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Few thoughts:
Clear Mind -- One slot either range (reactive use) or endred (proactive use)
Resurrect -- One slot and I'd go with endred. The primary reason to have Resurrect in the build is to bring an ally back while in combat, probably while things are heading due south quickly (otherwise save it, pass a wakie and hit them with Clear Mind, etc.). You may or may not have a lot of endurance available when the stuff hits the fan. If you need Resurrect more frequently than it will be available with your global recharge then something is badly wrong or consider getting Leadership>>Vengeance and make it work for you.
Aim -- I'd bring this up to 5 slots and slot with Adjusted Targeting. Get the 5% recharge here, not with Efficacy Adaptor slotted in Recovery Aura. The set bonuses overall in Adjusted Targeting are superior to those in Efficacy Adaptor for most Empathy builds.
Recovery Aura -- I generally go with 3 slots, all recharge. You pretty much have to try to run out of endurance while under the base recovery buff of RA. I find the slots and/or set bonuses are better used/found elsewhere. And you want to max out the recharge of this and Regeneration Aura, Efficacy Adaptor doesn't do this.
Fortitude -- I'd get this asap, at 12th. There's about a bazillion ways to slot this power but if I were using only LotG I'd shoot for a minimum 4 slots to get the +global accuracy. Even if this is an old build getting a rework I'd want Fortitude at or before 20th for exemplar work and I would definitely want it onboard before Resurrect.
Here's the build showing some of the changes and altering some of the sets used, for example in Short Circuit. As is the build still has a lower chance to hit vs +4's than I'd personally prefer but without significant rework to add in Leadership, Tactics in particular it's probably as good as it can get (and would necessitate using 2 separate builds, one for teaming and one for solo builds ).
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Empathy_Electrical Blast Akia (v2.00.i17 sets): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(3), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 1: Charged Bolts -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(7), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(15), T'pst-EndDrn%(19)
Level 2: Lightning Bolt -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(7), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), T'pst-EndDrn%(40)
Level 4: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg(21), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/EndRdx(43), Efficacy-EndMod/Rchg(46)
Level 6: Hover -- LkGmblr-Rchg+(A), Flight-I(13), Flight-I(39)
Level 8: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(9), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11)
Level 10: Clear Mind -- Range-I(A)
Level 12: Fortitude -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(37)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
Level 16: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(34), AdjTgt-Rchg(34)
Level 18: Swift -- Run-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(25)
Level 24: Recovery Aura -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(33)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(27), Dct'dW-Rchg(27), Dct'dW-Heal/EndRdx(31), Dct'dW-Heal/EndRdx/Rchg(34)
Level 28: Resurrect -- EndRdx-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Adrenalin Boost -- Mrcl-Heal(A), Mrcl-Heal/Rchg(33), Mrcl-Heal/EndRdx/Rchg(33), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(40), Efficacy-EndMod/Rchg(40)
Level 35: Voltaic Sentinel -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), Efficacy-EndMod(39), Efficacy-EndMod/Acc(50)
Level 38: Recall Friend -- Winter-ResSlow(A)
Level 41: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/EndRdx(46)
Level 44: Power Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(50), AdjTgt-Rchg(50)
Level 47: Force of Nature -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/Rchg(48), TtmC'tng-ResDam/EndRdx/Rchg(48), RechRdx-I(48)
Level 49: Hurdle -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
Code:And here might be more what I'd do for my primary (and typically team oriented) build:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1449;738;1476;HEX;| |78DA9D934953135110C7DF642164816C44C23E61879031F1E276B04450518329A03| |881714806983226A9645CB879F480552E55E2526EE559D4124B2DBF80DF413F84CB| |D1D2D8CB4B28AE4E25FFDF4C4F77BF7EDDF3D2D7A77C42DC382694D61305BD5ACD4| |E19AB46316F549C697DCDCC69D397CBBAB5BE919D2E1839AB62E6F4823A097E967A| |FC92A9ABA3570F68C9A466A60EAA55C3AA8EB98410917A86ECE495D5D57A02B5619| |DD38B6B465EDB4D98A584C199E2BA51318A9656BFF1664AA58276B260AEAD5B3EBE| |37ADA251AD7AE861BE6C18F910DD2E1805A35CAA58BA65968AA1E932D49D295D83B| |5D290D8A86C44A1AC31F82FD984BC6A0E9151844809DB79C6598223CD9825BCDA75| |778AC78011D1B445F03D20B43E643C22846E027AC4364429324AD91315E2A8418E1| |AE4A8118E7A0D51761965FF2870F9B67784F10F8CF78C1D42E2960DE186863B39CA| |E68CC0AA51E11B208761C632B8B9E48E5DBCC766DE78336FDCC33BF6F08E2F82BB9| |BDD857B9C32E860F2B2C9EE0D9057779011260CF2BA5E58A685FD94966F545DE22B| |E12DA85FD6E07F4AA6C033C67342EC05E325C10989820AD7104C500D2E3085D9A48| |41769D5B6330A76AF19DE44F88D3DB245F1FBEE32EE11A2F7092BA0EDB251ED714A| |1A65A88C1C3874C8223BB8359DDC9A4EEE572F772FC68DCA827B976C54578C32F44| |3293D5C8AAD8793F6EE411E62FAE488FB66A87CF514E33461789E728F2C3078C43B| |A0FD32AAFF1799067E30BE337E12863709A9DB8421286648D637D465C7A9BE8117A| |332D1E86FF21AFBC3F8CBA8112678DDC41DC217888DCBBEC47978133CBC091E5E8A| |8797E2E16DC327A0C9AF45D3681FFBE38C847CA25E34417D4939E4640D2ED1ED681| |C36F8A1E51C5AA48FB053FA8CA371B684424EB3BB4E3577A0711AFEF7FAE4AB57E1| |9EF3802EA064501651965096512EA0E8282B283994DAE746B4FF10D67518E508CA5| |19408D42736D1D38527CA8BE24369416945F1A30450C2289D284F506AFF002A6D0C| |8B| |-------------------------------------------------------------------|
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Empathy_ElectricBlast (v1.00.i17 sets): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-EndRdx/Rchg(42)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(39), T'pst-EndDrn%(39)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(31), T'pst-EndDrn%(39)
Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-EndRdx/Rchg(42)
Level 6: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(15), Posi-Dam%(25), Efficacy-EndMod/EndRdx(40)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/EndRdx(34)
Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(17), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Clear Mind -- Range-I(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Assault -- EndRdx-I(A)
Level 22: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(46)
Level 24: Hover -- Flight-I(A), Flight-I(46), LkGmblr-Rchg+(46)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-EndRdx/Rchg(43), Dct'dW-Rchg(43)
Level 28: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(37), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc(40)
Level 30: Recall Friend -- Winter-ResSlow(A)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-EndRdx/Rchg(34), Efficacy-EndMod/Rchg(34)
Level 35: Voltaic Sentinel -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(36), P'Shift-EndMod(50), P'Shift-EndMod/Acc(50)
Level 38: Vengeance -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(50)
Level 41: Maneuvers -- LkGmblr-Rchg+(A)
Level 44: Power Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(45), GSFC-Rchg/EndRdx(45)
Level 47: Force of Nature -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(48), Aegis-ResDam/Rchg(48), Aegis-ResDam/EndRdx/Rchg(48)
Level 49: Resurrect -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1445;725;1450;HEX;| |78DA9D93496F525114C7EF63102994A19496CED0965268FB0A71E1B430A9AD89B15| |4A28DAB567C85DB428240E03974E7D28526EAC231CE0B575693D6A8F10BF8051C16| |7E0887A5513CC3056D6262E20BFC7FF79D77A677CFBBE9F3B36E212E1C109AE760C| |9A8D7B3B3725596F3B2664F1B6BC5DCD8DCE9AA6116D6B3732599336BC5DC0C3899| |E1F1B3293D99D48BA9DDE1BA34EB71871022D88CCCCE9C595DD55560B8653D6694D| |7645E6F26324A59CAE53F5C2EC89A2C9B7A73D196A9544AFAF1AA94792F2DE7A501| |09EA8562D545F7874AC5B582D941EB455992D54ACD34CC62A5DC31572DE6F44CE51| |C944B436E595B0F416771F82F5984BA1A367154132225DC47089D69C2E002213E4F| |78FADBDD2E6E0062C2729360BB45E8BA4D18BBC3B80818101B10A5A928ED6F511E8| |E1ADC16B50C5156D59AF5DFAD3D0377BB2A62DF1468DAF192B145F0BC20845E1162| |572D88611891837A6B581C13F464E7363C0737A74AEBFC4E316D3F183F09BE06217| |49910E1B406A88BA3ACAE4EEACFE7278C06184140488C40F976F613ED9FA8D42950| |AF327913D4C30A98FC6CB2F8B9AD8EED8034017E0B1188902900A6209B6CC17BD45| |4D77D42E20161F22161EA11C109EEDD6A1FBA4728C39402779A03B71EB50F3D3C8D| |5E9E462F4F23CED348F0341219C22644F5A9A8BE77161C6BFF7BC607C2E847428C7| |72F76851075A08D5F67A0CF8ABB928707432AD110970F73F930970F73F908978F70| |BE2DD0611535FC994C235F19DF185F08A96B8CEB844E281FE5282DCA534BF126F8E| |1C9B86A6C9C4D6FA1BD09359B09DEE0C9C78C27840D98AFAE3E053DAAE1073E1D63| |A428F7F42E4216BC932A779267D86F6B9D36F8C125E6FFB438297FC6D63A5C4223A| |70574E259369CBED6A9F8DFEBB5BB99CE79AC0D74112503A29DC0D512CA32DE9EC4| |9581AB15941CDE36DEB89B1D7BF7605F7B51F6A1EC4709427FE2127A3AF0BCB850D| |C28ED281E142F8A0F2580D28B7217A5F10B7CC70713| |-------------------------------------------------------------------|
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If Smite is to be used as an attack ... why not Mako's rather than Clouded Senses?
This is a build I was looking at potentially building. The differences I'm seeing are far more defense in yours. It's inconsequential in mine. Instead of the defense the build has about 150 more health and a net gain in passive +regen of about 13 hp/sec (both with Energize figured in). The rest (Energize, Power Sink, DC and SD) are all within seconds of each other when compared. Like you my gut says "I like the defense and think its worth it" ... and likewise I'm not 100% convinced either. I think both would be pretty darn tough, but yours might have the potential to handle a bit more color due to the defense.
Afterthought, the one other notable difference is endurance. Mine is much more independent of DC and PS for sustaining a healthy blue bar (having Fitness/Stamina), also not sure if that matters, or may only matter in a long tough fight against a single hard target. A situation in which ironically I may die with plenty of endurance for lack of defense while you succumb to lack of end while having plenty of defense.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
DM_ElA (v2.00.i16 purpled): Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Smite -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(46), SipInsght-Acc/EndRdx/Rchg(48)
Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/EndRdx/Rchg(40)
Level 2: Lightning Field -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(3), Sciroc-Dmg/Rchg(5), M'Strk-Dmg/EndRdx(11), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(37)
Level 4: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(5), Armgdn-Acc/Rchg(13), Armgdn-Dmg/EndRdx(15), Armgdn-Dam%(34)
Level 6: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/EndRdx/Rchg(40)
Level 8: Siphon Life -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(17), Numna-Heal/EndRdx/Rchg(39)
Level 10: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-Regen/Rcvry+(39), Mrcl-Rcvry+(40), RgnTis-Regen+(48)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(37), Efficacy-EndMod/EndRdx(43)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-End%(25)
Level 22: Energize -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(23), Numna-EndRdx/Rchg(23), Mrcl-EndRdx/Rchg(25), Mrcl-Heal/Rchg(31), Mrcl-Heal/EndRdx/Rchg(37)
Level 24: Boxing -- Empty(A)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(36), GSFC-Rchg/EndRdx(48)
Level 28: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(29), TtmC'tng-ResDam/EndRdx/Rchg(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(50)
Level 38: Super Speed -- Clrty-Stlth(A)
Level 41: Ring of Fire -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(42), GravAnch-Hold%(43)
Level 44: Char -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(45), UbrkCons-Dam%(46)
Level 47: Lightning Reflexes -- Run-I(A)
Level 49: Recall Friend -- Zephyr-ResKB(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 2: Ninja Run
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Had an Emp/Sonic/Dark build (lost when the computer died unfortunately ... and lost defense do to BotZ changes as well) that was soft capped and solid enough offensively to best a mob of level 53 Rikti in the RWZ and did so sans inspires and temp powers. The 54's were a bit too much to handle after several tries and she was headed back to the drawing board when the BotZ changes hit.
This wasn't her exact build (which is now obsolete anyway as mentioned) but something along these lines is where the next build will likely go. Biggest issues, recharge (or the lack of enough more precisely) and, surprise surprise, mez ... when she got mezzed her toggles would get suppressed resulting in a serious drop from the soft cap (45+ to mid 30's) and she'd get pounded pretty hard. If Regen Aura was running she'd 'easily' survive it, but it got very hairy during Regen Auras down times.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Tryth solo (v1.00.i17 sets): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-EndRdx/Rchg(31), RgnTis-Regen+(31)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(15)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(39)
Level 4: Heal Other -- Empty(A)
Level 6: Swift -- Flight-I(A), Flight-I(50)
Level 8: Air Superiority -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(29)
Level 10: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(17), RedFtn-EndRdx(17)
Level 12: Fortitude -- LkGmblr-Rchg+(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 16: Boxing -- Empty(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-EndRdx/Rchg(48), Dct'dW-Rchg(48)
Level 28: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(33), LkGmblr-Def(33), LkGmblr-Rchg+(34), Winter-ResSlow(34)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(37)
Level 38: Fly -- Flight-I(A)
Level 41: Electric Fence -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(43), TotHntr-Acc/EndRdx(45), TotHntr-Immob/Acc(46), TotHntr-Acc/Immob/Rchg(46), TotHntr-Dam%(46)
Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/Rchg(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Amplify -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
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Quote:Neither of my Empaths holding MoSTF builds have much of any defense much less something capped. One all but lives in melee (an Emp/Rad/Dark), most of her survivability I would say comes from 1) Regeneration Aura coupled with orange and purple inspires, 2) mezzing them first, Oppressive Gloom and/or Cosmic Burst, 3) the knockup of Air Superiority ... foes working on getting up while Cosmic Burst and OG do their thing to make their being upright meaningless, 4) and likely the most important on a Master of Anything my teammates doing their thing while I do mine.Ty for all your replies...but what I want to know is to survive Mo task forces as emp should I have a build at soft cap and be ill/emp for the invis?
Pretty much all my Empath builds outside of a few unusual ones go for recharge, then more recharge, and then some more recharge. Empaths thrive on recharge. Means less down time on Auras, perma AB on someone, the capability to buff more with Fortitude etc etc.. -
Totally agreed, in particular with the first part. For me an offender is as much a mind set as anything.
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Quote:and this a thousand times a thousand
... "snip"... At the end of the day what's really needed is 8 competent people. The rest is negotiable.
Quote:... "snip" ... or a MoSTF run my priority is first for 8 very competent players who know the TF well and know their characters well.
It had 3 Emp/* and a */Emp as part of its makeup ...
It had teamwide capped regen (+2000%), capped recovery, near capped to hit (mine hovered pretty consistently in the +150% range), capped defense (effectively vs all), capped or near capped resistance. suspect our mez protection teamwide would mean GW was the only one with a prayer of mezzing anyone, capped damage (+300%), imagine the foes were consistently under heavy -resistance etc. etc.
Been awhile (18 months?) but think the makeup was this, pretty much drawn at random from the coalition:
6 Blue Shields:
2 Emp/Rad/?
1 Emp/Sonic/?
1 Cold/Arch/?
1 FF/Arch/?
1 Sonic/Sonic/?
at least 2 of us could cage lvl 54 AV's/Towers.
2 Controllers:
Mind/Emp/?
Fire/Kin/?
I seriously doubt an Empath would have been missed, then again, the point being, I doubt any SINGLE member of the team would have been missed. It was, as a team, a sum greater than its parts and a very classic example of why buffs and debuffs trump all in this game. -
Quote:I wouldn't unless you plan on never exemping below 39th or so when you'll lose access to Focused Accuracy. The +6% of Kismet is essentially half of your total +to hit outside of the GSFC proc firing and Follow Up ... and it helps ensure Follow Up hits and delivers its buff. It's the combination of +to hit and accuracy that enable you to smash stuff that's colorful. The more colorful, the more important having that +to hit from Kismet (and FA and Follow Up) become.Thanks to all for sage advice. A corrected version using Combat Jumping and the correct Positron proc is shown (have been having headaches, guess I took a My-Duh by mistake
.)
However, is CJ the Best choice? I don't have to have it to get the softcap, and can easily slot the 5th LotG in a passive. Also, now that I have plenty of ACC help in sets, should I remove the Kismet +to hit and use that slot elsewhere?
Personally I'd drop the Enzymes for a 4th LotG (the d/e/r version) for even more accuracy. For me the added accuracy would be far more important than the 0.07 end/sec I'd save slotting the Enzymes. Of course then more changes come up as you would have several more +9% accuracy bonuses and be well over the Rule of 5 for them. -
Quote:Put together a build a short while back in another thread. An essentially soft capped claws/SR with a Run Speed of just under 56 mph without using Ninja Run or a Travel Power. Just Sprint, Swift, Quickness and quite a few Movement and Run Speed bonuses.One of the things I did for my soft-capped Claws/SR scrapper was slotting several powers with Gift of the Ancients: Defense/Increased Run Speed. I also am using Ninja Run as my travel power. The increased run speed IO's combined Sprint, Swift/Hurdle, and Quickness, with Ninja Run should be enough to get you around... with style! Just remember to turn it off in battle, it will drain your endurance quickly. Two Gift of the Ancients IO's would also give a recovery boost set bonus, easing the burden of using several toogles.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build! -
Mesmerize I would seriously hesitate to skip. Its magnitude is 3.5 which means it'll one shot sleep not just bosses but AV's including the Patrons in the STF. Very nice if both Ghost Widow and Scirocco make an appearance. One takes a perma-nap while the team deals with the other.
I'm sort of the reverse of Ketch, Empathy is a long time friend and Mind Control is bit newer (and have not paired the two). That said here's another Mind/Emp build to compare and maybe find something different you like.
Only thing the builder in me would like to see in both my build and Tex's tweak of yours is a slightly better ability to hit +4's (just shy of 95% on several powers). Finding a way to get a Kismet in there would help quite a bit towards that goal.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Mind_Empathy (v1.00.i17 purpled): Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Empathy
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Mesmerize -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(11), Apoc-Dmg/EndRdx(19), Apoc-Dam%(40), FtnHyp-Sleep(43)
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-EndRdx/Rchg(46)
Level 2: Levitate -- Decim-Build%(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(37), Apoc-Dmg(43)
Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-EndRdx/Rchg(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Confuse -- Mlais-Acc/Rchg(A), Mlais-Acc/Conf/Rchg(9), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(15), Mlais-Conf/Rng(31), CoPers-Conf%(43)
Level 10: Swift -- Flight-I(A)
Level 12: Dominate -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(13), UbrkCons-Acc/Rchg(13), UbrkCons-EndRdx/Hold(23), UbrkCons-Dam%(37), Lock-%Hold(48)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 16: Hover -- LkGmblr-Rchg+(A)
Level 18: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(25), FtnHyp-Sleep/EndRdx(31), FtnHyp-Plct%(34), CSndmn-Acc/EndRdx(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(25)
Level 22: Fortitude -- HO:Membr(A), HO:Membr(42), Krma-ResKB(42), LkGmblr-Rchg+(50)
Level 24: Clear Mind -- Range-I(A)
Level 26: Terrify -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(31), Ragnrk-Knock%(34)
Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Maneuvers -- LkGmblr-Rchg+(A)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(34), Mlais-Acc/Conf/Rchg(50)
Level 35: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-EndRdx/Rchg(37), Dct'dW-Rchg(42)
Level 38: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-EndRdx/Rchg(40), Efficacy-EndMod/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
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Some very nice defenses and resistances. If you only plan to team, ideally with +recovery buffs available it's workable. Solo it's going to be all but impossible at anything resembling a reasonable pace for two reasons. First, endurance is going to be an issue, teamed or not, but it's going to be greatly exasperated when solo by the second issue, the lack of damage capability in the build.
Basically the build is dependent on team damage, along with +recovery and/or +endurance buffs. I'd work on increasing your net recovery and slot Mesmerize, Dominate and Terrify for damage for a solo build (or for teams without +recovery buffs of some sort). -
Soft capping /SR isn't particularly difficult unless or until you start ruling out (or in) certain things do to concept, personal preferences etc.
7 Set IO's total:
1 Numina
1 Miracle
1 Regenerative Tissue
1 Kismet
1 Steadfast
2 Performance Shifter
The rest are generic IO's
95%+ chance to hit vs +4's, 2.08 end/sec plus 2x Perf Shifters (roughly equal to 2.48 end/sec) with the +max endurance accolades, soft capped to all positions, and sans travel powers (that'll be Ninja Run).
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Stage One (v1.00.i17 generics+): Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Super Reflexes
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Acc-I(A), Acc-I(3), EndRdx-I(7), Dmg-I(13), Dmg-I(25), Dmg-I(40)
Level 1: Focused Fighting -- EndRdx-I(A), DefBuff-I(5), DefBuff-I(11), DefBuff-I(15), Ksmt-ToHit+(36)
Level 2: Slice -- Acc-I(A), Acc-I(3), EndRdx-I(7), Dmg-I(13), Dmg-I(25), Dmg-I(43)
Level 4: Focused Senses -- EndRdx-I(A), DefBuff-I(5), DefBuff-I(15), DefBuff-I(36)
Level 6: Maneuvers -- EndRdx-I(A), DefBuff-I(11), DefBuff-I(23), DefBuff-I(36)
Level 8: Parry -- Acc-I(A), Acc-I(9), EndRdx-I(9), Dmg-I(17), Dmg-I(40), Dmg-I(43)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(43)
Level 12: Agile -- DefBuff-I(A), DefBuff-I(19)
Level 14: Hurdle -- Jump-I(A), Jump-I(37)
Level 16: Health -- Heal-I(A), Heal-I(17), Numna-Regen/Rcvry+(29), Mrcl-Rcvry+(46), RgnTis-Regen+(46)
Level 18: Combat Jumping -- DefBuff-I(A), DefBuff-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(46)
Level 22: Dodge -- DefBuff-I(A), DefBuff-I(23)
Level 24: Quickness -- Run-I(A), Run-I(40)
Level 26: Disembowel -- Acc-I(A), Acc-I(27), EndRdx-I(27), Dmg-I(31), Dmg-I(31), Dmg-I(34)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29)
Level 30: Tactics -- EndRdx-I(A), ToHit-I(31), ToHit-I(37), ToHit-I(37), EndRdx-I(45), Empty(45)
Level 32: Head Splitter -- Acc-I(A), Acc-I(33), EndRdx-I(33), Dmg-I(33), Dmg-I(34), Dmg-I(34)
Level 35: Boxing -- Acc-I(A)
Level 38: Evasion -- EndRdx-I(A), DefBuff-I(39), DefBuff-I(39), DefBuff-I(39)
Level 41: Tough -- EndRdx-I(A), S'fstPrt-ResDam/Def+(42), ResDam-I(42), ResDam-I(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 47: Weave -- EndRdx-I(A), DefBuff-I(48), DefBuff-I(48), DefBuff-I(48)
Level 49: Physical Perfection -- EndMod-I(A), EndMod-I(50), P'Shift-End%(50), Heal-I(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 6: Ninja Run
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Quote:Nothing will happen except you won't gain the +28.1 health to your max health.My build has one problem - 28.1 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
Is this a problem at all? There is really no other way to work this build. What will happen exactly? I never ran into this problem before, so I never really knew. Should I be worried? Thanks to anyone who can answer.
And as Street_Wolf is alluding to, the "Rule of 5" applies to bonuses of the same name and not the same numeric value. Those names are the ones you'll see listed on your personal info, such as Huge Recharge bonus or Ultimate Recharge bonus.
http://paragonwiki.com/wiki/Rule_of_5#The_Law_of_Fives -
Depends on what you are shooting for. It is a very solid build as is for general PvE play.
1) Soft capped? yes
2) DDR capped? yes
3) Attacks have the ability to land blows vs +4's? yes
What could be improved (or rather what I'd be looking to improve)?
1) Overall Max Health, overall passive regen.
2) Net Endurance Recovery. With Tough toggled off I'm guessing you could go a long long time without needing a blue or running out of end in normal PvE. Toggle Tough on and this gets iffy. I suspect you'll slowly but noticeably run down and will need to use blues and/or have outside buffs. Then again Tough is essentially a mule in the build >>> I'd be looking to add 3 slots and have the option to run it 24-7 without draining the end bar.
3) Add a Kismet +6% somewhere. Particularly given the amount of global accuracy you have in the build any to hit bonus will have that much more effect on your ability to smack hard to hit stuff like a +4 Rikti Drone.
4) An Achilles -resistance proc somewhere.
5) Wee bit more recharge to run Katana's GD>GC>SD>GC
Seeing Gaidin's post while typing ... seems as if, overall, we're saying pretty much the same thing ...
Making a couple changes to grab Hasten (for the recharge) and slot up Tough for more ongoing usage and improved +recovery another angle on the build.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Sentinel of the Row_Waffle Slayer alternate (v1.00.i17 purpled): Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Speed
Hero Profile:
Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg(5), Achilles-ResDeb%(46)
Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Rchg+(23), Ksmt-ToHit+(25)
Level 2: Flashing Steel -- Erad-Dmg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-%Dam(9), Erad-Acc/Rchg(31)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(27), RedFtn-EndRdx(29)
Level 6: Agile -- GftotA-Def(A), GftotA-Run+(11), LkGmblr-Rchg+(11)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(15), GSFC-Build%(17)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(50), Mrcl-Rcvry+(50)
Level 16: Dodge -- GftotA-Def(A), GftotA-Run+(21), LkGmblr-Rchg+(23)
Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-%Dam(31), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod(31), P'Shift-End%(33)
Level 22: Quickness -- Run-I(A)
Level 24: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(42), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(43), Amaze-EndRdx/Stun(43)
Level 26: Soaring Dragon -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(42)
Level 28: Lucky -- GftotA-Def(A), GftotA-Run+(29), LkGmblr-Rchg+(46)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(37), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(50)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(37), Armgdn-Dam%(40)
Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), GftotA-Def/EndRdx(39), GftotA-Run+(39)
Level 41: Aid Other -- Empty(A)
Level 44: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal(45), Dct'dW-Rchg(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Hurdle -- Jump-I(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 6: Ninja Run
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I'll second pretty much everything Ketch said. While my personal experience with Gravity Control is minimal I've plenty of Empathy experience. Doctored Wounds is the set you want. I'd slot Clear Mind with range and Resurrect with endred as you have no Vigilance working to reduce its 26 endurance cost (and should have lots of global recharge working to reduce its downtime). I usually don't go beyond 3 recharge in Recovery Aura ... seldom does a team need more +recovery than provided by the base boost of Recovery Aura. I generally find any further slots you might use here are better spent elsewhere, (Like in Regeneration Aura or Adrenaline Boost).
I'd also be looking to add some knock back protection somewhere most likely via a BotZ and probably in Fly. -
Once I've decided to 1) keep O2 in the build and 2) get to the point where I'm using sets I'll generally be 5 slotting with Doctored Wounds.
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You may wish to drop by http://www.cohtitan.com and their forums and see if you can get some help getting Mids up and running for you. Much more difficult to post and talk about a build or builds without Mids or another hero planner.
A few general thoughts. You want recharge, then some more recharge, then add more recharge, first and foremost for a high end Empathy build. Higher the recharge the faster your Auras come up, more folks you can keep Fortitude on, AB can become a 24-7 buff on someone, the faster your blasts are ready again and you have a crashless nuke the faster it comes up etc. etc..
Most likely this means Doctored Wounds, Decimation, Obliteration and Positron's Blast 5 (or 6) slotted in where you can until you hit the Rule of 5 on their recharge bonuses (5% and 6.25%).
Hasten, ideally at or near perma recharge.
Some form of knockdown/back protection (4 is plenty as a rule).
If you are doing TF/Master of runs, then some form of stealth, Leadership is always a strong valuable choice on a defender, Recall Friend paired with stealth. -
Very interesting build. I'm guessing you keep Hasten 3 slotted so you've no dependence on an outside buffs/buffer (to keep it perma). As is a second Empath, with the two of you exchanging AB's, and you've enough global recharge to single slot Hasten and have it remain perma, Soul Drain becomes perma, and those auras have a downtime of under 15 seconds (about 3 seconds over their minimum downtime actually) ... that's just drool inducing.
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For completeness sake I'll point out the +perception in O2 Boost as well .. the +perception is seldom noted, until you find you can't target a thing because the one foe (hey there Ms Night Widow) keeps make the "Blinded" status relevant.
Edit: Obviously this has to be used on an Ally but chances are good if you are blind, at least one other Ally is as well.
It may also be the only Sleep Protection for the team and mighty useful if the rest of the team mez protection is from a FF or Sonic Bubbler with their note worthy lack of sleep protection. -
Don't know if it's the best solution but a fast and easy change is to swap Lucky and Hasten around ... your AoE pre 45th would drop to 36.5 without Lucky (and DDR to just shy of 90%), one luck inspire away from back at the cap+ if you find yourself swamped in AoE.
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I'd look to fit Slash in there ... and slot it up including an Achilles -resist proc.
Made me look at the my main's build and what if ...
Oh lord, a 2000+ hp /SR scrapper (and pricey beyond belief)
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
GRETA-001 solo (v11.31.i18 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-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(11), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 1: Focused Fighting -- SW-Def(A), SW-Def/EndRdx(5), SW-Def/EndRdx/Rchg(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 -- SW-Def(A), SW-Def/EndRdx(5), SW-Def/EndRdx/Rchg(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), FotG-ResDeb%(37)
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 -- SW-Def(A), SW-Def/EndRdx(50), SW-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
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), Aegis-ResDam(25), Aegis-ResDam/EndRdx(25), GA-3defTpProc(37), Aegis-ResDam/EndRdx/Rchg(39)
Level 26: Weave -- SW-Def(A), SW-Def/EndRdx(27), SW-Def/EndRdx/Rchg(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 -- SW-Def(A), SW-Def/EndRdx(36), SW-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
Level 38: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(43)
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(46), Mrcl-Heal/EndRdx(46), Mrcl-Rcvry+(48)
Level 47: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(48), S'dpty-Def/Rchg(48)
Level 49: Swift -- Run-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1438;739;1478;HEX;| |78DA9D53C9521351147D9D8110321B02613261CC443A694165524A052C28A221411| |61643C5F0208DA9A42B1D14767E802BA9D2955BFFC172E58769BC4327851B177625| |E7BC77FBDC77CFBDAFBA70B5E115E2C3BA50FCCFEA15D33C29575B15C3902D57B9A| |ACB46554E3F2F6DEE3FC9E6F35ADC6CD69BF1E43B4D53173455D796E2C665CBA8CB| |D3944B0831D84D3C29C8BA942A9CF6DE8CF5821BF24C364CA9962F7157926775792| |5CDD076A3265BB2D156BB0B6FB1D9ACAB5B7ABB214D9337BBB262E88D739FF5E6BC| |D6865DA0FBEA54B6CC9A6E84360DBDAA3E6D9E5E9F142A665BB6AEA3602A057F1DD| |DD1D3718A43A084B01D110D1C13056B409A48E844A90BA202662994E5103B760C39| |B688BCDB447723F0362AD2BF4032212E5C961A8A28091B0A6C49A2811451304D349| |9214AFD040A8B179065E72276FB3F8ABC059DD33ADDB94C27F4AD30AD120DADF1E9| |8F8866D629B90E592E45A12C1777DCCF1DF7BF261AE28E13DC718AC750842C37D71| |2EE490AF541C8C3368527492117847C1C72FA5E2918F2EF311D10DD5D51702E336B| |44E9C744439015B0FA0D70BF1AF7AB71BF1AF7DB005D883D384259EAE98ECA94231| |ACF336944FD200F5BC7863F5168F086E933D1FC17BE11D045ACD6221D78841D22C3| |D62D0F0F93C7E822F98FE68966EED9D1D0DC02ED1C201FB10A8DB0FF51F63FCAFE1| |3ECBF04BA316B6063591AD81E842638649BB02938FEB9DF740BD90E91018298D573| |6C81FCC61799EE333DE03B7E48B40FF229CBCA145A4988E92D26B632CD565E826ED| |6AA3BFB57DD34D72D833A690D259921AFDF7C4264ACCBCDF03CE76F6E0F32BB4D07| |653789723B4465A8A45A9554AE94E34A39AEE40441DE9A4A9EA732EEE87D9BF0C31| |BD9BD1DB14335BF283A7ADF9650481473F43ECE8E3B4852C1F9FFF57CF7768F7397| |0600F7118A00CA01AE0E118E707B8CAB0AAEDE205471DBF9E1ED3A0E2CA1AF65841| |584558408F8131F51E9F2007810BC083E043F4200218810461845F88AD0F9034CD2| |F8C8| |-------------------------------------------------------------------|
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Quote:Need for doing what?Now this brings up a question for me: Is it absolutely necessary for a scrapper to softcap defense? And if the scrapper doesn't, does that make them less? Thoughts?
Absolutely necessary or even slightly so for the vast majority (if not all) of PvE content .... a resounding NO. The claws/SR I mentioned, my main, hit 50 long before combat attributes, real numbers, IO sets etc.. In the course of getting there she earned numerous badges, and engaged nearly every challenge this game could offer. Most of those challenges are still there and are more or less the same challenges as when she undertook them. She did so without being anywhere near the soft cap except when she popped her so very not perma-Elude ('nerfed' about the time she got to that level as I recall). Her defenses, I discovered, when real numbers and combat attributes showed up in the game, hovered around, by today's standards for an IO build a whalloping 30% or so.
By the same token expecting to grab the attention of a slew of Minotaurs and Cyclops on the ITF or take on large numbers of level 54 Rikti Magus, Mesmerists and Soldiers on the edge of the bowl in a mothership raid and live there's no question a soft-capped high end, highly IO'd build has a far greater chance of living through the event than an SO build does, particularly if the character is doing so sans things like teammates, inspires, teammates, click accolades, teammates, and all sorts of other crazy stuff one might do to "push the limits" like stuff without teammates (did I mention teammates enough).
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Quote:Any powers you want or is it pretty much anything goes long as it meets the above?What I'm looking for is to be somewhere between a tank and scrapper, have a good defense (which I think I do -- just need to switch some things around possibly), and deal very good damage, but without needing purples. Some powers, like Conserve Power, I hardly even use, so that would be one thing that could be scrapped.
Pun totally intended.
For example, Super Speed vs Fly vs Super Jump vs "I'm going to use Ninja Run and skip a travel power" Task Forces? stealth ability? Or fun stuff like, "just how fast can I go with just sprinting"? Will you exemplar often?
In general I find my /SR's use 5 or more commonly 6 slots for their attacks. For Katana I'm looking first at Gambler's Cut, Soaring Dragon, and Golden Dragon Fly. Any further attack powers are for AoE ability, variety, fun, or as a set mule (or some combination of these).
Defenses - Toggles for a general purpose build are generally 5 in FF, 4 in FS and Evasion while the auto's will get 3 each.
Practiced Brawler - 1 slot most likely, a recharge or endred.
Quickness - 1 run spd typically ... and again for a general purpose build.
Elude - not likely in a general build. I'm aiming for the soft cap, once there Elude does little to nothing for the build. Specific builds or for specific purposes I have included it.
For pools I usually grab Fighting for Weave and Tough, Fitness, Leaping for Combat Jumping, +/- a travel power pool. And unless I have a particular goal or concept Body Mastery with intent to pick up Physical Perfection.
All this assumes and endgame build. -
Quote:This with emphasis. My claws/SR can aggro the rooftop during an ITF run and hardly see her defense numbers change. I can die but it won't be from cascading defense failure it will be from the sheer ongoing damage output from a swarm of Cimerorans dog piling me and overwhelming my passive regeneration while I remain essentially at the soft cap the entire time.Defense debuffs shouldn't really be a concern. SR can achieve 95% def debuff resistance which will give you enough prtoection from the few debuffs which will actually hit you. If you have a couple of percent extra defence to buffer you, then to all intents and purposes you will never have to worry about being debuffed to the point where it will affect your survivability.
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For me, any challenge would be about doing the challenge at as hard a setting as possible then trying to improve my build to do it at an even harder setting. So if +1/x1 no boss is easy then notch it up. If that's easy .. another notch, till you hit a wall that after a few tries isn't getting busted down. Then figure out why and tweak the build. Then back to the wall, rinse repeat till the wall really isn't giving anymore.
Challenges are for pushing limits, expanding the envelope, for standing back and going, "Wow I did that!" -
Quote:For me it would depend on what my play time would normally be spent doing ...I decided on Cold/Dark since every other defender I see is /Sonic and have a new question. In my build I have been building for +Ranged Defense and +Recharge, from what I can gather those are the two things that will help me the most with this character, is this accurate?
Solo, I'd tend to build with the emphasis towards defense and mitigation in general, then recharge. I can set my own pace, therefore safety when engaging the spawns is of more interest. In other words if some power needs to recharge I always have the option to wait, decide if inspires will do the trick etc. when solo, teamed this can get problematic.
Teamed, especially larger teams, my emphasis would be heavily towards recharge. I want Sleet, Benumb and Heat Loss (and other long recharge timer powers) up asap. My defense and overall mitigation will be my teammates.