Davonyx

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  1. If I had to pick only one character, it'd have be one that's the most fun for me. I mean, sure, my FA/DM tank can demon farm with relative ease, but I find that to be pretty boring. Currently, my most fun toon is my Claws/FA scrapper, so I'd probably vote him.

    Of course, I'm a heavy altoholic, so you can't really take what I say worth squat.
  2. Quote:
    Originally Posted by New Dawn
    Edit 2: Also I play on Justice and Defiant too, wonder if we already know eachother XD
    Heroine of Time, Phyrexia, Pansie, Falryx, Ellya, Aryxa, Zharan, Obsidious Revolver, Crimson Earthwalker, and a variety of other randomly named lowbies that may or may not exist within the next month. These are my Justice toons. As for Defiant, I don't know... there's only two or three.

    Quote:
    Originally Posted by New Dawn View Post
    I also just realised that I replied at 3:39 and you updated your build later, I did feel I was looking at a different build when answering what you said. I will say I find nothing dishonest but it left me confused abit.
    I updated it after I read your first post and looked at the build.
  3. Quote:
    Originally Posted by New Dawn View Post
    I spent 5 mins coming up with an alternative, use mids to compare it on every factor that is important to you. I think I made it better if I was to play it given your power choices plus for exemp purposes. Compare it on Def, Res, HP, Regen, End rec, end drain and look at your attacks how they knit together for a solid attack chain. Your first attack is something that applies -res so it is something to always, imo, to slot well.
    Well, I agree with some of it, but not all of it. My positional defs are higher without Maneuvers than yours are with. My Res are all higher. My Regen is slightly higher, as is my max HP. My recovery is higher without Maneuvers running (as I plan on it being situational). You're getting a slightly higher global recharge and a moderately better global acc bonus.

    What is a good Stone attack chain? I don't really pay attention or aim for the best, but at least it'd be nice to know.

    Attacks-wise, your build generally has higher acc while mine has higher damage. Rech and end costs are comparable between the two.

    I still favor mine, but I did take a couple ideas from yours (moving the LoTG +rech from GC to BA for the +acc bonus and using Stupefy for Fault because I had no idea what to slot in it). And as for exemping down, well... I kinda forgot to include that I don't do that.
  4. Has anyone ever tried this combo out before?

    I made a Shield/SS tank yesterday, but I just don't like SS's animations. So I decided that I'd try out a Shield/Stone tank because I think they're pretty similar, and Stone just looks like it hurts... unlike SS. I've put some time into it today, and I love it.

    That said, I'd like to know what you guys recommend with this combo. I'm an avid fan of Shield, but I know absolutely NOTHING about Stone Melee. Are there powers that I should get? Shouldn't get? etc. etc.

    Also, I threw a quick build together on Mids' just to try it out, if anyone would be so kind as to critique/improve it. It has softcapped positional defenses, decent resists, gets about 1.25% HP/sec and 2.15 end/sec, and it seems like a build I'd enjoy. I went ahead and grabbed Maneuvers to help make up for the slight lack of DDR, just in case (and it's not counting towards the active total).

    All-in-all, I'm just looking for a solid, fun build. This toon will only handle general game content. NO INCARNATE STUFF. I don't have the time nor the patience to get any slot other than the Alpha unlocked and slotted. Also, I know that I could use HamiOs to really help out with the DDR, but I don't have the time nor patience nor inf for that either. I'm just a casual player.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Crimson Earthwalker: Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Stone Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Rchg+(5), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam(7), TtmC'tng-ResDam/Rchg(9)
    Level 1: Stone Fist -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(3), LkGmblr-Rchg+(46)
    Level 4: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(15), ImpArm-ResDam(17), ImpArm-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(19)
    Level 8: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Taunt -- Zinger-Taunt(A), Zinger-Acc/Rchg(46), Zinger-Taunt/Rchg(48), Zinger-Taunt/Rchg/Rng(50)
    Level 14: Against All Odds -- EndRdx-I(A)
    Level 16: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 18: Build Up -- GSFC-ToHit/EndRdx(A), GSFC-Build%(19), GSFC-ToHit(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-ToHit/Rchg(23), GSFC-Rchg/EndRdx(23)
    Level 20: Grant Cover -- EndRdx-I(A)
    Level 22: Fault -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(25), Stpfy-Acc/EndRdx(25)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Shield Charge -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(31), Sciroc-Acc/Dmg(34), Sciroc-Acc/Rchg(36)
    Level 28: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/Rchg(29), TtmC'tng-ResDam/EndRdx(29), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(31)
    Level 30: Weave -- RedFtn-Def(A), RedFtn-EndRdx(33), RedFtn-Def/EndRdx(33), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34)
    Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(36), Erad-Dmg(37), Erad-Acc/Dmg/Rchg(37), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Rchg(50)
    Level 38: Seismic Smash -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg(39), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dam%(50)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), EndMod-I(45), Heal-I(45), Numna-Regen/Rcvry+(45)
    Level 47: Maneuvers -- EndRdx-I(A), EndRdx-I(48), LkGmblr-Rchg+(48)
    Level 49: Super Jump -- Jump-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(13)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(9), EndMod-I(11)



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  5. I don't have any great experience with either Kat or DA, but I've noticed a few general things that I thought I'd point out.

    I don't know much about the Villain epic pools, but I personally would've dealt with the redraw or went with Body Mastery. You're already 1 purple insp + 1 Divine Avalanche hit from softcapping your positional defenses, so you can save a power and use your insps.

    Also, you are missing one important piece to the DA puzzle: the Theft of Essence +end proc in Dark Regeneraton. You have a good chance of filling both bars when you use the power (or at least you should get the end cost of DR back), so there isn't any reason not to slot it.

    I feel like Weave and Maneuvers are underslotted (and Tough, to an extent, although it isn't quite as important). Also, noting your defense slotting, you are getting typed defense bonuses from your 3 sets of 3 Eradications, which aren't really useful in your mainly positional build.

    And finally, I would most definitely have picked Sting of the Wasp over Gambler's Cut. You can slot it the same and get a more damaging attack for a whole 1 second higher recharge (without Hasten).

    Just some thoughts.
  6. Quote:
    Originally Posted by ClawsandEffect View Post
    Phalanx Fighting is FAR from useless:

    A) it gives you a place to slot a LotG +Recharge and/or a Kismet +Acc ( I like slotting the Kismet in it, since the power is always on, you don't need to remember which toggle it's in)

    B) it's 3.75% defense that you don't have to get from IO sets.
    Don't know what I was thinking when I typed my reply. This is true. I usually just throw the +rech in it. Didn't know it was a 3.75% def bonus, though. I thought it was lower than that, for some reason.

    Quote:
    Originally Posted by SpyralPegacyon View Post
    A bit of a necro, but I wanted to add in for the OP: Grant Cover gives you defense de-buff resistance, so its definitely not useless.
    I didn't know that either.
  7. There isn't really any reason to softcap Fire defense, as it is an uncommon damage type, especially late-game. Besides, your easily-capped Fire resistance helps you hold your own against Fire damage anyways.
  8. Quote:
    Originally Posted by JanusFrs View Post
    What is needed to focus on through the slotting of one of suchs? I remember having read that in order to stay alive longer, def is needed, hence why I have slotted for that in the coming build.
    Yes, you will need some defense, as Fiery Aura offers absolutely none. However, you need to focus on either S/L/E/N or Melee/Ranged/AoE. In this current build, for example, you have sets like Kinetic Combat (S/L def) and sets like Multi-Strike (AoE/Melee def). Pick one or the other, not both.

    Quote:
    Originally Posted by JanusFrs
    When I talked with friends regarding this, many recommended that I'd roll a claws/fire brute for the taunt in BA's synergy with burn. In the meantime, this is a thematic character, and as such, he HAS to be a scrapper, so don't bother giving me feedback there please ^^
    Yeah, I thought about rerolling mine as a Brute so I could actually hold aggro, but Scrappers > Brutes anyday.

    Quote:
    Originally Posted by JanusFrs
    Last note: I took the weapons mastery epic for the toon, but I am not sure whether this HAS to be there, so I can be convinced to switching the epic out.
    From what I understand, Weapons Mastery isn't all that great. I've never tried it, myself. I would suggest Pyre Mastery for more damage (plus it works well with Fiery Embrace) or Body Mastery for Physical Perfection. If you're worried about losing the targeting drone, grab Tactics or Focused Accuracy.

    Quote:
    Originally Posted by JanusFrs View Post
    I'd pretty much imagine it is much like a claws/fire brute, just without the taunt and with lower fire res, but since I haven't got experience with this, could someone please help?
    Yeah, basically. It can't hold aggro to save its life, but the damage output is pretty good, IMO. Blazing Aura + Spin = awesome.

    Your main issue in this build, as stated, is that your defense bonuses are all over the place. Focus on one type first, then go for HP/rech/regen/etc. as you've already started.

    Hope this helps!
  9. Quote:
    Originally Posted by Shred_Monkey View Post
    I start my DB toons to chain Weaken > Empower > Weaken > empower...
    This. Taking Power Slice (or using Brawl, etc.) can help fill this gap early on, and if you slot for a little bit of recharge, you're golden. I replaced my gap with Vengeful Slice once I got it and don't even touch Power Slice now (until I actually need it, which won't be for another 4 levels or so lol).
  10. I don't know about AV handling (still leveling it myself), but I vote Claws/FA. I decided to try it this morning after destroying/rebuilding an old toon concept. Sure, it's pretty squishy for a scrap, but I really enjoy the damage output from FA. Plus, Blazing Aura + Spin is just plain fun in my book. He's only at 18, so I can't say much about the mid-to-late game, but he's been pretty fun so far. Pretty sure I'll really be able to kick some butt once I get me some Burn action.
  11. Here's a quickie IO build of my current BS/SD scrapper. Probably not the best or most efficient, but it should give you an idea.

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    For the BS powerset, skip Slash and Confront. Slice is a bit iffy, as, from what I've heard, it's not really worth grabbing. I just like having it around as another cone attack. Use your discretion. Everything else is worth taking, IMO.

    For the SD powerset, you should at least take the first half of them. Phalanx Fighting is iffy because the defense bonus is unenhancable, and it's pretty much useless if you solo a lot. (I only use it as a LoTG +rech mule.) Grant Cover is also iffy. It's pretty much useless also if you're soloing a lot. I personally don't choose to grab it. Shield Charge should be on all builds, as it's pretty much the reason you're going Shield (or at least it should be ). And grabbing One with the Shield pretty much depends on your personal tastes. I don't care for the Tier 9 scrapper secondary powers, so I chose not to include it.



    And finally, hotkey placement. This varies on the person... for example, how I set up my trays annoys my dad (and vice-versa lol). I keep the power tray window maxed out with all three trays, and I keep a single, hovering tray for four trays total.

    Tray 1 has my attacks, in the order of Shield Charge, Boxing, Parry, Hack, Disembowel, Head Splitter, Slice, Whirling Sword, and Sands of Mu. I like to keep SC first because it's my heavy-hitter, then the rest are listed by single-target then to multi-targets.

    Tray 2 has my defenses, in the order of Secondary Mutation, Deflection, Battle Agility, Against All Odds, Tough, Weave, Combat Jumping, and Maneuvers. Then I also have Laser Beam Eyes and the Nemesis Staff on the same row.

    Tray 3 has my buffs and some misc. stuff - Hasten, Build Up, Active Defense, the Ouroboros portal, the Mission Transporter, the Pocket D portal, and Rest.

    And last, but not least, I have my floating tray set to tray 9 with my travel powers, temp powers, and/or accolade powers.



    Hope some, if any, of this helps!
  12. Quote:
    Originally Posted by originmsd View Post
    Thanks for the advice! I took most of your suggestions, although I tried to maintain as much healthy skepticism as possible.
    I wouldn't expect anything less.


    Here is a post that I'm taking some of my info from. Some of it restates some things I have already mentioned but have yet to be changed.

    Quote:
    Originally Posted by Syntax42 View Post
    At the minimum, you should have 32.5% S/L and E/N defenses if you want a good balance between survivability and DPS. Fire and cold attacks are fairly rare, especially at 50.

    Scirocco's is not a good set to use because it gives AoE defense and you need S/L or E/N.

    Before you slot a set, consider how much S/L or E/N defense, or recharge bonus you gain per slot expended. You don't have to do the math, but at least avoid slotting something like 6 Touch of Deaths for 1.88% S/L defense when you could be slotting 4 Kinetic Combats for 3.75% S/L defense.
    I've especially been trying to push that final suggestion.


    That said, I threw a quick build together, trying to keep what you want going while still making some of the changes I've been suggesting. I traded some of your damage/recharge bonuses for defense bonuses. I also managed to rearrange some of your Healing sets to get you a higher regen. Your attacks' individual rech/damage/end costs/etc. are pretty comparable between my build and yours.

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    Quote:
    Originally Posted by originmsd
    Again I'm trying to maintain that my build is more offensive and yours is more defensive, so I'd rather take assault.
    I try to make survivable builds that I'll enjoy. If I wanted straight damage, I'd roll a blaster. I have a BS/SD scrapper who is built defensively but can still dish out a mean helping of damage (of course, having Musclature in my Alpha slot helps lol).

    Quote:
    Originally Posted by originmsd
    And I already feel like I'm taking apart and putting together a flippin' Jenga puzzle...
    That's half the fun of making builds.
  13. Well, first off, you still need to work on getting S/L def. It's usually recommended to put several Kinetic Combat sets in your single-target melee attacks. It'll give you 3.75% S/L def for four slots. Now, from what I understand, it can get to be very expensive (never actually purchased it, myself), so you could substitute Smashing Haymaker instead, though you'd only be getting 1.88% S/L def per set instead.

    You should not be slotting all six of the Touch of Death set. That final bonus is a Positional bonus, not a Typed bonus. You'd be better off putting four Kinetic Combats in there instead and move those two slots elsewhere.

    You only really need the Steadfast Protection +3% def(all). The KB protection isn't needed since Indomitable Will covers KB, and you'd be better off using a Resistance IO in place of the third SP enhancement... the set bonus isn't worth it anyways. And actually, I would throw the SP +def enhancement in HPT with either some Res IOs or the Reactive Armor set and put another Reactive Armor set in Mind Over Body.

    You run into the same problems in Typhoon's Edge as you do with Nimble Slash. The set bonus from five Scirocco's Dervish is a Positional bonus, not a Typed bonus. My first option for slotting it would be to throw three of the Cleaving Blow set and three of the Eradication set in it because they both offer E/N defense bonuses. My second option would be to throw four Eradication enhancements (you get a E/N bonus and a good +max HP bonus) with two of the Scirocco's set (for the +10% regen bonus).

    The Numina's +regen/+recovery unique should be thrown in Health. Fast Healing offers a higher bonus to your regen than Health does, and you could be getting some more regen with an additional Heal IO in FH than the unique.

    The damage bonus from Mako's Bite isn't worth slotting for. Instead, you should be putting Kinetic Combats or Smashing Haymakers into both Blinding Feint and Power Slice.

    Don't know why you have two Heal/Rech enhancements in Rise to the Challenge. You could replace the Numina's one with the Numina's Heal enhancement. Actually, I don't think you'd really need either of them, since you have some global recharge already helping.

    This is just a personal nitpick, but I think that the Performance Shifter +end proc should be thrown in QR and Stam. It's something I throw in my builds and don't regret later.

    Again, the sixth set bonus in Obliteration is a Positional bonus. See my comments for Typhoon's Edge, as I would slot that similarly. And actually, I think you could also just keep five of the Oblit set in 1,000 Cuts and move the sixth slot elsewhere since the fifth Oblit bonus is actually useful.

    I personally would put LoTG enhancements in Weave instead of the Serendipity enhancements. You'll get better +max HP and +regen bonuses.

    I'm not a fan of Assault, myself. I would personally go with Maneuvers to help you get higher defenses. I'd slot it similarly to Weave and be done with it.

    I'm not a huge fan of Melt Armor, but I think you'd get more useful bonuses from the Touch of Lady Grey set than you do from Analyze Weakness. Once again, that damage bonus isn't worth slotting for.

    Finally, I think that you should get Fire Ball at 47 instead of 50 so you can put the fifth Posi's Blast enhancement, which would give you a 6.25% recharge bonus.



    Here's my current build for my DB/WP that I've been working on... she's only at 23, now. I got my S/L/E/N defenses up to 37% and 39.7% respectively. The resistances aren't that spectacular, but she has 731% regen with one enemy in range of RttC. It's probably not the best build ever made, but I like it, and it's the plan I'm currently following. Also, I apologize in advance if the build directly contradicts anything I've said in this post... I threw this together a week or so ago.

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  14. Davonyx

    Feeling lost

    Quote:
    Originally Posted by Little_Whorn View Post
    How do you all find enjoyment in your "lesser" heroes? How do you escape that niggling feeling that you could be killing/supporting/tanking/etc better with one of your mains?
    First off, I only have three 50s - Emp/PB def, BS/SD scrap, and FA/DM tank.

    To be honest, I used to hate playing lowbies after I 50'd my BS/SD scrapper. I love playing her, and it seemed like nothing could compare. She could do pretty much anything, in my mind. New toons, especially non-melee toons, weren't even in the same league, and I kept getting frustrated.

    Fast-forward about a year and a half. This summer, I've been talking to my uncle (who is ALWAYS trying new things) about different builds. Mix that with the fact that I've learned new things from these forums (never paid any attention to them before), and my mindset completely changed. For example, I used to hate Dark Armor and Super Reflexes, writing them off as terrible sets. However, after looking at guides and messing in Mids', they are actually pretty good. (I actually had to make one of each, just to try it myself.) I come up with something new to try every week or so, so I have a lot of 20-ish toons, but I enjoy them all as much as my 50 scrapper. And actually, all of my 50s spend more time collecting dust than my lowbies do... well, minus the tank. He's my cash cow.

    Quote:
    Originally Posted by Patteroast View Post
    I'm not sure if there's a way to simply 'turn off' or get over your desire to play the 'best' character, because in comparison, I don't think I could ever enjoy the playstyle you describe...
    ^ I completely agree with this whole post.
  15. I vote for a Trick Arrow defender. I got stuck in a melee rut until I made my TA/Rad def. I enjoyed playing it for a week or so until I got more scrapper ideas. Soloing can be a pain, though, but you learn how to manage.
  16. Well, first off, for optimum survivability, you want to softcap your defenses (or at least get them to 32.5% so you can pop 1 purple to SC them). Now, you're going for Positional defenses when WP is a Typed set. When you slot for defenses, you should be focusing on S/L/E/N - especially S/L because WP really lacks in that department. For example, the 6th bonuses from Touch of Death and Obliteration actually aren't doing anything useful for the build. One slot could go on Tough as a fourth Reactive Armor enhancement.

    Secondly, as far as I know, the LoTG +rech is the only really expensive recipe/enhancement of the set. That said, I would definitely replace the Serendipitys with LoTG. You're losing 6% of overall regen... not that it makes THAT much of a difference in a WP, but you're still settling for second best. I don't think LoTG is that far out of anyone's price range, but that may just be me.

    Thirdly, I've heard that Melt Armor isn't really that great. I had it on one of my toons and ended up respccing it out because it didn't really do much for me. However, you may think or feel differently than I do. Just my two cents.

    Finally, you are wasting several slots on set bonuses that you don't need. Examples: the fourth slot in QR (you're already getting plenty of end back), the fifth slots in BF and PS (the 3.3% Hold resist bonus isn't worth slotting for), etc. You should only settle for bonuses that really help (+HP, regen, rech, acc, etc.) or for bonuses that you have to take before you get to the bonuses you want.

    Hope this helps!
  17. Just FYI, I'm no expert in Spines or WP, so I can't exactly give advice on how to slot them in the most effective manner. However, here are some things that jump out to me:

    1. You are severely lacking in S/L defense. For the endgame content, you will also need less F/C def and more E/N def.
    2. You are wasting several slots on bonuses you don't need. I'm mainly talking about the 6th Scirocco, Devastation, and Posi's Blast sets. You don't need any of their 6th bonuses, really. You could move those slots elsewhere for better bonuses.
    3. There are too many Impervium Armor sets going on. That endurance bonus isn't going to help very much, and you can get better bonuses from other def sets.
    4. Maneuvers is under-slotted.
    5. The Steadfast Protection KB protection IO is completely unnecessary, as Indomitable Will already covers that. If anything, you only really need the SP +3% def(all) in HPT. I would personally skip the other two SP enhancements and go for Damage Resistance IOs instead.
    6. You are losing one 10% regen set bonus, two 9% acc set bonuses, and one 2.5% recovery bonus because you have passed the rule of fives cap on all three of them.
    7. This is just a personal nitpick, but I would throw the Performance Shifter proc in all three of your end recovery powers. Just a habit of mine.

    Hope this helps!
  18. Quote:
    Originally Posted by Icy_J View Post
    Can you explain to me what the rule of five is? I never understood it.
    Basically, the game will not let you use more than five of the same set bonuses. In this case, you have seven of the "3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)" set bonuses. Since the rule of five is in effect, those two extra defense bonuses are not being calculated into the build.
    (You can hit Ctrl+B or go to Window -> Sets & Bonuses in Mids' to see what your bonuses are and where they are at. It will say at the top if you have too many of the same bonus.)

    Quote:
    Originally Posted by Icy_J
    I was only trying to slot positional defense because it seemed easier to me, but if there's an alternative, do tell.
    It's exactly what I said. Just slot for S/L/E/N defense instead of the positional def. I was mainly referencing the fact that you can slot 4 of the Reactive Armor resistance set in Fire Shield, Plasma Shield, and Tough to get the 1.25% S/L/E/N bonuses, which helps out in the long run and gives you 3 more slots to play with. Parry could lose some of its effectiveness, though.

    Quote:
    Originally Posted by Icy_J
    I think I am relying on Parry a little too much, honestly... Combat Jumping, I was just trying to squeeze some bonuses out of it.
    That's all good and well, but you're still wasting several slots. You could get different/better bonuses elsewhere.

    Quote:
    Originally Posted by Icy_J
    I'll take a look at it. Once again, was just going for bonuses.
    A 5% travel speed bonus isn't worth slotting for. With three PS enhancements, you would be getting a hitpoint bonus, but with the exact same enhancements from the EA set, you could be getting a slightly lower HP bonus and a recovery bonus.

    Quote:
    Originally Posted by Icy_J
    I got paranoid, because I did what you explained on my VEAT and I still get thrown around.
    Well, it depends on how much KB protection your toon was actually getting, plus what you were going against. If you're really bothered by it, go for +12 KB protection via enhancements and be done. Acrobatics isn't worth wasting a power on, IMO.

    Quote:
    Originally Posted by Icy_J
    Right, should've thought of that. I always overslot my rezzes...
    It's not really overslotting; I just wanted to give you an extra slot to mess with.

    Quote:
    Originally Posted by Icy_J
    It did, but as you can see, it only gave me more questions. :P
    There's nothing wrong with that



    This is a quick build I've thrown together. This is a rough idea of how I'd do a typed build. I guess maybe the positional def approach might be a little easier because of all the pbAoE attacks these two powersets have... I dunno. I didn't realize how hard it'd be to slot this. For the ~25 seconds that Shadow Meld is down, I got the S/L/E/N defenses to 32.5% (can hit the softcap with a purple insp), and you can softcap your Melee def, should you need it for whatever reason, with one Parry hit. Not the best build, but it should give you an idea of what I'm talking about.

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  19. Well, to start, you're wasting the last two bonuses of the Performance Shifter set and the last two of one of the Scirocco sets due to the rule of fives, so there's no point in wasting those slots.

    For two, in my opinion, it's easier to try and softcap S/L/E/N with Fiery Aura than to softcap the positional defenses. You can use less slots in your defenses and give other powers some love.

    But if you're adamant about going for the positional defenses, I have a few nitpicks (other than the one noted in my very first paragraph):

    1. I don't understand why you chose to slot three individual sets with the same bonus in Healing Flames. Why not just pick one set and throw a few of its enhancements in there instead? I usually throw 4 of the Numina's set for the added healing bonus.
    2. Combat Jumping and Parry are WAAAAY overslotted. CJ only needs two, at most, and you can get away with 2-4 on Parry. I try to get the Melee def around 20-25% so one hit with Parry (slotted with a LoTG +rech and LoTG def) softcaps Melee def. I think you're relying on it a little too much.
    3. Why not just throw the PS acc/rech/endmod on Consume instead of the Efficacy Adaptor one? And actually, you can get the exact same enhancements and get better bonuses from the EA set than from the PS set. I would swap the two PS enhancements, myself.
    4. You should replace the Blessing of the Zephyr travel speed/endrdx with the Blessing of the Zephyr KB protection. Then you could just get rid of Acrobatics. If you're worried about getting held, throw the Aegis unique on TP and be done with it.
    5. I would only have one rech on Rise of the Phoenix, myself. If you're going for survivability anyways, it shouldn't need to be used that often. The extra slot can go somewhere else that needs it.
    6. Finally, why is Health not slotted at all? If nothing else, I'd throw a Numina's +regen/+recovery on it.

    Hope this helps a little!
  20. Quote:
    Originally Posted by Supanig View Post
    I see what you guys are saying. I actually was able to keep my positional defenses softcapped and the other defenses pretty decent which AAO would probably push to softcap depending on the number of enemies
    For one, AAO doesn't buff your defense. It buffs your damage and debuffs your opponents' damage. For two, since you have your positional def softcapped, there's no reason to softcap your typed def, as the game usually only cares about one or the other, not both.

    I went ahead and made a build. I'm not a huge fan of OwtS or Assault, but I threw them in there because that's what you have. I managed to softcap the positional def without the use of Parry and got most of the resistances comparable or better than your percentages. The max HP is down 13%, but the regen is up 20%. You'll have less recovery with a lower end use too, and your max end is down a bit. Also got your global recharge, accuracy, and damage bonuses up a little.

    Not saying this is the best build out there, but this is how I would do it. I normally don't use the Miracle +recovery or Regenerative Tissue +regen, but I threw 'em in there since you had them slotted. And OwtS isn't slotted because, like I said, I don't care for it.

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  21. Just some initial nitpicks:

    1. Combat Jumping needs two slots at most. You can generally get by with one.
    2. I would throw some resistances on True Grit, myself. You'll lose 7% max HP and gain 7% F/C/E/N res. Not major, but every percentage counts if you're really getting beat to death (which is surprising, since you have your positionals softcapped).
    3. Phalanx Fighting doesn't need any more than one slot. Throw either the LoTG +rech or the Kisment +Acc on it - not both.
    4. Throw an end in Maneuvers. The def IO in it is only getting you 0.6% anyways.
    5. I would put another Performance Shifter proc in Physical Perfection, so you'd have two chances for the bonus.

    Also, you have a lot of typed defense bonuses going around, like the Kinetic Combat set in Parry. (And actually, Parry doesn't really needed to be slotted as an attack anyways, since it's not exactly the most damaging attack out there to begin with.) I realize that you have your positionals softcapped as is, but I feel like you could be getting better bonuses with different sets. This is something I kept running into with my BS/SD scrapper when I posted the build here.
  22. Quote:
    Originally Posted by Finduilas View Post
    I also think getting the Musculature alpha is a odd choice since you'll have the damage buff in Rage. Personally, I'd go with Spiritual for the additional recharge and healing.
    The Incarnate stuff on the build is his current Incarnate power selection. I'll probably mention something to him about grabbing Spiritual, but I doubt he'll listen to me. Heck, we'll be lucky if he even decides to pick up, let alone use, Rage lol.
  23. Quote:
    Originally Posted by Syntax42 View Post
    Rage is a great to-hit buff and damage buff. With it, you don't need Focused Accuracy. The defense debuff can be avoided by simply double-stacking it. Even if you activate Rage while it is debuffing you, the debuff will go away.
    So, basically he needs to auto it? I've got the rech down enough to make it perma without Hasten. I honestly don't know much about it, but if that really works, then hey. Why not?

    Replaced FA with Rage and traded the Energy Epic out for the Fire Epic (which is subject to change because I don't know if he'd prefer one of the others). Moved several slots around. S/L/E/N are around 46% F/C are now 34%. Everything else is comparable (+/- 1%), though regen is down 50%.

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    |-------------------------------------------------------------------|
  24. Quote:
    Originally Posted by Davonyx View Post
    3. He's not concerned about being exemplar'd with this build. He has another build for that.

    Straight from the OP. That isn't an issue for this build.

  25. The def percentages I listed are for his current build, not the build that is posted on this thread. (The build here is going to replace his current build.)

    He likes having Focused Accuracy, so I threw PP into the mix also.

    The toon is already 50. The order of powers doesn't necessarily mean anything. Same for the slot levels.

    I'll be sure to poke around that thread a bit. Thanks.