Desmodos

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  1. Quote:
    Originally Posted by _Pine_ View Post
    :/ I didn't think the build was TOO expensive. I do however buy pretty much everything now-a-days with A-Merits though, so I really don't know prices well.
    While yes, you can obtain PvP IOs via A-Merits, it's still considered a rather expensive IO. Combined with Reactive Armors and Kinetic combats, that's easily a 2.5-3 billion influence build. Assuming you purchased your IOs on the market.
  2. Quote:
    Originally Posted by _Pine_ View Post
    Just decided to throw my hat in the ring, so I fiddled around in Mid's to see what I could do. I was pleasantly surprised. What do yall think (Especially Dechs, the DA master, no offense Desmodos (sp?))
    No offense taken. I happen to like Dechs' builds and am just thrilled others champion Dark Armor. In the past I've shunned Spines where I believe Dechs's likes it more than I do. Though recently I've shifted my opinion.

    As to your build, it's certainly quite solid, though a bit damage light for my tastes. I abhor slotting powers I have no intention of using (Brawl and boxing), but my only real criticism would be it certainly isn't cheap, which is what the OP was looking for.


    For Deceivius, this build will not be anywhere near as survivable as the one Pine posted, but it will be a heck of a lot cheaper. Specifically, it emphasizes cheap and easy endurance management at the expense of defense. It also has a bit more firepower. Keep in mind the build does require you get all the accolades (Atlas Medallion and Portal Jockey specifically) and Cardiac alpha slot.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Desmalla: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Dark Armor
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7)
    Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(9), ImpArm-ResDam/Rchg(9), ImpArm-ResDam/EndRdx/Rchg(11)
    Level 2: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(11), Erad-Dmg(13), C'ngBlow-Acc/Dmg(13), C'ngBlow-Dmg/EndRdx(15), C'ngBlow-Acc/Rchg(15)
    Level 4: Spine Burst -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(17), Erad-%Dam(17), M'Strk-Dmg/Rchg(19), M'Strk-Dmg/EndRdx(19), M'Strk-Acc/Dmg(21)
    Level 6: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(21), ImpArm-ResDam/Rchg(23), ImpArm-ResDam/EndRdx/Rchg(23)
    Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27)
    Level 10: Obsidian Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(29), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(31)
    Level 12: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(31)
    Level 14: Fly -- Zephyr-ResKB(A)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(33), Theft-+End%(33), Nictus-Acc/EndRdx/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Numna-Heal/EndRdx/Rchg(34)
    Level 18: Quills -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Acc/Rchg(37)
    Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), HO:Enzym(37)
    Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37)
    Level 24: Boxing -- Empty(A)
    Level 26: Ripper -- Oblit-Acc/Rchg(A), Oblit-Dmg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 28: Cloak of Fear -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-ToHitDeb/EndRdx/Rchg(29), SipInsght-ToHitDeb(40), SipInsght-Acc/ToHitDeb(42), SipInsght-Acc/Rchg(42)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(42)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
    Level 35: Weave -- LkGmblr-Rchg+(A), HO:Enzym(45)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A)
    Level 41: Char -- Empty(A)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Acc/Dmg/Rchg(48)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(3)



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  3. Quote:
    Originally Posted by Amy_Amp View Post
    Guides have essentially died due to the complexity of building around IOs and people just find it easier to post a build and have it critiqued.
    I'm not entirely convinced guides have died out completely, or rather the need for them has not. I would agree the complexity of IO builds certainly changes how guides should be written.

    Guides should no longer be about how to slot your powers. Instead, they should advise players as to what bonuses benefit the build most. An understanding of what makes a power combo effective and unique helps players decide how to go about setting up their IO build.

    While there are those of us that read the forums daily and can surmise this information in the numerous posts about the same power sets, that doesn't work well for everyone. Forum posters experienced with certain power sets find themselves repeating the same advice over and over again in all the threads about the same builds.

    I'm not suggesting we stop or discourage "build advice posts" (cause that's never gonna happen), but I am suggesting we encourage guide writers to adapt to the new era of Inventions and Incarnates.
  4. Quote:
    Originally Posted by PleaseRecycle View Post
    Not sure I agree with that, Desmodos. Even back in the day running TFs was lucrative but now with the WTF they could hardly make generating pool Ds any easier. They practically hang a big bullseye over one TF a week, so far selected for variety and avoiding the terrible ones, and yell "Hey, fastest players on the server! Here's something you're probably going to want to do at least half a dozen times this week because the reward for time invested is insane!" In my experience this usually results in pick up teams with at least a few lowbies on em and they typically level at least once from the colossal bonus at the end, while also earning a minimum of iirc 40 merits so far.
    From a fun, I want to enjoy the game and play my character perspective, WTFs are very good.

    From an efficient, I got a lot of alts to feed perspective, WTFs are not even in the same ball park. Even the fastest WTFs, say a 20 minute ITF or a 15 minute Apex TF will never generate the same amount of Influence and/or recipe drops as the equivalent time spent farming.

    Mind you, I'm not claiming is a fun thing to do. Given the choice, I'd run a TF anyday over farming. But leveling and slotting efficiency, there is no comparison.

    Granted, once the new trials launch, and we can leverage E and A merits, I'll likely have a different opinion.
  5. I've only recently resorted to farming. It's not even remotely fun, but 30 minutes of farming can easily net more levels and influence then days worth of regular game play. For me, 30 minutes a week of farming translated to better QUOL for the rest of my gaming time.

    I have a lot of 50s, 90% of which leveled up traditionally. Trying to update builds for "older" 50s and level new alts ideas is simply arduous, to me. Since I've started farming, I can do both at the same time, freeing me up to actually play the game the way I like to.
  6. Not sure if I will be attending tonight, or I may be in and out.

    Scheduling mix up on my part. Trying to shuffle things last minute.

    Apologies.
  7. Ok, I finally got Maria Jenkins as a contact.

    I'll be on tonight if we want to run it tonight, or we can schedule a time on the weekend.

    As posted earlier, I also have the Anti-Matter mission up, so we can cover all the AVs needed for Portal Jockey.
  8. Quote:
    Originally Posted by Phillygirl View Post
    I didn't get a chance to tell everyone at practice monday what a great job they did :/ I especially noticed people are starting to get better at phasing keep up the good work. Arky and Des good job on heals and buffing!


    Also going to try and make a portal Jockey Oro run on thursday if anyone needs it. May also see who is on for a TFC tf tonight depending on how fatigued I am.
    I have the Anti-matter mission queued up for those that needed. Was trying to get Maria Jenkins as a contact to run this with folks with alignment issues, but getting her as a contact seems rather difficult these days.
  9. I added DC back into my builds once Fitness became inherent. Yes, we can build for complete endurance efficiency, since it's a great IO mule anyways, why not build for less endurance efficiency and focus on other bonuses.

    I use it primarily as an AoE follow up to Soul Drain, but recharge on DC makes it out of question on and realistic AoE attack chain. If you build for recharge, you'd be surprised how often you get to use it.
  10. Quote:
    Originally Posted by Werner View Post
    It is? Not that I get around much on the forums, and I definitely don't talk to people in the game. I just figured that by now people knew Dark Armor was good. I suppose Dechs wouldn't need his "Dark Armor Sucks!" video if everyone was on board, though.
    While Dark Armor basing is all but gone these days, I still find many players who don't understand it's full potential. I still get comments like "I had no idea that could be done with Dark Armor." Mind you, I'm not doing anything folks aren't doing with other mitigation sets, just that the perception persists that Dark Armor can't do things that Will Power or Shields are doing.
  11. FYI, your build is soft capped to Melee, not smash/lethal.
  12. Quote:
    Originally Posted by Ripjak View Post
    I just find myself using it less and less (there is something about starting that animation when I see "Maurauder activating Nova Fist" that makes me cringe).
    And here comes the age old Shadow Maul debate, lol.

    Why on Earth would you Shadow Maul Back Ally Brawler? Against AVs, you should be using a single target attack chain.
  13. Quote:
    Originally Posted by ClawsandEffect View Post
    Cloak of Fear is only worth taking if you have the slots to spare to heavily invest in it. If you can only devote 2 or 3 slots to it, it isn't really worth taking.

    My general rule on Cloak of Fear is: Either take it and put at least 5 slots in it, or skip it entirely. CoF needs a lot of accuracy slotting and a good amount of end reduction slotting as well. If you can't put enough of those things in it due to slot shortage, it's not worth taking in my opinion.

    (Caveat: If you go with Cardiac for your Alpha, you might be able to get away with fewer slots, but that doesn't help you when you're leveling)
    I agree that CoF should be slotted. You can get away with 4 slots (depending on the rest of your build). I believe Werner has a Dark Armor build that only 2 slots it.

    That stated, since CoF uses Fear, To Hit Debuff, and targeted To Hit Debuff sets, it has a lot of options for slotting. The question is "which bonuses do you want to focus on;" Energy defense? S/L defense? +Max End?

    My support for CoF is more about the defense. Defense + ToHit debuffs go hand in hand. If you add defense to your build, you want CoF.

    Granted, as Claws stated, CoF has poor base accuracy. If you don't hit your targets, CoF is just wasting endurance.
  14. Ok, I kept digging. Basically, the problem isn't Mid's, it's just pulling the game info. The in game info is wrong. Hovering over the power give the true numbers. Even in the enhancement screen, the power info is incorrect.

    If you grab Fire Blast off the Blaster pool and set it for scrapper mods, then the in game info give correct info. The problem seems tied to the in game Blaze Mastery info.
  15. Quote:
    Originally Posted by MayorOfAngrytown View Post
    orly?

    My version of mids (1.94) still shows base fire blast dmg as 154.5 and base for fireball as 142.3.

    I recall my scrapper pulling roughly half that before slotting them up.

    I assume my mids is broken then, you have different numbers, yes? I hope it's not my scrapper thats broken!

    And, are you following me?
    Or, I'm not understanding the discrepancy....


    On my end, Mid's shows the following.



    Here's a screen shot of in game info:


    Mid's reports average damage of 154.53.

    In game info reports average damage of 152.27.

    Or are folks suggesting the in game info screen is wrong?
  16. Quote:
    Originally Posted by MayorOfAngrytown View Post
    It felt like the blast activated a little faster than RoF, but that might have been illusory or a misperception on my part after fiddling with the two.

    The damage in Mids is off on, um, I want to say all scrapper APP/PPP attacks, about double seems right from my limited experience in playing with them vs. looking at them in Mids.
    I just checked in game. Numbers match what I see in Mid's.
  17. Quote:
    Originally Posted by Motley_Cruel View Post
    So, I know generally speaking, the mids damage numbers for ancillaries are about double the real numbers in game, but after dividing my numbers by two, it seems like ring of fire is really good (better than fire blast). Is there something else going on with the math, or is RoF a solid single target attack?

    Thanks in advance
    A bit lost on the whole 'double damage' thing. Mids will factor in crits, as an average, but not double the damage.

    As for RoF vs Fire Blast, in terms of total damage, the two powers are pretty equal. The distinction is RoF is a Dot where Fire Blast as a burst + Dot.
  18. I forgot to mention. I prefer Dark Armor for scrappers since I find Mez toggles reduce Fury. This can be less of an issue with come primaries. Fast animating short recharging primaries (Claws, Dual Blades) are less of an issue.
  19. I strongly recommend you read the guide found my signature. Yes, it's a bit dated, but it has more then you need to get started.

    Now, I strongly prefer DM/DA, but any primary will work well.

    Katana/DA is rather popular and very effective.

    Personally, I'm taking a liking to Electric/Dark Armor, which may go really well with a Steam Punk theme as well.
  20. Quote:
    Originally Posted by Satanic_Hamster View Post
    Was thinking of maybe making a kin some time in the future because of this. Takes away from the whole annoyance of buffing issue.
    This change is rather exciting for me. There is a slew of buff sets I refused to play because I'd get annoyed by the individual buffing. From my point of view, it's like they added a new AT to the game with a whole bunch of power choices.
  21. Quote:
    Originally Posted by Goliathan View Post
    Nothin? Awww, surely someone has a build with some inputs!! Anyone?
    Patience grasshopper,

    Also, when ever possible, please include data chunk when posting your builds. It's easier to copy paste data chunk than down load a build.


    Quote:
    Originally Posted by Goliathan View Post
    He's always been a little end heavy, I'd like to improve that, and better numbers Def wise would be lovely. Any and all recommendations are appreciated! Hope I post the data chunk right. It's the first time I've done it....
    Your build seems to attempt to stack Melee and S/L defense. While viable, I personally feel there are better option. While S/L will substantially improve your survivability, it still leaves Dark Armor rather exposed to Energy Damage; 24% Energy defense simply isn't enough at higher levels.

    Two major things that differ on my build that you will need to take into consideration. 1) I strongly prefer Cloak of Fear over Oppressive Gloom. I believe the fear + to hit debuff benefits out weigh additional endurance costs. 2) This build is highly dependent on Cardiac Incarnate Slot.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Cynsaya: Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5)
    Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
    Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13)
    Level 4: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(15), Erad-Acc/Dmg/Rchg(15), C'ngBlow-Acc/Dmg(17), C'ngBlow-Dmg/EndRdx(17), C'ngBlow-Acc/Rchg(23)
    Level 6: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50), C'ngImp-Acc/Dmg/Rchg(50)
    Level 8: Combat Jumping -- Zephyr-ResKB(A), LkGmblr-Rchg+(19)
    Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(25)
    Level 12: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(29), Theft-+End%(31), Nictus-Acc/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Numna-Heal/EndRdx/Rchg(33)
    Level 18: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34)
    Level 20: Typhoon's Edge -- Erad-Acc/Dmg/EndRdx/Rchg(A), C'ngBlow-Dmg/Rchg(21), Erad-Dmg(34), Erad-Acc/Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(36)
    Level 22: Vengeful Slice -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39)
    Level 24: Cloak of Darkness -- LkGmblr-Rchg+(A), HO:Enzym(29)
    Level 26: Sweeping Strike -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42)
    Level 28: Cloak of Fear -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-Acc/ToHitDeb(37), SipInsght-Acc/Rchg(42), SipInsght-ToHitDeb(43), SipInsght-ToHitDeb/EndRdx/Rchg(46)
    Level 30: Boxing -- Empty(A)
    Level 32: One Thousand Cuts -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(39), Erad-Acc/Dmg/Rchg(43), C'ngBlow-Acc/Dmg(45), C'ngBlow-Dmg/EndRdx(45), C'ngBlow-Dmg/Rchg(45)
    Level 35: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(46)
    Level 38: Weave -- LkGmblr-Rchg+(A), HO:Enzym(40)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(48)
    Level 47: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(9)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(46)



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  22. Most scrappers will eventually face large sized mobs. Many (if not most) scrappers plan on soloing x8 missions at higher levels. Under such conditions, AoEs are ideal. Hitting multiple targets takes virtually no effort in full size spawns. Considering Dark Melee has not other "true" AoE attack, I strongly recommend it.

    If you prefer not to fight large spawns, you could argue against Shadow Maul,
  23. Quote:
    Originally Posted by Microcosm View Post
    Your survivability sheets are great and I understand why you limited it to the more straight forward. I am only worried that people will take the numbers from them and say "clearly Willpower is the best because it has this number," like seems to have been done upthread, because, unlike you whom the sheet was made for, average forum-browser guy does not realize that there are other things to keep in mind.
    I agree with your position but recognize the inherent difficulty in "quantifying" active mitigation. Invariably, active mitigation is extremely user dependent. The player needs to be familiar with their active mitigation tools and know when to use them for maximum effectiveness. This will vary with the enemies you are facing.

    I often struggle in politely explaining the difference, particularly when folks quote "forum experts" out of context. I don't see this changing any time soon.

    You can take someone else's Will Power build and probably come pretty close to their performance.

    A person can duplicate my Dark Armor build, but unless they are equally experienced with it, they'll never achieve my performance.

    I can copy the Regeneration build of several I've seen excel with it and I will never come close to their performance.
  24. Quote:
    Originally Posted by Death_Badger View Post
    Be aware that Electric Armour pre L28 (when you get your heal) feels incredibly squishy. In fact I'd say its the squishiest defensive set I've played until the very late 30s as the mitigation in terms of sapping isn't there, so you end up with a end heavy low resistance set, which dramatically changes once you get energize and power sink.
    A lot of Scrapper Secondaries fall into this category. One of the appeals of Will Power is the set was designed to be very cumulative. Each additional power boosts your survivability by complimenting the previous. This can't be said of any the resistance sets; Dark Armor, Fiery Aura, and Electric Armor have resistance values to low to have significant impacts pre-SO level slotting. Even with SO level slotting, if you are missing key powers, the builds have gaping holes in your mitigation.

    Post level 30, you should all (or enough) key powers with sufficient slotting and endurance management; then the sets come into their own. I've seen similar statements made about Super Reflexes.

    Simply put, not every set can have the leveling ease of Will Power. In fact, Will Power is more of the exception than the rule.
  25. I avoid 3D showings like the plague. I feel they add nothing to a movie other then lightening my wallet. While I would accept that some films have actually used 3D well, the majority of the current trend is simply a gimmick. Paying extra $3-$5 for 3D is just stupid, IMHO.

    While I've occasionally regretted not getting "the movie theater" experience for a film, I've never felt I missed out by not watching a movie in 3D.

    3D-Only views = me waiting for the Blue Ray release.