Doomguide

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  1. Quote:
    Originally Posted by Tyrrano View Post
    As an aside, is it possible to eat enough yellows to hit those stinkin' Paragon Protectors? Never been so glad to have the Perfect Zinger proc in Knockout Blow, 'cause that was about the only damage I was doing...
    Short answer yes, but its likely to be more than most folks generally carry around or otherwise have available. And this will be particularly true if its the 4th or 5th PP in as many mobs.
  2. Thanks for the additional link.

    I'll keep looking (as I'm not seeing the answer to the question I was attempting to ask), but am I misunderstanding what PW means by "more lenient" which I was thinking meant the scaling cut off value would be higher than 10% on a schedule B (defense) IO's between levels 11-20. For example a lvl 15 GotA +def IO is valued at +11.5%, is this effected by exemplar scaling or not do to "more lenient" values?

    And my apologies if this is straying a bit off topic.
  3. @Zombie Man (or anyone else who happens to know),

    Any idea what the break point is for schedule B enhancements (or C and D)? Schedule A being at 20%, 10% and 5% respectively as listed under "1. Minor Bonus Threshold". All PW says is: "(Those breakpoints are only accurate for Schedule A benefits. Schedule B's are higher, C's and D's are lower.)" and "That means Step 1 is more lenient toward Schedule Bs than normal, and Step 2 is harsher on Schedules C and D."
  4. Doomguide

    Rad/Ice Offender

    Quote:
    Originally Posted by Errant View Post
    Hrm... so, enlighten me then... What the **** is the definition of an offender? I was under the understanding that an "offender" is a Defender who plays more like a Blaster, using Primary less for team support directly, and instead trying to kill things... or do Defenders "arrest"?

    Confusion in definitions aside (this being only my second Defender, first being a Dark/Rad parked at 38 or so), slotting seems to be solid then, since the only feedback I got was on AM and Radiant Aura. AM is 5 slotted, and RA 4 slotted until 50... I couldn't think of anywhere else decent to throw those last 3 slots. Ideas?

    And dinnae specify, but the TF's I've been leveling in, were minimum member TF's, and then just duoing it with a Storm/Ice. So it's worked rather well 'tween the two of us.
    There is no strict definition of "Offender". To me an offender is as much a mind set as what powers you take or don't take. That said that mindset generally sees well slotted attacks with the intent to use them. Sees Tier 9 nukes taken and again slotted with the intent to use them. You'll see enough attacks/blasts taken and slotted to be considered an attack chain. The whole build will scream "the best defense is a strong offense". If it is a offender you WILL see the shields taken and well slotted, skipping them would make for poor team offense. Not taking them, imo, makes it a solo build another creature altogether though many offenders make for strong solo builds as well. A offender is not a defender pretending to be a blaster, the whole point is to turn the whole team into a weapon including yourself.

    Reyna Morningdew of Green Machine, Repeat Offenders Network (Emp/Rad/Dark)
  5. Quote:
    Originally Posted by Selina_H View Post
    According to the table at Paragon Wiki, the KB protection IOs all count as "globals" rather than "procs" and are therefore subject to exemping rules:

    "Globals are Special IOs that act like Set Bonuses in that they are always on even if the power isn't activated and even if the power is greyed out because of exemplaring! However, the one thing that will shut off a Global IO is exemplaring more than three levels under the level of that Global IO."

    This. Slot a lvl 10 to 15 BotZ, Steadfast or Karma in any power that'll take them and you'll have kb protection as long as you are no more than 3 lvls under the level of the enhancement (in this case good to go for Posi).
  6. Doomguide

    claws/sr

    1) I do hope your pockets are very very deep. Extremely expensive build.
    2) Net +recovery isn't where I'd be comfortable anyway. No temps, no inspire AV fights might be a major struggle endurance-wise. Edit: Noticed no Portal Jockey accolade enabled ... this would help both with +health and +recovery (via +max end) and since its sort of a fence sitting net recovery this may be enough to make any significant end issues largely disappear.
    3) Very single target orientation. No Spin, No Shockwave, only AoE is Eviscerate. Depending on your intentions with the build this may or may not be much of an issue.
    4) Health and therefore +regen is low end of the spectrum for a high end build. Below lvl 44 Aid Self isn't available to help. Overall the build doesn't strike me as very exemplar friendly. Again depending on what you intend this may or may not be an issue.
    5)Weave's slotting and enhancements puzzle me a bit. Seems overslotted for little gain.
    6) You'd be better off going with a Regen Tissue unique in Health over 4-slotting Numina's for the +heal (which is why you did it I'm guessing). The +6% heal is worth about +15 hp to the Heal in Aid Self. The Regen Tissue causes your passive regen rate to add around 18 health in the same time roughly as Aid Self takes to recharge. Further adding more +health would increase this margin.
    7) Focused Accuracy itself is doing very little for you. You really can't afford the end drain to run it for its buffs (maybe turn it on short term as needed) and the +def only adds to your melee and aoe (range is capped without). Very easy to move some slots to regain the caps by slotting your active and passives completely (and getting all the way to the DDR cap)

    Here's a reworked version of lee. Only change in powers was dropping FA from the build. Then moved up Aid Other and Aid Self and chose Resuscitate at lvl 49 (could easily pick anything else that doesn't require slotting to do its work). Otherwise stuck to moving slots around and choosing different IO sets.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    lee v2: Level 50 Mutation Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Medicine

    Hero Profile:
    Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Focused Fighting -- Ksmt-ToHit+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), LkGmblr-Rchg+(9), LkGmblr-Def/EndRdx/Rchg(11)
    Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(23), LkGmblr-Def/EndRdx/Rchg(25)
    Level 4: Slash -- Achilles-ResDeb%(A), Hectmb-Dmg(37), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Dmg/EndRdx(40), Hectmb-Acc/Rchg(40)
    Level 6: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(11), S'dpty-Def/Rchg(17), LkGmblr-Rchg+(45)
    Level 8: Follow Up -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(19), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), RgnTis-Regen+(17), Mrcl-Heal(19), Mrcl-Rcvry+(29)
    Level 16: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(46), S'dpty-Def/Rchg(48)
    Level 18: Focus -- Apoc-Dmg(A), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(31), Dmg-I(33)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 24: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(36)
    Level 26: Eviscerate -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34), FotG-ResDeb%(34)
    Level 28: Quickness -- Run-I(A)
    Level 30: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(46), S'dpty-Def/Rchg(46)
    Level 32: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(40), Amaze-Acc/Stun/Rchg(42), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(43)
    Level 35: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(36)
    Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-EndRdx/Rchg(43), LkGmblr-Rchg+(43)
    Level 41: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 44: Aid Other -- RechRdx-I(A)
    Level 47: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50), Dct'dW-Rchg(50), IntRdx-I(50)
    Level 49: Resuscitate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run



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  7. This is the build I use on my main, a claws/SR. I can't take credit for the actual build outside of a minor tweak or two all I did was recognize its potential and move a slot or two (specifically the 6th slot in Focus to FF to add the 5th slot with Kismet there). If I recall correctly it was Iggy who actually created the core of the build.

    Anyway here it is, all 1953 health, 32 hp/sec regen, capped defenses, infinite endurance beauty:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    GRETA-001 (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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  8. Doomguide

    DP/MM build

    And this build is much closer to what you have. Rather than Mind Probe I kept and slotted Subdual. I actually like the power as "Sit!, Stay!" use for bosses and other objectives that love to run all over the place and back.

    Any comments or thoughts are welcome.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Omega Midnight (v3.20.i16): Level 50 Magic Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Dual Wield -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(34)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/Immob(19), Enf'dOp-Acc/EndRdx(27), Enf'dOp-Immob/Rng(31), Enf'dOp-Acc/Immob/Rchg(37)
    Level 2: Empty Clips -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(3), Posi-Dam%(5), Posi-Acc/Dmg(7), Posi-Dmg/Rng(13)
    Level 4: Telekinetic Thrust -- Acc-I(A)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(13), Posi-Dam%(19)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/EndRdx(11), Posi-Dmg/Rng(15), Posi-Dam%(25)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(15), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(48)
    Level 16: Concentration -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(17)
    Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(37), Numna-Regen/Rcvry+(46), Mrcl-Rcvry+(46)
    Level 20: Drain Psyche -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(21), Mrcl-Heal/Rchg(21), H'zdH-Heal/Rchg(23), Nictus-Acc/EndRdx/Rchg(23), Theft-Heal/Rchg(25)
    Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(37)
    Level 24: Kick -- Empty(A)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(27), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(34)
    Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(33)
    Level 30: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(31), GSFC-Rchg/EndRdx(36), GSFC-ToHit/Rchg(36), GSFC-Build%(40), GSFC-ToHit/Rchg/EndRdx(43)
    Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
    Level 35: Executioner's Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(50)
    Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(48)
    Level 44: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
    Level 47: Vengeance -- LkGmblr-Rchg+(A)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition



    Code:
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  9. Doomguide

    DP/MM build

    Here's another relatively different approach I've been considering for one of the builds on my DP/MM. It's soft capped to S/L.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Omega Midnight S_L melee build (v1.00.i16): Level 50 Magic Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Mental Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Dual Wield -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(46)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(25), Enf'dOp-Immob/Rng(34), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(48)
    Level 2: Empty Clips -- HO:Centri(A), HO:Centri(3), HO:Centri(7), LdyGrey-%Dam(15), ShldBrk-%Dam(23), Achilles-ResDeb%(37)
    Level 4: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(13), Posi-Dam%(37)
    Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Concentration -- HO:Membr(A), HO:Membr(17), HO:Membr(17)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Drain Psyche -- H'zdH-Heal/Rchg(A), Nictus-Acc/EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Mrcl-Heal/Rchg(29), Numna-Heal/Rchg(29), Theft-Heal/Rchg(43)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), P'Shift-End%(48)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 26: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(42), Ksmt-ToHit+(48)
    Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(42)
    Level 30: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(31), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dam%(46)
    Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Piercing Rounds -- HO:Centri(A), HO:Centri(40)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Snow Storm -- EndRdx-I(A)
    Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx/Rchg(50)
    Level 47: Hoarfrost -- Dct'dW-Heal/Rchg(A)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition



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  10. Quote:
    Originally Posted by Silas View Post
    Considering he'd get comparable recharge for much, much less with Sting of the Manticores in Moonbeam as well as a more useful power, yeah

    Power Mastery >>>> All for Empaths
    I like Power Mastery ... but it has no aoe stun to stack with Dark Pit and that was the reason, along with a 'dark' theme, she went with Dark Mastery. To have Oppressive Gloom to stack the stuns. I would be much more likely to use Obliterate in Soul Drain these days, but most of those Armageddons were either drops or purchased long before today's market pricing for Purples. At today's prices I suspect I could have bought the entire set instead of one when she was aquiring them. Heck wouldn't half surprise me if a patient buyer now would spend a similar amount, that she spent then on Armageddon, on a full set of Obliterate. If/when she gets a respec I imagine they'll either be helping fund the new build or get dropped into Blackstar.

    Not quite sure I'd agree Moonbeam is all that more useful a power in most cases. Snipes in general aren't great choices overall and are quite situational. Soul Drain is much less situational. Then again she did have a 6 slotted pre IO Moonbeam that could definitely reach out and touch someone.
  11. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Well I guess if you've got the cash and no other PBAoEs it does make a certain amount of sense, the recharge bonus is higher than anything else you could put there but yeah it does seem a bit excessive .
    Quite It is an old build and I will probably move them around when I finally get around to respec her build to something more in line with my current thinking. Much less used to IO's (one of my earliest) and Mids when I created that build
  12. Quote:
    Originally Posted by Biospark View Post
    Hello Folks,

    some interesting builds here, and I realize that my Dark Blast experience is rather limited, but why wouldn't anyone use Dark Pit + Oppressive Gloom. Being an Empath, means all your mitigation comes from your secondary and pools. Is Dark Pit that hard to plug in ? or just not long enough duration for you ? Just Curious really.


    That is in fact what my actual build incorporates rather than recall and, currently, the nuke. Besides theme that was an additional reason her build chose Dark Mastery over "Other Mastery" Her foes get stunned and immobilized (TT's) then pretty much stay that way till defeated. At some point she'll get a bit of an overhaul but her current build, which follows, is quite capable:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dark Lightning (4.01 purpled): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Dark Blast
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx(15), Dct'dW-Heal/EndRdx/Rchg(15)
    Level 1: Dark Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(42), Dmg-I(46)
    Level 2: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(7), Apoc-Dmg/EndRdx(9), Apoc-Dam%(42), Dev'n-Hold%(46)
    Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx(34), Dct'dW-Heal/EndRdx/Rchg(36)
    Level 6: Swift -- HO:Micro(A)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Hover -- LkGmblr-Rchg+(A), Srng-Fly(11), Srng-EndRdx/Fly(13), Frbd-EndRdx(13), Frbd-Fly(46)
    Level 12: Fortitude -- HO:Membr(A), HO:Membr(21), LkGmblr-Def/Rchg(40), LkGmblr-Rchg+(40), Krma-ResKB(42)
    Level 14: Fly -- HO:Micro(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Tenebrous Tentacles -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/Rchg(21), GravAnch-Immob(25), GravAnch-Acc/Rchg(37), GravAnch-Hold%(50)
    Level 22: Night Fall -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(23), Ragnrk-Dmg(25), Ragnrk-Dmg/Rchg(37), Ragnrk-Dmg/EndRdx(50)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx(37)
    Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/Rchg(36)
    Level 30: Dark Pit -- Amaze-Stun(A), Amaze-ToHitDeb%(31), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(40)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), EndMod-I(36)
    Level 35: Vengeance -- LkGmblr-Rchg+(A), Krma-ResKB(39)
    Level 38: Moonbeam -- HO:Centri(A)
    Level 41: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(43), Stpfy-EndRdx/Stun(43), Stpfy-Stun/Rng(43), Stpfy-Acc/EndRdx(45)
    Level 44: Dark Embrace -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(45)
    Level 47: Soul Drain -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(48), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Acc/Rchg(48), Armgdn-Dam%(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance



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  13. Here's another Emp/Dark build included for thoughts and ideas.

    It uses Dark Mastery, as it's based on my Emp/Dark/Dark, but tweaked to include some things not on her much older build. Even her respec/rebuild for the post IO world is quite old and needs some updating. Power Mastery would be a easy to swap into if preferred.

    I don't generally use sets in Recovery Aura, if I did it would be purely as a mule and ED capping recharge would remain THE priority in any case.

    The core of her attack chain (debuff chain if you prefer) is Dark Blast, Gloom, Tenebrous Tentacles and Nightfall. She's built and played as an Offender. That said the difference between what and how I'd slot lies not in the blasts and heals, they WOULD be slotted identically, it's their usage plus or minus other things that would change and the biggest change would be in play style not the build itself.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Emp Dark_Dark Mastery (5.00.i16 non-purpled): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Dark Blast
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx(15), Dct'dW-Heal/EndRdx/Rchg(15)
    Level 1: Dark Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(42), Dev'n-Hold%(46)
    Level 2: Gloom -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(42), Dev'n-Hold%(46)
    Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/Rchg(23)
    Level 6: Recall Friend -- Zephyr-Travel(A), Zephyr-ResKB(42)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Hover -- Flight-I(A), Flight-I(11)
    Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(21), LkGmblr-EndRdx/Rchg(40), LkGmblr-Rchg+(40)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/EndRdx(25), Posi-Dmg/Rng(34), Posi-Dam%(36), TotHntr-Dam%(37)
    Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(31), Cloud-%Dam(37)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Numna-Heal/Rchg(37)
    Level 28: Tactics -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(39)
    Level 30: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/Rchg(36), LkGmblr-EndRdx/Rchg(46)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Efficacy-EndMod/Rchg(36)
    Level 35: Fly -- Flight-I(A)
    Level 38: Blackstar -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Erad-Dmg(40), Erad-Dmg/Rchg(50)
    Level 41: Dark Consumption -- Oblit-Dmg(A), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc/Rchg(45)
    Level 44: Dark Embrace -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(45)
    Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-%Dam(50), AdjTgt-EndRdx/Rchg(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance



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  14. *giggles*

    Why does Cheat Code have a Energy Manipulator: Chance to Stun in Physical Perfection ... for the occasional self reminder to hit Practiced Brawler? :P
  15. In addition to many of the things mentioned above in the thread:

    You can certainly both monitor your Last Hit Chance and record/review the combat logs they aren't mutually exclusive things. I tend to have one window/tab set up with Damage Received and To Hit rolls but while fighting, particularly if I suspect I have some debuffers, I watch both the icons appearing and what the Attributes Monitor is telling me my Last Hit Chance was and save reviewing the logs till after. If I see an icon I don't recognize or normally associate with what I'm fighting I right click on the icon, select "info", and see what might explain what's happening (or see that I keep needing to look for the explanation).

    Read a much more detailed explanation of "Attack Mechanics" in Paragon Wiki.

    It will explain much more thoroughly why, for example, increasing your Accuracy will have a much greater effect when the "clamped" To Hit portion of the equation is relatively high and why increasing your "To Hit" buff/chance (via powers like Build Up, running or being teamed with someone who is running Tactics, etc.) will have a greater impact than adding more accuracy ever will when the "clamped" To Hit portion is relative low/poor. This is why, for instance, CoT Spectral Demons are so hated. Even if you normally have little trouble landing blows you can suddenly have a great deal of trouble because they are strong To Hit debuffers. Multiple Demons will reduce your "clamped" To Hit portion of the equation to relatively low values (often to the floor). While more accuracy in powers or globally would help having a To Hit buff from some source will help a GREAT deal more with this particular problem or in similar situations. Reading the Paragon Wiki article will give you, among other things, the math behind why in this case adding to your To Hit buffs will help far more than more Accuracy will and why this is even more true if your accuracy is normally quite good.
  16. Quote:
    Originally Posted by Azurel View Post
    The +end on Heatloss works the same as the +Damage on Fulcrum Shift, you emit one from yourself and from up to 10 mobs you hit with the power so you and your team can have pretty much capped endurance recovery from one shot of HL.
    Yeah that part my sleep deprived brain knew ... it was the whole +end part not +recovery part it was a little shaky on. The part to note is Heat Loss does both +end and +recovery. Adrenaline Boost (+recovery) and Transference (+endurance) each do only one of the two, though they both do what they do exceedingly well.
  17. I assume when you say she is "very endurance heavy" you are speaking of her current build not the IO version posted ... the posted build seems to have a very comfortable net recovery.

    I'd consider both Practiced Brawler and Conserve Power to be overslotted. You really don't need PB to be able to stack itself with that much overlap. Nice to have some overlap to allow for -rech or allowing it to trigger (or be triggered) when convenient but 50+ seconds is overkill. And the build has sufficient net recovery I'm fairly certain that only in rare instances would you need CP. Recharge in the base slot should be fine.

    Follow Up needs to land to grant the to hit and damage buff. Further to minimize the impact on your damage output it should do as much damage as possible. Hence slotting (like Jaxman has done or in similar fashion) as an attack is the way to go. Plenty of ways to get the 2.5% defense elsewhere on a /sr build. Or frankly unless you regularly run at +4/x8 and plan to take on AV's solo settle for ending up 2.5% shy of the cap .. for most pve play you'll never notice on an otherwise solid build.

    Obtaining the +max end and +max health accolades would help any build. If Growl still needs them (rather than having them already and the build simply hasn't enabled them) I'd be working on those while accumulating the IO's for the build. I'd also be considering if Growl will be frequently running in exemplar status or not when considering some of the IO's in particular (and overall if she'll be doing it commonly)

    When possible I like to always include both the Kismet +6% and an Achilles -resist somewhere in a build.

    With some slots moved around as well as dropping Hasten from the build as Jaxman suggested to allow moving CJ sooner in the build, here's another possible build for thought. Hopefully I haven't done anything to embarrasingly stupid from lack of sleep:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    GROWL POWER (v3.00.i16): 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-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Dam%(50)
    Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(11), Ksmt-ToHit+(46)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(33), Achilles-ResDeb%(34)
    Level 4: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Rchg+(25)
    Level 6: Spin -- Erad-Dmg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(13), Erad-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(34)
    Level 8: Follow Up -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 10: Practiced Brawler -- RechRdx-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(43), RgnTis-Heal/Rchg(43), RgnTis-Regen+(43)
    Level 16: Agile -- GftotA-Def(A), GftotA-Run+(36), LkGmblr-Rchg+(36)
    Level 18: Focus -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg(19), Thundr-Dmg/EndRdx(23), Thundr-Acc/Dmg/EndRdx(23)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(46)
    Level 22: Dodge -- GftotA-Def(A), GftotA-Run+(37), LkGmblr-Rchg+(37)
    Level 24: Combat Jumping -- GftotA-Def(A), GftotA-Run+(25), Winter-ResSlow(42), Zephyr-ResKB(46), Zephyr-Travel(48), Zephyr-Travel/EndRdx(50)
    Level 26: Eviscerate -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Dmg(27), Erad-Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
    Level 28: Lucky -- GftotA-Def(A), GftotA-Run+(29), LkGmblr-Rchg+(29)
    Level 30: Kick -- Mako-Acc/Dmg/EndRdx/Rchg(A)
    Level 32: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(37), Aegis-ResDam/EndRdx(40), Aegis-ResDam/EndRdx/Rchg(40)
    Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-EndRdx/Rchg(42)
    Level 38: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-EndRdx/Rchg(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(45), Mrcl-Rcvry+(45), P'Shift-EndMod(45), P'Shift-EndMod/Acc(48), P'Shift-End%(48)
    Level 47: Quickness -- Run-I(A)
    Level 49: Swift -- Run-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  18. Another nod to Drain Psyche, used preemptively can completely counter the -recovery (not -end) of a nuke when slotted to enhance endmod. At least in Mids it looks to be 7 targets needing to be hit to do so.

    Among the variety of powers mentioned from allies that can help you get back in action one I believe needs mentioning that has not ... Heat Loss. Heat Loss can be the best of both Transference (+end) and Adrenaline Boost (+recovery). It can both buff +recovery to counter a nukes crash (best used preemptively) and directly add endurance via +end if used post nuke. Do to the fact it also has -resistance (-30%), -rech (-300%) and -spd it is definitely best used prior to the nuke.

    Edit: Doh oops: the +end effect in Heat Loss only works on "self" so great for nuking defenders not so much help for an allied blaster .. or does it, not so sure now that I think about it.
  19. Agree with Louis, you want Midnight Grasp and personally I'd want both MG and Shadow Maul. Get good at catching multiple foes with Shadow Maul's cone and it more than pays for its animation and endurance usage.

    Further slot and use Siphon Life as an attack which just happens to heal.

    Here's another build for thought with alternate sets used for a variant with more net recovery.
    I'd probable continue to tweak it to eliminate the 6th +22.5 hp bonus and to try and get Smite to 95% accuracy against +4's while staying soft capped vs melee (it'll be just under without the full ToD there now ... though arguably you'd never notice)

    Also if you haven't got the accolades pretty much any build is going to benefit strongly from the +max health and +max endurance found in them.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sushiloving LotG sets (v1.00.i16): Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Smite -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg(13), T'Death-Dam%(23), T'Death-Dmg/EndRdx(37)
    Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-EndRdx/Rchg(15), LkGmblr-Rchg+(31)
    Level 2: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-EndRdx/Rchg(15), LkGmblr-Rchg+(31)
    Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(37)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Siphon Life -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(13), Ksmt-ToHit+(46), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(50)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(39), Mrcl-Rcvry+(40), Numna-Regen/Rcvry+(40), RgnTis-Regen+(40)
    Level 18: Dark Consumption -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(19), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(23)
    Level 20: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-EndRdx/Rchg(34), LkGmblr-Rchg+(43)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(25), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(34)
    Level 26: Soul Drain -- Erad-Dmg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg/Rchg(50), AdjTgt-EndRdx/Rchg(50)
    Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-EndRdx/Rchg(29), LkGmblr-Rchg+(34)
    Level 30: Stamina -- EndMod-I(A), EndMod-I(33)
    Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36)
    Level 35: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(43)
    Level 38: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(43)
    Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(45)
    Level 44: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(45), S'dpty-Def/Rchg(45)
    Level 47: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb(48)
    Level 49: Quickness -- Run-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury



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  20. Quote:
    Originally Posted by Finduilas View Post
    45%.
    To expand on why: Because the base chance to hit for pve npc foes is 50%, 50%-45% (the soft cap value) = 5% and 5% is the lowest value you can reduce a foes chance to hit you to as the game will take anything lower and raise it to 5% (this value is always between 5% and 95%). Further Accuracy is applied afterwards (and is different from "To Hit"). The article "Attack Mechanics" in Paragon Wiki has all the considerable details I've not included.
  21. Quote:
    The Protection from Knockback from Steadfast, Karma and Zephyr, and from a few sets here and there, work even if the power is not being used. So, if you put one in Hover, it will work all the time even if you are not using Hover.
    A bit of clarifying here since this sort of question comes up frequently ... if Mids (or Paragon Wiki) lists it as a "set bonus" it acts like one. Namely it doesn't matter if the power in question is active or even greyed out (due to your exemplar level) the bonus from the special IO will work if its level is within 3 of your current level. So ideally the Karma: Knockback Protection in SI would be a level 10 IO which would provide its protection from level 7 and up and only stop functioning if you exemplared to 6 or below.
  22. I think with breakfrees, capped defenses and knockback protection for solo or small team play where you determine the pace and timing of the fight(s) it's probably doable if you've tolerance for getting mezzed on occasion. Like Reiraku my first stalker (claws/ninjitsu) made it to 48 with no melee toggle and rarely if ever missed its presence. She did have Acrobatics since this trip to 50 was well before IO's and has since used build #2 to add melee into the picture. I think being both claws/ and /nin helped enormously ... I learned early the value of caltrops at keeping foes at bay. Combined with Placate (which was slotted for range) plus the kd/kb in Air Superiority, Focus and Shockwave to juggle target(s) I couldn't AS out of existence in one blow, melee attacks were rare and the self heal patched up what did get thru. She was incidently well short of soft capped even for ranged/aoe as well (again because this was prior to combat attributes or IO's). The question will be is how well first strike, placate and your kb/stun etc from MA primary will help compared to /nin's bag of tricks.

    And I can't begin to tell you how often on my /SR scrapper I have looked down to realize "oops forget to click PB again" having gone, unintentionally, a few battles without till either someone got lucky and knocked her down or my brain got thru the scrapperlock.
  23. No personal experience with it ... but Mids shows no mez protection or mez resistance in FoN.
  24. Yes to more recharge for all the reasons Laevateinn listed. In fact I'd likely scrap aiming for defense at all over gaining recharge. Your primary "defense" is having those auras up asap and those teammates you are busy buffing to the nines who should be holding all that aggro for you (negating the need for all that lovely defense). I wouldn't skip Howl even on a support/non-offender build. Howl isn't an attack, it's a 20% resistance debuff applied to an entire mob. Likewise you are a defender, meaning the buffs from Leadership are second to none. Take them, slot them, use them.

    Ideally I'd rearrange things so Howl was taken early enough to see usage on a Posi TF. Even more ideally I'd find a way to squeeze in Screech and slot it up, but ...

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Defender
    Primary Power Set: Empathy
    Secondary Power Set: Sonic Attack
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fitness
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-EndRdx/Rchg(7)
    Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15), Dev'n-Hold%(36)
    Level 2: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-EndRdx/Rchg(9)
    Level 4: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(31), Dev'n-Hold%(31)
    Level 6: Resurrect -- RechRdx-I(A)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel(40)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(37)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34)
    Level 16: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-EndRdx/Rchg(17), LkGmblr-Rchg+(21)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Heal-I(A), Heal-I(27)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-EndRdx/Rchg(34), Dct'dW-Rchg(40)
    Level 28: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(29), P'Shift-EndMod/Rchg(37)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal/Rchg(36), Efficacy-EndMod/Rchg(37)
    Level 35: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(36), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(46), AdjTgt-EndRdx/Rchg(50)
    Level 38: Siren's Song -- CSndmn-Acc/Rchg(A), CSndmn-Acc/Sleep/Rchg(39), CSndmn-Sleep/Rng(39), CSndmn-Acc/EndRdx(39), CSndmn-EndRdx/Sleep(40)
    Level 41: Dominate -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43)
    Level 44: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-Psi/Status(46), S'fstPrt-ResDam/Def+(46)
    Level 47: Howl -- Det'tn-Dmg/Rng(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(50), Posi-Dam%(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance



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  25. Started off trying to minimal tweak Horusaurus' tweak to your build ... ended up a fairly different beast I'm thinking. But more options and changes to think about.

    Biggest changes were to 6 slot Dark Regen and Physical Performance and drop what was left of BU (admittedly I didn't like doing that and if I started from scratch it would almost certainly get back in there). It's not quite as much Melee Defense (37% vs 44%), but I honestly think you sacrificed too much getting there. While certainly a capped defense is very sweet you have zero DDR (Defense Debuff Resistance) so the first Council burst (a ranged attack to boot), Cimeroran sword (their Pilums are also ranged and debuff I want to say), Arachnos Tarantulas (again vs ranged) or other debuffer that lands a blow and you'll be rapidly loosing all that defense. Hence more slotting in Dark Regen to improve its overall performance. That's also partly why I 4 slotted the 3 LotG sets in the build to improved your global accuracy making everything thing hit more reliably against higher cons including your Dark Regen. Next is where most of the loss of +defense happens, swapped the Titanium Coatings for the Impervium Armor and 4 slotted to get those slots back I needed for DR and PP. The Imperviums have a nice large +max end as well as +recovery which combined make life much easier for your blue bar (I suspect they are also pricier and harder to come by though I haven't check lately).

    Someone with more number crunching skill than I could also probably tell you the pros and cons of 3 slotting Miracles in PP vs 2 Miracles and the Numina that I have there now. And likewise in PP vs Health for the various combinations of the Heal sets/uniques.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sinfullie v3: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(40)
    Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/EndRdx/Rchg(9), ImpArm-ResDam/Rchg(15)
    Level 2: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dam%(40), T'Death-Dmg/EndRdx/Rchg(42)
    Level 4: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(43)
    Level 6: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Dmg/Rchg(13), M'Strk-Acc/EndRdx(45), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 8: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(19)
    Level 10: Obsidian Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam/Rchg(19)
    Level 12: Swift -- Run-I(A)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Dark Regeneration -- Theft-Heal/Rchg(A), Nictus-Heal/HP/Regen/Rchg(17), Nictus-Acc/Heal(17), Dct'dW-Heal/Rchg(31), Nictus-Acc/EndRdx/Rchg(40), Theft-+End%(45)
    Level 18: Health -- RgnTis-Regen+(A)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(33)
    Level 22: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(42)
    Level 24: Cloak of Darkness -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(37)
    Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Dmg/EndRdx(34)
    Level 28: Murky Cloud -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(29), TtmC'tng-ResDam/EndRdx/Rchg(29)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(43)
    Level 35: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(36), TtmC'tng-ResDam/EndRdx/Rchg(36), S'fstPrt-ResDam/Def+(36)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45), P'Shift-End%(46), Mrcl-Heal(48), Numna-Regen/Rcvry+(48), Mrcl-Rcvry+(48)
    Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
    Level 49: Oppressive Gloom -- HO:Endo(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit



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