41: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (46) Luck of the Gambler - Defense
    Level 44: Quick Sand
    • (A) Impeded Swiftness - Chance of Damage(Smashing)
    Level 47: Stalagmites
    • (A) Stupefy - Accuracy/Recharge
    • (48) Stupefy - Endurance/Stun
    • (48) Stupefy - Accuracy/Endurance
    • (50) Stupefy - Stun/Range
    • (50) Stupefy - Accuracy/Stun/Recharge
    Level 49: Tactics
    • (A) Rectified Reticle - To Hit Buff
    • (50) Rectified Reticle - Increased Perception
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Healing IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (13) Endurance Modification IO
    Level 1: Brawl
    • (A) Empty
    Level 1: Fury
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run



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  15. Looks like a solid build. The one thing I would probably change is moving a slot from KO Blow and/or ball of lightning to Rage so you can stack it more easily when you need extra damage.

    I also thought on my SS/FA that the dark obliteration's -to hit was worth the loss of damage from (well for me from pyre mastery's fire ball) I had originally wanted the immob power cause of all the running away from me.

    if you want electricity for thematic reasons, its a small factor.
  16. I can comment on F/FA and StJ/FA a little, have not tested Titan...

    A long post could compare and contrast these combos, but here are some highlights...

    Fire FireA will give you the most damage for two reasons:
    1. Firey Embrace from your secondary, will boost damage of your primary powers
    2. Fire damage is less often resisted than smash, which is mainly StJ

    StJ will be more defensive because it has disorients and knockdowns. A lot of people take a more defensive primary with FA, because it is not, by itself, one of the tougher sets.

    One comment about Titan Weapons, I personally don't like a very clicky secondary with a weapon set. I always feel like I spend so long pulling my weapons out. FireA is pretty clicky.
  17. Yet again, notorious rogue, the Collector, sabotaged a public auction. Chaos ensued as everyone had the same number on their bidding placards.


    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  18. Quote:
    Originally Posted by Digito View Post
    Alright! After more than a little tinkering in the character designer, I managed to come up with a Katana/Regen that I decided to go Scrapper with in the end. Seems like it'll be pretty fun, but I still have a couple of questions. Mostly regarding where to go with IO's when I get to that point. I know the ideal is a combination of defense and recharge, but with Katana should I shoot for Smashing/Lethal, or should I attempt to build for mostly Ranged/AOE defense? Bear in mind, I've never IO'd out a character before, but this seems like it's got enough potential to give it a try.
    Now i don't have a katana/regen, but having played regen a lot, and clicking a few things in mids, I suggest going for positional def. Because it would be easy and let you slot things in a good way for their primary purposes i.e. e.g. for melee attacks to hit hard fast and true.

    Some fighting pool and some Aegis, Mako's bites, Scirocco's, add those up, and you're looking good. Some recharge from oblits and doctored wounds...

    yep yep starting to sound nice. Shadow Meld and MoG.

    hrm I might have to roll one of these....

    another....eh...sorry gotta go play....
  19. A couple of thing I would do differently, not that your build wouldn't be very effective as is....

    I'd go with ice Mastery for a couple reasons.
    1 Hibernate is in some ways a better power for those 'blue bar at zero' moments than Conserve Power.

    2 with the amount of recharge you have, hoarfrost is going to be up 75%ish of the time.

    3 and most importantly, frozen armor + power boost gives you something like 45% smash lethal defense. That is not a life saver on some characters with no S/L resistance, but on a dom, you are usually worried just about a couple attacks getting thru before you hold,stun, etc. If you can find a way to 3 slot power boost, you'd have that amount of def up near 50% of the time.

    I personally would also go for fighting pool over the higher leadership levels for the s/l resistance, (and drop recall friend) but theres much more even pros and cons there. You'd still have weave and frozen armor for slotting your LotGs. would you loose one? i'd have to look at mids, but you'd still be perma.
  20. Quote:
    Originally Posted by Negative_Man View Post
    Didn't it used to do knockback? Did they change it knockDOWN?

    I don't think I've ever seen this attack used. Are there any other issues with the power that I should know? Would it still be worthwhile even without Photon Grenade?



    I hadn't considered that. I'll see what I can do. I was trying to avoid the personal attacks, but perhaps it's worthwhile, no?
    Taking one would still be worthwhile in my opinion, each may stun minions and lts. I would have to check which has a higher chance to stun, i dont think either is 100%, my impression from playing is that repulsion is higher and the duration is definitely longer but I usually used them as a 1 2 cause that can lock down a room. I mean unless you miss, you can keep foes without resistant perma stunned just 5 slotted, hasten up and your stacking stuns. not even fair.

    In general, I think not taking personal attacks is a good philosophy on an MM. I just think these powers are exceptions.
  21. Count_Scottula

    Noob question

    Quote:
    Originally Posted by Lothic View Post
    It's funny but a lot of the terms people use for things like this kind of depend on whether you were more of an original redside player or blueside player. There was a time when City of Heroes and City of Villains were far more seperated than they are now and some people still consider themselves primarily redside or blueside only players.

    Case in point I started playing this game back long before City of Villians existed so I got used to calling it "exing" or "exemping down" (for blueside exemplaring). TBH even though I've been playing this game for over 7 years and have run at least a dozen villains in that time I still didn't instantly recongize/remember what you meant by your "mal" term myself.
    I get busted all the time for being a fake hero cause I always say 'mal' down.
  22. I would go with Willpower 100%

    For one reason, one of the sheild powers, (I think it is heightened senses) makes you look around and hear lots of whispers.

    I imagine having you /e crouch and then hitting that power like what ever spell animated you just went off and hearing all the whispers of the people on the street below.

    It also can have pretty minimal effects customized. Grey stone skin and a rocky tumble aura would be nice.

    Non RP wise, it has few redraw issues, it benefits from being surrounded by foes, which from what I hear of TW PbAoE should be effective. Well I guess that is the same for invuln. But over invuln, I prefer WP for the endurance issues (granted been years ago pre IOs since i played invuln). But I'm making an educated guess that TW will be closer to Broadsword in having heavy hitting slower recharging attacks. In slotting, I think you'll be able to max your DPS by slotting a lot for recharge, at the expense of end reduction, so WP will be the better choice. That's very speculative I know but...well...that's my thoughts.
  23. I would think Sword for Ancient Warlord myself. And maybe undead so I'd think dark first, but...

    katana and broad sword if I remember correctly, have a melee defense buff built in, so it would be good paird with a set with some defense.

    Maybe one of those with sheild defense. You can even have an elemental Dark sheild that looks like dark armor (but on your arm).

    If willpower can be colored dark (not sure) it would be an effective paring, the Parry from Katana would plug up the melee hole of the elemental defense you get from willpower.

    Dark/Dark is really nasty, all the too hit you get with a little defense built in is hard to hit.
  24. My Earth/Kin/Stone controller. I'm one of these people that just throws stuff together for concept and only looks at Mids for quality of build later.

    My idea for her was that the kin powers were just spells to call forth the earth. I don't know where I got the idea.

    But what I found out after playing and respeccing a few times is what a decent build this is. In earlier days I farmed friends with her, which you didnt see much for an Earth/Kin

    The rinse and repeat is quite nasty

    Stealth in as stoney gets all the aggro
    FS
    AoE Stun
    AoE Immob
    Fissure Fissure
    Siphon Speed (so that I can rinse & repeat faster)
    Seismic Smash
    =Dead mobs
  25. I would not take repair over Aid Other. On my bots/ff, i'd say Aid Other recharges (with hasten up) in 3 seconds or so. Repair is what 2minutes unslotted? I forget as it has been a long time since i took the power. I guess it is a full heal, but i find i'm usually needing to heal a bot at 50% health, if I try at 20% it is too late and I think that re summoning the bots only costs a little more than repair anyway.

    Force is a great set to have the med pool on since you dont get interrupted much.

    The only other comment on your build is that I find having Photon Grendade and Repulsion Bomb is a devastating combo. Both are mag 2 stuns.