Doomguide

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  1. Doomguide

    Ill/emp build

    Small stuff to consider.

    Use a Endred IO in Resurrection. Especially without vigilance working for you like it would in a defender Rez is 26 end, a relatively big chunk to lay out in one shot. Let your high global recharge take care of the recharge and lower the end cost so you can use it when you are potentially low on end ... which might be right towards the end of a very hard fight where you've blown a lot of end and really want to both use rez and get PA (or other pet they're all base 26 end) back in action pretty much at once.

    Consider 5 Doctored Wounds and 1 end mod/rech in AB rather than 6 Efficacy Adaptor. The boost to regen is likely more valuable than the extra end for keeping your buff target upright. (And save you end using HA, HO etc. on them). RA alone should make it very hard for those under its effect to burn their own blue bar to zilch. 1 Endmod/Rech in AB is enough boost to recovery to counter the -1000% penalty from most -recovery crashes. Slotting for more endmod is likely to normally be massive overkill.

    Consider moving the def/end/rech LotG slot in Fortitude to Recovery Aura. You'll lose slim amounts of end, rech and defense off Fort and can 3 slot RA with rech, end/rech, end/rech (frankkenslot 2 Endmod set IO's) to get a bit more rech in RA and nice amount more endmod. It also keeps Regen Aura and Recovery Aura closer to the same timer. I typically cast both together, keeping the timers close gives me one less thing to have to track.
  2. Mine is an Ill/TA, Illusion specifically for Deceive and other mental trickery, but I also wanted Invisibility (with a Flyer) which combined with the fact I was leveling a Mind/FF at the time led me to go Illusion over Mind my second choice. I went Trick Arrow for the bow/arrow and what wee small fae creature doesn't need a bow for shooting things for various effects beyond straight up damage?
  3. Doomguide

    /Sonic question

    I tend to use shriek, scream, screech and electric fence since most of my */sonic defenders tend to also have at least one build using Electricity Mastery.
  4. Doomguide

    Musings on SR

    Quote:
    Originally Posted by Werner View Post
    Super Reflexes has scaling resistance, which I think is much more helpful than most people realize. It's not that great against AV-sized hits, but it's quite good for most of the game. Add a bunch of hit points, pick up Tough, have high regeneration or a spam heal to keep your hit points topped up, and stop worrying about the random number generator.

    I don't consider Shield's resistance to be any better, though the hit points are nice. The main thing going for Shields is the damage output, not any additional survivability over Super Reflexes.

    I'm not denying the utility of soft capping a resistance set, or that Super Reflexes can't have a bad day when the RNG hates you, but a well-built Super Reflexes isn't nearly so subject to the whims of the RNG as is perhaps commonly believed.
    With emphasis!! At 1953 health and passive regen of 28 hp/sec my claws/SR is anything but squishy. She's survived 3 sets of blasts of a Pylon and lived without using Rebirth, Aid Self or greens. Last volley was nearly double digit damage tics owing to those scaling resists. I've seen a fair number of scrappers I think dish out more damage but I've rarely seen any that seem notably tougher.
  5. Without being there ... but I'd guess d) all of the above, especially 1) and 3) on your list. At +3 both your taunting and damage will be more effective, and if you were noting more difficulty for the league in defeating things chances are good that what aggro was being generated across the league (not just by you) was getting spread thinner across more spawns/mobs resulting in your aggro being even more proportionately great vs the AV's who were your main focus.
  6. Here's your build with minimal change. Swapped (or used vs generics) some sets but left all power choices and slotting alone. With Stealth active (but suppressed from attacking) should be at or over the soft cap without DA usage. There is a lot I would do different personally, but this should meet your goals.

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Greenslice: Level 50 Mutation Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(43)
    Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-EndRdx/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(9), LkGmblr-Rchg+(11)
    Level 2: Flashing Steel -- Erad-Dmg(A), Erad-Acc/Rchg(21), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(43)
    Level 4: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-EndRdx/Rchg(7), S'dpty-Def/EndRdx/Rchg(9), S'dpty-Def(11), LkGmblr-Rchg+(13)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
    Level 8: Divine Avalanche -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(43)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(21)
    Level 12: Agile -- DefBuff-I(A), DefBuff-I(46)
    Level 14: Combat Jumping -- Jump-I(A), LkGmblr-Rchg+(15)
    Level 16: Dodge -- DefBuff-I(A), DefBuff-I(46)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(45)
    Level 20: Quickness -- Run-I(A)
    Level 22: Stealth -- EndRdx-I(A), LkGmblr-Rchg+(23)
    Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(45)
    Level 28: Lucky -- DefBuff-I(A), DefBuff-I(48)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(46)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(36), S'dpty-EndRdx/Rchg(36), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(37), LkGmblr-Rchg+(37)
    Level 38: Elude -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Physical Perfection -- EndMod-I(A), Heal-I(45)
    Level 47: Assault -- EndRdx-I(A), EndRdx-I(48)
    Level 49: Maneuvers -- EndRdx-I(A), LkGmblr-Rchg+(50), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Critical Hit
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(19)
    Level 2: Hurdle -- Jump-I(A), Jump-I(17)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(17), P'Shift-End%(19)
    Level 4: Ninja Run



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  7. Generally find between league buffs, team buffs and inspires that I rarely have to worry about the Incarnate soft cap. Not worry enough that I'm generally running Rebirth and not Barrier (Incarnate soft-capped with regen rates at or above 100 hp/sec is insanely survivable). Still working on getting the Shield Walls, she's very survivable with LotG sets in toggles that getting the Shield Walls is no where near a priority any more, though cracking 2000 max health still makes me drool.

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    GRETA-001 MedicineFighting (v2.00.i19 Incarnate): 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 -- SW-Def(A), SW-Def/EndRdx(9), SW-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 -- SW-Def(A), SW-Def/EndRdx(33), SW-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 -- SW-ResDam/Re TP(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 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(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)



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  8. Doomguide

    Claws/SR Build

    Solid build.

    Things I'd look to improve

    As Bill Z mentioned increased Max Health. More you have the greater ones passive regen. I'd like to see 25 hp/sec or greater passive regen and/or 1850+ Max Health. Higher Max Health also increases the range of health across which your scaling resistance occurs.

    Net Endurance - I'd settle for 2.5+ end/sec and looking to be up around 3.0 end/sec, getting the Accolades will help here as well as with Max Health.

    Tend to agree with tektronics that the 6th set bonus of most purple sets is probable better off used elsewhere. One potentially worth it is the 6th of Apocalypse for Psi defense. Combined with other +def(all or psi) such as Weave, Maneuvers and/or Elusive Mind it can help covering one of SR's notable defense holes.

    FA is eating a ton of endurance, a Kismet +6% swapped in for one of the Red Fortune 6th slots could help you stay at 95%+ hit chance vs +4's cons (along with building more global accuracy). Being able to turn off FA and running it only when you really need the +To Hit would, along with accolades, make a significant difference in end consumption and net recovery.

    I would use an Achilles -resist in Slash rather than the Kin Cmbt proc. I'd also likely drop 5 Hecatomb here rather than Follow Up. In Follow Up I like 3 Crushing Impact and 3 Mako's (or 3 Touch of Death and 3 Mako's depending on my other set bonuses) for more +max health and for better overall enhancement in Follow Up.

    Edit: Oops not Armageddon but Apocalypse for +def(psi)
  9. Doomguide

    kat/sr HELP!!!

    Here's what I see on a quick glance that would be problematic for me.

    Endurance -- high consumption, low recovery leading to very poor net recovery. (THE major issue from my point of view)
    Kismet +6% slotted in a higher level power, Kismet functions when power is active.
    DDR under 95%, though close enough that this is a very minor issue, but it's a strength of SR and should be readily met.
    Hasten well shy of perma *shrug* but it's hard to tell if that's a missed build goal or not.
    AoE defense not quite 45+, Melee barely there. Some might say Range is too high.
    No Steadfast resist/+3% defense, but has Glad +3% def?
    Build has Shield Wall +3% resist IO but Tough isn't slotted?
    Unbounded Leap +stealth IO is slotted in Super Leap.
    Health is slotted with set IO's but no set bonuses gained or +recovery or +regen procs used either? (i.e. 4 generic Heal IO's would do the same thing)

    In similar vein to the last few on list there's lots of odd slotting choices (either the number of slots devoted to a power or the IO's/sets employed or both).
  10. Doomguide

    Best n?3

    While many combo's come to mind I'd agree a Fire/Cold corrupter would fit very well. Fire brings loads of AoE offense and Cold would readily cap the scrappers defenses and neuter AV's and other hard targets.
  11. Are you or will you be using one of your builds only for this ... i.e. there could be quite a difference between a level 50 build meant to exemp very well to level 20, but quite playable for a Numina's tf, for example, and one meant only for playing at level 20. Every power selected to level 20, for example, would (should?) have 6 slots dedicated to it if the build will never play above level 20 (21 for Posi part 2?).
  12. At level 50 for a scrapper the regen cap is 3000% and the recovery cap is 500%
    Overall among AT's (shared with some other ATs) that is the highest regen cap and lowest recovery cap. (Being reversed, for example, if you are a defender >> 2000% and 750% respectively)

    http://paragonwiki.com/wiki/Limits
  13. Doomguide

    Mind/FF Build

    Download or use Mids to give us a starting point on the build generally works better (and tends to provoke more responses).

    How much inf are you looking to (or are able to) spend? When you say Fly does Hover count? You mention Task Forces so is exemplar ability something you strongly want? What about your old build worked well for you and what didn't? Do you need a build for while you are leveling this one up or more interested in a 'final' post 50 build?
  14. If this is a lvl 45+ only build ... Spiritual t3 and t4's readily put IW in perma territory, you've not mentioned any Alpha choices at all, oversight?

    Edit: not mentioned but I'm now seeing the Musculature choice.
  15. Here's a build for thought and ideas.

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EmpathyDarkMace_Purus (v1.00.i20): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Dark Blast
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery


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  16. Some quick thoughts, Fortitude doesn't truly stack (from a single caster) outside of casting before and after entering a door/zoning situation.

    Unless the wrong build was posted AB is still at base 800% recovery value. Regen has been enhanced by Doctored Wounds ... but there's no Endmod in Doctored Wounds (only Endred). My typical slotting would be the 5 Doctored Wounds and an Endmod/Rech IO usually from Efficacy Adaptor but obviously any Endmod/Rech set IO could be used.

    What reputation or relative level of mobs do you expect to routinely handle? Against +3 or higher mobs it will suffer more misses than I would be comfortable with personally. The partner/teammates with Fortitude should be okay via Forts substantial base To Hit buff but the build itself could use some loving in that direction. Anything that does serious to hit debuffs to you could get very painful, Carnies for example. Consider swapping out Life Drain and Stealth for Maneuvers (to keep the LotG) and Tactics (6 slot GSFC for the +def or less for just the To Hit buff). You have HA ... you shouldn't need Life Drain for either the healing or the debuff. The To Hit from Tactics will make a huge dent in worries about hitting +3's and +4's (as well as countering debuffs from such foes).

    If you are going with defense ... go more if possible. As with most AT's you've no DDR (Defense Debuff Resistance), the first 'lucky' hit with likely be the start of trouble (cascade defense failure) as the common -def are in the neighborhood of 7.5 to 10%. Aim for 52 to 55%, with that amount of defense it'll take two debuffing hits before you go below the magic 45%. A single hit is roughly 1 in 20 event, two hits stacked is roughly 1 in 400 event. Short of that pack lucks and monitor your defense.
  17. Personally unless this is intended as a primarily solo build I wouldn't sacrifice that much recharge for any sort of defense. Teamed my defense comes from, in no particular order, inspirations, teammates and my Auras (and in the case of Dark Blast the baseline To Hit Debuff of the blasts).

    I would prefer to see more slots in Regeneration Aura. Love to see Hasten in the build somewhere. Like to see more slots devoted to Fortitude, like to see some Endmod for helping dealing with powers (typically Nukes) by getting over +1000% recovery in AB.

    Out of time for posting for now.
  18. Doomguide

    +Def Vs -ToHit

    Quote:
    Originally Posted by Lewisite View Post
    Hmmm, thats pretty rank numbers. A /Dark MM, probably the strongest debuffer for the Archetype when it comes to -ToHit... can generally do around -60 before slotting. So your not going to get anything close to those numbers. You can probably ramp it up to close to -100 if you really press the issue.

    Looking at these numbers a little bit, trying to wrap my head around it. According to the various wiki's.. Arch Villains at 54 will resist at 87%. So if I understand, for simplicity (and practicality I guess) my -100 -ToHit becomes -13 -ToHit. Not very good actually. But it does mean your 'softcap' against AV's is around DEF 32, which is vastly easier to get than 45.

    If that math is correct... is that how it works?
    The Defense softcap is based on the To Hit of your foe. The vast majority of critters in the game have a 50% To Hit >>> 50% - 45% = 5% and that 5% is 'clamped' meaning you can't drive the number any lower (such as by having 100% defense). It's considered 'soft' because if the critter has any sort of To Hit bonus (relative rare occurance) such as from Build Up or Leadership powers then its base to hit is no longer 50% but something higher which effectively moves your needed defense to whatever amount is 5% less than their actual To Hit.

    http://paragonwiki.com/wiki/Attack_Mechanics
  19. If you haven't download Mid's Hero Planner (Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/ ). It's an excellent way to play around with build ideas and also to let others see your build and make more specific comments and suggestions on how it may be improved.

    In general Empathy builds desire recharge, some more recharge and then even more recharge to reduce the downtime on your Auras and Adrenaline Boost, as well as to increase the number of folks you can keep covered by your buffs, in particular but not exclusively, Fortitude.

    Generally a full 6 slots in Health and Stamina would be inadvisable particularly in a late game mature build. Those slots would usually be much more beneficial in other powers. Prior to Inherent Fitness none of my defender empaths had either Health or Stamina in their teaming builds. These days I'm unlikely to have more than the base slot in either of them. Even in my solo builds I'm unlikely to slot beyond the base (though if I were to it would likely be no more than 2 in Health and 3 in Stamina). Your endurance recovery and regeneration will come primarily from your Auras. All the +regen from 6 slotted Health pales in comparison to Regeneration Aura ... get it, slot it, use it. Your health bar, never mind your teammates bars, will love you for it. Both Adrenaline Boost and Regeneration Aura should be well slotted (and well before Health, Stamina, and Absorb Pain are heavily slotted). Adrenaline Boost is arguably the strongest single target buff in the game, used as often as it is up and wanted up as often as possible.

    Slot and learn to use your blasts effectively. You can always not shoot if aggro is really to be avoided, but you can't shoot effectively as an option if you haven't slotted the attacks. You're far more of an asset to a team if you can heal, buff and blast than merely doing 2 out of 3.

    Incorporate Hasten in the build if at all possible (more recharge).
  20. First guess, to be able to instruct 4 teams to do 4 different things more easily than trying to break up 3 teams into 4 on the fly to do 4 different things.
  21. Quote:
    Originally Posted by Linea_Alba View Post
    ... snip ...
    PS: 180 sounds low to me. If you don't already have achilles and fury -res procs, add one or both and that should put you right in the sweet spot.
    It might be better ... that's based on recalling an old build's time. She does have an achilles in Slash, no FotG atm, actual current builds health is 1978, could be 2023 if I finished it off with Shield Walls (3 sets of 3 placeable in the build without altering slotting). Her passive regen is (rounded) 27 hp/sec.

    Perhaps I can hop on and blast a pylon. Would include the Reactive tier 3 and Achilles proc.
  22. That's certainly above my Claws/SR build not using any Incarnate boost outside her Alpha tier 3 ... caveat is the build was built emphasizing durability (vs recharge/damage output) so she solo's a pylon relatively slowly compared to some (180'ish dps). But she has survived a string of 3 consecutive blasts (curse you RNG) from the pylon watching the damage tics from the pylon drop to nearly double digits in the process do to scaling passives, without resorting to Aid Self (or anything outside passive regen) and still surviving to take the pylon down, something I'm not sure my Widow builds could do.
  23. Waypoint that tank, brute, scrapper, spawn diving/alpha soaker moving ahead of you.

    Much easier to follow them thru the 'maze' if you can see them by looking up for and at the waypoint.
  24. Doomguide

    My lambda guide.

    Solid effort, easy to follow, thanks.

    Hadn't thought (though it's fairly straight foward idea) of going over the wall from the get go to avoid opening the front door, but I have been on at least one failed attempt where the fighting grew intense around the open door and Marauder did exit (I think chasing someone he had aggro'd on) to fail the Trial.

    Two other toughts, first as more folks have multiple higher tier abilities I have seen Team One circle the outer road while Team Two handles the turrets (then meeting up to go inside). Second, again with folks more familiar overall, perhaps 2 characters going (1 left and 1 right) with Acid to seal the portals rather than 1 doing a circuit or other even less optional tactics).
  25. Quote:
    Originally Posted by StratoNexus View Post
    If you post a build and get very few responses, that is usually simply a sign that people like the build as is. If people look over a build and do not have anything to add, they just move on. You should be happy when people do not respond to a build you posted, it likely means you did a good job with the build.
    This

    I looked at the build and while there are some slotting decisions, enhancement choices etc. that I would do differently they were mostly much closer to personal preference rather than major improvements to the overall build. Combine that with getting rather sleepy at the time and you would have the explanation for my lack of actual reply.