Doomguide

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  1. Quote:
    Originally Posted by TowJumper View Post
    I have a DB/SR toon that I'm trying to tweak. As of right now, I have T4 Ageless Core Epiphany / T4 Alpha Spiritual Core Paragon / T4 Reactive. I've built this toon for recharge, my question is this:

    - What's a good for SR in terms of S/L resistance? I realize that resistance is scaled for SR, but it's still good as a safety blanket I suppose. I'm thinking it's impossible to reach resist cap with SR. If there's a way, I would love to know.
    The Resistance cap for scrappers is 75% ... so no you won't reach the cap without being seriously low on health as the passives will hit about +60% about the time you keel over. My SR's generally have between 15-17% with Tough +/- the Shield Wall +3% resist (all). On the otherhand outside of silly scrapper tricks I eat a LOT of orange inspires over the course of a mission so rarely am I at my 'base' level.

    Quote:
    - My goal is to have as high resistance as possible without sacrificing defense % or +Rech

    - For those who have high Regen on their SR, what's a good % to shoot for?
    I'm gunning for 1850+ total health and 25+ hp/sec passive regen on most of my SR builds, my current plans on my Claws/SR is 2023 health and 29 hp/sec (and 20.4% S/L resists) outside of Incarnate boosts (Rebirth Radial in particular). She also has Aid Self available thou rarely used. Note that I'm not personally prone to chasing +recharge on them either. Chasing +recharge bonuses will definitely impair gaining regen and max health bonuses. I've seen a MA/SR build with about 31 hp/sec regen (again outside of Incarnate boosts).

    Thanks in advance for the help!
  2. Quote:
    Originally Posted by Madadh View Post
    Doomguide does nice def builds. You can do worse than following his advice, that's for sure.
    Thanks,

    Ironically I typically don't build for defense on team builds, particularly on my Emp defenders. It's recharge, recharge and then some more recharge. Any defense I have is entirely incidental as I rely on inspires, teammates, accolades and my Auras (HA and both RA's) to keep me upright. I do have a couple builds where defense was a major goal. First, an i17 or so build was intended as strictly solo, to take on a +4, 3 boss spawn of Rikti in the RWZ without inspires etc.. Did manage a +3 spawn but the +4 spawn was basically a draw ... the mez slowed the pace of my attacks to the point of boredom and I went back to the drawing board. The newer build is still getting slowly pieced together but packs considerable more punch in part do to Spiritual/Ageless and the resulting vastly increased global recharge but even outside Incarnates it has a great deal more recharge to go with capped range defense. I've also have a planned iTrial/endgame team build with 61% S/L defenses on an Emp/Sonic/Mace.

    I don't yet have an Emp/Fire but it's inevitable. I personally have grown to really like Electric Mastery, in particular for Electric Fence >> fast recharge/cycle time, readily proc'd and an immobilize to keep those running AV's hopefully pinned in place. Dark and Power mastery have also seen play

    Here's the first pass of a likely build for me. No Purples yet in place. 65 ft. stealth from SS+IO, Recall Friend to go with the stealth, 12 pts of kb protection (likely overkill, but some earlier versions of Director 11 and his tripmining happiness left me placing a bit more -kb in some of my iTrial and Incarnate build plans). Adding Purples might have me dropping Burnout and adding Shocking Bolt for 4 or 5 Purple sets for more +recharge. The +/- 5th purple set would be for Gravitational Anchor in EF, but I'd be reluctant to move away from causing damage for the +recharge of the 5th 5 slotted Purple.

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

    Click this DataLink to open the build!

    EmpathyFireElec (v1.00.i20 Incarnate): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Fire Blast
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(37)
    Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(23), Dev'n-Hold%(45)
    Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(23), Dev'n-Hold%(40)
    Level 4: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(5), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(31), Posi-Dam%(31)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(11)
    Level 8: Recall Friend -- Winter-ResSlow(A), Zephyr-ResKB(9)
    Level 10: Rain of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(11), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(21), Posi-Dam%(31)
    Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(40), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48), Krma-ResKB(48)
    Level 14: Super Speed -- Zephyr-ResKB(A), Clrty-Stlth(15)
    Level 16: Assault -- EndRdx-I(A)
    Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(19), P'Shift-EndMod/Rchg(19)
    Level 20: Clear Mind -- Range-I(A)
    Level 22: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(36), GSFC-ToHit/EndRdx(37)
    Level 24: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(25), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-EndRdx/Rchg(40)
    Level 28: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(39), Dev'n-Hold%(43)
    Level 30: Burnout -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(50)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Rchg(34), Efficacy-EndMod/Rchg(34)
    Level 35: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-Rchg(36)
    Level 38: Inferno -- Oblit-Dmg(A), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-Acc/Rchg(50)
    Level 41: Electric Fence -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Hold%(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 4: Ninja Run



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  3. Beyond the obvious less healer more blasting ability? What sort of oomph are you looking for?
    More blasts means not only more personal oomph but more places for slotting 6.25% recharge bonuses (in either Decimation or Positron's). Work Purple sets into the build?

    Get a slot into Inferno and slot Eradicate's vs Obliterate.
  4. I think it really comes down to how many closely spaced blows from the AV are needed to drop you to dirtnapping status from full or near full health. Siphon Life is likely going to keep any of these builds at their max health while being used as an attack. Well slotted for heal (as well as damage) it'll pretty much bring any of these builds from near death to near full health over the course of 30 seconds (and that's without accounting for +regen over those 30 seconds ... which is not insignificant at roughly 25 hp/sec). How often does an AV attack in 30 seconds (and therefore at roughly 10% to hit, how ugly does ones luck have to be for the AV to flatten you).

    As far as Aid Self and SR in general, rarely, if ever, felt having it on my Claws/SR helped me avoid dirtnapping while remaining engaged. Some of that is undoubtly do to practice (or lack thereof) in using it. Some of it is how comfortable one is being red vs orange on ones health bar. My ability to do damage to an AV like Nightstar (high lethal resists) was far more of a limiter of who and what I could solo when I did solo AV's without inspires etc. rather than the AV actually killing me repeatedly.


  5. I'd say Sergei still looks pretty durn nasty and tough for an old soldier. I'd also hazard to say he can run his attack chain forever ... very nice when fighting a large sack of hit points.
  6. Quote:
    Originally Posted by nooobie88 View Post
    Thanks for all the responses.. I'm interested to see someone's actual DM/SR buil that can solo AVs.. Please feel free to post
    I imagine any of the builds in this thread can solo AV's. The hard part generally isn't the damage (for high end scrapper builds doing it silly scrapper style ... no inspires etc.), it's survival. Dark Melee gives SR exactly what it needs, a self heal that just happens to be part of its best attack chain. I would not use Aid Self when pairing DM with SR, Siphon Life should be plenty of healing without destroying your damage output. It'll cost more end to fire off Siphon Life twice, but it will heal almost the same amount in the same time due to faster recharge and cast time and do so with no risk of being interrupted or loss of dps.

    Finding a certain irony that the build with the fastest recharging, highest end returned Dark Consumption is also the one with the best net recovery in the build. In otherwords most likely needs it the least.

    Spending influence willy nilly here's yet another build for thought:

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

    Click this DataLink to open the build!

    midget scrap alt (v1.00.i20): Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(31), Ksmt-ToHit+(31)
    Level 2: Focused Senses -- SW-Def(A), SW-Def/EndRdx(15), SW-Def/EndRdx/Rchg(17)
    Level 4: Agile -- SW-Def(A), SW-Def/EndRdx(13), SW-Def/Rchg(36)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(25)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Siphon Life -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(40), Heal-I(45)
    Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Winter-ResSlow(31)
    Level 16: Boxing -- Empty(A)
    Level 18: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(19), GA-3defTpProc(19), GA-End/Res(21)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), SW-Def(27), SW-Def/EndRdx(27), SW-Def/EndRdx/Rchg(29)
    Level 24: Dodge -- SW-Def(A), SW-Def/EndRdx(34), SW-Def/Rchg(37), LkGmblr-Rchg+(37)
    Level 26: Quickness -- Run-I(A)
    Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43)
    Level 30: Lucky -- SW-Def(A), SW-Def/EndRdx(37), SW-Def/Rchg(39), GftotA-Run+(39)
    Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 35: Evasion -- LkGmblr-Def/Rchg(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Conserve Power -- RechRdx-I(A)
    Level 41: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(45), FotG-ResDeb%(46)
    Level 44: Laser Beam Eyes -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(48), Apoc-Dam%(50), Achilles-ResDeb%(50)
    Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(48), P'Shift-End%(48), RgnTis-Regen+(50)
    Level 49: Assault -- EndRdx-I(A)
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Radial Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(5), Mrcl-Heal/EndRdx(7), Numna-Heal(15), Numna-Heal/EndRdx(17), Numna-Regen/Rcvry+(21)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(5)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  7. If you wanted to be safe against any Dev changes to the way Enzymes work plan on using Cytoskeletons, they're the HO's intended to buff Defense.

    Quote:
    I hate exemping for that reason.
    Slot the minimum level IO's for the individual sets and you can be at or very near 45% S/L defense while exemped as low as level 30, the minimum at which you can pick up Scorpion Shield.

    Adding in Irradiate, dropped Electron Haze. Moved Scorpion Shield to 35th (swapped places with Neutron Bomb), slotting up Neutrino Bolt with procs, swapped Assault and Maneuvers (to get the +defense in prior to 35th) and slotted, in general level 25 or 30 IO sets and you'll have a very sturdy and readily exempable build as low as 30th.

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

    Click this DataLink to open the build!

    Emo Princess_Doomguide (v2.00.i20): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Radiation Blast
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
    Level 1: Neutrino Bolt -- HO:Nucle(A), HO:Centri(7), Apoc-Dam%(7), LdyGrey-%Dam(9), ShldBrk-%Dam(9), GJ-Dam%(11)
    Level 2: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Rchg(15)
    Level 4: Super Speed -- Zephyr-ResKB(A), Winter-ResSlow(17)
    Level 6: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(50)
    Level 8: Boxing -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(15), Amaze-Acc/Rchg(17), Amaze-EndRdx/Stun(25), Amaze-ToHitDeb%(25)
    Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), LkGmblr-Rchg+(34)
    Level 12: Fortitude -- LkGmblr-Rchg+(A), HO:Membr(21), HO:Membr(23), HO:Membr(23)
    Level 14: Clear Mind -- EndRdx-I(A)
    Level 16: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), GSFC-ToHit/EndRdx(21), AdjTgt-ToHit/EndRdx(27)
    Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(29), P'Shift-EndMod/Rchg(31)
    Level 20: Irradiate -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(33), FotG-ResDeb%(34)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
    Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Rchg(36), Dct'dW-Heal(37)
    Level 28: Cosmic Burst -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(37), Apoc-Dmg/EndRdx(37), Apoc-Dmg(39), Amaze-Stun(39)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), HO:Enzym(46)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/Rchg(40), Dct'dW-EndRdx/Rchg(40), Dct'dW-Rchg(40), Efficacy-EndMod/Rchg(50)
    Level 35: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 38: Neutron Bomb -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/EndRdx(43), Ragnrk-Knock%(43), Achilles-ResDeb%(50)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
    Level 44: Summon Disruptor -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(45), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46), S'bndAl-Dmg/Rchg(48), S'bndAl-Acc/Dmg/Rchg(48)
    Level 47: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48)
    Level 49: Assault -- EndRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 50: Spiritual Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A)



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  8. Agreed on Neutrino Bolt as far as using procs will produce much more damage. I use Centrioles rather than Nucleolus as I typically have enough Global Accuracy plus To Hit to insure it will hit reliably. The added range is nice. Decimation is a solid alternate slotting especially if one needs more recharge to get perma Hasten (or get closer to). It's still slotting for damage first and in a team setting the proc cannon is nice but not near as important.

    Cosmic Burst - Think we are all agreeing it needs to deal damage first then worry about anything else

    I grabbed Irradiate for Reyna but she does play up close and in melee. I should have brought it up (it occurred to me at one point) but I suspected Emo Princess intends to stay at range and that was why Irradiate was skipped (and perhaps why EH was chosen). Certainly EH is less favored as it has unreliable kb and it definitely doesn't play nice with the PBAoE nature of Irradiate.

    Nukes - Here I would disagree. Any team that can't survive for 20 seconds without an Emp after said Emp has nuked the spawn ... either the Empath needs to learn when (and how) to better to use their nuke or said team needs more help than a single Empath (or other Defender) is ever going to provide and quite deserves a good round of Vengeance. Geas of the Kind Ones and/or having a few blues handy (just like any Blaster would as well) should be quite sufficient while the team mops up/moves to next spawn and the Empath toggles back up. A little forethought and preparation should make the nuke crash a non-issue the vast majority of the time.

    Laser Beam Eyes - equal X-Ray Beam? Again basically I agree I've got it in there for the Decimation 6.25% recharge bonus but will add I like it for no other reason than I get tired of hitting the same attack (Neutrino Bolt) repeatedly.
  9. Budget constraints if any (i.e. Purple sets, +/- Glad +3% proc, etc.)?
    Plan to exemplar often? Or is this a 'play it at 50/endgame only' build?

    Too much defense. You'll be dead long before you see enough defdebuff get thru your DDR to drop you off the soft cap. All that extra defense is gaining you essentially nothing. Once you reach 46 or 47% on the positions swap to other build goals such as recharge, +max health, +regen etc..

    Or you don't have enough defense for the "Incarnate soft cap" of 59%. Personally, at least on my main build, I would not pursue the Incarnate soft cap, I'd rely on teammate buffs or inspires to hit the Incarnate cap as needed both of which are typically plentiful during iTrials and work on those other bonuses such as +max health, +recharge, etc..

    I would not want to be reliant on Soul Drain to provide sufficient +To Hit to be able to hit +4 foes at 95% on a build I want to solo AV's (and other silly scrapper tricks). Don't recall the recharge needed in Midnight Grasp to run the top attack chain but I'm fairly certain you need more (I want to say 4.34 seconds but ... someone else will need to remind us). I'd try to work in a Kismet +6% somewhere. Because Kismet needs an active power I drop it into an early toggle typically FF or FS.
  10. Aim is nice for two reasons. First for spiking your damage. Second, in this build, for adding to S/L defense. Ideally with no Defense Debuff Resistance (DDR) I'd want somewhere between 7-10% over the soft-cap so that the first 'lucky' blow merely drops you to the soft-cap which in turn means it takes another 'lucky' blow to start a potential cascade defense failure. Meaning I'd be shooting for 52-55% defense on a character with no DDR. More cushion over 45% one gets the longer the odds of cascade failure being triggered. It's the difference between (roughly) 1 in 20 (a single lucky blow) and 1 in 400 (2 lucky blows closely timed) by defense debuffing attacks. Obviously whether pursuing it to this degree is worth it is a very individual thing ... but one must have goals *smile*. As one can see Reyna's +defense is non-existent. She relies on teammates, accolades (Eye of Magus) and inspires as needed. She also leveled up primarily within her SG which meant she was commonly teaming with three, four or more Empaths (often enough 7 of them) which is a very different picture from what most Empaths see while leveling.

    Further tweaks and costs, adding an Absolute Amazement set (swapping Kick for Boxing) moving slots to Boxing plus adding a slot and a Glad +3%def (earned by A-Merits is how I've done it ... either selling off valuable IO's purchased with A-merits to raise the inf or directly for the Glad) bumped the defense to about 50 and dropped to a hair under 120 seconds recharge on Hasten outside of the Alpha slot:

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

    Click this DataLink to open the build!

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  11. I like the amount of defense you've garnered while still maintaining high global recharge, something Empathy loves in spades. +Global Recharge is always my number one goal on a teaming Empath.

    Swap the enhancement choices/slotting between Maneuvers and Weave. Maneuvers base End cost is higher, you'll save more end by getting the endred in Maneuvers rather than Weave.

    I'd consider moving a slot from Recovery Aura to Adrenaline Boost and slotting an Endmod/Rech in the 6th slot of AB. AB will then provide enough +recovery by itself to counter nuke or other -1000% recovery crashes. Most of your teammates will find the base amount of +recovery in RA to be more than enough. That 4th slot is more valuable somewhere else (such as in AB) than the extra +recovery it'll provide in RA.

    I generally go with just the base slot in Stamina unless it's more a solo rather than team oriented build.

    Blood Python's slotting in Atomic Blast is intriguing ... despite its obviousness never occurred to me to slot up Damage/Mez HO's. May have to see what I can do in my own build that way.

    Tweaked some your build might look like this:
    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Emo Princess: Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Radiation Blast
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
    Level 1: Neutrino Bolt -- Decim-Build%(A), Decim-Acc/Dmg(7), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/Dmg/Rchg(9), LdyGrey-%Dam(11)
    Level 2: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Rchg(15)
    Level 4: Super Speed -- Zephyr-ResKB(A), Winter-ResSlow(17)
    Level 6: Assault -- EndRdx-I(A)
    Level 8: Kick -- KinCrsh-Acc/KB(A)
    Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), LkGmblr-Rchg+(34)
    Level 12: Fortitude -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(21), RedFtn-Def(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def/Rchg(25)
    Level 14: Clear Mind -- EndRdx-I(A)
    Level 16: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), GSFC-ToHit/EndRdx(21), AdjTgt-ToHit/EndRdx(27)
    Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(29), P'Shift-EndMod/Rchg(31)
    Level 20: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Achilles-ResDeb%(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/Rng(34)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
    Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Rchg(36), Dct'dW-Heal(37)
    Level 28: Cosmic Burst -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(37), Apoc-Dmg/EndRdx(37), Apoc-Dam%(39), Amaze-Stun(39)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), HO:Enzym(46)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/Rchg(40), Dct'dW-EndRdx/Rchg(40), Dct'dW-Rchg(40), Efficacy-EndMod/Rchg(50)
    Level 35: Neutron Bomb -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43), Achilles-ResDeb%(43)
    Level 38: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(50)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45), EndRdx-I(45)
    Level 44: Summon Disruptor -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(45), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46), S'bndAl-Dmg/Rchg(48), S'bndAl-Acc/Dmg/Rchg(48)
    Level 47: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 50: Spiritual Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(17)



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    And here's what I'm aiming for on Reyna Morningdew my Emp/Rad/Elec with my next respec/update to her main build. Had to smile too when I saw my slotting in Cosmic Burst, apparently decided to move the 6th slot out elsewhere. Her original leveling build was with Dark Mastery and she ran Oppressive Gloom. Loved to stack the stuns of Cosmic Burst and OG to mez bosses so extending the stun duration on CB was helpful.

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

    Click this DataLink to open the build!

    Reyna Morningdew Electricity Mastery (v1.00.i20 SpiritualRadial): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Radiation Blast
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Teleportation
    Power Pool: Flight
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(17), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39)
    Level 1: Neutrino Bolt -- HO:Centri(A), HO:Centri(3), Apoc-Dam%(9), LdyGrey-%Dam(13), ShldBrk-%Dam(23), GJ-Dam%(31)
    Level 2: X-Ray Beam -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(23), Achilles-ResDeb%(31)
    Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(21), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40)
    Level 6: Irradiate -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Acc/Rchg(7), Armgdn-Dmg/EndRdx(11), Armgdn-Dam%(13), Achilles-ResDeb%(31)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(50)
    Level 12: Fortitude -- HO:Membr(A), HO:Membr(15), LkGmblr-Rchg+(15), Krma-ResKB(25)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Recall Friend -- Zephyr-ResKB(A)
    Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(19), P'Shift-EndMod/Rchg(19)
    Level 20: Super Speed -- Zephyr-ResKB(A), Winter-ResSlow(21)
    Level 22: Tactics -- EndRdx-I(A)
    Level 24: Vengeance -- LkGmblr-Rchg+(A), Krma-ResKB(25)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Rchg(48)
    Level 28: Cosmic Burst -- Apoc-Dmg(A), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(37), Apoc-Dmg/EndRdx(37)
    Level 30: Air Superiority -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(46), Hectmb-Dam%(50)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal/EndRdx(34), Efficacy-EndMod/Rchg(34)
    Level 35: Neutron Bomb -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(36), Ragnrk-Knock%(37)
    Level 38: Atomic Blast -- Oblit-Dmg(A), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(50)
    Level 41: Electric Fence -- HO:Centri(A), HO:Centri(42), HO:Centri(42), TotHntr-Dam%(42), GJ-Dam%(43), GravAnch-Hold%(43)
    Level 44: Shocking Bolt -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(45), UbrkCons-Dam%(46)
    Level 47: Charged Armor -- HO:Ribo(A), HO:Ribo(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)



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    Reyna Morningdew and Rianna Sidhe of Green Machine, RO Network.
  12. Welcome back!
    1) It's a pet, you're an Emp ... you could turn a wet noodle into a threat. Have yet to try a pet myself on one of my Emps but I'm definitely aiming to get one on at least one build for each in the long term.
    2) Slot Cosmic Burst as an attack. Generally I'm looking at either 5 Decimation or 5 Apocalypse with the 6th slot being either an Absolute Amazement Stun duration or a common Stun duration.
    3) With the ability to combine inspires to create a different inspire I'd definitely consider Resurrect optional. I'd definitely not devote anything beyond the base slot. Those slots are always better used to avoid needing to Rez in the first place. That base slot should be a Endred as Rez a) expensive to cast, b) too long a recharge timer even on high recharge builds to get multiple teammates back on their feet. c) It should ideally only be used in Combat where you don't want to find it can't be used do to you being low on End while the target needs to get back into things NOW. If the target doesn't need to Rez asap then making or passing a wakie should be the go to option saving the Rez for a potential disaster around the next corner.

    That's all I have time to say for now, back later with more thoughts.
  13. Here's a first go around crack at things. Since I've no experience yet with Street Justice I didn't alter anything there outside of swapping out a Hecatomb and replacing it with another damage proc in Heavy Blow. Crushing Uppercut also screams at me to add a slot for an Endred/Rech which would push both Endred and Rech well into ED in the power. But atm not really wanting to pull the slot from elsewhere (though CJ leads the pack for freeing up slots ... would readily pull all 3 Serendipity as needed). Stuck to changing/swapping stuff in SR and pools rather than any of the Street Justice powers as much as possible.

    As for End Usage and net Recovery ... should be quite safe going Musculature Core Paragon in either of the builds. Both yours and my alternate build, are producing a lot of net recovery even before considering the multiple Performance Shifter +End procs both builds have (worth about 0.2 end/sec for each proc). I'd try with Musculature Radial (which will also boost recovery as well) before I'd think about Cardiac. But needing more would surprise me ... a lot.

    For each instance where you use a purple set I'd recommend doing as I did with the Hecatomb's in Heavy Blow and swap the pure Damage for the sets proc. Due to ED limits you'll average more damage as the proc isn't limited by ED and the set is well into ED for damage enhancement after 4 slots (and waaay beyond when Musculature gets into the picture). The kd proc from Ragnarok in Spinning Strike is more preference but I think adding it should help ensure stuff winds up on its behind without stacking the effect to send stuff flying away from you.

    Freed up some slots by ...well first moved some slots out of FA then swapped to Superior Conditioning. It does drop one just shy of the soft cap. But honestly you'd likely have to run your combat log through a fine tooth comb to really see a difference and you are extremely like to find the few percent from teammate buffs 99+% of the time in any case. On the otherhand the hardcore SR in me wants that soft cap back and both Superior Conditioning and FA are essentially equally ... bleh. I also slotted up Tough and used a Glad proc to counter the loss of +def GSFC in FA. Regardless of if you can get a hold of the Glad proc (A-merits is how I got mine) I'd try to find some slots and run Tough. Moved other slots around and changed enhancements to keep inline with the Rule of 5.

    So here's an alternate build for ideas. Love to see Hasten earlier in build. Could see if one could get the +def with GSFC in Combat Readiness (would need 4 slots from somewhere(s)). --> Done and gain less than a second going with a pure recharge instead of the GSFC chance for BU so went ahead and grabbed the +def.

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

    Click this DataLink to open the build!

    StreetJusticeSR_Doomguide (v1.00.i20 Incarnate): Level 50 Magic Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Heavy Blow -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Zinger-Dam%(7)
    Level 1: Focused Fighting -- S'dpty-Def(A), S'dpty-Def/EndRdx(7), S'dpty-Def/Rchg(9)
    Level 2: Sweeping Cross -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(9), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(11), Armgdn-Dmg/EndRdx(13), FotG-ResDeb%(13)
    Level 4: Focused Senses -- S'dpty-Def(A), S'dpty-Def/EndRdx(21), S'dpty-Def/Rchg(21)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(25), Ksmt-ToHit+(25)
    Level 8: Rib Cracker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Super Jump -- Zephyr-Travel(A)
    Level 14: Agile -- LkGmblr-Rchg+(A), GftotA-Def(31), GftotA-Run+(43)
    Level 16: Dodge -- LkGmblr-Rchg+(A), GftotA-Def(33), GftotA-Run+(43)
    Level 18: Spinning Strike -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(34), Ragnrk-Dmg/EndRdx(34), Posi-Dam%(34)
    Level 20: Evasion -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 22: Combat Readiness -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(36), GSFC-Build%(46)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Shin Breaker -- Achilles-ResDeb%(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 28: Lucky -- LkGmblr-Rchg+(A), GftotA-Def(31), GftotA-Run+(39)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(43), GA-ResDam(45), GA-3defTpProc(45)
    Level 32: Crushing Uppercut -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42)
    Level 35: Quickness -- Run-I(A)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), RgnTis-Regen+(46)
    Level 47: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg/Rng(48), Zinger-Taunt/Rng(48), Zinger-Dam%(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 0: Marshal
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 50: Void Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Musculature Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(15), Mrcl-Heal/EndRdx(15), Numna-Heal(17), Numna-Heal/EndRdx(46), Numna-Regen/Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Acc(19), P'Shift-EndMod/Rchg(19)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3



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  14. Doomguide

    sj/sr brute?

    No experience yet with Street Justice. Lots of experience with SR. SR is relatively click free, only Practiced Brawler and Elude are non-toggle, non-auto powers and with set IO builds Elude becomes either a mule or largely unneeded. Means you don't have to fit in secondary clicks (like you might with /Regen for example) while trying to fire off your attacks. Turn on your armors and go to town pausing only every 100-120 seconds or so to click Practiced Brawler. Also very easy to get soft capped defenses on SR leaving you to focus on other build goals such as recharge or +max health.
  15. Quote:
    Originally Posted by StrykerX View Post
    The way I look at it is that (without IOs) Regen is a bit below average in survivability in pretty much every situation. However, it is only a bit below average in pretty much every situation... most sets are great against some things but have significant holes in their defenses. Regen doesn't care what type of damage you take, or how much to-hit the enemy has, or even if the damage is unresistable. All it cares about is whether you are regen debuffed (a fairly uncommon debuff) and whether you have any -heal on you (probably the rarest debuff in the game). You can use IOs to boost its performance in certain areas but unless you are fighting things that floor regen and have -heal your minimum performance is going to be decent even if you have no set bonuses or accolades / temp powers covering that situation.

    The drawback is that you won't reach the extremes of performance more focused sets do when playing to their strengths, so it's kind of a question of whether you want to be almost immortal to some enemies and squishy to others, or reasonably tough to all?

    (Note that the above comparison does not include Willpower, since that set is basically a watered down version of old-school non-clicky Regen with resists thrown in. In other words, kind of like Regen but better in almost every way. Sigh. )
    I'd say this hits it pretty much on the head. Only thoughts I'd add is Regen is a reactive secondary especially compared to WP and hence -recharge can be an ugly debuff as well. With WP you have much less ability to react to a sudden spike in damage than Regen. Regen has all those clicks to help react to damage spikes. The difference is for WP they are 'true' spikes whereas for Regen essentially everything is in one sense a damage spike. IO sets and builds tend to try, in part, to make Regen mitigate those spikes by adding recharge (for click response) or defense making Regen more WP like until the defense based mitigation, added by IO's, is bypassed. WP simply starts with more layered mitigation and reaches higher levels of it easier therefore than Regen. With high end IO builds it becomes more a question of Regen's clicks vs WP resistances (and perhaps how saturated one can keep Rise for +regen above the /Regen)as both will generally have significant defenses.
  16. With the current issues over at CohTitan the DataLink doesn't function at the moment. Can you post a Data Chunk?
  17. Quote:
    Originally Posted by Blue_Centurion View Post
    Very nice. Looks very tough. I like the two sets of purps, not sure if i can squeeze them on. I only saw 4 sets of Kin Comb. I know my eyes are bad though lol. I like the build, but not sure its the most efficient way to softcap. I would rather put a 5th set of KC in if that gets me more freedom in the build. I chose Scrapper for the high damage, now I'm sorta working back to tanky in the I/O build. Love the Hasten and high recharge numbers (another great reason for purps I know). Global Rech does wonderful things for both Dark and Invul, and when applied to a Dark/Invul seals up a ton of problems and makes them go away.

    *okay, after working in mids for an hour it started to dawn on me what you did. (I really am just a mission grinder at heart) thanks for the work! There is one change I will make, which is to drop unstoppable and add Shadow Punch. I do not love some of the slotting choices but I am starting to understand the why of it. also, I would like to either do Mu mastery for thematic reasons if I have to keep a ranged set in.

    But what I am concerned the most about is Endurance. This is a toggle heavy build. i was wondering if Body mastery should be considered? Conserve Power and Physical Perfection could give some breathing room in iTrials. Not the most spectacular damage dealer of the scrapper lineup, but darned hard to shake off.
    Well I can't take credit for the build. That would be bAss Ackwards, an sg mate on Pinnacle (with help from the scrapper forum guru's I do believe). I don't believe you should have any issues with either Endurance/Recovery or with "tankiness" on any build close to this one. I've seen Succubus Kali tank an STF. She was also one of the scrappers during a pair of all scrapper runs of Apex and Tin Mage on the Test Server a while back. If you did find End usage an issue during iTrials I'd probably think about grabbing Ageless myself (tad more recharge and a nice +recovery boost as well) and Dark Consumption is there in the build as well. You'd have to be burning thru over 2.46 end/sec plus the +End of Perf Shifter with your attack chain (not a calculation I'm up to atm) before even worrying about needing the +End of DC firing every 60 seconds or so.

    More thoughts later.
  18. Ideally you need a slight bit more ... "As reported by Castle, the mez protection during the "triangles up" period adds 50 magnitude (stacking with inherent protection and any possible toggles or buffs), and covers Hold, Knockback, Confuse, Repel, Disorient, and Fear effects, but does not cover Sleep nor Immobilize effects." from >> http://paragonwiki.com/wiki/Purple_Triangles

    Can't recall if any of the current Incarnate Abilities boost Knockback magnitude ...

    Edit (to add): No, none add to kb that I could find with a quick look over the Incarnate Abilities.
  19. And all the above stuff about the Rule of 5's applies to the NAME of the bonus not the actual numerical value ... which is why you get the very rare exception like the LotG 'defense/increased recharge speed' stacking with same numerical value found for 6 slotting Kinetic Crash (called 'Huge recharge' as I recall), the two bonuses while both +7.5% recharge have different names so you could potentially have 5 of each bonus.

    That not so insignificant detail is found in the last portion of the paragraph just above the "Set Bonuses and Exemplaring" section of the Article linked by Robotech_Master.
  20. This is one build, sparing no expense, that while I haven't personally played the combo I've seen in action and it's definitely quite durable. Soft-capped to everything but Psi with one foe in aura, etc., etc..

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

    Click this DataLink to open the build!

    Succubus Kali: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(5)
    Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam(7)
    Level 2: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(13), ResDam-I(40)
    Level 4: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(13), Panac-Heal/Rchg(15), Panac-Heal/EndRedux/Rchg(21), Panac-Heal(31)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 8: Siphon Life -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(25), Hectmb-Dmg/EndRdx(25), Heal-I(27)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 12: Resist Elements -- S'fstPrt-ResDam/Def+(A)
    Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(27), Aegis-ResDam(29)
    Level 16: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(17)
    Level 18: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33)
    Level 20: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-ResDam(34)
    Level 22: Weave -- HO:Enzym(A), HO:Enzym(23), LkGmblr-Rchg+(31), SW-ResDam/Re TP(36)
    Level 24: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(40)
    Level 26: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(37), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(39)
    Level 28: Invincibility -- HO:Enzym(A), HO:Enzym(29), LkGmblr-Rchg+(34)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(39), GS-Acc/End/Rech(42), GS-Acc/Dmg/End/Rech(43)
    Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(37)
    Level 38: Shadow Maul -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(45)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(50)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), EndRdx-I(50)
    Level 49: Unstoppable -- GA-3defTpProc(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(21), P'Shift-End%(36)



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  21. Quote:
    Originally Posted by UberGuy View Post
    The last I knew, actually, things based on %MaxHealth don't actually scale in the expected way with +HP. Things kick in at the rated % of your base HP, even when you have bonus HP. So if you should kick in at 60%, but have, say, 10% bonus HP, your effect actually kicks in at 60%/110% = 54.5% of your green bar.

    This is actually a bad thing for stuff like Scourge (making it kick in at a lower % of total health than expected), and it reportedly also counts against "damage taken" badges (only damage above and beyond your bonus HP counts for the badge), but it's good for stuff like SR's scaling resists.

    Now, I'm assuming (a) this actually works this way for SR's resists, and (b) it hasn't changed in general. It's an effect that's kind of hard to notice unless you're looking for it, so they could have changed it without a patch note and no one might know.
    Wondered about that as I typed it. Honestly not sure anymore the more I think on it ... and its been awhile since I did have both the playtime and watched my combat attributes for S/L resistance. Will have to try and see when/if it does kick in for my Claws/SR. Depending on how it works since she has about a 300 hp spread between the potential health amount at which it kicks in or not, hopefully not too hard to see. Hmm could even just get whacked hard, run away and see when the buff drops off as I regen towards full health (bit over +140% max health for her).
  22. Doubt Null will ever be able made to reduce the kb magnitude ... or rather which number/amount are you going to reduce it by to make that happen? Enough to drop it to .67 or less from Shockwave, or Gale or a Nemesis Staff or ... you get the idea. Nevermind that number for each individual power is also going to be different as well depending on relative levels (hello purple patch). Is that shockwave vs a -1, +0, +2 or +4 foe? Given that Knockdown and Knockback are NOT different things other than the value in the magnitude I think we have an issue with removing only some kb.
  23. And some other thoughts. Tough's S/L resistance stacks with the S/L resistance provided by your passive scaling. The resistance hard cap for scrappers is 75%.

    The greater your Max Health the greater the range of health over which those passives come into play. That is 60% of 1900 is a larger value than 60% of 1500 (rather obviously) ... it stretches out your Hit Point bar basically. It's one of the reasons my Claws/SR chases +max health bonuses over pretty much everything else after hitting the soft cap.
  24. Do you mean how the build was uploaded to the forums?
    How I do it >> go to the Import/Export tab, choose Short Forum Export. Select the color you like marked with <color you want> (US), make sure phpBB/Zetaboards is highlighted. In the areas below I select (click in the small box) Export Data Chunk if creating a DataLink isn't possible and Export Data Chunk as well as DataLink .. and also Don't Export Invention Levels.
    Far as I know this works for posting a build to these forums.

    Or how to download it for you to look at on your computer?
    Clicking on DataLink near the top of the posted build should work ... when it doesn't it can be for a variety of reasons, some at your end sometimes with the forum post etc., etc..

    If I missed a step or whatnot I'm sure someone will say so shortly.
  25. Quote:
    Originally Posted by Pyro_Master_NA View Post
    I'm shocked that Local Man hasn't come by yet. CC should be slotted for max hold duration and max endurance reduction (or at least close, Hold is the primary goal). After that, if you have room to add the Lockdown proc, throw it in too, as it helps a lot in CC. You can use sets, but I highly reccamend throwing in a basic IO of hold, end redux, or a different set's end/hold slot after a 4 slot bonus, so you max out the stats.
    Yep this.

    That said it isn't so much that one must slot for Endred (or Hold). As with any build keep your goals in mind. If, while running CC (and whatever else one usually runs) slotted with Basilisk's plus Lockdowns your net recovery is sufficient to ward off end usage issues then all is well. If NOT then getting more Endred in CC is likely to be one of the places where slotting for more endred could solve the issue(s) And likewise if things aren't being Held reliably enough ... then slot for more Hold duration.