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Quote:This!
... I hate to ramble, but the point here is that you have to understand what you're up against in order to figure out the outliers in your combat logs. If you're at the soft cap, then you should never be surprised by any To Hit roll below about 10%, because Accuracy alone can plausibly push even floored To Hit up that high, and Accuracy bonuses are very common. If you see any To Hit roll higher than 10% when you're at the soft cap, then chances are you were facing one of the above examples or something similar.
If I go and look at my logs and see 6 or 8 or even 15% to hit reported then I basically pay it no mind .. it's more than likely normal and from Accuracy buffs, either by rank (anything other than a minion or underling has rank bonuses in excess of 1.0), relative level, or accuracy inherent to the power (most sword sets, archery, most single target holds, etc.). If on the other hand if I look at my logs and see 40% or 60% or 95% then I start thinking and looking for To Hit Buffs from some source.
http://paragonwiki.com/wiki/Attack_Mechanics -
From Paragon Wiki
http://paragonwiki.com/wiki/Power_Pools
Quote:Historical
* Prior to Issue 19, the Fitness pool was a selectable power pool instead of an inherent powerset. Characters created prior to Issue 19 will still have the non-inherent Fitness Power Pool if they had selected any powers from that pool prior to its removal. However, the pool no longer appears in the list of power pools for characters reaching level 6 either through normal play or by performing a respec. -
Some of the things I would be looking at if it were my scrapper.
1) Dropping Elude for something more useful ... it does almost nothing for you once soft capped.
2) Fully slot (and run) Tough.
3) Fully slot all attacks for damage, this includes Follow Up.
4) Look to be at or above 90% accuracy vs +4's. 95% is really when I'm happy.
5) Increase +max health and passive regen. It can't get too high once you are soft capped. 1900+ health and upper 20's regen are more what I'd consider 'enough' to not dig too much harder for more.
6) Medicine pool/Aid Self: high up on my list of powers to scrap in favor of .. well almost anything else my scrapper might want. On the otherhand I do have it and won't be getting rid of it in the near future on my current primary endgame build.
I prefer to gain the soft cap without the use of any set bonuses outside a Steadfast +3% (or the Glad proc, but obviously if purples are a no go this IO most definitely is). This means I can slot for other benefits (like +max health, higher recharge, higher acc, higher endred etc.) in my attacks. -
Quote:Yep with all the buffs going the Emp pair will be sitting at the regen cap for defenders or right around 2000%. The real difference of course is the much higher health for the scrapper ... his actually hp/sec regen is going to be much higher (and if receiving outside buffs his actually cap is up around 3000% or so as I recall)Stacked Sonic Blasts are pretty amazing. I'd hate to give up the other 40-60% -res.
With Envenomed Dagger[s] AV's shouldn't be much of a problem.
Oh, and as far as
The regen level is much higher than that. regens get up to, what, about 1500% during Instant Healing? Paired Empathy gets to at least 2000% once Adrenaline Boost kicks in. -
Quote:Either pair has the potential to be very potent. Stacked Screech = stunned bosses, stacked Freeze Ray = held bosses. Both pairs can all but ignore the remainder of the mob to kill the bosses, EBs, AVs one after the other. Minions and Lts are a non issue largely. The largest issue vs AV's for an Emp pair isn't survival, it's avoiding a draw as neither side can overcome the others regeneration and THAT is where a /sonic pairing pulls ahead by stacking large amounts of -resist on top of highly buffed blasts (2x Assault+Fort+Vigilance+Aim/Amplify). Flip side is while /sonic probably wins hands down vs hardened targets like resistant EB's, AV's etc ... Ice, particularly at that level of recharge, is going to lay down a minion killing barrage of continuous Ice Storms that /sonic really has no way to match, it would take a awful lot of Howls to dish out 400 to upwards of 800 damage per spawn that dropping 1 buffed Ice Storm apiece will do (Ice Stormsx2 +/- Aimx2, +/- PBU). So it really comes down to what is normal or intended for the duo to fight.As good a set as ice is, I would say sonic has it beat. The -res coming from two sources makes enemies melt away. And in all honesty, the AoE is not that big of a factor when AB/hasten has howl come up in 3 seconds, and the constant ~80% damage buff. Really, I think sonic might have ice beat on AoE due to howl coming up faster.
It alsoo helps in the late game with //dark mastery, as screech stacks nicely with oppressive gloom, and bosses are easily taken out of the fight.
And yes, duoing AVs is very easy to do. Sitting at capped defense and scrapper levels of regen, they can't put a dent in the duo.
On the otherhand as I think on it ... it's more like 1 Ice Storm each vs 3 Howls each over the same 15 or so seconds. 6 Howls isn't quite going to do the upper end of what Ice could do but I can see it comparing favorable to the low end of what those Ice Storms could do. Either way the clear loser is going to be the spawns those blasts are aimed at.
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Fairly solid build which overall for PvE play should do well. Things I would try to improve, particularly if one wanted to do "silly scrapper tricks" are:
1) Add some +To Hit in the build outside of BU type powers. This is one reason I tend to use Kismet +6% in many of my scrapper builds. Since Kismet is dependent on the power being active I typically add an 'extra' slot to Focused Fighting for the IO. I like to see my powers accuracy at 95% vs +4's
2) More net end recovery. You are sitting around 2.48 end/sec (with Perf Shifter included) which combined with inspires etc should be adequate most of the time but you will need to pay attention in longer fights to avoid detoggling yourself. I usually aim for over 2.5 end/sec and would be increasingly happy the closer I get to 3.0 end/sec or higher. Increasing net recovery some would also let you run Tough which you've slotted decently for +resist (a plus) so its a shame not be running it, but isn't included in your totals for consumption.
3) If including Elude for fun make it work for me when not using it. It takes several interesting IO's including Winter's Gift slow resist and LotG +7.5% that do not require the power be active (and are dependent on the level of the IO rather than power for function.)
4) Higher Max Health and higher passive regen both of which are to my mind the most important things to increase on an SR build after obtaining the soft cap (assuming reasonable endurance usage). More Health you have the more likely you are to survive the inevitable lucky (or sometimes not so lucky) heavy hits you'll take to either let your passive regen recover your health or give you the time to use Aid Self. Because of the presence of Aid Self this is less important for you than most of my builds (which usually do not employ the Medicine pool) but in just the sort of situations you might really be wanting to use Aid Self for more than topping off your health are also more likely to be the sort of situations when end use could be an issue (and spamming Aid Self is a potent way to eat your end bar and drop your dps ... of course being dead makes end usage moot and really hurts dps)
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No they aren't and are worth, on average, about +0.2 end/sec each on top of your listed net recovery. The average these days actually starts around 0.2 and can be slightly higher owing to the fact the proc actually adds 10% of your total rather than base (so a build with 110 end from accolades gets back 11 end rather than 10 when the proc fires, which is what the proc used to do).
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My Fire/SR brute 1583 health, passive regen just under 14 hp/sec, defenses soft capped.
My Claws/SR scrapper 1977 health, passive regen about 28 hp/sec, soft capped.
On the brute I need to pay attention if soloing +2/x8 Rikti or I definitely risk face planting. If I get hurt I'm hurt till I kill them all or use a green.
The scrapper can dive into the same mobs with me paying virtually no attention to how much aggro I draw from the rest of the room and fully expect to shred them all. If I get hit, *shrug* who cares I'll likely regen it before the next hit (only slight hyperbole). The difference between the two is night and day as far as survivability. -
I'd hazard to say no AT goes from as weak solo to as unstoppable paired as a duo of Empaths. For even more fun take them redside long enough to grab an Arachnobot Disruptor pet to buff silly as well (and quite perma, with capped defenses and nearly full time doubled Regen Auras to keep them alive).
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This is a rework of something close to my live build with Hover and Fly replacing Aid Another and Aid Self (and the order of several powers is different).
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
HoverFly ClawsSR (v1.00.Incarnate): Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Flight
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-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg(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 -- Empty(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: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/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: Lucky -- GftotA-Def(A), GftotA-Run+(42), LkGmblr-Rchg+(43)
Level 30: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Flight-I(50)
Level 32: Fly -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(33), Winter-ResSlow(33)
Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-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), Panac-Heal/+End(50)
Level 49: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(50)
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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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I'm thinking the /Ela will be as good if not better vs certain mobs than the /SR but that if you want to put on a blindfold and jump headfirst into the unknown that overall the /SR will be tougher (and assuming a fair amount of IO work for either build). The /Ela will also have a slight edge in minion munching aoe power due to the aura.
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Quote:Same, afaik her Dark Regeneration is melee and all around her ...As far as I know, Ghost Widow has a PBAoE Dark Regen-like heal. Standing directly next to her, even from behind, is not recommended unless you are soft-capped or happen to be someone's phantom army.
The recharge on it is something like 45 seconds so if you're observant and careful, you can duck in and out of range and attack when its recharging. However, if you screw that up and the team leader kicks you, don't blame me. I've done it, but only when I thought it was necessary (when damage was low and the boost would be helpful) and I could get away with it. I'm also slightly less likely to be blamed for being clueless if I were to accidentally guess wrong, although I've never guessed wrong.
That said placing oneself on the far side of her from any one, including a Taunting Tank, who currently has her aggro is likely still a very good idea:
1) Her 100 mag hold is a Targeted AoE
2) Her Soul Tentacles are a cone
3) Her Fearsome Stare is a cone
4) Her Torrent is a cone
5) Her Dark Obliteration is ... you get the idea here, she gives one plenty of reasons to not stand between her (or near) and whatever she's currently annoyed with. She tosses around plenty of good old fashioned AoE. -
Quote:Nice, going to remember that little trick for the next time LR is giving the team fits for whatever reason.Honestly, tanking Recluse is extremely easy no matter what and most people make it FAR more difficult than it has to be. There's a hysterically easy trick to keeping him from doing any damage to you in the slightest, but I'm the only person I've ever seen use it. I don't know why, though.
Recluse is tethered to whichever tower is being attacked. He'll run down the trenches a certain distance, but then will teleport back if he gets too far. All a tank has to do is run a bit out of his range and put taunt on auto-fire and target him. Recluse will run down, get taunted, hit the edge of his range, teleport back, and then (still under the taunt effect), run back down.
Essentially all you have to do to keep him off the team is to adjust your position when each tower goes down (shifting from the right trench to the left when you're taking the towers on that side). Every once in a blue moon he'll manage to fire off a channel gun shot at you, but if you have a few greens to heal and blues to offset the end drain, you'll be good to go. And rarely he'll teleport away right when you hit taunt and he won't be affected, so you have to run back up to grab his aggro again. But that might happen once or twice a fight. -
Reading some of the other related threads got me thinking ...
So standing still in a vacuum with just Hasten active and nothing else 188.8%.
From there it simply goes up depending on what ones considers reasonable assumptions and the luck of procs firing or not. And has the added advantage of being able to drive itself nuts (a Kin/Nrg build). Started with 4 sets of Kin Crash but got to thinking, probably both more playable and higher average recharge, would be to go with Decimation and Positrons and drop a Force Feedback in the 6th slot.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
OneGoalOneSpeed (v1.00.i19): Level 50 Science Defender
Primary Power Set: Kinetics
Secondary Power Set: Energy Blast
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Transfusion -- Panac-Heal(A), Panac-Heal/EndRedux(5), Panac-EndRdx/Rchg(19), Panac-Heal/Rchg(19), Panac-Heal/EndRedux/Rchg(21)
Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(15), FrcFbk-Rechg%(21)
Level 2: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(15), FrcFbk-Rechg%(23)
Level 4: Siphon Power -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(39)
Level 6: Siphon Speed -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(43)
Level 8: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(17), Posi-Dam%(17), FrcFbk-Rechg%(23)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 12: Speed Boost -- EndMod-I(A), EndMod-I(13), EndMod-I(13)
Level 14: Stealth -- LkGmblr-Rchg+(A)
Level 16: Repel -- FrcFbk-Rechg%(A), EndRdx-I(39), EndRdx-I(39)
Level 18: Invisibility -- LkGmblr-Rchg+(A)
Level 20: Aim -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-Rchg(25), AdjTgt-ToHit(25), AdjTgt-ToHit/Rchg(27), AdjTgt-EndRdx/Rchg(27)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37)
Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/Rchg(31)
Level 26: Vengeance -- LkGmblr-Rchg+(A)
Level 28: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(43)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40)
Level 32: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 35: Explosive Blast -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(36), Ragnrk-Dmg(37), FrcFbk-Rechg%(50)
Level 38: Increase Density -- S'fstPrt-ResKB(A)
Level 41: Nova -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(43)
Level 44: Dominate -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46), UbrkCons-Dam%(46)
Level 47: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(48), FtnHyp-Acc/Rchg(48), FtnHyp-Sleep/EndRdx(48), FtnHyp-Plct%(50)
Level 49: Inertial Reduction -- Winter-ResSlow(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50)
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As bAss Ackwards has inferred above the absolute minimum theoretical downtime is going to be, I believe, 20 seconds (1/5th of 1000 seconds or 200 second recharge vs 180 duration) while at the recharge cap (500% or +400%) ... which is a long way from possible without outside buffs I imagine.
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If I expect to go up against large mobs of Carnies with my Claws/SR some of the things I do are:
1) Use Elusive Mind. For 60 seconds that's another +20% vs Psi attacks which puts me around +36% def (psi) from there a small Luck gets me soft capped vs Psi. It also has Psi resistance though not amazing amounts it adds to the Oranges I'll be using (have used).
2) Monitor my Psi defense. Making sure to keep and not combine my purples into other inspires.
3) Monitor my +To Hit and Last Hit Chance. Eat those yellows I've been hording as needed and pay special attention to ensuring my Follow Up buff lands and keeps me buffed. True ugly and I hit Geas which has both +To Hit (25%) and large amounts of +recovery. (and eat a small Luck to counter Geas' -def)
4) As others have said the Fluffy gets attention sometimes over the MI, though I tend to focus on her (them) first then the Fluffy. -
My Claws/SR is ready for whatever comes and will always be the first to face 'it' among my many, many characters.
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A definite improvement over your original build. Your positional defenses are well above the soft cap enough so you could change some enhancements around and get more max health bonuses. One thing I'd strongly recommend changing is the Numina's in Siphon Life. Numina's is a poor choice there for 2 reasons. First it does not enhance Siphon Life's damage output. Siphon Life is one of your best attacks and needs to be slotted for damage. Second as is you'll have trouble getting the heal out of it as there is also no accuracy in Numina's and as a result you'll miss often especially against the sorts of foes where you'll really need the heal.
Made some changes, moving 1 slot out of each Super Jump and Super Speed and into Tough while changing up the enhancements in a couple other attacks. And this is what it looks like. If it were my character I'd probably mess around with it some more but it's solid enough as is that some of that is just changes for preference. For example, I'd try to get a slot or two in Weave and Maneuvers (aiming for at least 3 in each) but likely that would involve quite a bit of reworking to free up the slots while keeping the defense intact. Probably the next biggest improvement would be getting more recharge out of the build. Really quite a bit there that could be done yet.
There's also a whole thread buried in here somewhere about slotting options for Siphon Life.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(7)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-Def(9), S'dpty-EndRdx/Rchg(9), S'dpty-Def/EndRdx/Rchg(11)
Level 2: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(11), LkGmblr-EndRdx/Rchg(13), LkGmblr-Def/EndRdx/Rchg(13)
Level 4: Agile -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(17), RedFtn-EndRdx(19)
Level 6: Shadow Maul -- Erad-Dmg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23)
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(23), HO:Nucle(25), HO:Golgi(25), HO:Golgi(27), HO:Golgi(27)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
Level 16: Dodge -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(31), S'dpty-EndRdx/Rchg(33), S'dpty-Def/EndRdx/Rchg(33), S'dpty-Def(33)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(48)
Level 20: Quickness -- Run-I(A)
Level 22: Boxing -- Dmg-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(31), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 26: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(34)
Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(50)
Level 30: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(40), GftotA-Def/EndRdx/Rchg(43)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 35: Evasion -- S'dpty-Def(A), S'dpty-Def/EndRdx(37), S'dpty-Def/Rchg(37), S'dpty-EndRdx/Rchg(39), S'dpty-Def/EndRdx/Rchg(40)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(46)
Level 47: Maneuvers -- EndRdx-I(A)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
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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-Rcvry+(A), Mrcl-Heal/EndRdx(36), Mrcl-Heal(36)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod/Acc(37)
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Quote:As a Super Reflexes scrapper one should concentrate on positional defenses. Melee, range and AoE are what one is aiming for soft capping, not smash or lethal (or fire or cold or ... any other damage type). There are a few attacks that are not positional but far as I know none of them are Smash or Lethal typed either (Psi and Neg Nrg come to mind). You'll cover far more incoming attacks via positional than S/L typed.somethink i've always wanted to do is solo an av i have a few lvl 50 toons to use but i wouldn't mind doing it on my DM/SR scrapper im not the best at builds but i've give it ago, softcap defense i've heard is 45% the best i could get Smashing and lethal was 20.6% anyone know where im going wrong i looked for set with + S/L def
You'll want your attacks using sets which enhance the powers damage. For example Smite, make sure its damage is ED capped prior to using non-melee sets. Using Siphon Insight alone seriously impairs the damage caused by Smite, leaving it at the base unenhanced value.
Smite, Shadow Punch, Shadow Maul, Siphon Life and Midnights Grasp should all be running up against ED for damage before secondary effects on those powers see any enhancing. This includes the Heal in Siphon Life (or the Immobilize in MG or the To Hit Debuff in any of them).
Make sure when looking at your final chance to hit you are not including the To Hit buff proc found in Siphon Insight, it'll mask the weakness, for example, of the 'accuracy' in Midnight's Grasp as currently 4-slotted with Kinetic Combat.
For a variety of reasons unless one is dead set against it due to concept etc. the Fightiing Pool is near tailor made for helping SR reach the soft cap, in particular Tough and Weave. With a Steadfast +3% in Tough plus Weave one can add 8% or so defense with minimal slotting investment. -
Well,
1) A Nerve Radial might boost you another 1% or so ... not up to the actually math but my Claws/SR with Nerve Radial gets 6.14% for her Weave and 3.55% for her Maneuvers (which is only 2 slotted) while running her Nerve Radial.
2) You are so close that with those resistances and self heals, that practically speaking, I'd guess you'd have to analyze your combat logs to see a difference in survivability between current defenses and the actual soft caps for those values.
3) Might squeak a tiny bit more out of Weave and Maneuvers using Enzymes vs Cyto's and making them HO++ or HO+++ -
Doubtful, the passives do not accept damage resistance enhancement. The Incarnate boosts only work on powers accepting the corresponding enhancement type, in this case the passives take only defense enhancements so only Incarnate Boosts effecting defense are likely to have any effect. I mentioned the Nerve tree much earlier in the thread because Nerve Radial and other portions of the tree do effect defense. The Nerve Radial is worth about another 3% defense to all positions on my Claws/SR and pretty much allows me to choose when and if I run Maneuvers.
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Here's a build in progress for my Katana/SR, fairly happy with how its shaping up.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Cealdrathe (v2.00.i19): Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(7), Achilles-ResDeb%(11)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), SW-Def(5), SW-Def/EndRdx(11), SW-Def/EndRdx/Rchg(13), Ksmt-ToHit+(19)
Level 2: Focused Senses -- LkGmblr-Rchg+(A), SW-Def(7), SW-Def/EndRdx(13), SW-ResDam/Re TP(17)
Level 4: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(15), S'dpty-Def/Rchg(42)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(43)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(15), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-ResDam/EndRdx/Rchg(23), GA-3defTpProc(43)
Level 16: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(17), S'dpty-Def/Rchg(42)
Level 18: The Lotus Drops -- Erad-Dmg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Super Speed -- Clrty-Stlth(A), Winter-ResSlow(50)
Level 22: Quickness -- Run-I(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(37)
Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(27), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(29), S'dpty-Def/Rchg(42)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FrcFbk-Rchg/EndRdx(34)
Level 35: Evasion -- LkGmblr-Rchg+(A), SW-Def(36), SW-Def/EndRdx(36), SW-Def/EndRdx/Rchg(36)
Level 38: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(39), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(48), P'Shift-End%(50), RgnTis-Regen+(50)
Level 47: Combat Jumping -- DefBuff-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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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 -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(45), Mrcl-Rcvry+(45), Numna-Heal(45), Numna-Heal/EndRdx(46), Numna-Regen/Rcvry+(46)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-EndMod/Rchg(48), P'Shift-End%(48)
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Not so sure I'd want to try it without PA but ...
What can one get while keeping PA with a short downtime. Usually high recharge and high defense work together about as well as oil and water mix.
Assuming a Spiritual boost for recharge:
Perma AM, Perma Hasten, PA downtime around 12 seconds.
IW ... more math than I care to do atm but hoping the 3 seconds downtime goes bye bye.
Ranged bit short of cap (39%)
AoE (34%)
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
IllRad high defense (v1.00.i19): Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Blind -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(36), UbrkCons-Dam%(43)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Rchg(37)
Level 2: Spectral Wounds -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(31), Apoc-Dam%(37), Apoc-Dmg(46)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(23)
Level 6: Kick -- Empty(A)
Level 8: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(9), UbrkCons-Acc/Rchg(9), UbrkCons-EndRdx/Hold(13), UbrkCons-Hold(39)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
Level 14: Enervating Field -- EndRdx-I(A)
Level 16: Radiation Infection -- HO:Enzym(A), HO:Enzym(17), HO:Enzym(17), Achilles-ResDeb%(37)
Level 18: Phantom Army -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(19), BldM'dt-Acc/EndRdx(19), BldM'dt-Acc/Dmg/EndRdx(21), BldM'dt-Acc(34), BldM'dt-Dmg(1)
Level 20: Super Jump -- Zephyr-ResKB(A)
Level 22: Lingering Radiation -- HO:Micro(A), HO:Micro(40), P'ngTtl-Acc/Slow(46)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(25), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(39)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/Fear/Rchg(27), Abys-EndRdx/Fear(27), Abys-Fear/Rng(39), Abys-Dam%(40)
Level 28: Weave -- LkGmblr-Rchg+(A), SW-Def(29), SW-Def/EndRdx(29), SW-Def/EndRdx/Rchg(40)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(36)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Tactics -- HO:Cyto(A), HO:Cyto(46)
Level 41: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(42), CoPers-Acc/Rchg(42), CoPers-Conf/EndRdx(42), CoPers-Conf%(43), CoPers-Conf(43)
Level 44: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Def/Rchg(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), RechRdx-I(50)
Level 47: Mind Over Body -- GA-ResDam(A), GA-Res/Rech/End(48), GA-End/Res(48), GA-3defTpProc(48), GA-RechEnd(50), GA-RechRes(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(15), P'Shift-End%(15) -
Quote:Haven't met my GM Empaths have youEmps don't really need defense, to be completely honest. They don't generate enough aggro to really need it.
I don't need it not because of lack of aggro, but because my Regen is up around 58 hp/sec (2000% when teamed), I'm stunning all the minions and likely the Lt and Boss while knocking them down repeatedly, have 40% or so S/L/other resistance and a very functional set of blasts including a nuke that I'm not at all reluctant to use even when the aforementioned tanks, scrappers, brutes etc. are in the other mob in the room. Let's just say it may not be scrapper, tank or brute level aggro but its more than enough to get all sorts of attention.
Reyna Morningdew (Empathy/Rad/Dark/Spiritual) of Green Machine
7.3 million points of damage taken
Exalted badge holder -
Quote:A good point, at least for the post 40 (or 50) portion of the characters career. Played around with it briefly (and rapidly) and only 10% less recharge than my planned GM build for high recharge (and about 20% less S/L resistance) but ...I do agree that recharge will make an emp a stronger teammate. However, to mix things up, I'd like to cast a vote for s/l just because you get to 32% s/l with Scorp Shield, Maneuvers and CJ. 25% to energy as well. That's without any consideration for IO bonuses, which will be harder for an emp to build up via bonuses for s/l (no natural home for melee attacks for Kinetic Combat). So my 2 inf is to build this foundation for s/l defense and focus on recharge.
Rather intriguing for a rapidly thrown together lets see sort of build.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
EmpIceMace S/L high +def (v1.00.i19): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Ice Blast
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-EndRdx/Rchg(37)
Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(17), Dev'n-Hold%(36)
Level 2: Ice Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(17), Dev'n-Hold%(36)
Level 4: Frost Breath -- Empty(A)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 8: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 10: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-Rchg(40), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(43)
Level 12: Fortitude -- LkGmblr-Rchg+(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(15), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-ResDam/EndRdx/Rchg(40)
Level 16: Freeze Ray -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(50), Lock-EndRdx/Rchg/Hold(50), Lock-Acc/EndRdx/Rchg/Hold(50)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(34)
Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(34)
Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(37), Dct'dW-Rchg(37)
Level 28: Bitter Ice Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(29), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Dev'n-Hold%(39)
Level 30: Tactics -- EndRdx-I(A)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Rchg(46), Efficacy-EndMod/Rchg(46)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(46)
Level 38: Assault -- EndRdx-I(A)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Hover -- LkGmblr-Rchg+(A)
Level 47: Blizzard -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), AirB'st-Dmg/Rchg(48)
Level 49: Vengeance -- Krma-ResKB(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A)