Ebon_Wrath

Super-Powered
  • Posts

    89
  • Joined

  1. Oh, great. Thanks Nanook. That explains why there are so many people bidding on things.

    I've made some changes bearing Rangle's suggestions in mind. Sirocco's went into Tremor, so I didn't need the AoE from Aegis. It also means I freed up one of the slots for Grant Cover, since I can't use a sixth 10% regen. Instead, I added range to my taunt.

    Force Feedbacks went in both AoEs, since I just slotted them in game and they're fantastic and fun:

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

    Click this DataLink to open the build!

    Flawless Diamond 2: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(25)
    Level 1: Stone Fist -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(15)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5)
    Level 4: True Grit -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx(7), Numna-Heal/Rchg(7), Numna-Heal(9), Numna-Heal/EndRdx(9)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Heal(A), RgnTis-Regen+(31), Numna-Heal/Rchg(33), Numna-Regen/Rcvry+(33), Mrcl-Rcvry+(34), Mrcl-Heal(34)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(36)
    Level 22: Fault -- Stpfy-Stun/Rng(A), Stpfy-Acc/Stun/Rchg(39), Stpfy-EndRdx/Stun(39), Stpfy-Acc/Rchg(39), Amaze-ToHitDeb%(40), FrcFbk-Rechg%(40)
    Level 24: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(43)
    Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
    Level 35: Tremor -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(43), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45), FrcFbk-Rechg%(46)
    Level 38: Seismic Smash -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(40), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43)
    Level 41: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt/Rchg/Rng(50)
    Level 44: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 49: Grant Cover -- LkGmblr-Def/EndRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 12% DamageBuff(Smashing)
    • 12% DamageBuff(Lethal)
    • 12% DamageBuff(Fire)
    • 12% DamageBuff(Cold)
    • 12% DamageBuff(Energy)
    • 12% DamageBuff(Negative)
    • 12% DamageBuff(Toxic)
    • 12% DamageBuff(Psionic)
    • 4.88% Defense(Smashing)
    • 4.88% Defense(Lethal)
    • 4.56% Defense(Fire)
    • 4.56% Defense(Cold)
    • 4.88% Defense(Energy)
    • 4.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 1.8% Max End
    • 3% Enhancement(Stun)
    • 45% Enhancement(RechargeTime)
    • 59% Enhancement(Accuracy)
    • 5% FlySpeed
    • 330.3 HP (17.6%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 11%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 2.2%
    • 12.5% (0.21 End/sec) Recovery
    • 74% (5.79 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 3.13% Resistance(Negative)
    • 5% Resistance(Psionic)
    • 5% RunSpeed
  2. I'm considering putting two on my tanker, one in Tremor and one in Fault. I admit, the wiki really confused me. Now it looks like it doesn't suppress, is that correct?
  3. Thank you very much for all of these comments. You've really given me a lot to think about.

    The idea of Obliteration in SC is hugely helpful. I hadn't realized just how big the difference is between Obliteration and Multi-Strike on recharge. Obliteration is a ton better.

    I'll definitely switch to at least 3 Aegis on Tough as well, to make up for the lost SC defence. I'm a little hesitant on 4. It's only about a 4% difference in bonus between three and four, which adds up to 0.6% resistance, not much at all.

    My main concern with taking out the third slot on active defense is that I don't want to create a hole in my status protection when exemplaring. I'm not sure when that would happen if I dropped the third IO.

    I've never run Hamidon, but it may be possible just to drop a range IO in there and call it a day. I'll see if I feel I need more recharge once I hit 41 (I'm 35 now).

    I didn't even know about Force Feedback, so that's a real possibility. The to-hit debuff is "only" 100 million on my server. Perhaps I could do both somehow.

    Another idea I could do is to put Sirocco's Dervish on Tremor to replace the lost AoE defence, and then Frankenslot in a Force Feedback (since I get the AoE defence at 5 Sirocco's). I could even have two that way, one in each AoE. Just a thought.

    Again, thank you very much for all your comments.
  4. Yep, the reason that everything post-41 feels arbitrary is that the build feels done at 41. There's also a few things I don't know:

    1. Would this build have endurance problems without Conserve Power?
    2. Can I have a strong single target attack chain without both hammers?

    As for the pre-41 stuff, I was wondering:

    3. How does the frankenslotting look on Fault and Seismic Smash?
    4. I 6-slotted Health so that I could get all the specials in there and still get full benefit from True Grit and Health. Is that worth doing?
    5. Am I using the 4-slots for Luck of the Gambler correctly? How about the three Impervium in Tough?
  5. I didn't say I was uncomfortable. I feel comfortable with the build up until 41 because at that point it seems complete. After that, my choices seem arbitrary.
  6. I've been leveling my new tanker, a shield/stone tanker, and he's a lot of fun. Since I'm just coming back to the game after several years, the new enhancements were a bit of a mystery to me.

    I feel pretty comfortable with my build until 41, but then I'm not sure about the last three powers. I would appreciate any suggestions that people might have, please.

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

    Click this DataLink to open the build!

    Flawless Diamond 2: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(25)
    Level 1: Stone Fist -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(15)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5)
    Level 4: True Grit -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx(7), Numna-Heal/Rchg(7), Numna-Heal(9), Numna-Heal/EndRdx(9)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Heal(A), RgnTis-Regen+(31), Numna-Heal/Rchg(33), Numna-Regen/Rcvry+(33), Mrcl-Rcvry+(34), Mrcl-Heal(34)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(36)
    Level 22: Fault -- Stpfy-Stun/Rng(A), Stpfy-Acc/Stun/Rchg(39), Stpfy-Acc/Rchg(39), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(40), Amaze-ToHitDeb%(40)
    Level 24: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 26: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(31)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(43)
    Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
    Level 35: Tremor -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx/Rchg(43), M'Strk-Dmg/EndRdx(45), M'Strk-Dmg/Rchg(45), M'Strk-Acc/EndRdx(45), M'Strk-Acc/Dmg/EndRdx(46)
    Level 38: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Dmg/EndRdx/Rchg(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43)
    Level 41: Taunt -- Zinger-Taunt/Rchg/Rng(A)
    Level 44: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 4.88% Defense(Smashing)
    • 4.88% Defense(Lethal)
    • 4.88% Defense(Fire)
    • 4.88% Defense(Cold)
    • 4.88% Defense(Energy)
    • 4.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 6.75% Defense(AoE)
    • 3% Enhancement(Stun)
    • 53.8% Enhancement(RechargeTime)
    • 48% Enhancement(Accuracy)
    • 5% FlySpeed
    • 302.2 HP (16.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 9.9%
    • MezResist(Sleep) 5.5%
    • MezResist(Stun) 3.3%
    • 12.5% (0.21 End/sec) Recovery
    • 74% (5.79 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.89% Resistance(Fire)
    • 1.89% Resistance(Cold)
    • 5% Resistance(Psionic)
    • 5% RunSpeed
  7. Okay, I think I understand. I get the +3% Def even when tough is not toggled, so it's just a matter of where it fits best in my build.

    Thank you. I'll fiddle with the hero planner and see what gets me the best stats.
  8. I just hit level 27 and picked up a level 30 Steadfast Protection Res/Def for 15 million, which was about a third of my money.

    Anyway, I'm not really sure where to put it. I'm Shield/Stone, so the only two places it goes are in True Grit and Tough. Many of the guides I've seen put it in True Grit, but some put it in Tough.

    I'm leaning toward Tough, since True Grit is already heavily overtaxed if I want to throw special heals in there and still max out the resistance. However, few people seem to have gone that route, so I'm confused.
  9. I'm buying some enhancements for my tanker, but I find a few things really confusing.

    First, there's the Performance Shifter: Chance of +Endurance one. It says:

    This enhancement adds a 20% chance to restore 10 endurance.

    A 20% chance when? I don't understand how Stamina, where I'm planning to put it, has "chances". Also, lower level is better, right, since they're exactly the same except for exemplaring?

    Also, Numina's Convalescence: Regeneration/Recovery says:

    Adds a 20.0% bonus to regeneration rate and a 10.0% bonus to endurance recovery rate for 120 seconds.

    I don't understand this. Do I click it or something to make this happen? There's a similar issue with Regenerative Tissue: Regeneration. I was planning to put these into True Grit.

    Sorry for all the confusion. I just came back to me after years, and I'm a little lost as to how all these work.
  10. Thank you very much, and thank you for the welcome back. Things have definitely changed.

    So, if I understand correctly, every single one of my characters, including ones I haven't made yet, gets two completely free respecs (9 and 21 months). Is that right?
  11. I recently came back to CoH after more than four years, and it seems I've accumulated quite a few veteran rewards.

    I can't figure out, though, if I can use them on all my characters or just on one. For example, I have a couple of respecs at 12 and 24 months (or so). Do all my characters have a free respec? Or if I choose it on one character, are all the other characters unable to use them?

    The same thing with sprint powers, the Sands of Mu, etc. It's unclear from the descriptions how many characters I can use these rewards on.
  12. I like this idea. The whole guild system (which is what super groups are decended from) is unnecessarily cliquey and tends to hive people off.

    Imagine if you were only allowed to join one online forum, or you were only allowed to join one sports team ("oops, sorry, looks like you're on the baseball team. You can't play golf.")

    There's really no reason for the current restriction, if you think about it. It's just a holdover from Everquest.
  13. I've been reading the threads about electric melee, and I noticed that a lot of people take different attacks. Chain Induction and Thunder Strike were taken by pretty much everyone, but that was about the only agreement.

    For the following attacks, which would you take, and why?

    Havok Punch
    Jacob's Ladder
    Air Superiority (a lot of people seemed to take this one)

    I'm just curious as to why people take such different paths and what their reasoning is.
  14. On some of my characters, there's a big, completely empty interface rectangle in the middle of the screen. I can't get rid of it at all. I can't take a screen shot, because screenshots don't capture the interface, but it has a big rectangle in the middle, a smaller one on top, and a smaller one on the bottom. The one on the bottom is divided into three rectangles itself, almost as though it's supposed to be a chat interface or something.

    I can move it, but I can't get rid of it. Please help.
  15. Ebon_Wrath

    Chain Induction?

    Thank you very much. That is very helpful.

    Is it still bugged so that it doesn't work with a proc IO?
  16. Ebon_Wrath

    Chain Induction?

    I'm considering Electric Melee for my next tanker, but I'm a little confused by the Chain Induction power.

    It says that it "may" jump from one person to another, but what does "may" mean? Does it mean 90% or 10%? How many enemies does it normally hit?

    I'm just a little confused.
  17. I'm a little confused about selling items. If I sell an item for 1 inf, and there are two people bidding 2k and 3k for the item, do I sell it for 2k or 3k? I can't figure it out from the guides.
  18. I'm a little confused about one thing with Dark Armor. Is there any point in taking both Cloak of Fear and Oppressive Gloom? It would seem that they both disable minions, but CoF is a little better because of the tohit debuff.

    So, is there any reason to take Oppressive Gloom?
  19. Divine Avalanche Guide, Version 2.0, Appendix A

    I've done a bit of research, and you're right. Divine Avalanche was hit by the great defence nerf of '05. According to the Hero Builder, it now has a defence bonus of 15% rather than 20%. That's still not terrible, and gives 23.4% per hit with three defence buffs. I also discovered that the activation time is 2.17 seconds, not 2.3 as I had arrived at by my own testing (still, I was close ).

    Hasten was also hit. It lost its 5% defence buff, and it also can no longer be made permanent. This changes things quite a bit. On the plus side, DA's recharge is 3, not 4 base, so that makes it easier to double stack without Hasten.

    To spare the people who do the "Guides to Guides" headaches, I won't update the guide until I7 comes out. I7 will make Divine Avalanche super-fantastic again (as opposed to merely fantastic)! From what it sounds like, the new defence "cap" will be 45%, which will reduce everything to 1/10th of its base accuracy. Of course, this will make DA a whole lot more powerful.

    In the interim, here are some updated numbers, taking into account my research:

    DA (slotted 2 acc/3 defence/1 recharge) - the recharge is new and takes into account the inability to recycle Hasten. - 46.8%
    Combat Jumping (1 def) - 3%

    Total 49.8%

    It's not as overwhelming as it used to be, but heck, whose defence is? However, given the defence hits across the board, this enables the SR scrappers to turn their 27.4% defence into a dominating 74.2%! So, suddenly, DA is a huge boon to the SR scrapper again.

    In terms of chains, the following will allow you to double stack constantly (to double-stack, you need to use DA every 5 seconds or less)

    Divine Avalanche
    Soaring Dragon (with one recharge)
    (Wait 0.25)
    Divine Avalanche
    Golden Dragonfly
    Divine Avalanche
    Soaring Dragon
    Divine Avalanche
    The Lotus Drops/Sting of the Wasp (feel free to put Lotus Drops after the first DA if you're facing a bazillion enemies)
    (Wait 0.25/0.58)
    Divine Avalanche...

    This will give you double-stacked DA constantly, and will also give you triple-stacked DA (for 70.2% def) about 12% of the time.

    I'll do a guide, Version 3.0 when I7 comes out. Defence is going to be all over the place until then, so I want to wait until it settles. When it's finished, I'll post in this thread.
  20. I'm playing Ninja/Poison right now, and I was wondering if you thought Antidote would be worth getting for them. They don't have any hold, etc. protection, so it doesn't look like it would be that bad a power. What do you think?
  21. I've updated the Divine Avalanche Guide to take account of the ED changes. The new guide can be found here.
  22. I've updated this guide to take into account the ED changes. The new guide can be found here.
  23. Divine Avalanche Scrapper Guide, Version 2.0

    With the I3 changes to Katana, an entirely new archetype has come into existence - the Divine Avalanche scrapper. A new archetype? Yes, I would go that far. Divine Avalanche allows you to play an entirely different strategy as a scrapper, acting almost as a tank, combining the best of your defensive power set with the defences of a super reflexes scrapper. Your damage goes down, it is true, but you'll be able to face enemies you never thought possible.

    The Divine Avalanche Scrapper has a mindset all his or her own. We do not rely on tearing through enemies before they manage to take us down. We are like a fencer, slowly, methodically taking apart the enemies as they futilely try to hurt us.

    What is Divine Avalanche? It used to be known as "Parry", but then it was changed and became a completely different power. With the new activation time, we can use it between every attack without gutting our offence. It is a melee attack that, if it hits, gives us a 20% defence bonus to melee attacks for ten seconds. It has a four second recharge time, and about a 2.3 second activation time. With Hasten, it has a 2.35 second recharge time.

    Here is why it is incredible. Properly slotted and used, it can make you virtually invulnerable. I slot it with two accuracy, three defence and one damage. The accuracy ensures it rarely misses. The defence boosts it to a 32% bonus.

    32% is good, but Divine Avalanche does something better - it stacks! If you use it between every attack and have Hasten, you can keep it doubly stacked almost constantly. That is a 64% bonus, almost constantly! Add to that the 5% you'll get from Hasten plus any other bonuses you use (Weave is nice, but I personally use Combat Jumping), and you can get 90% or better.

    The trick is to find the right chain. Versus a single target, the following chain works very well:

    Divine Avalanche
    Golden Dragonfly
    Divine Avalanche
    Soaring Dragon... (you'll need a recharge in Soaring Dragon to make this work, otherwise, add DA/Sting of the Wasp...)

    This enable you to keep a nasty enemy on the ground for most of the fight, and be nearly invulnerable during the few seconds it can actually fight back. Against groups, the following works nicely:

    Divine Avalanche
    Lotus Drops
    Divine Avalanche
    Flashing Steel
    Divine Avalanche
    Golden Dragonfly...

    Substitute Soaring Dragon for Flashing Steel if you have a nasty boss you want dead, now.

    Of course, if you aren't tanking or soloing, you can revert to a standard attack sequence that doesn't involve Divine Avalanche, and do massive damage as a classic Katana scrapper.

    What secondary archetype is best with a Divine Avalanche Scrapper? They all have their strengths and weaknesses. Regen is best, since it's +defence is fairly weak, and Divine Avalanche gives your regeneration powers time to work. Dark Armour is also nicely complimented since it has low +def, and it gives you time for Death Shroud to pick away at the enemies. With Invulnerability and Super Reflexes, it's a little redundant, since it improves already good +def powers. However, that redundancy means that you'll almost always have defence capped, and it works well against single enemies (Inv's problem).

    So, if you're tired of trying to beat them down before they beat you down, if you enjoy slowing taking apart enemies while parrying their every attack, if you enjoy feeling like a real swashbuckler and fencer, the Divine Avalanche scrapper may be for you.
  24. Fixed . Thanks for the correction, Immortal Nite.