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Posts
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Quote:If it hits a foe (not necessarily stuns, for example, a boss) it'll alert them to your presence if you were stealthed/invisible. If that isn't what you mean then I guess I'm not sure what your concern is ... laying mines won't (or shouldn't) be interrupted by ones own Oppressive Gloom regardless of whether there are foes around to be hit or not. Obviously if the foes start attacking because they become aware of you, you risk getting interrupted by a successful attack.The issue I'm having with Oppressive Gloom is will it interfere with Trip Mine placement?
Having said that if it is interrupting mine laying I'd just toggle it off and on as needed (and I'd probably /bug it too as in my honest non-Dev opinion that would or should not be "WAI".)
EDIT: Think I'm following your reasoning a bit better at this point ... got any characters with a Snipe and OG. If it doesn't interrupt a Snipe it probably won't interrupt Trip Mines. -
Either I'm misunderstanding your post ... or perhaps you are reading a bit more into ClawsandEffect's post than I am. I don't think he is trying to say an SO build is in any way 'better' than an IO set build. Merely because you can soft cap so easily (such as in an SO only build) that in an IO set build it is possible to soft cap with few, if any, set bonuses aimed at +defense and therefore all set bonuses can be used for other things (such as +regen, +max health, +recharge, what have you) to otherwise improve the build. My own Claws/SR build being essentially just that ... I've only the two +3% defense uniques (Steadfast and Glad) the rest of her positional defense is entirely from her power choices no set bonuses involved. My main thrust for my build was for set bonuses all aimed at gaining more +regen, +max health and not +defense (no 6-slotted GSFC, ToD or Mako's for example). I could do that because I do not need to use sets to gain +defense which is essentially what you do if you are doing an SO build.
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Quote:Oh heck if you want to go that way ... add Invisibility, Super Speed and a Stealth IO and stand around unseen with Phase Shift at the ready for those Snipers, Drones etc..A soft-capped Electric Armor with Phase Shift and Hibernate.
I know it doesn't help much, but if you want to be technical, that probably would be the most durable scrapper. Wouldn't kill much if you spend too much time phased, but you're unlikely to be getting killed anytime soon.
Edit: and if you are going to insist! on some offense ... Pets/Lore Pets -
It is possible to soft cap with minimal to no IO set bonuses. It's even possible on only SO's but it's, imo, not worth the effort on only SO's unless you specifically looking for the challenge.
Here's one potential Claws/SR build on only common IO's. Can soft cap the build by either adding a Steadfast resist/+3% defense IO or by grabbing the Nerve Core Paragon boost (needs toggling on in the build).
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Soft Cap sans Sets (v1.00.i19 Nerve Core Paragon) : Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- Acc-I(A), EndRdx-I(3), EndRdx-I(3), Dmg-I(25), Dmg-I(34), Dmg-I(39)
Level 1: Focused Fighting -- EndRdx-I(A), DefBuff-I(11), DefBuff-I(13), DefBuff-I(33)
Level 2: Focused Senses -- EndRdx-I(A), DefBuff-I(13), DefBuff-I(34), DefBuff-I(34)
Level 4: Slash -- Acc-I(A), EndRdx-I(5), EndRdx-I(5), Dmg-I(25), Dmg-I(29), Dmg-I(48)
Level 6: Spin -- Acc-I(A), EndRdx-I(7), EndRdx-I(7), Dmg-I(17), Dmg-I(21), Dmg-I(21)
Level 8: Follow Up -- Acc-I(A), EndRdx-I(9), EndRdx-I(9), Dmg-I(31), Dmg-I(31), Dmg-I(40)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Boxing -- Acc-I(A)
Level 14: Agile -- DefBuff-I(A), DefBuff-I(39)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(39)
Level 18: Focus -- Acc-I(A), EndRdx-I(19), EndRdx-I(19), Dmg-I(23), Dmg-I(29), Dmg-I(50)
Level 20: Quickness -- Run-I(A)
Level 22: Tough -- EndRdx-I(A), EndRdx-I(23), ResDam-I(42), ResDam-I(43)
Level 24: Weave -- EndRdx-I(A), EndRdx-I(42), DefBuff-I(42), DefBuff-I(43)
Level 26: Eviscerate -- Acc-I(A), EndRdx-I(27), EndRdx-I(27), Dmg-I(31), Dmg-I(40), Dmg-I(50)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(40)
Level 30: Maneuvers -- EndRdx-I(A), EndRdx-I(33), DefBuff-I(43), DefBuff-I(50)
Level 32: Shockwave -- Acc-I(A), EndRdx-I(33), EndRdx-I(37), Dmg-I(37), Dmg-I(37), Dmg-I(48)
Level 35: Evasion -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(36), DefBuff-I(36)
Level 38: Tactics -- EndRdx-I(A), EndRdx-I(46), ToHit-I(46), ToHit-I(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Heal-I(A), Heal-I(45), EndMod-I(45), EndMod-I(45)
Level 47: Combat Jumping -- DefBuff-I(A)
Level 49: Vengeance -- DefBuff-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Nerve Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(15), Heal-I(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(48)
Level 4: Ninja Run
Code:And this is my current live Claws/SR build (one of her 3 builds)| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1574;627;1254;HEX;| |78DA6D94DB72D25014869312442847A1275A4A527BA0D0A650BDF1CA1969753A535| |A6CBC7598946E209A493249C472E9CB78E99B7978035C903FC8063330DFCE5AFFBF| |F6DA3B3B693D5E247FBCFBF65A10D34D53F7BC8ED67575C7616E4CEB1ACCEA3281A| |E73CDEEF9725377644FB73C5963BE2757860DB55E578DC62BF986B94326376D97C9| |6DDDD5FBB6752CC7C856086B755ACC644CA509BE7AE559F082F598E53155FB32B9B| |B633D933D322F77650D98CB2C5F0D07A9B66D9BEA5BA33FF00DAB9F99DE5D33FD81| |B9DEC07092E1BD43C9DCF4E6CA1A1A9E716F98863FCA5D3A46577D633F8C3A2DDDF| |3993BDAA4CEAAF437262D4EAF715428121A92B0A2F0DC2C0554C043B035F18A536F| |448036B11B3009CAE00D6945684585D7280BFC44DA087A8AA02749E119F6B4039E8| |19FC91B85370AEF13856716DAC2024DF2C6A60B1A4763F03E5578EE96781E816DF2| |C68379C5780D7B018A945B0D72C22AEADE522C15EC8798C2BA0FC1F794CB209759C| |85994CB617D39D47AA6F05C5FD89B067847DE7C5057C89F06B108C5D6F05CD6423F| |787C12B00A4AA4DD807623D484447F55D026ED16FADC429F4585E7E21E867D6AE4D| |DC6FAB751EF08CC51AE841E4AA8232BFCDC0DD0216D193D948BBC763F648967788E| |3E90770FF3EC41FB7CF7FFCC93F600DA03684F439EF3D4E8605770162A381FDF538| |25083BFB61FC44E42CA3CD7692E15CF50C5FC058AD551B38ED88E347BAFE9479750| |96666FEBB8BA94AD2F451A4B91174B91974B91EBA5485BC2B41411A7919F89D9B74| |010710E7FFF8BAD88587B1ACC82BFE67D9520F667DE873D4A8367603C3BFB9E8CDB| |89C9A90AC61FE7C6FADCF87E6E7C99A712F0FE051DADE3ED| |-------------------------------------------------------------------|
EDIT: oops forgot to flip the Shield Walls back to LotG in Evasion ... Adding Shield Walls is the next relatively long term plan for her.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
GRETA-001 MedicineFighting (v2.00.i19 MusculatureRadialRebirthRadial): Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(15), Ksmt-ToHit+(37)
Level 2: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(25), Achilles-ResDeb%(45)
Level 4: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(37)
Level 6: Spin -- Erad-Dmg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(25)
Level 8: Follow Up -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(17), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Agile -- GftotA-Def(A), GftotA-Run+(42), LkGmblr-Rchg+(43)
Level 14: Boxing -- T'Death-Dam%(A)
Level 16: Dodge -- GftotA-Def(A), GftotA-Run+(42), LkGmblr-Rchg+(43)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(21)
Level 20: Quickness -- Run-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(23), TtmC'tng-ResDam(29), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(34)
Level 24: Aid Other -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/EndRdx/Rchg(36)
Level 26: Eviscerate -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(31)
Level 28: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(43)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(50)
Level 32: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(33), LkGmblr-Rchg+(33)
Level 35: Evasion -- SW-Def(A), SW-Def/EndRdx(36), SW-Def/EndRdx/Rchg(36)
Level 38: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Dmg(40)
Level 41: Combat Jumping -- DefBuff-I(A)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(48), P'Shift-End%(48), Numna-Regen/Rcvry+(48), Numna-Heal(50)
Level 49: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
Level 50: Rebirth Radial Epiphany
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(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-Heal(A), Mrcl-Heal/EndRdx(17), Mrcl-Rcvry+(34), RgnTis-Heal/EndRdx(40), RgnTis-Heal/Rchg(46), RgnTis-Regen+(46)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod/Rchg(40), P'Shift-End%(46)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1607;753;1506;HEX;| |78DA7593EB6E124114C767D8A594DE00E9855E28F426B7B2DD6DABA6B56AD4D2A64| |D510AD50F26956C615AB69285B0A0ED475F41137D033FFAC527F0718C567D018387| |3D074A246E427E67FE736E7386495F6C0F7DDE7DFB80F191C765DDB2F2B9424DAF5| |645CD952B18C22C08065F6A379B3A7A9854552D9C1645A3609862C7382BD50DF32C| |1C7DBDAAA8AA62681BE174C32A34CA7ABD511359BD68E8E5AC38316AF5122E622EC| |834DA4E9F4F8BB2100AD47C63853AE2B63815A625945CA3B5CA8AD3B2B810966FCF| |2C899A30EB4ADB18CE542A65A5DD03AEDA9D0DD9AB03A15761CBD35E1445CD2A195| |55FAA6A14944795E2653EAD5B7551BB0C405709F819ADF6ECAFE964058026334791| |2890FD25E488815C3E47A65BB1DC8E95D828475F2F72C48F5CFC03DB41999DBBC81| |5EAF088C3DE93A3C41872208E0C2490CB5F817E993D815809EB3824AA33407516C7| |800199BD021F27E6979DDF1C76CDBEEFC41FC8A12B64A089F9CB10E3E2DCEEC9F50| |210019F63A4F7257296CEBEF8CFD93310EBC69E987B0EB5A7A00D529F83FDDC8E8F| |B99171EA9383CF30F6C986F358E310340FC579FE1367828F8FCEE74B62FF3714E20| |A7254256AC82CC4F8A9477F127B94401B434D1E9B00C32DB3F155C9DE9B5170A673| |71621219849809ACED987886DACC2172E10859019F49EA6F7203EB4F6D12EF2267B| |788F790218899A6BCD394374679E339A40C3E419A4D90EE3E4C77AFD17F2C073E21| |F209D1FCC23291E677043EF3E433BF8FE75DD821EE21ABE0B34467585AC31E6FAE1| |36F116F2323ABC8718889D28CA3B338E39C846FABA52512A87D824B5768EECA3B8C| |5DF940FC487C4EE7A259F820B78A315CBD03E8939846E799913BEF96B129AC71207| |7DE23DC2BE6CCC89D77C738F512BAF66BBABDF0B670BF9919685542FBB8CBD6BBEC| |932EFB0A6C4EF538FDBF7E766B51D47E5D6B4EBE87F7E24D21E7F691914D6EBFCDE| |416F13EF2F775ACC4696EE334B7C87B6492E6A776CFA4091F8BF7285A8FB2DEA3AC| |F528077E2840A7FED265FF057B3AEFBB| |-------------------------------------------------------------------|
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My friends and I, like many, tend to start up such groups. Couple that we've had much fun with were AR/Dev and one composed of Dark/* or */Dark. The Dark grouping was insanely powerful. We were mowing down everything, AV's, +4/x8 spawns etc., by the mid 20's. The last one we did never quite got off the ground (life etc. got in the way) but I always thought it would be an offensive juggernaut. 4 Fire/Sonics (controllers) ... build for some defense, maybe make 1 of the 4 a Kin (Fire/Kin or even Kin/Sonic) and melt stuff with ridiculous speed via Imps, Hot Feet, Disruption Field and crazy amounts of +damage and -resists.
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Can tell its been awhile since I worked up a strictly SO build for a Claws/SR. Not quite hitting the soft-cap and not sure I want to chase those last few points for it ... unless one really wants to try silly scrapper tricks on an SO only build (or +4 foes). Much easier to keep a few lucks handy. On the other hand its last hit chance vs +4's is around 93% if you can land Follow Up first time into the spawn. Note that Incarnates is toggled off in both builds (or should be if I goofed that up while posting), pay no attention to that Nerve Core Paragon.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
SO only ClawsSR (v1.00.i20): Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- Acc(A), Acc(3), EndRdx(3), Dmg(25), Dmg(34), Dmg(39)
Level 1: Focused Fighting -- EndRdx(A), DefBuff(11), DefBuff(13), DefBuff(33)
Level 2: Focused Senses -- EndRdx(A), DefBuff(13), DefBuff(34), DefBuff(34)
Level 4: Slash -- Acc(A), Acc(5), EndRdx(5), Dmg(25), Dmg(29), Dmg(48)
Level 6: Spin -- Acc(A), Acc(7), EndRdx(7), Dmg(17), Dmg(21), Dmg(21)
Level 8: Follow Up -- Acc(A), Acc(9), RechRdx(9), Dmg(31), Dmg(31), Dmg(40)
Level 10: Practiced Brawler -- RechRdx(A), RechRdx(11)
Level 12: Boxing -- Acc(A)
Level 14: Agile -- DefBuff(A), DefBuff(39)
Level 16: Dodge -- DefBuff(A), DefBuff(39)
Level 18: Focus -- Acc(A), Acc(19), EndRdx(19), Dmg(23), Dmg(29), Dmg(50)
Level 20: Quickness -- Run(A)
Level 22: Tough -- EndRdx(A), ResDam(23), ResDam(42), ResDam(43)
Level 24: Weave -- EndRdx(A), DefBuff(42), DefBuff(42), DefBuff(43)
Level 26: Eviscerate -- Acc(A), Acc(27), EndRdx(27), Dmg(31), Dmg(40), Dmg(50)
Level 28: Lucky -- DefBuff(A), DefBuff(40)
Level 30: Maneuvers -- EndRdx(A), DefBuff(33), DefBuff(43), DefBuff(50)
Level 32: Shockwave -- Acc(A), Acc(33), EndRdx(37), Dmg(37), Dmg(37), Dmg(48)
Level 35: Evasion -- EndRdx(A), DefBuff(36), DefBuff(36), DefBuff(36)
Level 38: Tactics -- EndRdx(A), EndRdx(46)
Level 41: Conserve Power -- RechRdx(A), RechRdx(46), RechRdx(46)
Level 44: Physical Perfection -- Heal(A), Heal(45), EndMod(45), EndMod(45)
Level 47: Combat Jumping -- DefBuff(A)
Level 49: Vengeance -- DefBuff(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Nerve Core Paragon
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Level 1: Brawl -- Acc(A)
Level 1: Critical Hit
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(15), Heal(17)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(15), EndMod(48)
Level 4: Ninja Run
Code:And with Medicine/Aid Self instead of Conserve Power/Physical Perfection.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1557;607;1214;HEX;| |78DA6D946B73D240148613129A82DC02F426ADD03B509B82FADD196D753A532C12B| |F3A0CA5DB12CD840CC15A3EFA67FCE83FF3F20FF0907D9726A199619EDDF73D67CF| |D9CD86D6FD69EAD7FB1FAF2539F3D6EE795ED7EC8F7AAECB469AD9B798D367123D2| |5F3B23274EC498542BE7B66A752BD6B1A8D8661BD68D434F28B22A9DB623663861F| |569E8BA7EC86391E33CC6FB35987DDD8EC9E79FAB9336023E68C0D3148B78743DB7| |867DD0EC696739BF56717AC77CD46DEC0725362EE92A9FB9373E7CEF2AC2BCBB6C6| |13FDCCB5FAC69BE1F5A4DBEA7963369AAC536775FA59B316FD671AF7A12A524C50E| |35C5738B7C103B035F3653F5791109B5439536005FC40BE8C58590BC76C47F8857C| |053D29E845158CF4B4099E805FC98F23378E9C2541E4E6105B8CD0265FF39B9CC63| |5E42C0BEA9CCF94300FC1362524785D3981D82438DBEF13EE719276495A9A9F879C| |C6BE0FC08FE465E165239E439E8EFDE9582B2F88FDAD46CEA60976C82FF075A5428| |16B0A692B782F2B223FCF5903EBF987B35F43EC1A626B6A98757048FE06FADC407F| |4F05B5C7CF50F469925FC2FE4B58EF10D4C9DB420F5B5AF88E89DA4DD025BF8C1EC| |AA85D01F790BBA78429EED127F277506707B1BBEAE32C90BF8F7EF7117B0C9AB45E| |957BB12AEEC371843FD39274845A4749AE3D175C0A7395D635F00E0DD42F92D6C0F| |D6A40DB54E7DFB524BEEBB23AFF5EA7F5A03FA587678694E682F2724179B5A05C04| |15DCB2B68AC2A4C9D8F5EFE4FC1F419211F7F7418BC938810C9803FF04F3325CFB1| |7CCC34965C01330919BFFAB4CDBC9D9BBE2E3CF81712F30BE0A8CCFA8BF2672FF03| |684FB53B| |-------------------------------------------------------------------|
End usage looks ... pack lots of blues.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
SO only ClawsSR (v2.00.i20): Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Leaping
Hero Profile:
Level 1: Strike -- Acc(A), Acc(3), EndRdx(3), Dmg(25), Dmg(34), Dmg(39)
Level 1: Focused Fighting -- EndRdx(A), DefBuff(11), DefBuff(13), DefBuff(33)
Level 2: Focused Senses -- EndRdx(A), DefBuff(13), DefBuff(34), DefBuff(34)
Level 4: Slash -- Acc(A), Acc(5), EndRdx(5), Dmg(25), Dmg(29), Dmg(48)
Level 6: Spin -- Acc(A), Acc(7), EndRdx(7), Dmg(17), Dmg(21), Dmg(21)
Level 8: Follow Up -- Acc(A), Acc(9), RechRdx(9), Dmg(31), Dmg(31), Dmg(40)
Level 10: Practiced Brawler -- RechRdx(A), RechRdx(11)
Level 12: Boxing -- Acc(A)
Level 14: Agile -- DefBuff(A), DefBuff(39)
Level 16: Dodge -- DefBuff(A), DefBuff(39)
Level 18: Focus -- Acc(A), Acc(19), EndRdx(19), Dmg(23), Dmg(29), Dmg(50)
Level 20: Quickness -- Run(A)
Level 22: Tough -- EndRdx(A), ResDam(23), ResDam(42), ResDam(43)
Level 24: Weave -- EndRdx(A), DefBuff(42), DefBuff(42), DefBuff(43)
Level 26: Eviscerate -- Acc(A), Acc(27), EndRdx(27), Dmg(31), Dmg(40), Dmg(50)
Level 28: Lucky -- DefBuff(A), DefBuff(40)
Level 30: Maneuvers -- EndRdx(A), DefBuff(33), DefBuff(43), DefBuff(50)
Level 32: Shockwave -- Acc(A), Acc(33), EndRdx(37), Dmg(37), Dmg(37), Dmg(48)
Level 35: Evasion -- EndRdx(A), DefBuff(36), DefBuff(36), DefBuff(36)
Level 38: Tactics -- EndRdx(A), EndRdx(46)
Level 41: Stimulant -- IntRdx(A)
Level 44: Aid Self -- IntRdx(A), IntRdx(45), EndRdx(45), Heal(45), Heal(46), Heal(46)
Level 47: Combat Jumping -- DefBuff(A)
Level 49: Vengeance -- DefBuff(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Nerve Core Paragon
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Level 1: Brawl -- Acc(A)
Level 1: Critical Hit
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(15), Heal(17)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(15), EndMod(48)
Level 4: Ninja Run
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Here's a link to an article in Paragon Wiki about To Hit and Accuracy.
http://paragonwiki.com/wiki/Attack_Mechanics
Note that adding a Kismet +6% is almost like moving from +4's (39%) to +3's (48%), an overall +9% to hit increase. So the advice to add a Kismet (or other +to hit like Focused Accuracy or Tactics) to help boost your Last or Final Hit Chance to 95% or better is excellent advice if you intend to fight things like +4's. Just depends on what sets you are using and how much global accuracy you can fit in. In general you'll probably find that a mix of slots devoted to gaining +accuracy set bonuses and adding the Kismet+6% or powers to add +to hit will be most efficient overall to staying at 95%+ in Mids. -
Quote:Rather helpfully the answer is "depends". Resistance set bonuses are not typically worth chasing. On the other hand for more than a few sets the 6th bonus is +defense (of some sort) and if that's your goal then they are potentially worth pursuing.<snip> Are the 6 slot bonus for most sets are skip-able? Looking at the bonuses now I'd imagine the 1-2% resistance is probably 'meh'. But I am constantly seeing people in /h talk about meeting resistance/defense caps and I've no clue if they are referencing a particular archetype (tanker/brute specifically) or over all.
Some useful links:
http://paragonwiki.com/wiki/Attack_Mechanics For a more in depth look at why the soft cap is the soft cap.
http://paragonwiki.com/wiki/Limits Info on hard caps in the game.
http://paragonwiki.com/wiki/Rule_of_...e_Law_of_Fives
http://paragonwiki.com/wiki/Main_Page
Also in Mids: Window tab > Set Bonus Finder can help finding sets doing what you want. -
Generally and especially for team oriented builds I'm going to look for high recharge first. High recharge to get those controls up so one or more of them are ready for every spawn leading to mezzed foes facing you. That said if one is willing to either use Ice or Mace Mastery for S/L/'other' defense it can be possible to get quite a bit of S/L defense (i.e. soft capped) without necessarily sacrificing large amounts of recharge (181% global recharge, sufficient for perma Hasten, prior to Incarnate considerations) --> Click this DataLink to open the build! It's also not uncommon to see +defense (ranged) builds with significant quantities of recharge, particularly if one stops adding defense around 32% to enable soft capping via 1 luck.
Edit: Alef is pretty much spot on (and posted while I was typing) and my major point is to play around in Mids ... lots. The choice may not be as black or white as it initially appears. Doubly so once Incarnate boosts and/or frequently seen teammates come into play. -
Quote:You mention Smoke's debuff being unresistable, which is as I vaguely recall myself. Mids doesn't seem to indicate this is the case. Is Mids wrong or are memories faulty here? By comparison Mids specifically indicates the AA proc is "Non-resistable".
Smoke doesn't need any more than 1 slot, or 3 if you want to maximize its -tohit (which isn't much by itself, but you do have Fortitude and Maneuvers to stack with it, and it's irresistible though level differences will still reduce it). It only need accuracy for PvP, I believe, and the recharge is good enough already. -
My thoughts somewhat dependent on budget and the assumption you'll be using sets:
1) Healing Aura and Heal Other I'd generally go only to 5 slots. 5 Doctored Wounds vastly preferred here primarily for global recharge bonus. The great majority of the time Empathy wants recharge then more recharge then more and .... Likewise recharge is rarely a poor choice for Controllers (and this is particularly true for either set when teaming). The 6th slot is much better off used elsewhere.
2) Absorb Pain -- When I reworked your build I stuck to the same power choices and what level you took them. Normally I'm not a big fan of Absorb Pain (which may be in part do to my tendency to play very aggressive empaths). If I were to take it I would tend more towards taking it late in the build for pulling someone's backside out of trouble after getting a huge damage spike from a late game AV (or GM). Though as a respec of an existing level 50 when you take AP is much less important overall. I do think I'd aim to use less slots regardless as there are many many places to grab the +5% recharge bonus other than here with another Doctored Wounds. Get a nice large enhancement to heal and let global recharge take care of the rest.
3) Fire Cages -- I generally 5 slot with an Immobilize set and use a 6th slot for endred as when used frequently or 'spammed' it is a HUGE end usage. Huge as in slotted this way it'll still burn from around 2.38 to 2.86 end/sec depending on which set is used. I also dropped one of the 2 relatively cheap Purple sets that I used to get to perma-Hasten levels of global recharge in Fire Cages.
4) Smoke -- Started off using 4 Dark Watcher's Despair for the +5% recharge ... and swapped to Dampened Spirits when I hit the Rule of 5 for the 5% recharge bonus. As I said the build has numerous places to slot for the 5% recharge bonus. The debuff here should stack nicely (if on the small side after debuff resistances) with the Absolute Amazement proc in Flashfire when it triggers. PS: Don't put any debuff or other procs in Smoke. When/If the proc triggers it will alert the spawn and they'll come looking.
5) Flashfire -- Used the second of the 2 purple sets here. Added a 5th enhancement slot as with either the purple or Stupefy sets the +recharge is for the 5th set bonus.
6) Fortitude -- Left it at 6 slots but this is one of the first places I'd go looking (in my build) for freeing up further enhancement slots if I needed more somewhere particularly since you have and should be running Tactics 24-7. The +To Hit bonus is nice but very much gravy when compared to the +Defense (all) of Fortitude. You can also slot 3 HO Membranes here and be done but that's definitely the next price range up enhancement-wise.
7) Cinders -- Like with Char slotted with a mix of 4 Gaze of the Basilisk and 2 Lockdown in both powers for the recharge from Basilisk as much as anything.
8) Assault -- 4 slots when your choices are Endred or Recharge is way overslotting. 1 slot devoted to Endred on a team build should be plenty (2 perhaps on a solo build but that's a whole other thing).
9) Tactics -- saved a slot here by dropping to 3 slots.
10) Recovery Aura -- Usually I'd take it ASAP, but firstly this is a respec build, second you are a controller and only delayed it once. Since swapping Tactics and RA around really only involves a very narrow exemplar range and a 2% damage set bonus ... *shrug*. Again 6 slotting RA is overkill outside of going for very specific build needs.
11) Fire Imps -- grabbed the 6.25% recharge bonus and went with the pet resistance auras figuring your Imps should be running about with high regen% do to Regeneration Aura (and with minimal defenses to build on not much point in the +defense pet auras).
12) Regeneration Aura -- These days with soft capped or high defense IO builds who are generally self sufficient for end recovery along with auto hitting foes providing regeneration is probably one of the better survival buffs an end game Empath can provide. In other words don't skimp here. It's yet another place for 5 slotting Doctored Wounds. It's also one of the few ways you can regain health for yourself after using Absorb Pain.
13) Adrenaline Boost -- Another do not skimp on enhancing power (and arguably the best single target buff in the game) and yet another spot I typically use 5 Doctored Wounds, then use the 6th slot to push +recovery over 1000% to counter nuke and other -recovery crashes.
14) Rise of the Phoenix -- moved some slots around to 5 slot with Obliterate (which has very nice set bonuses)
Still quite a few improvements could be made to the following build suggestion. Many would involve quite a bit more influence but here goes (and sheesh that got longer than my usual replies):
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
FireEmpathy_Arakahs_alternate (v1.00.i20): Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(9), Lock-%Hold(11), Lock-EndRdx/Rchg/Hold(31)
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(21), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23)
Level 4: Absorb Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(29)
Level 6: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(13), GravAnch-Hold%(13), EndRdx-I(27)
Level 8: Smoke -- DampS-ToHitDeb(A), DampS-ToHitDeb/EndRdx(15), DampS-ToHitDeb/Rchg/EndRdx(15), DampS-ToHitDeb/Rchg(17)
Level 10: Fly -- Zephyr-ResKB(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 14: Recall Friend -- Winter-ResSlow(A)
Level 16: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(19), Amaze-ToHitDeb%(36)
Level 18: Resurrect -- EndRdx-I(A)
Level 20: Clear Mind -- Range-I(A)
Level 22: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/Rchg(34), GSFC-ToHit(34), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(36)
Level 24: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(31), Lock-Acc/EndRdx/Rchg/Hold(36)
Level 26: Assault -- EndRdx-I(A)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(31), GSFC-ToHit/EndRdx(37)
Level 30: Recovery Aura -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(37), RechRdx-I(39)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(42), SvgnRt-PetResDam(42)
Level 35: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(39), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(43), Dct'dW-Rchg(43)
Level 38: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(39), Dct'dW-EndRdx/Rchg(42), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(45), Efficacy-EndMod/Rchg(46)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Dam%(46)
Level 44: Rise of the Phoenix -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 47: Hover -- LkGmblr-Rchg+(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Paragon
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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 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Playing around with a pair of Tanker SR/DM builds ... they range from 2656 health with Aid Self on the first to 3295 with Incarnate (Spiritual and Rebirth) on the second (but no Shield Walls which would push both higher yet). Higher health is good not only soaking up spike damage, but it also increases the range over which your passive scaling resists kick in and, of course, regen. More max health and regen are high on my list for what I'm looking for after hitting the defense numbers I'm looking for on my SR scrappers and brutes, a tanker would be no different. My main, a Claws/SR scrapper is sitting at 1953 currently with plans to push to 2023.
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Quote:I think you are both right. Before IO's, before Ouro and reward merits, 2 hours by a pug would have been the exception.I recall time estimates being more like 4-5 hours back when I started playing (Issue 4/5).
Enter IO's, reward merits and Ouro ... now speed running exemplar builds meant to do Posi and other low level content for those merits and completion times steadily dropped. -
Quote:Methinks there's a misunderstanding here. Yes it's stupidly easy to soft cap an SR tanker (and not much harder to do so on either scrapper, stalker or brute versions of SR). Knight of Khonsu was, if I'm not mistaken, only referring to his WP characters as he'd sooner play with cats in a cold shower than run another SR anything ...im sorry but if you didnt get to the softcap on a SR you did something wrong.. I just threw together a basic build on Mids with just base level 35 IO's and hit the soft cap..
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Quote:
I've not faced anything yet that I'd categorize as "giving me fits." They all give me fits! LOL That's what makes it fun. Oh yeah, I hate the Carnies as I hate The Knives...as I hate the Circle, and so on! LOL pretty much why I said 99+%.
As for the "I will point out that on a TANKER you can hit both the soft cap and DDR very very early" ... doh meant as an SR tanker. If you can EVER do both as a WP tanker or WP anything I'll be very impressed (soft cap S/L yes, DDR at 95+% not happening)
Personally when faced with these kinds of choices I do what LAST_RONIN suggests, only my success rate at dropping one in favor of the other is a bit offAltitis will do that to you.
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Quote:I think in a very general way the difference is what tends to need to most 'work' as you IO out the respective builds.
But also willpower may be good with the scrapper cause I get the feeling that SR will be squishy compared to will power, and I notice that willpower has a power that can help with endurance which should help and a power that not only boosts ones HP but does -Tohit on the enemy as well.
If you have played both a super reflexes and will power please post your experience with the 2 and compare. Thanks
For SR +defense/soft cap is easy. You'll be hunting max health and regen/+heal to up your survival.
For WP you basically have the tools which up your hit points/max health and regen. You are going to spend your IO time looking to shore up your defenses to increase your survival.
Each without those respective parts to their whole are going to feel more 'squishy'.
Both are very build it and forget ... not much clicking for either except your attacks. (unlike say Regen whose life can be a click fest by comparison) -
Quote:Yes, its a 20% boost to the global amount you need for perma Hasten.
Does anyone know if quickness can help make hasten perma?
It also means you get to laugh when Earth Thorns drop Quicksand on the team or Knives of Artemis start laying caltrop fields.
Quickness is +20% to recharge rate, +40% resistance to slow speed of Fly and Run, +40% resistance to recharge debuffs as well as a Run and Fly speed buff. -
Quote:I hate SR. Will power is the best defensive power in my opinion. It may not have KBAoE or Self Aid; however, it makes up for it with regeneration powers, knockback resistance, sleep, holds, psionics, and a few other resistances that SR does not give you without continually having to activate Practiced Brawler. Conversly, SR does not offer any resistance to psionics or toxic effects damage as WP does. Hands down, willpower over all, then DM, Invulnerability, SD and so on. SR, never again..never never never never never! Did I say never? Yup, never again.
Different strokes for different folks. I will point out that on a TANKER you can hit both the soft cap and DDR very very early >>> as in about 20th on IO's and with SO's not long afterwards.
I've much more experience with SR than Willpower, but if both are well built both will survive 99+% of what the game will throw at you and the other 1% will likely kill both. It's more a matter of which 1% you want to be giving you a tough time ... Cimes will tend to tear up the WP and Carnies will give the SR fits. -
The Claws/SR looks solid. I would first make sure to have 3 damage and 1 endred in all your attacks >>> Slash, Follow Up and Spin. The extra debuff, to hit or endred isn't worth the loss of damage.
If you are planning on trying to handle higher level mobs (+3 and up, maybe even +2 and up depending on your tolerance for missing) you may wish to consider going to 2 Acc/3 damage/1 endred in each attack.
If you really need (slots) somewhere you could readily grab 1 from each passive. You'd be sitting at about 44% vs 45% defenses. For most content that's plenty close enough to the soft cap. Ditto to not running Stealth. Even 42% vs 45% you'll barely note it in most content your liable to be running, i.e. Stealth toggled off with 1 slot less in each passive. With an SO build I suspect endurance will be a much larger limiter than the 1-3% loss of defense in what you will be looking to handle.
Grab the Accolades ASAP they'll be great help in overall survival and net recovery. -
Another build for thought. Perma Hasten (pre-Incarnate), Soft capped vs S/L with Auras on low downtime (more math than I want to do but 134 seconds recharge prior to Incarnate powers). I went with Spritual and Ageless for the recharge and recovery boosts ... the build is an end hog, but there's an advantage to pretty much all the Alpha boosts in particular. Nerve boosts defense (and confuse) enough to give you some defense debuff breathing room. Spiritual is a strong candidate for the recharge and heal boosts, Cardiac ... well the build eats end like mad if everything is toggled on. And Musculature who doesn't like more damage. The only really hard choice (for me anyway) is Ageless for the +recovery vs Clarion for the mez protection. No 'travel' power, no Rez or Absorb Pain (Edit: *curses* and no -kb, then again can easily put a Steadfast -kb in either Tough or Frozen Armor and still be at the soft cap not to mention saving a bunch on the Glad proc). Anyway here's the build:
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
IceEmpathy_Doomguide (v1.00.i20 SpiritualCoreAgelessCore): Level 50 Science Controller
Primary Power Set: Ice Control
Secondary Power Set: Empathy
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Block of Ice -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5), UbrkCons-Dam%(15)
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(50)
Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(42), Dct'dW-EndRdx/Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(50)
Level 4: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 6: Arctic Air -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(7), CoPers-Conf/EndRdx(9), CoPers-Conf%(48)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(13)
Level 10: Frostbite -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(19), GravAnch-Acc/Rchg(40), GravAnch-Immob/EndRdx(46), GravAnch-Hold%(46)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13)
Level 14: Tough -- GA-3defTpProc(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(48)
Level 16: Clear Mind -- Range-I(A)
Level 18: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(21), FtnHyp-Acc/Sleep/Rchg(43), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(46)
Level 20: Fortitude -- LkGmblr-Rchg+(A), HO:Membr(21), HO:Membr(48)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(31)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 26: Glacier -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 28: Recovery Aura -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(29), RechRdx-I(29)
Level 30: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 32: Jack Frost -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Build%(34)
Level 35: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(36), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Rchg(37)
Level 38: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(39), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40), Efficacy-EndMod/Rchg(40)
Level 41: Ice Blast -- ImpSwft-Dam%(A)
Level 44: Frozen Armor -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx(50)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(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 50: Ageless Core Epiphany
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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)
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Physical Perfection hands down for me.
I have both but about the only time I use Conserve Power is after being hit by one or more Masks of Vitiation or similar extreme end drains/usage.
PS: The choices are also exactly what mine are on my Claws/SR scrapper, i.e. CP with 97.5% global recharge or PP (5 slotted) (fyi my net recovery is 2.89 end/sec plus 2 Perf Shifter +End) -
Quote:WellJust an FYI, Burnout does not recharge Incarnate/pool/Patron/APP/inherent powers. It only recharges primary/secondary powers
... seem to be having issues reading the fine print lately, guess I'll have to settle for only one Judgement nuke per character.
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Quote:In Mid's many of the powers which can NOT be stacked will, when moused over, have the following: "Effect does not stack from same caster" <--- Empathy's Recovery Aura, for example.I love the thread, but I'm hoping someone can answer your actual question, which powers stack? Love the combos though, especially the double fallout. Wow! But can someone make a list of all the longer recharging powers from each set that have stackable secondary effects?
Still we (Empaths) can do Fort (target 1) + AB (target 1) + Nuke + Judgement Nuke + Burnout + Fort (target 2) + AB (target 2) + Nuke + Judgement Nuke. Now imagine that in a paired (or multiple) Empaths where target 1 is of course the other Empath and target 2 is a Rad defender using Fallout, Nuke, Judgement Nuke, his own Burnout repeat. -
Quote:Even more what I'm liking here is the DDR. As I recall doing this on my Claws/SR exemped down while my defenses to melee and range were up around 45%, the DDR was not (missing Evasion and Lucky puts a significant hurt on that), so cascade failure was still a concern. That won't happen to the Tanker.I would be tempted to say go SR/Dark. High defense plus a self-heal every 6ish seconds. ... <snip> ...
Bear in mind, the L21 D/R in the powers are to simulate the GR Starter enhancements (for the L20 and below proc). If you don't have those, the level should be 25 instead.
You could level from 20 to 22 doing Tips to get the Steadfast, if you can't afford it. I frankenslotted attacks instead of going with SOs. -
I'd drop the 3rd endred in powers containing 3 endred ... dropping those 6 slots for something else costs you a net of 0.14 end/sec but can be used to net you far more end by slotting your attacks with 1 endred. For example in Irradiate, adding a 5th slot and making it an endred saves you that much end and more (up to 0.34 end/sec). And that's just one blast/power. You'll save similar amounts slotting your other attacks with endred.
Slot blasts for damage first, then worry about using left over slots for extra debuff power if any. The base debuff amounts plus your running Tactics, Radiation Infection etc. should make hitting things extremely easy for you and your teammates without further slotting. And, of course, a dead/defeated foe is suffering the ultimate debuff.
Lingering Radiation needs accuracy as it requires a To Hit roll to land.
Love to see Hasten 3 slotted (juggle stuff to use those endred slots saved).
EM Pulse is a keeper, one of the largest (largest?) aoe hold in the game. A superb panic button if nothing else.
If you are missing any of the various Accolade Granted Powers ... getting those is an excellent step for improving any build without using IO's.
Next step would be to grab a few specific special IO's. Likely the best ways are either Alignment Merits or Reward Merits depending on playing preferences. Miracle +recovery, Numina Regen/Recovery, -kb IO's can be readily had and can help enormously on a common IO/SO build.
Since it sounds as if the Invention System and IO's are still very new to you, I'd suggest using your second build as a guinea pig for learning about sets and IO builds. Stick to common IO's and SO's for your primary build and use the second to learn at whatever pace you are comfortable with.