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Unless you wanted Chillbain as an immobilize that badly I would advise switching to Energy Mastery and picking up Conserve power and Physical Perfection. You can keep softcapped by swapping an Obliteration into Footstomp as well. You can also move the +3 Def Proc into Grounded to free up the slot, as well as the slots from the immobilize, to boost your attacks up a tad. In addition I would recomend removing the Energy Manipulator from Power Sink and add another Performance Shifter IO for the +HP Bonus. Also I would recommend two Efficacy Adaptors into Stamina, agian, for the +HP Bonus. You may also want to move another slot to Health for the Numina Proc. Lastly, unless it's a part of the concept dropping Super Speed or Super Jump for Power Surge might be a good idea since it's where all your Toxic resists are.
Now, after all of that being said, I do like the build. Thumbs up and all. -
A few days ago I watched the Duke Nukem Forever release trailer. (Took forever to get out) Since then I've made a DN themed Corruptor, AR/Traps. I was surprised by how it turned out exactly.
34% all around defense save for S/L (41%), E/N (Almost 45%), Melee (40%) and Ranged (Almost 40%). Also with Tough and Temp Inv he'll have 50% S/L Resistance, which is high for a squishy, with a near meaninglys 10% F/C Resistance. On top of this is 106% Recharge (No Hasten, but that's still a lot of recharge), Hover to keep at range and Power Build Up as a replacement for Build Up which is missing from the two sets.
Acid Mortar might be a little under slotted, I'm not sure, but Caltrops is only single slotted with a Damage Proc and We Grenade only has two slots, with purples. I also added Blessing of the Zephyr into Fly for some KB protection, Musculare Radial Paragon Alpha for extra damage and endurance mod, plus some defense debuffs, Pryonic Core Judgment, Reactive Radial Interface, Seer Radial Lore (It's the Duke, gotta have his women) and Ageless Core Destiny for even more Recharge and Recovery.
Anyway, here it is:
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Duke Forever: Level 50 Natural Corruptor
Primary Power Set: Assault Rifle
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Power Mastery
Villain Profile:
Level 1: Burst -- Achilles-ResDeb%:20(A), Decim-Acc/Dmg:40(7), Decim-Dmg/EndRdx:40(15), Decim-Dmg/Rchg:40(23), Decim-Acc/EndRdx/Rchg:40(37), Decim-Acc/Dmg/Rchg:40(37)
Level 1: Web Grenade -- GravAnch-Acc/Rchg:50(A), GravAnch-Immob/EndRdx:50(9)
Level 2: Slug -- Apoc-Dmg/EndRdx:50(A), Apoc-Dmg:50(7), Apoc-Dmg/Rchg:50(15), Apoc-Acc/Dmg/Rchg:50(37), Apoc-Acc/Rchg:50(40)
Level 4: Triage Beacon -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx:50(5), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(45)
Level 6: M30 Grenade -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(9), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(45)
Level 8: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(23)
Level 10: Acid Mortar -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Acc/Dmg:50(11)
Level 12: Buckshot -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(13), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rchg:50(46), Posi-Dmg/Rng:50(46)
Level 14: Fly -- Zephyr-ResKB:50(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17), LkGmblr-Def/EndRdx:50(17), LkGmblr-Def/EndRdx/Rchg:50(19)
Level 18: Flamethrower -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(19), Posi-Dmg/EndRdx:50(21), Posi-Dmg/Rchg:50(21), Posi-Dmg/Rng:50(46)
Level 20: Boxing -- Empty(A)
Level 22: Caltrops -- Posi-Dam%:50(A)
Level 24: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(25), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/EndRdx/Rchg:40(27)
Level 26: Poison Trap -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(27), BasGaze-Rchg/Hold:30(29), BasGaze-Acc/EndRdx/Rchg/Hold:30(50)
Level 28: Ignite -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(29), Posi-Dmg/EndRdx:50(34), Posi-Dmg/Rchg:50(34), Posi-Dmg/Rng:50(34)
Level 30: Seeker Drones -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(31), Thundr-Dmg/Rchg:50(31), Thundr-Acc/Dmg/Rchg:50(31)
Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(33)
Level 35: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/EndRdx/Rchg:50(36)
Level 38: Full Auto -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Dmg:50(39), Ragnrk-Dmg/Rchg:50(39), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(40)
Level 41: Trip Mine -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(42), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(43), Oblit-%Dam:50(50)
Level 44: Power Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(45)
Level 47: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(48), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), S'fstPrt-ResDam/Def+:30(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 0: Invader
Level 0: Marshal
Level 50: Musculature Radial Paragon
Level 50: Pyronic Core Final Judgement -- Empty(A)
Level 50: Reactive Radial Flawless Interface
Level 50: Seers Radial Superior Ally -- Empty(A)
Level 50: Ageless Total Core Invocation
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(3)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3)
Level 4: Ninja Run
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WP vs Inv is like apples and oranges.
WP is a bit heavier on the typed defense, save when it comes to S/L, as well as decent Psi def. But it only has good S/L and Psi resists. It also comes packaged with great regen and recovery meaning it's easier to run additional toggles, but lacks a self heal and has a weaker taunt aura.
Inv has more S/L resists, and better all around Resists, except for the Psi hole. It also has good all around defense, not as high as WPs non-S/L defenses, but with the exception of (surprise) psi they are all level. Inv also has a heal, Dull Pain, that also boosts your maximum HP, but takes a while to recharge and it's a late blooming set.
In the right hands either can be great sets. Inv is the sturdier of the two, but WP is more flexible. -
Quote:Hand Clap, IMO, is a good power to take until around the late 30s, early 40s. It helps you get out of a jam when your defensive powers are still being given slots and developed. However once you have all your armors and got them slotted to a reasonable degree the usefulness declines sharply. By the time your slotted out, SOs, IOs, Hami-Os or whatever, then any time you're getting your backside kicked chances are Hand Clap won't do much more than make noise.The real meat of the thread, besides the necessity of taking Tough Hide is that Hand Clap is fairly pointless to take. Sure it is good for getting aggro, but you are doing AoE knockback as a melee toon. That to me is always bad and counter productive especially for a tank whose taunt aura depends on keeping enemies close.
For a level 50 build ditch Hand Clap and grab something like Hasten, Combat Jumping, Maneuvers or some other power that can be left at one slot and be useful.
Can't remember his build, but thought it was worth bringing up. -
Quote:When I say LBE is solid I don't mean it excels or is a great attack, just that it does the job, does it well and for an acceptable cost and animation time.Hey, different strokes, man. Almost by definition, I'd say that the worst of a given set of analogous options can't be called solid, but this whole solid-not-solid thing is semantics. (Disclaimer: I'm not even sure offhand that LBE is the worst available ST attack in the APPs/Patrons, but I do know that it's markedly worse than at least four other popular options -- Gloom, Fire Blast, Mu Lightning, Ice Blast. I'd imagine the Mace option is worse than LBE by dint of redraw penalties, but I'll have to look it up later.)
The rest is just confusion, it seems: First I say that Energy Mastery (the whole pool, including Torrent) is a "terrible" source of supplemental attack powers. Then you reply to say that LBE "isn't terrible." Then I say that I was talking about the combination of LBE and Torrent. Now you say that you weren't talking about Torrent. We're talking past each other here, and over something that's pretty silly even on a forum the purpose of which is inherently insignificant.
Thus far, I've gotten a lot of vaguely snippy correction over an issue my over-arching theory of which no one has even explicitly questioned. Do you disagree that Energy Mastery is a sub-optimal choice for anything but endurance management and incidental +regen? Do you disagree with the idea that people looking for bona-fide attack powers should go elsewhere? Doesn't seem like you do.
Just because something is the worst in a given set (In this case the APPs) of options doesn't mean it's not solid. I've been happy with using it, and it does what I need it to do.
In the end, you have your view, I have my view. I respect your view and i hope the same from you.
End debate and go back to Tough Hide? -
Yet another vote for the Sword and the Board.
SD in general kicks butt. I have a 50 SD/SS Tanker that kicks backside. -
Quote:Cardiac might not be needed, but I like the added resistance it gives. Although Muscular might also be worth looking at and swapping too.Power surge has all the toxic resistance in the set, so I wouldn't necessarily get rid of it even if you could.
I agree with bAss on not picking Cardiac, though instead of Spiritual I recommend musculature radial for more damage plus better endmod (affects both stamina and power sink). On that note, power sink could use a couple more slots in all of these builds. Three endmod IO's plus the musculature radial tier 4 make power sink able to completely sap an entire spawn--even bosses--after their first attack.
Edit: Also, you don't actually need Havoc Punch in that last build you posted. You have just enough recharge to run CI>CB>JL>CB while hasten is up, which is the best chain anyway.
Power Sink, at least in my case, is only one slotted because I needed the slots elsewhere. Kind of makes me wish these builds would give us another two slots at 50. ;_; -
Note that I never said anything about Energy Torrent, only LBE. And I still stand by my statement of it being solid. Not excellent, not outstanding, just solid. Does every other ST attack in the APPs out do it? Why yes they do. That doesn't mean it isn't a good attack, it's just a solid attack surrounded by better offensive options.
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Quote:If you haven't heard then there is a change in i18 you should know about, Cobra Strike was buffed up. It's damage, endurance usage and recharge are now identical to Crane Kick. The stun effect was dropped a bit, yes, but now Crane Kick and it's knockback is skippable since you have something to take it's place, damage wise.Yes, yes I did actually back in November from almost three years away. Finally took my main to the tailor to see if they had changed the looks of the powers like a lot of other sets and sure enough, they had. I had already seen Super Strength's changes but never thought to look at my MA Scrappers powers. I didn't change any of mine because I kinda like them. Plus IMO CAK shouldn't get a Haymaker animation if it doesn't do the appropriate damage ;-p
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Quote:It's a mule.It looks like a fun build.
Do you need powersurge or is it just muling the 3% glad piece?
I ask because with LR, it really seems a shame not to have BU.
Maybe at some point I'll work out a way to add BU, but the only way I think I could is to drop Hasten. And since I want Super Speed (Concept build) but I don't have City Traveler I need Hasten.
Hell as of today I'm just getting Assemble the Team. ;_; I wish there was a way to speed up getting the vet badges. -
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Slightly adapted to move a slot to Chain Induction to prove the attack.
I suppose I could have moved it to Hasten, but I'd keep forgetting to use it anyway to be honest.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Rising Surge: Level 50 Mutation Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Mako-Acc/EndRdx/Rchg:50(37)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-EndRdx:40(5), RctvArm-ResDam:40(13), RctvArm-ResDam/EndRdx:40(17)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Mako-Acc/EndRdx/Rchg:50(37)
Level 4: Conductive Shield -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/EndRdx/Rchg:40(21)
Level 6: Jacobs Ladder -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(7), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-%Dam:50(46)
Level 8: Thunder Strike -- Oblit-Dmg/Rchg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(9), Oblit-Dmg:50(11), Oblit-Acc/Dmg/Rchg:50(15), Oblit-%Dam:50(39), Oblit-Acc/Rchg:50(40)
Level 10: Static Shield -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/EndRdx/Rchg:40(17)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39)
Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 18: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Hectmb-Acc/Rchg:50(43), Hectmb-Acc/Dmg/Rchg:50(48)
Level 20: Super Speed -- Zephyr-ResKB:50(A)
Level 22: Energize -- Dct'dW-Rchg:50(A), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal/EndRdx:50(23), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/EndRdx/Rchg:50(33)
Level 24: Lightning Field -- M'Strk-Dmg/EndRdx/Rchg:50(A), M'Strk-Acc/Dmg/EndRdx:50(25), M'Strk-Acc/Dmg:50(25), M'Strk-Dmg/EndRdx:50(27), M'Strk-Dmg/Rchg:50(29), M'Strk-Acc/EndRdx:50(29)
Level 26: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
Level 28: Lightning Reflexes -- Run-I:50(A)
Level 30: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(31), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
Level 32: Lightning Rod -- Armgdn-Dmg/Rchg:50(A), Armgdn-Dmg/EndRdx:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(34), Armgdn-Dmg:50(34)
Level 35: Power Sink -- Efficacy-EndMod/Rchg:50(A)
Level 38: Weave -- LkGmblr-Rchg+:50(A), HO:Enzym(39)
Level 41: Mu Bolts -- Apoc-Dmg/EndRdx:50(A), Apoc-Dmg:50(42), Apoc-Dmg/Rchg:50(42), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(48)
Level 44: Ball Lightning -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Dmg:50(45), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(46), Ragnrk-Acc/Rchg:50(50)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Enzym(48)
Level 49: Power Surge -- GA-3defTpProc:50(A)
Level 50: Cardiac Core Paragon
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Knock%:35(42), KntkC'bat-Dmg/EndRdx:35(50), KntkC'bat-Dmg/Rchg:35(50)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(3)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(3)
Level 4: Ninja Run
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Quote:While LBE isn't the greatest attack in the APPs it is solid, and takes the -res proc. Against AVs and GMs spamming it will get the proc off sooner or later and coupled with Bruising will give you and your team extra damage.If you're saying that LBE makes a decent mule assuming you're already taking Energy Mastery anyway, then sure -- but that seems like an unnecessary qualification. On the other hand, if all you want is a set mule, you can take any number of APP ranged attacks that are superior in their own right to LBE, and come packaged with AoE attacks that are (far far far) superior to Energy Torrent.
The DEF debuff sets aren't that spectacular in comparison with the normal ranged-damage sets. They're not even particularly good, depending on what your build's goals are (Apocalypse, Decimation, Devastation, and Thunderstrike offer bonuses that are at least as attractive to Tankers in the general case, probably much more attractive overall.)
Which leads me back to the original statement: Energy Mastery is worth taking if you want the endurance management or are taking it for concept (usually Laser Beam Eyes). As far as supplementary attacks go, Energy Mastery's terrible, and that's probably (and appropriately) by design.
Is it the best attack in the APP? No, hardly. Is it terrible? Hardly, less so if you know what to do with it. -
Looked over both of bAss' builds then remade mine a bit. I dropped Elec Shackles. Hasten is a bit higher on the recharge, not Perma but close to it. S/L Defense moves up to 46%, a little over softcap. Should work quite well.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Rising Surge: Level 50 Mutation Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Mako-Acc/EndRdx/Rchg:50(37)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-EndRdx:40(5), RctvArm-ResDam:40(13), RctvArm-ResDam/EndRdx:40(17)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Mako-Acc/EndRdx/Rchg:50(37)
Level 4: Conductive Shield -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/EndRdx/Rchg:40(21)
Level 6: Jacobs Ladder -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(7), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-%Dam:50(46)
Level 8: Thunder Strike -- Oblit-Dmg/Rchg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(9), Oblit-Dmg:50(11), Oblit-Acc/Dmg/Rchg:50(15), Oblit-%Dam:50(39), Oblit-Acc/Rchg:50(40)
Level 10: Static Shield -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/EndRdx/Rchg:40(17)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 18: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/EndRdx/Rchg:50(43)
Level 20: Super Speed -- Zephyr-ResKB:50(A)
Level 22: Energize -- Dct'dW-Rchg:50(A), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal/EndRdx:50(23), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/EndRdx/Rchg:50(33)
Level 24: Lightning Field -- M'Strk-Dmg/EndRdx/Rchg:50(A), M'Strk-Acc/Dmg/EndRdx:50(25), M'Strk-Acc/Dmg:50(25), M'Strk-Dmg/EndRdx:50(27), M'Strk-Dmg/Rchg:50(29), M'Strk-Acc/EndRdx:50(29)
Level 26: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
Level 28: Lightning Reflexes -- Run-I:50(A)
Level 30: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(31), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
Level 32: Lightning Rod -- Armgdn-Dmg/Rchg:50(A), Armgdn-Dmg/EndRdx:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(34), Armgdn-Dmg:50(34)
Level 35: Power Sink -- Efficacy-EndMod/Rchg:50(A)
Level 38: Weave -- LkGmblr-Rchg+:50(A), HO:Enzym(39), HO:Enzym(39)
Level 41: Mu Bolts -- Apoc-Dmg/EndRdx:50(A), Apoc-Dmg:50(42), Apoc-Dmg/Rchg:50(42), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(48)
Level 44: Ball Lightning -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Dmg:50(45), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(46), Ragnrk-Acc/Rchg:50(50)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Enzym(48)
Level 49: Power Surge -- GA-3defTpProc:50(A)
Level 50: Cardiac Core Paragon
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Knock%:35(42), KntkC'bat-Dmg/EndRdx:35(50), KntkC'bat-Dmg/Rchg:35(50)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(3)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(3)
Level 4: Ninja Run
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-
Unrelated, but I have a toon called Mach Four...
KM/SR Brute, if you were wondering. -
Quote:Oh it's balanced for SOs all right...That is the single biggest falsehood about this game. SO balancing went out the window with Vanguard. Praetorian mobs, especially Devouring Earth, IDF and Resistance made the SO myth obvious to all but the most dense.
Balanced badly... -
Quote:Pretty much this.I think the point being made there is that if you sofcap one, the other will be fairly high by default, because any bonus for one will also give half that value to the other.
In the Case of my Invulnerable toons who are softcapped to S/L/E/N/F/C they tend to have 23-35% Melee/Ranged/AoE. (I don't recall the exact numbers at the moment) This means that they, technically, have Psi defense. In a round about way.
If you can only softcap S/L though you'll have decent Melee. -
Both defense styles will work very well. The differences between 44 and 45% won't matter much and fire/cold damage is quite rare.
I can't help but notice, though, that your build is ridiculously end heavy.
Drop Acrobatics. The Steadfast -KB proc will cover you for most anything you'll face. If you're worried you can slot Super Jump with the Blessing of the Zephyr proc. Also Cloak of Fear is pointless in this build; aside from the lack of anything to stack with it, you also have Oppressive Gloom. Having a fear aura and stun aura running won't help you any as they won't stack with each other. It's better to have one or the other. Also, see about slotting the Numina proc into health as well. That should help get your endurance under better control. -
Quote:This.-Don't get SR to softcap via set bonuses. SR gets to the softcap so easily without them, leverage that strength and do more useful things with your set bonus opportunities. This is one of the chief advantages SR has over sets like Shield Defense. Use that advantage
With SR you don't need many IO set bonuses to softcap, and I'm sure people can do it without any set bonuses at all. SD is the same to a lesser degree.
I have a KM/SR Brute at 43. On the back burner at the moment, but a lot of fun to play. -
Quote:Actually replacing Armageddon with an Oblit would drop me by 10% Recharge. I already have 5 5% recharges slotted in. Swapping Spin and Evis' slottings, though, are a good idea.Just a couple comments, for Focus and Eviscerate, you are likely better off dropping either the damage or the dam/end and adding the proc. You end up with better damage that way, most purple damage sets are a bit over cap in damage, so you can afford to sacrifice a bit in slotting to fit in the proc. Also if you do take that advice, you might be better off moving Armageddon from Evis to Spin, going to hit more targets with Spin generally, so get more use out of the proc.
One other idea is to take a slot out of QR, cause the benefits are nice, but not huge, with Stam + QR + Claws low end cost, you don't need huge end recovery. Take the extra slot, move it to Evis, and put an Oblit in there, you loose 5% recharge, and some other nice bonuses, but you gain a bit more Defense, plus it's way cheaper then an Armageddon set. But that is up to you.
One final comment, I didn't go through everything, but just be aware, with the current build, with all the +hp accolades and perma DP, you are actually a fair bit over the HP Cap for scrappers. So some of the sets you put in for +hp could be changed to something else, though not sure where that might be applicable. -
I have two high level SD toons, a BS/SD Scrapper (My highest level scrapper, at 40) and a SD/SS Tanker at 50.
SD/SS is a fun set as well, as is, I imagine, SS/SD Brutes. -
Of course it's a PvP proc so it'll be A) hard to get or B) Expensive as all HELL to get.
Maybe plan to have something in it's place until you can acquire it. -
Quote:This is also a good way to go.A lot of attacks in incarnate trials are pure energy. If you are able to get two defenses, go for S/L and E/N.
I found that my inspirations were rarely getting used on most of my characters. A strategy that has worked for me is aiming for 32.5% defense instead of going all the way to 45%. Most of the time you won't need it, but one small inspiration can put you at 45% if you have 32.5%. It leaves more room in the build for recharge so you can do better DPS.
I've noticed that most mobs in the higher levels don't do fire damage, and fewer cold. Outside the winter events it's rare to see anything high level use cold.
Like he said, prioritize S/L then E/N. -
Chances are on a set with no inherent defense your best bet is to jam in as much S/L. It covers a lot of attacks in the game. After that see what you can do for E/N.
Just remember, try to avoid gimping your build. 45% defense to everything isn't helpful if your not doing any damage and your attacks recharge slower than the second coming. -
Quote:Do remember that the Incarnate Trials are being scaled for players with Incarnates in them.I don't think you should exclude lore pets from soloing at all. It's obviously a player power and should be treated as such.
If the game gets "easy" once you get lore pets and a lot of players can now solo GM's and Pylons, that's our fault for not coming up with better challenges. I remember in the Rikti Pylon thread someone already cleared the entire RWZ of Pylons in time to lower the Mothership shields solo. That could be the new DPS achievement.