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Posts
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Quote:So if I follow what you are saying, it isn't applying the special modifier to the final value but to the value of benefit of the power to the critter? Which reading the description again makes sense. It's not debuffing the critter as much as it's debuffing the power the critter is using (or is going to use).I believe it is because it won't do anything if you hit it afterward. The -special works almost like negative enhancement, and so it takes effect when the godmode is cast. If the godmode is already cast, since it's a click power its buff is set at the time of casting. Applying -special afterward won't change the strength of an existing buff anymore than deleting the enhancements out of a godmode while it's already running would.
For an ongoing effect like an autopower, a toggle, or a frequently cast click, it doesn't really matter when you apply -special. But for a long duration, long recharge click, you'll have to be careful to apply it before it's cast to actually do any good. -
Quote:Just so I'm clear and not missing something, is there more to the "FIRST" part of this than merely making it much harder to hit (and therefore apply the debuff on) the PP post tier 9 rather than prior. Are they more resistant to the Benumb after they hit their tier 9 than before? Certainly hitting or attempting to do so beforehand is best, but it doesn't always work that way regardless of whether you have PBU or not.... Standard Benumb already ruins a PP's day, you just have to use it FIRST, the same applies to almost any uber-buff. Hit the target just before they use their Tier 9 and their day is over. The Healing Nictus as well, the standard benumb does more than enough to neuter one, PBU+Benumb would be cute, but dead is dead and standard benumb does the job. ...
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Quote:Heck depending on what you set your rep to I've gotten held right thru PB by both Carnies (the MI and friends) and Rikti stacking holds on me. I make it a practice to try and always have a breakfree or two among the inspires I carry.It won't be a problem for a while, but keep in mind that you may need a Break Free or two again when you start fighting the Carnival of Shadows. It was a nasty shock on my Super Reflexes scrapper when one of the bosses used a fear on me. I hadn't been shut down like that since I picked up Practiced Brawler.
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Very interesting build. I do agree I'd be more comfortable if you had some accuracy in Heat Loss in particular. Tough targets are going to resist the defense debuff in Sleet, in the case of AV's rather strongly. In turn increasing the opportunity to miss with Benumb and Heat Loss. Which toggles do you plan to have on 24-7? Even with Heat Loss boosting your recovery with the high recharge present in the build you also have the ability to burn thru your end rather rapidly. Slot in Performance Shifter and Efficacy Adaptor (the Endmod/Rech and Acc/Rech from both sets) instead of 4 of the Rech IO's and toggle on Tactics and Heat Loss should have a final to hit chance of 95% as long as you aren't getting debuffed. Hitting with Heat Loss is more important than eliminating the 0.6 seconds downtime using the Endmod sets would incur.
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One thing I've done on a few of my /SR characters of late is 3 slotting Practiced Brawler with the intent or knowledge that I will be using a respec later on and can reduce the number of slots used at that time. By placing 3 lvl 15 recharge IO's (minimal downtime, something around 7 seconds lack of coverage) or 3 lvl 20 recharge IO's (perma) mez protection issues are minimized. Admittedly this might not work as well for someone newer to the game and hence no vet respecs available.
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Here's another take on your build for thought. Moved some slots and reordered when some powers were taken but tried to keep major changes to a minimum. I did drop Absorb Pain for Aimed Shot, easy enough to change back if you are a fan of AP (I'm not, at least for PvE). Changes in the order of power selections were made so when exemped down for TF's as low as Posi you would retain complete stealth, recall, and resurrection ability. Likewise most of the IO's are set to lvl 25 or the minimum for the set for exemplar work on TF's, to minimize loss of set bonuses and the enhancement benefits to the powers themselves. Overall accuracy (global plus within the powers) barring debuffs should see you with a final to hit of 95% vs +4's
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
mint (v2.00.i16): Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Archery
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Rchg(5)
Level 1: Snap Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Dev'n-Dmg/Rchg(27)
Level 2: Heal Other -- Dct'dW-Rchg(A), Dct'dW-Heal(11), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13)
Level 4: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17), Dev'n-Dmg/Rchg(29)
Level 6: Resurrect -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 10: Blazing Arrow -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23), Dev'n-Dmg/Rchg(31)
Level 12: Clear Mind -- Range-I(A)
Level 14: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(25), LkGmblr-Rchg+(27), Ksmt-ToHit+(36)
Level 16: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(29), Winter-ResSlow(31)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(36)
Level 20: Recall Friend -- Zephyr-ResKB(A)
Level 22: Explosive Arrow -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/Rng(33), Posi-Dmg/Rchg(34), Posi-Acc/Dmg(34), Det'tn-Acc/Dmg/EndRdx(42)
Level 24: Hurdle -- Jump-I(A), Jump-I(34)
Level 26: Regeneration Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(37), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39)
Level 28: Grant Invisibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-EndRdx/Rchg(39), LkGmblr-Rchg+(39)
Level 30: Ranged Shot -- Mantic-Dmg/EndRdx/Rchg(A), Mantic-Dam%(40), Mantic-Acc/Dmg(40), Mantic-Dmg/EndRdx(40), Mantic-Dmg/ActRdx/Rchg(42)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Rchg(36), Dct'dW-Heal/EndRdx(42), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43), Efficacy-EndMod/Rchg(46)
Level 35: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(45), Mrcl-Rcvry+(45)
Level 38: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(43), P'Shift-End%(45)
Level 41: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Ragnrk-Knock%(48)
Level 44: Oppressive Gloom -- HO:Endo(A)
Level 47: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/EndRdx/Rchg(50), S'fstPrt-ResDam/Def+(50)
Level 49: Soul Transfer -- Dct'dW-Heal/Rchg(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Jump(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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Here's another version of your build for thought. Moved 3 slots and altered some enhancement choices but power choices I left alone. I moved 1 slot off each Focused Senses, Weave and Evasion. 2 effectively end up in Physical Perfection and 1 in CJ. I would have played around with the build more using LotG in your active defenses and Weave but since influence seemed to be a major concern for now I left the Red Fortunes in. You lose the recharge but honestly unless you can afford (or until you can afford) more recharge in the build overall the extra 20% recharge from the Red Fortune alone is not likely to do more for you than using those slots elsewhere. Further if/when you can add LotG, since 4 slots is what I'd use, you have the option of overwriting the Red Fortune instead of burning a respec to move the slots as well.
Get the accolades for +Health and +Max Endurance they'll help the build enormously no matter what it is. With the Accolades, moving 3 slots and changing a handful of enhancements the build goes from a passive regen of around 10 hp/sec to 28 hp/sec and 1480 Health to 1893 Health. Combined with soft capped defenses this is a huge jump in survivability.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Martial Arts Kid v2: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 1: Focused Fighting -- RedFtn-Def(A), RedFtn-Def/EndRdx(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-EndRdx(9), Ksmt-ToHit+(11)
Level 2: Focused Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(17), RedFtn-Def/EndRdx/Rchg(17), RedFtn-EndRdx(19)
Level 4: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(25), S'dpty-Def/Rchg(27)
Level 6: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
Level 8: Crane Kick -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(15), Mako-Dmg/Rchg(15)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(34), RgnTis-Regen+(45), Numna-Heal(45), Numna-Heal/EndRdx(45), Numna-Regen/Rcvry+(46)
Level 16: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(27), S'dpty-Def/Rchg(29)
Level 18: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
Level 22: Quickness -- Run-I(A)
Level 24: Boxing -- Acc-I(A)
Level 26: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dam%(33)
Level 28: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/EndRdx/Rchg(42), S'fstPrt-ResDam/Def+(46)
Level 30: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-EndRdx(34)
Level 32: Eagles Claw -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(37)
Level 35: Evasion -- RedFtn-Def(A), RedFtn-Def/EndRdx(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx(39)
Level 38: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(40)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(48), P'Shift-End%(48), Mrcl-Heal(48), Mrcl-Heal/EndRdx(50), Mrcl-Rcvry+(50)
Level 49: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Slot your Ally Shields and your own shield for defense not resistance (the only resistance getting buffed is vs cold plus fire in Ice Shield).
I think you'll find yourself struggling with your blue bar when Heat Loss is not buffing your recovery. You'll also want Heat Loss, Sleet and Benumb up as often as possible. So yes I'd focus more on recharge and be less concerned about defense.
Not sure why you have the HO's in Ice Slick or Hibernate. Ordinary recharge IO's should work fine. -
Building on the comments of the previous posters:
Agree you need to slot Follow-Up as an attack, if it doesn't hit it doesn't boost all your other attacks. Nevermind the negative impact it has on things like dps and dpa of Follow-Up itself. Try 5 Crushing Impact (I'd drop the Acc/Dam and in the 6th slot put any End/Rech from one of the To Hit sets).
Next to my mind you have 3 "extra" slots floating around to try and improve things without major changes to the basic build.
1) Go with 4 LotG (or even 4 Red Fortune) in Evasion. The difference in +defense is tiny.
Vastly prefer the LotG here personally. 4 of them boosts your global Accuracy, which I think is one of the weaker spots in the build. And if you pickup via tickets, merits or whatnot a LotG +7.5% it's a much smaller change to drop in the +7.5% global recharge later.
2) In Mids while net end recovery isn't fantastic it very solid even with Physical Perfection out of the picture especially considering you've no special IO's devoted to +recovery.
Hence single slot Conserve Power, its recharge is too long to use as anything other than emergencies anyway.
3) Practiced Brawler with the current global recharge (sans Hasten up) recharges in well under 120 seconds needed to be perma with a single recharge IO placed.
Hasten would also be the highest on the list to get swapped for another choice. I added Maneuvers into the build below for Hasten. High global recharge is nice, but getting significant quantities of it is somewhat contradictory to the "on a budget" goal.
Physical Perfection dropping from 4 to 2 slots, would be the next place I'd go looking for slots.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Black Badger: Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(46)
Level 1: Focused Fighting -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(5), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(40)
Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(43)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(40)
Level 6: Hurdle -- Jump-I(A)
Level 8: Follow Up -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(39), GSFC-Rchg/EndRdx(46)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(17), Zephyr-ResKB(42)
Level 14: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(15), Mrcl-Heal/Rchg(15)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(46)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(48), P'Shift-EndMod/Acc(50), P'Shift-End%(50)
Level 22: Quickness -- Run-I(A)
Level 24: Agile -- DefBuff-I(A)
Level 26: Eviscerate -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Dmg/EndRdx(31), M'Strk-Acc/Dmg(34), M'Strk-Dmg/EndRdx/Rchg(42)
Level 28: Spin -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(42)
Level 30: Lucky -- DefBuff-I(A), DefBuff-I(40)
Level 32: Shockwave -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(33), Det'tn-Dmg/Rchg(33), Det'tn-Dmg/Rng(33), Det'tn-Acc/Dmg/EndRdx(34), FrcFbk-Rchg/EndRdx(43)
Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx/Rchg(37)
Level 38: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-EndRdx/Rchg(39), LkGmblr-Def/EndRdx/Rchg(48)
Level 41: Aid Other -- Heal-I(A)
Level 44: Aid Self -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(45), Dct'dW-Heal(45), Dct'dW-Heal/Rchg(45), Dct'dW-EndRdx/Rchg(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- Heal-I(A), EndMod-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
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It works EXTREMELY well with a team of sappers. Almost all the 'it works poorly or with limited success' thoughts above are in reference to either solo or being the lone -recovery/-end source on the team. I've watched AV's, GM's, EB's and Bosses on down drained dry and become stuck there by the alpha strike of Shock Troopers and DWEF (mentioned above by Fleeting Whisper and Shock Troopers is a redside RO group). The only real issue is also true of most nearly every form of mitigation available to any AT(s) in the game... surviving long enough to let loose the team's alpha strike.
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The cohtitan Paragon Wiki article is where I read what made me rethink and come up with the build posted above. It does appear to be accurate except for the one abnormality noted with my Emp/Rads LotG +7.5% bonuses, which at this point I'm attributing to a bug or glitch in the reporting. While limited, I do have evidence set bonuses work as the cohtitan wiki site reports them to work and no evidence in contradiction to it. Both the Enfeebled Operations set I had in my scrapper (before overwriting it for a Gravitational Anchor set) and 2 of the Impervium Armor set (for 2.5% +recovery) currently in my Emp/Rad work(ed) when the power they were in was greyed out but I was exemped to within 3 of the IO's slotted.
I am going to continue to put the Low Exemplar build together on the test server and see if anything odd does crop up, but at this point I'm expecting confirmation and not contradiction to the PW Article. -
Muon,
Nope, checked and rechecked, paranoid I was in fact missing something that basic, but no other LotG +7.5% on Reyna and yes they are all lvl 50 IO's. She has no other powers she can even slot with Defense sets much less slotted with LotG specifically. Fortitude was taken at 12th, Vengeance at 24th, and the other two at 47th and 49th. In fact I checked pretty much every 5 level group of Ouro TF's (exemped to 14th, 19th, 24th, 29th etc..) and the weird +7.5% recharge bonus first appears while exemped to level 29. Which makes no sense near as I can tell as both Fort and Veng are available at 24 (and 19 for that matter) as well as 29, and the other two powers remain many levels away yet.
And just now I logged in the current live build of my Claws/SR scrapper. Nearly all her sets are at the maximum level available now on one build (as implied in my first post here). Among the exceptions is one set of BotZ in CJ (the -kb is 10th and the other two are 25th) and all 5 of her LotG +7.5% which are 25's (the rest of the set is all lvl 50 LotG). One of those LotG is in Evasion. All 5 LotG +7.5% show as working in Combat Attributes while exemped to level 24 in Ouro. Her total global +recharge is 57.5% at level 24 from Quickness (taken at 28th) plus those 5 LotG.
Lastly I've found one of my older copies of her on test. The alternate build was at level 1 yet and I'm working on creating the build posted above and plan to initially only put the enhancements as used above in the powers from level 32 and up and see what the Attributes says at least on test. -
I'm looking at Reyna right now on live (my lvl 50 Emp/Rad/Dark). Her LotG +7.5% recharge are all lvl 50 IO's. Started "Save Waylon McCrane" in Ouroboros. This exemps me to 34th and should leave all my powers available thru level 39. The bonuses displayed by the Combat Attributes window are unexplainable, if accurate. Safely more than 120 seconds after entering exemplar she is showing only one +7.5% in Combat Attributes and only one Luck of the Gambler: Recharge Speed in personal info/powers tab. The powers with the LotG in them are Fortitude, Vengeance, Hover and Maneuvers. Both Hover and Maneuvers are greyed out, she took them at 47th and 49th. Both Fortitude and Vengeance are available in the power trays. Obviously both available powers are click powers to activate. Most likely explaination is the Combat Attributes is wrong, but are there any other explainations I might be missing?
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Gaidin,
Much of what you say is how I did understand it ...
For set bonuses though I read this in Paragon Wiki a while back:
"Set Bonuses are always on, even if the power in which the Set is slotted isn't activated, and even if that power is greyed out due to exemplaring! However, you do start to lose the bonuses if you exemplar more than three levels under the level of the IOs in the Set."
Which, as I said, is not how I understood it or, if I'm following you above, not how you currently understand they work. Did some rather limited testing a few months back using Enfeebled Operations in my Tenebrous Tentacles (Dark Mastery). Initially I slotted the set (for its +melee set bonus) as level 47's. Then having read the PW article I decided Enfeebled Ops was a very cheap set and I could afford to experiment a bit. I overwrote the set with a level 25 set and used Ouro to exemp well below any other +def (melee or otherwise) I had slotted. Both the combat attributes and my powers tab on personal info were showing exactly one bonus for melee defense ... +3.13%
[QUOTE]Global bonuses ARE affected by what level you exemp to. So, the LotG:Recharge Speed will function down to -3 of their level, provided you still have access to the power they are slotted in.[QUOTE]
Again a while back (far enough so my memories are a bit fuzzy) I tested this on my Emp/Rad/Dark who had several LotG +7.5% in her live build. Most of them were level 50 but she did have 2 slotted (and I think still does) in powers one available in and one not in Siren's Call. I zoned in and out of Siren's Call a number of times. For the life of me I could (edit:NOT) figure out how I ended up with the info I generated. Neither my understanding at the time (which was as you are stating) or PW seem to be correct. Now looking back on it one thing that didn't occur to me at the time was to wait 120 seconds and see if the bonuses I was getting changed.
What I really want to do is copy to test but at the moment unless I want to delete a large number of characters (25 or so) to drop under 12 character slots it seems to glitch and render the slot inaccessible if I just make room for one to be added. Purchasing a character slot on test atm also seems to want to add it to a non-existent Training Room 2.
In short, the situation lacks clarity, at least in my mind. -
This thread got me thinking about what a dedicated exemplar build on my main might look. How low could I get if I didn't care about using the build in the higher levels (over 30) while remaining effective. After some playing around in Mids this is what came out. It should (if I understand everything Paragon Wiki is telling me about enhancements and exemplar) do very well down to level 22 keeping all set bonuses functional except the Numina's pair in Health.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
GRETA-001 low exemplar (v1.00.i16): Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
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(13), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(33)
Level 1: Focused Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(7), GftotA-Def/Rchg(17), GftotA-Run+(36), Ksmt-ToHit+(42), LkGmblr-Rchg+(43)
Level 2: Focused Senses -- GftotA-Def(A), GftotA-Def/EndRdx(7), GftotA-Def/Rchg(17), GftotA-Run+(36), LkGmblr-Rchg+(50)
Level 4: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(27), Achilles-ResDeb%(33)
Level 6: Spin -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(9), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(15), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(39)
Level 8: Follow Up -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 10: Practiced Brawler -- EndRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(36), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(21), Mrcl-Rcvry+(39), Numna-Heal(40), Numna-Regen/Rcvry+(40), RgnTis-Regen+(40)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(23), Apoc-Dam%(29), ExStrk-Dam%(42)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(39), P'Shift-End%(43)
Level 22: Agile -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx/Rchg(46)
Level 24: Dodge -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx/Rchg(43)
Level 26: Quickness -- Run-I(A)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx/Rchg(45)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def/Rchg(45)
Level 32: Boxing -- Empty(A)
Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(46), GftotA-Def/Rchg(48), GftotA-Run+(48)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A)
Level 41: Elude -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(48), Winter-ResSlow(50)
Level 44: Weave -- LkGmblr-Rchg+(A)
Level 47: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(50)
Level 49: Tactics -- Rec'dRet-Pcptn(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
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Indeed it was the vanguard that got me on the 3rd try. Things had been going well until then, beating on the EB ritki when the first bunch of Vanguard showed up. Very naughty cheaty
vanguard bosses with nasty To Hit buffs leaving my poor soft capped /SR looking at his combat log going "they rolled that and hit!"
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Well make him go back and do it at x2
None the less well done by him. Stone Melee or Stone Armor (or both?) -
Hi Drew,
In the OP's build he has Parry turned on in Mids so its value is factored into his melee and lethal defense numbers. Turning off Parry and his melee defense falls to 37.2%. How likely this is to be an issue depends on what level and rank his foes are (+2 vs +4, minion vs boss etc.) and whether he commonly teams. In reality 37% defense backed by Parry is plenty for almost all PvE situations, it's only really going to matter if he likes to solo with the rep set towards the upper end. -
Hi Mad,
Some thoughts in no particular order:
I'd start by overwriting the endred and def common IO's in Focused Fighting and Evasion with LotG def/endred and LotG def/endred/rech. Exact same end usage but now you pick-up the very sweet 3 and 4 slotted bonuses for the LotG set. The accuracy gained should enable all your attacks to readily hit +3's or less. Add a slot to Focused Fighting, drop a Kismet +6% in and you should be good to go against +4 foes without needing to hit BU first. I'd grab the 3rd Ribo slot in Tough as my first slot to move as it gains you virtually nothing in terms of end saved or resistance gained.
Likewise swap out the common def IO's in Agile and Lucky, change to Serendipity for its set bonuses.
I suspect you've gone a bit further (okay a lot further) with the recharge than you need to. Some further digging around these threads and likely the needed recharge for some top end Broadsword attack chains is available. I'd work to get more +health and +regen in the build while trading away some of that recharge.
I'd also work to be free of needing Parry to soft cap your melee. Then Parry becomes an emergency use power against nasties packing To Hit buffs. Varieties of Fortunata's, Rularuu and Vanguard bosses and custom AE critters come to mind.
Stamina is to my mind overslotted for the purpose of gaining +AoE defense. Unless some research says you really need Hasten consider dropping it, grabbing CJ instead slotted with BotZ. I'd then move the slots from Stamina to Health, add Miracle heal and heal/x (whichever heal/x is cheaper or easier to get at the time)
Few more changes to eliminate more than 5 of a bonus and add more +health and I end up with something like this with the only power change being from Hasten to CJ:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Mad Family alternate (v2.00.i16): Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Hack -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(37)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(19), Ksmt-ToHit+(25)
Level 2: Slice -- Erad-Dmg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx(5), RedFtn-Def/EndRdx/Rchg(15), LkGmblr-Rchg+(17)
Level 6: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(7), S'dpty-Def/Rchg(7)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Parry -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg(11), C'ngImp-Dmg/Rchg(13), LkGmblr-Def(13), LkGmblr-Def/Rchg(15)
Level 12: Practiced Brawler -- EndRdx-I(A)
Level 14: Swift -- Empty(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), Mrcl-Heal(21), Mrcl-Heal/EndRdx(23)
Level 18: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(42), S'dpty-Def/Rchg(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(42), P'Shift-EndMod/Acc(43)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- HO:Ribo(A), HO:Ribo(25), S'fstPrt-ResDam/Def+(27)
Level 26: Disembowel -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dmg/Rchg(43)
Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(29), S'dpty-Def/Rchg(29)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(42)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 41: Ring of Fire -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Acc/Dmg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 44: Fire Blast -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Quickness -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Indeed, a very nasty challenge. At +0/x1 with bosses, no AV, I got a fair ways on roughly the 3rd try. Used my stalker to take a sneak peek at a chunk of map on try one, then grabbed my main, a claws/SR, who bit it in the first mob on her first try. Getting as far as I did on the 3rd try without dying did require a silly amount of inspires and accolade usage though compared to what she would normally use solo at +2/x8, with bosses vs Rikti.
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If you haven't, find and check out Paragon Wiki. It has all sorts of details about CoX. Accolade Powers are benefits gained by having certain Accolade badges unlocked. Having received the Atlas Medallion, for example, you gain +5 maximum endurance, so instead of having 100 endurance to work from you would have 105. Others can boost Maximum Health, grant you the power to summon an Invention Crafting Table, or boost your To Hit and Recovery for a brief period.
I believe currently, excluding the ones gained from Day Jobs (another whole category of badges you could work on that have tangible ingame benefits beyond "oh shiney!"), that there are 10 Accolade Powers available from Accolade badges. Maybe someone a bit more adept than I can provide a link to Paragon Wiki's pages on Accolade Powers.
EDIT: Quick footnote as I realized I stumbled on at least one Accolade Power you can't do all the ground work on early. Geas of the Kind Ones (which does, among other things, the +To Hit and +Recovery I mentioned) requires completing the Katie Hannon Task Force. You can't sidekick up into the level range of a Task Force, even with a full subscription.
And add Task Force Commander to the can't lay all the groundwork for at 14th list. -
Not in game at the moment where I could even attempt to check it out, but I believe while you can't actually aquire the various accolade powers I believe you can do all the footwork. For example, defeat all the vampyri and warwolves, for silver bullet and slayer, grab the history badge, etc. etc.. You'd need a mentor to sk up to be able to handle the mobs, but when you are on a full subscription and can level beyond 14th, in this case 21 if I recall correctly, you'd be awarded the Accolade. I think, and welcome to CoX.
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Quote:I think the "an Emp troller" and "an Emp defender" is telling. If you add only one of either the Controller arguably adds more mitigation, add 3 of both its more of a toss up, and add 6 and its not mitigation your comparing anymore but offensive power which is probably why 8 Fire/Rads tends to trump most things.Good points, I agree with you. I probably should have added a disclaimer that I build with IOs, so looking at a set I'm trying to gauge maximum (or at least higher than SO) performance. IOd Empathy for high recharge to get maximum uptime on the RAs/AB and Fort on as many people as possible is crazy uber.
I would also rather have an Emp troller than an Empathy defender. Brings more mitigation through mez and the weaker buff/debuff numbers aren't a dealbrealer for me. Emp controllers generally having less of the ****** attitudes commonly found, but that's another discussion for another day
That and when you start talking 8 of any combination of either controllers or defenders or mix of the two, the game just isn't hard enough to make any theoretical difference tangible, the mobs tend to just vaporize. -
Quote:Very true (and I wasn't particularly addressing the set as a whole just the Fort vs Shield point).Well /cold can do all that with sleet alone (def and resist debuff) then add in infrigate, heat loss and benumb /cold seems to do even "more". And given they are debuffs they help the entire team out not just one person.
I think part of the issue here lies in Empathy's very strength, its ability to apply very strong buffs to ones teammates. Thing is many of those teammates build so as not to need the buffs (or perhaps more properly to decrease reliance on as much as possible) not that the buffs aren't potent but precisely because the benefits of those buffs are so important (high accuracy, high regen, high recharge, high recovery). If you knew that 24-7 you'd have Fort, AB, etc. on you, you could build very very differently. I doubt any other defender primary would have a similar impact overall to a general pve build. And I stress the 'overall' part of that statement. I could alter my build with respect to its +recovery if I knew I was teaming all the time with a Rad, Kin or Cold, but I'd still be looking to up my regen or recharge or ... whatever isn't getting covered.
In essence an Empath's impact on its teammates strongly overlaps with what the members of that team have the most control over in the decisions on how they build their character. -
I'd add one precautionary note since what might be construed as an attack for one person isn't for another and/or shouldn't necessarily be slotted for damage as a priority. For example, Freezing Rain, it takes damage enhancements but slotting for damage on Freezing Rain would generally be a bad idea. So while the majority of "attacks" you are best going for 90+% damage enhancement it's not totally universal. If in doubt the forums here are an excellent place to get an answer, including those times where opinions on whether it is best to slot for damage or something else first may vary considerably.