Doomguide

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  1. A lot of it will depend on your secondary and to a lesser extent how fast your Dark Consumption recharges. As Soul_Fane points out many of the -recovery debuffs often tend to be a case of npc overkill. If its a resistance or regen based secondary with no recovery debuff resistance (dm/regen for example) I'm guessing you'll spend most of the time swimming in endurance but the first nasty end sappers you run into will leave you gasping only a few seconds after everyone else is gasping.

    Put another way look at Mids and look at the -recovery powers of AT's know for sapping strength. For example, one attack from my Traps/Elec defender, built for sapping, is nearly enough to shut down the base recovery (200%) of Recovery Aura. Her Short Circuit carries a 183% end recovery debuff while also draining 64 end directly from you.

    The potential to slot 3 Performance Shifter +end procs may do more for you than the powers themselves will in a set without recovery debuff resistance.
  2. Far as I know the procs would not work that way but I don't know that for certain either. I would expect it to have a chance to fire when you first cast Soothing Aura and to only effect you the caster and at best to fire non-stacking every 10 seconds. Would be interesting to hear from someone who's tested this out however.
  3. Here's first pass at an exemplar build, in fact probably a bit overkill that way but should be good for some ideas. It is soft capped vs melee and range at level 25 when ex'd (so Weave applies), should be close to if not endurance sustainable. No accolades or purples etc. involved to help keep costs down. It does have some pricey IO's (including several LotG +7.5%) but they should be fairly attainable via alignment or reward merits.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spines_SR dedicated exemplar build (v1.00.i18 sets): Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Super Reflexes
    Power Pool: Leadership
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Concealment

    Hero Profile:
    Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(31)
    Level 1: Focused Fighting -- S'dpty-Def(A), S'dpty-Def/EndRdx(11), S'dpty-Def/Rchg(17), S'dpty-EndRdx/Rchg(25), S'dpty-Def/EndRdx/Rchg(42), S'dpty-EndRdx(43)
    Level 2: Focused Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(11), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(43)
    Level 4: Spine Burst -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(7), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(31)
    Level 6: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Rchg+(33), Ksmt-ToHit+(50), Ksmt-Def/EndRdx(50)
    Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(29), Thundr-Dmg/EndRdx/Rchg(31)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(13)
    Level 12: Swift -- Run-I(A)
    Level 14: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(21), Mrcl-Rcvry+(34), Numna-Heal(39), Numna-Regen/Rcvry+(39), RgnTis-Regen+(39)
    Level 16: Boxing -- Acc-I(A)
    Level 18: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc(46), P'Shift-End%(48)
    Level 22: Agile -- GftotA-Def(A), GftotA-Def/EndRdx(40), GftotA-Def/EndRdx/Rchg(45), GftotA-Run+(48)
    Level 24: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(40), GftotA-Def/EndRdx/Rchg(46), GftotA-Run+(48)
    Level 26: Ripper -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(42)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(29), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-EndRdx/Rchg(50)
    Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(37), GftotA-Def/EndRdx/Rchg(37), GftotA-Run+(37)
    Level 32: Lucky -- LkGmblr-Rchg+(A)
    Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(36), GftotA-Def/EndRdx/Rchg(36), GftotA-Run+(36)
    Level 38: Elude -- Winter-ResSlow(A)
    Level 41: Build Up -- RechRdx-I(A)
    Level 44: Stealth -- LkGmblr-Rchg+(A)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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  4. Yes HO's are effected by exemplar scaling and like purples their higher base enhancement values tend to scale relative well when compared to the similar multi-aspect IO's

    If you are meaning my build at 30 would have serious end issues I'm thinking yes as an i18 build but not so much as an i19 build. Because this is intended as an i19 build you aren't seeing the effects of Health and Stamina enhancement (which does make evaluating that part of the build a bit tricky) and she does have all the accolades in place. In fact the accolades would probably be the fastest way to make any exemplar build tougher.

    And no I would not use this build currently as without Fitness even with PP it would have issues. Currently I just use her level 50 build for exemplar work. The combination of purple sets, using level 25 LotG +7.5% and access to 20 inspires mean she has little issues with exemplar work.

    Not using purples may in fact make it a tiny bit easier to do ... purples (at least in /sr builds) provide no significant +defense so using 'normal' IO sets which do have +defense set bonuses one might end up ahead. I'll work on a spines/SR and see what I can come up with.
  5. Gratz on 50!

    Mostly I'd be thinking about at what level would I be commonly playing. Am I going to be building to exemplar frequently and to what level. A build meant to work well at 45+ vs running at low or mid range levels has different build goals and choices, in particular when powers are chosen.

    Adding some knockback protection would be good. Stealth (as in hard to see, not the power per se) combined with Recall Friend is useful for many task forces and situations.

    Power Build Up + Vengeance is hard to beat for turning teamwipe into team smash foes.

    As for things like Numina's +regen/+recovery or Miracle +recovery, *shrug*, when your Auras are up they dwarf the bonus for both the procs and any set bonus you could get. For a team build/setting frankly I don't think they are worth any slot devotion. That said with Inherent Fitness you'll have a base slot to throw one IO in ... a Miracle +recovery would be my choice there.

    As for the Panacea sets *shrug* they certainly look very uber and will shave a few more seconds off the Auras downtime and make Hasten truly perma. But you'll also lose the 4 +4% enhancement (heal) bonuses from the Doctored Wounds sets which amounts to healing back about 20 more health per use of HA and 40 or so more with HO. Not sure if there is a practical and significant advantage to one set over the other set (outside of cost and acquisition). Your Auras dwarf any of these bonuses which is about the only clear argument favoring Panacea over Doctored Wounds.
  6. My understanding is each enhancement value is looked at individually for the purpose of scaling or not for exemplar. So a Def/End IO would be checked separately for both its Def and End values.

    Simplest way to avoid any issues if you are looking to exemplar down to level 25 is, in this case, to use level 25 IO's as much as possible. At that point you'll be both unaffected by any scaling and keep all set bonuses. I'll point out that while purple IO's are effected by scaling that when scaled by the exemplar value (.733) to level 25 the actually added value equals or exceeds a similar non-purple IO. That is a Dam/End Armageddon, for example, when scaled from 33.13% Dam and 33.13% End (its base values) to level 25 for exemplar work ends up being worth 24.28% Dam and 24.28% End ... in other words about 4% ahead of a level 25 Dam/End Scirroco's.

    Post inherent Fitness keeping both defense and a decent number of attacks should get far far easier ... particularly for */SR. It should be possible to approach or keep the soft cap for both melee and range with /*SR while exemping to level 25.

    I don't have a spines build, I do have a Mid's build for my claws/SR. Remove the Glad +3% def proc and her values should be right around 43% vs both melee and range. I'd say 43% or so should more than adequate for anything pve might throw at you at level 25 particularly with teammates and/or inspires added to the picture.

    The potentially larger issue isn't the +defense values but likely the reduced ddr (defense debuff resistance) values reintroducing the concern of a true cascade defense failure getting triggered vs /SR. Even if I moved Lucky to 28th in my build Evasion is simply not going to be there to add its value to ddr since it's a level 35+ choice in any build. At best if you are using level 25 IO's you'll be in the 70-75% range for ddr I believe and mine, as is, sits around 62% in my Mid's build. Even so /SR is still going to be miles ahead of any other defense build at this level of exemplar for ddr. Shield defense might also manage significant ddr since HO's scale similar to Purples hence stacked Active Defense is likely still very possible but I haven't really looked at Shield and, of course, Shield paired to Spines is a no go anyway.

    Brawl and Sprint were used for holding slots dedicated for use in Health and Stamina respectively.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    GRETA-001 exemplar build (v13.00.i19): Level 50 Science Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Teleportation
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(11), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(15), Ksmt-ToHit+(23)
    Level 2: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(25), Hectmb-Dam%(34), Achilles-ResDeb%(36)
    Level 4: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Rchg+(23)
    Level 6: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Acc/Rchg(7), Armgdn-Dmg/EndRdx(21), Armgdn-Dam%(33), FotG-ResDeb%(36)
    Level 8: Follow Up -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(13), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(36)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(13)
    Level 14: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
    Level 16: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(40)
    Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(31), Apoc-Dam%(33)
    Level 20: Recall Friend -- Winter-ResSlow(A)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(27), Aegis-ResDam(29), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(39)
    Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
    Level 28: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(45), S'dpty-Def/Rchg(45)
    Level 30: Tactics -- HO:Cyto(A), HO:Cyto(42)
    Level 32: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), Ragnrk-Knock%(43)
    Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(45)
    Level 38: Quickness -- Run-I(A)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-End%(46), RgnTis-Heal/EndRdx(46), RgnTis-Heal/Rchg(48), RgnTis-Regen+(50)
    Level 47: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(48), S'dpty-Def/Rchg(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A), Empty(17), Empty(21), Empty(37), Empty(39), Empty(39)
    Level 1: Sprint -- Empty(A), Empty(17), Empty(37), Empty(37)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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  7. This:

    Quote:
    It *ought* to be.....

    Honestly, in my opinion 'offender' is more of a mindset than anything else. Certainly some defender builds work out better for offense than others, but every single one can be played to maximize the defender's personal damage contribution - and quite often without diminishing their team utility in the slightest. 'Offender' is most definitely *not* a derogatory term for someone who skips team-focused powers from their primary (we have entirely different derogatory terms for *that*) - while some extreme solo-only offenders may do that (and within that context there's nothing wrong with it), it's hardly the exemplar of the type.

    I personally play every defender like an offender, whether I've got the 'right' primary/secondary sets for it. Blasts are good.
    And posts echoing this:

    Quote:
    To me, an Offender just means a Defender who takes and slots their attacks. If you've got a reasonably continuous attack chain with some AoE, and its all 3 slotted for damage, and you use it, you're an Offender.

    Sonic Blast is the top damage blast set due to the stacking -Res debuffs.

    Rad, Traps, Storm and Dark make good solo Offender sets, but any primary can be a good offender build.

    Its also a combination of build and playstyle.
    For example, I remember playing with an awesome Empath/Energy Blast offender who'd keep us buffed, heal when necessary (eg people getting below 50%) but used her blasts to cause absolute chaos in the enemy ranks, both mitigating and causing plenty of damage. If she aggro'd it, she'd keep it bouncing around until it was dead.
    The exact same build could have been played differently by prioritising heals if anyone fell below 90%, and hanging back and attacking less to avoid aggro.
    On the otherhand this is definitely NOT an offender, most specifically the bullets points ... its poor building followed up by poor playstyle:

    Quote:
    The term offender has been in use for far longer than the Inherent power change. Offender, for the most part, was used to refer to a player who sacrificed powers for team-mates in favor of powers for themselves. For example:

    * An Empath without Heal Other, Absorb Pain, Clear Mind, Fortitude, or Adrenalin Boost.
    * A sonic without Sonic Barrier, Sonic Haven, Disruption Field, or Clarity
    * A Cold Dom without Ice Shield, Glacial Shield, or Frostwork

    Players would use the power choices freed up by not taking team-mate oriented powers in order to take powers that buffed themselves, such as the leadership pool, the fighting pool; or for powers that had good IO slotting capabilities, such as the concealment pool.
  8. Quote:
    Originally Posted by WingsOfGlory View Post
    I could spend about a billion on this guy. Hes pretty much my new main.
    Is this still the case?

    If so you could manage one of the two pvp IO procs (Panacea +hit points/+end or the Glad +3% defense) with a lot of tip missions for Hero Merits and purchase. Far as I know those two by themselves still greatly exceed your budget.

    While I wouldn't considered myself hugely market savvy I would not be at all surprised to see the build in your most recent post cost somewhere in the 6 to 8 billion range and learning it was more wouldn't shock me.

    As for build recommendations:
    Recharge, then more recharge and then even more recharge ... it's all about getting those long timer Auras on the least downtime as possible. Eveything else then benefits from there. Fortitude on more folks, perma AB, perma Hasten (or near), even your own choices in APP .. less downtime for Force of Nature, faster cycle on PBU etc etc..

    So Doctored Wounds, Positron's Blast, Decimation, Stupefy, Obliteration are the sets I'd first look to for my powers as appropriate. Add in LotG +7.5% recharge (x5) if possible and then start in with Purple sets.

    Here's what I might do while changing none of your power choices, level they were chosen and with minimal swapping around of slotting used.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Healing Wingz: Level 50 Mutation Defender
    Primary Power Set: Empathy
    Secondary Power Set: Radiation Blast
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-EndRdx/Rchg(17)
    Level 1: Neutrino Bolt -- HO:Centri(A), Apoc-Dam%(40), GJ-Dam%(40), LdyGrey-%Dam(43), ShldBrk-%Dam(43), AnWeak-%ToHit(46)
    Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-EndRdx/Rchg(21)
    Level 4: Irradiate -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(5), Armgdn-Acc/Rchg(7), Armgdn-Dmg/EndRdx(15), Armgdn-Dam%(23), Achilles-ResDeb%(31)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(33)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Electron Haze -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Dam%(25), LdyGrey-DefDeb/Rchg(31)
    Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), HO:Membr(13), LkGmblr-Rchg+(29)
    Level 14: Hover -- Frbd-Fly(A), Ksmt-ToHit+(21), Flight-I(33), Frbd-Stlth(34), LkGmblr-Rchg+(39)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Assault -- EndRdx-I(A)
    Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(23), GSFC-ToHit/Rchg/EndRdx(25)
    Level 24: Resurrect -- RechRdx-I(A)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Rchg(46)
    Level 28: Cosmic Burst -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(33), Apoc-Dmg(34), Amaze-Stun(34)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-EndRdx/Rchg(42), Efficacy-EndMod/Rchg(43)
    Level 35: Neutron Bomb -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(37), Ragnrk-Knock%(37), Achilles-ResDeb%(39)
    Level 38: Invisibility -- LkGmblr-Rchg+(A)
    Level 41: Power Build Up -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-ToHit(46), AdjTgt-ToHit/Rchg(48)
    Level 44: Force of Nature -- Aegis-Psi/Status(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/Rchg(48)
    Level 47: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(50)
    Level 49: Aim -- GSFC-Build%(A), GSFC-ToHit(50), GSFC-ToHit/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 2: Ninja Run



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  9. Yep right after maxing recharge I'm looking to place 2 procs in Acid Mortar: 1) Achilles chance for -resist, and 2) Devastation chance for Hold. You can sometimes see a veritable field of "tesla cages" from the proc being triggered in AM.
  10. Just checked on one of my characters and I am seeing a bonus for Posi in my combat attributes.

    Assume you aren't exemp'd below the level at which the bonus would apply?
  11. Quote:
    Originally Posted by maxtsorm View Post
    Yeah you gave me the idea!

    lol.

    But perhaps your right. I might just have to rethink this. But then again I dont have anything else to do with my money


    Well IM gonna mess around with it tommarrow and have some fun.
    Well if the influence is really burning a hole there's always the alternate build plan. Spend oodles on two builds, one more "serious" and one with lots of swords.
  12. Quote:
    Originally Posted by James_Donner View Post
    not quite sure if I would have gone in that direction with a build but hey if it works for you have fun with it.
    In many ways I think this is one of the strengths of /SR when looking at IO builds. More perhaps than any other secondary there are many many ways to make a very effective build precisely because you can soft cap so readily, not even really needing IO's to do it. Most other secondaries tend to require a great deal more IO effort to reach their basic build goals whether that's positional soft cap, S/L soft cap, high recharge required for some attack chain or dps or some combination of those. This ease of reaching the soft cap leaves /SR with much more room to spare towards meeting secondary build goals whatever they may be.

    I do enjoy playing Greta and always have even when I was a total newb and I could hardly fight my way out of a wet paper bag with her sometime back in i4. I also know the above build is capable of and has done a fair number of "stupid scrapper tricks". So I have little doubt it's also a very effective build. It's also most certainly not the only way to get there.

    Which begs the question, which way would you go?
  13. Only have one purple set that contributes to +max health ... Apocalypse in Focus. Soulbound Allegiance, the Pet Damage set, does as well but for obvious reasons pre GR that was not an option, but now it could be as well.

    First thing I noticed is you could gain the Task Force Commander accolade (about 67 more +max health).

    Greta, my main, has a passive regeneration of 28 hp/sec at her current health of 1953. Pushing that to 2028 adds 1 hp/sec and requires 15 pvp IO's >>> 5 sets of 3 each from Shield Wall, hence my thinking that I'll be lucky to get there this century.

    This is essentially her current live build. Technically never finished off the Ragnarok's in Shockwave ... still has a Nucleolus and 2 Centrioles in there. The added range is addictive. Suspect one of the bigger differences between BZB and my build is likely to be recharge. Guessing BZB has a bit more pushing the dps limits. I know I'm giving up some by not completing the Ragnarok in Shockwave if nothing else.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    GRETA-001 solo (v11.10.i16 purpled): Level 50 Science Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(13), LkGmblr-Rchg+(31), Ksmt-ToHit+(43)
    Level 2: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(34), Achilles-ResDeb%(42)
    Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(13), LkGmblr-Rchg+(31)
    Level 6: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Acc/Rchg(7), Armgdn-Dmg/EndRdx(23), Armgdn-Dam%(34)
    Level 8: Follow Up -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg(9), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dmg/Rchg(42)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Regen/Rcvry+(15), RgnTis-Heal/EndRdx(31), RgnTis-Heal/Rchg(37), RgnTis-Regen+(43)
    Level 16: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37), Zephyr-Travel(43), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
    Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(29), Apoc-Dam%(29)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(45)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(25), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx/Rchg(39)
    Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(40)
    Level 28: Quickness -- Run-I(A)
    Level 30: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(46)
    Level 32: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34)
    Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(36)
    Level 38: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(48)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(45), Mrcl-Heal(50), Mrcl-Heal/EndRdx(50), Mrcl-Rcvry+(50)
    Level 47: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(48), S'dpty-Def/Rchg(48)
    Level 49: Swift -- Run-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run



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  14. Doomguide

    Solo the Posi TF

    http://paragonwiki.com/wiki/Exemplar...n_Enhancements
    http://paragonwiki.com/wiki/Table_of_Special_IOs

    Along with the rest of Paragonwiki these two articles are quite helpful when considering the effects of level vs exemplar builds/work.

    In the past I have looked at exemplar builds for very low level mission running such as Posi and various Ouroboros arcs. Below level 21 it often became unrewarding to simply not having a solid, more or less, normal build. Scaling wreaks havoc below 21 and many desirable set bonuses simply don't exist at that level. Stealth, Travel speed, familiarity, inspires and possibly temp powers have far more to do with "speediness" running a Posi than the build itself does overall.

    Likely you'll want many if not all you pre-21st powers 6 slotted. Slots for the powers and slots for inspires are two major advantages an exemplar has over a lowbie, especially a lowbie such as one in the teens running Posi. Pretty much only the powers holding special IO's, purple sets and pvp sets are going to have any value slotted up if they are post level 21.
  15. Depends a bit on what you plan on fighting. With heavy defense debuffers you'll want to go over the "soft cap" or you'll find out why it's a "soft" cap very quickly against higher con, higher rank foes. Defense cascade failure will happen very quickly with absolutely no defense debuff resistance available. Real question is how far over the cap do you need to be? I'd be looking to be able to soak up one lucky hit that carries a defense debuff value typical of what you face. Doing so means the foe then needs to hit you twice before the first -def wears off to get you into cascade failure/defense troubles. 1 in 20'ish then becomes 1 in 400'ish. For starters if you can soft cap with 2 Emps I'd say the same level of defense plus the 3rd Empath allowing you to stack another Fortitude (2 on everyone) is a very good place to begin.
  16. Quote:
    Originally Posted by Nightphall View Post
    The blue number is the maximum amount of hit points that you have at that time.
    Which to be clear, on a /SR isn't happening far as I can see without some outside buffs, at least on a level 50 character. (Hitting the Max Health cap ... not ones current max health which the blue coloration is indicating)

    http://paragonwiki.com/wiki/Hit_Points
    http://paragonwiki.com/wiki/Limits

    Paragonwiki is very helpful for CoX info in general.

    Scrapper Max Health at level 50 is 2409.5
    My live claws/SR has 1953 max health, planning (rather long term) on pushing that to 2028. Guessing somewhere next century that might happen Likely build will get further tweaking with i19 and i20 Incarnate stuff coming making all the planned stuff change anyway.
  17. Quote:
    Originally Posted by JamMasterJMS View Post
    I dont think it works like that actually.
    You get a flat 20% damage resist bonus per each passive takin. You cant slot more resists into the power to get more resistance. The resists kick in based on health value.
    I could be wrong though
    Actually I believe you are correct, I messed that up. You definitely can not slot damage resistance in the passives. Each passive does max out at about 20%, I say about because I think it's actually just shy of that when you have 5 or so health left leaving your resistance just shy of 60% right before you keel over if you have all 3 passives. Plead guilty to typing a bit faster than I should have.

    Looking at the detailed info in game you get this listed (once for each damage type resisted) ".3 per Health Percentage Point below 60% resistance to smashing damage on self Ignores buffs and enhancements unresistable" Therefore with all 3 passives you should be gaining about 1% resistance for each 1% of health lost (from 60% of your max health) for each of the 6 damage types it works against (i.e. its not effective against psi or toxic damage).

    The amount of DDR, however, is effected by the amount of defense enhancement present and is a good enough reason to slot defense enhancement in and of itself.

    EDIT: to add the '(from 60% of your max health)' ... fingers still not typing all of what brain thinking
  18. No pvp builder/expert by a looooong shot ... but the reason as I understand it is tied to its long animation. Longer animation a power has the more damage it does in pvp.
  19. Orange and more orange till you hit your Resistance cap vs whatever the incoming damage type is. Resistance makes whatever amount of health you have go further, buys time for whatever passive regen or healing to effect you before the next and potentially fatal blow lands. More defense once you are soft capped (like Cold Shields or popping Elude might help but only if the foe is using To Hit buffs (say Numina dropping Fortitude on Babs). Your Darkest Night applies here but is heavily resisted by a level 53 AV (something like 87% .. and then the purple patch hits cutting its debuff even further).

    Level 53 AV's even without any special powers, buffs etc. have a reasonably good chance to smack you do to accuracy bonuses. These accuracy mods all apply AFTER the To Hit and Defense part of the equation.
    1) relative level +3 = 1.3
    2) rank AV = 1.5
    So you floor their To Hit to 5% (with soft capping defense, Elude, Cold or FF shields, To Hit debuffs, whatever) ... then they start in with the various Accuracy mods. The above 2 mods brings them up to nearly 10% (9.75%) then you toss in any inherent accuracy the power itself may have which when present will likely put them safely over 10% final chance to hit your soft capped build. If the power in question is one of the several Psi damage types they use you have a base of zero resistance against the attack and neither the scaling passives or Tough, if you have it help vs psi or toxic damage ... hence orange inspires.
  20. There's also the empowerment base buff and/or Time Lord's Boon and Predator? for +recharge thou neither is truly permanent that is up to 3 hours worth of +10% or more recharge. (And the empowerment buff is essentially perma as you could renew it when it runs out as long as salvage and influence are available)
  21. Quote:
    Originally Posted by Fista View Post
    Which is more important shields or passives? How many slots per power?
    As others have been saying you want at least all the toggles and passives plus Practiced Brawler. Beyond the +defense your toggles and passives provide they all contribute to your Defense Debuff Resistance which is as important as the +defense.

    Second your passives provide a scaling damage resistance. Only with all 3 and with all 3 enhanced will you get the maximum damage resistance possible for any given amount of health.

    Quickness for me is also an 'always take' power. It's not only a nifty auto +20% recharge, +fly spd and +run spd buff, but resists movement slows (fly and run speed) and recharge debuffs.

    As far as slots to devote to it .. as Werner said there's about a bazillion ways to get there, the important thing is getting there with the values capped vs ED whether its 2, 4 or 6 slots in your build and whether it's with SO's, generic IO's, or sets.
  22. Doomguide

    My old emp/psi

    Ditto on Justaris' list of things plus

    Mental Blast - I'd use 5 Decimation and the Devastion proc here. The +recharge (and to a lesser extant in a Fitness free Emp, the +max end) are more important bonuses.

    Resurrect - base slot and I'd even lean towards endred rather than rech. On one hand you are likely getting a huge vigilance discount when using it but at the same time if I were using Rez at all it would be mid combat when all heck just broke loose, I've just used PBU, Vengeance, my RA's just dropped leaving my blue bar is anemic at best etc. etc. and the end cost of Rez is rather large at base value ... the rest of the time it likely doesn't matter what is in the base slot or I'm passing you a wakie, maybe hitting CM etc..

    If it is a late game or post 50 respec Fortitude where it is, is not worth another respec, but if you haven't committed then yes to moving it up to "asap" in build.

    AP - single slot ... or find a 5th. The +recharge is the reason to use Doctored Wounds in Empathy.

    Recovery Aura - 3 Slots recharge, more is largely a waste of the slots. The base effect of RA's +recovery is plenty. Most builds, while not having infinitely sustainable endurance, have their net recovery in good enough shape so their endurance is impossible to zero out while under the effect of +200% recovery rate buff outside of a classic nuke ... in which case you'll need far more +recovery anyway than can be provided by RA. Even if you do team regular with folks who could use the extra +recovery I'd cap endmod and recharge with frankenslotting to save slots as much as possible. (endmod/rech, endmod/rech/acc from both Perf Shifter and Efficacy Adaptor for example)

    AB - slots till ED capped for Heal and Rech would be my goal here. I'd also add enough endmod to put the buff over 1000%. This is the power that counters the -recovery of a nuke crash if that is a goal.

    PBU and Tactics both want more slots (or less).

    Scramble Thoughts - not so sure the 6th slot of AA is gaining you much here when compared to using the slot elsewhere.

    Recall Friend - nice spot for a -kb or other U-travel proc, both here and in Clear Mind I'd likely go with Range if just slotting a generic IO.

    The second endred in both Assault and Tactics - Understand why but in practice the end saved (0.12 end/sec) is not likely to let you do much outside of the auras you couldn't do anyhow. And while RA is running one endred is plenty. Placing a 6th slot in Will Domination, using it for endred would, for instance, in practice save you more endurance if you found it necessary to keep attacking with RA down.

    And just fyi but for me anyway the datalink is borked. Cut and Pasted into Mids to look (which Mids "interpreted") but the build has a fair number of obvious glitches ... slots with missing enhancements, wrong values (shows Fort as a +9.75% defense bonus unenhanced for example) done this way rather than using the datalink.
  23. Doomguide

    I19 bs/sr

    Quote:
    Originally Posted by mauk2 View Post
    Or....

    Instead of the fire epic, swap to villain and pick up the Mu pool.

    This saves you a power pick (no Char required) so you can do all the above and still have a travel power.

    I likes travel powers, they are one of the things that make this game really stand out compared to crap like World of Walking.
    Good thought indeed. I won't swap sides on my Claws/SR, at least at this point, I would lose far too much in terms of Alignment merits (and my epic is Body Mastery which I'm rather fond of), but it's definitely something to consider.

    I also agree with the travel power sentiment, I like the real travel powers and city traveler makes that very easy on many of my builds. On the otherhand /SR with Quickness etc., at least at level 50, is very fast with no travel power, even no ninja run and it's still a power choice (and potential another pool) used up to grab a real travel power.
  24. Kismet +6% ideally slot this in an early defense power. The IO operates regardless of its level, running when the power it is in is active.

    Steadfast resist/+3% def works as if it were a set bonus. Essentially the exact opposite of the Kismet. Its level is what matters and not if the power it is in is active. Therefore if you are purchasing it with merits etc. buy a low level one. I would usually purchase a level 10.

    I'd slot a second Performance Shifter +end in Physical Perfection.

    As you noted earlier you have NO need for any set bonuses for +defense at all beyond the Steadfast resist/+3% defense with either posted build. The 47% vs AoE is plenty (arguably overkill as well), 50%+ in melee and or range is overkill with DDR at 95%+ ... using set bonuses for other things at that point will undoubtedly help more.
  25. Doomguide

    I19 bs/sr

    Tough choice as I really like having CJ plus Hurdle for moving around the battle on my claws/SR. With Fitness becoming an inherent my current thinking is to have both in the build (Combat Jumping and Maneuvers) which should let me be at or very near soft capped vs melee and range at level 23+ when exemplared. Travel power would be Ninja Run or just plain Sprint.

    Super Speed's main advantage for me is the stealth component.