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Most IO bonuses will not extend to your pets with the exception of the pet aura IO's and since a necro/storm can slot the recharge intensive pet sets in soul extraction and tornado, I would suggest trying to get all 4 of those uniques (Sovereign Right resist bonus, Edict of the Master def bonus, Call to Arms: defense aura, Expedient Reinforcement: resist aura). This will give your pets +20% resistance and +10% def.
Other than that the only really viable choices are slotting for recharge or defense. If you want to go defense the common thought is to take scorpion shield from the mace mastery patron pool and try to max out your smashing/lethal defense so you can tank for the pets in BG mode. Scorpion shield + steamy mist + maneuvers will give you 31% smashing/lethal def if all 3 are fully slotted. The problem at this point is that an MM has very few powers that can slot IO sets that offer smashing/lethal def. The best sets for s/l def are:
Smashing Haymaker (melee)
Kinetic Combat (melee)
Reactive Armor (resistance)
Enfeebled Operation (immobilize)
Curtain Speed (slow)
Lethargic response (sleep)
Every single taunt set.
You can also slot sets that give mostly melee def and get some smashing lethal, however the best ones there are also melee/attack sets (touch of death, multi strike, obliteration, extreme measures). Sovereign right offers 1.56 smashing/lethal def but it also takes 6 pieces, so you would have to fully slot one pet with that set.
If you took the following powers and IO sets you could get 43% smashing/lethal def:
Manuvers, Steamy Mist and Scorpion shield 3 slotted with DEF
Grave knight or Tornado: 6 slotted with sovereign right
Lich: 5 slot with siphon insight
Provoke: 4 slotted with Mocking Beratement
Web Envelope: 6 slotted with Enfeebled Operation
This is the best I can figure out without totally gimping your build and it IS going to gimp it somewhat. Sovereign right is NOT a good pet set - even at L50 you are only going to get 75% damage enhancement from a full set, so if you slot it in grave knight you are going to lose out on damage, if you slot it in tornado you are going to get no recharge. Provoke IS useful for this build, since you are going to be tanker minding but 6 slots in web envelope is a lot. You can cut that down to 4 slots and drop your smashing lethal def to 41%. Siphon insight is not a bad set for the lich - I prefer slotting him for to hit debuff since he doesn't do a lot of damage, so that isn't to bad.
This won't give you full protection - anything with fully exotic damage will still hit a lot since you only have 10% def to most other things but it should cover a lot of incoming fire both melee and ranged. Combined with the control in /storm and in your lich it will make you pretty tough. -
Quote:On my DM/Regen I found that even if you didn't build for def, a well slotted shadow meld was up often enough that you could use it at least every other fight, saving MoG for big targets (EB's, hard bosses, etc). My usual tactic solo was to fire off Shadow meld (or MoG), build up, AS, then Midnight grasp (or placate + MG for double damage), finish off remaining targets. Shadow Meld/MoG would allow me to avoid the alpha and the big targets tended to be dead before the beta mattered much. Doing things this way meant giving up some of the SM duration for build up + AS but it also meant none of the alpha usually ever hit.I agree with all of this. IMO you are going the right direction with the build. My first go at my Elec/Regen was a pure +recharge build, hoping that getting all the mitigation powers back faster would provide strong survivability. Not so much in my experience. Once MoG wore off and I fired off both heals, all I was left with was my squishy Stalker-level HPs, and there are plenty of mobs that can knock those off fast enough that regen is a non-factor.
That's not all of it though. I'd guess that better than 50% of my defeats came during the Thunder Strike animation. 3.3 seconds is plenty of time for mobs to chew through Stalker level HPs. So many times I was mashing the Reconstruction button while slooooowly doing the slam dunk.
Some defense and/or resistance goes a long way towards lessening the damage spikes that are the weakness of regen. It was nice having Lightning Rod recharge super fast, but it's much nicer to stay upright.
I didn't group much with this character but I suspect in a group I would let someone else pull the alpha, saving SM and MoG for aggro after I pulled of my AS or MG. With an electric melee stalker you could probably hold off on SM until after firing lightning rod or thunderstrike, as the knockdown from those two attacks would reduce the alpha considerably, letting you get more out of the 15 second boost to your defenses.
Obviously, if you can add in some decent DEF to stack with Shadowmeld, it will help a lot but I find stalker builds are pretty tight and getting fitness, a movement power, soul mastery AND the fighting pool for weave didn't look like it was worth it to me, and without a solid base I didn't feel like investing a ton of IO's when a cheap recharge build + Shadow meld let me solo +3/+4 bosses and EB's effectively (depending on the EB).
Obviously, YMMV on this issue and I can't speak to PvP, I pretty much hate all PvP so I never tried. -
You haven't even really started to get into the good stuff in pain domination at L26. World of Pain is awesome with your pets, it stacks with their existing resistances and helps with the resistance types they don't have. Anguishing cry is a great debuff and painbringer is a nice single target buff. You want to take all 3 of these and get as much recharge slotted in them as possible so they are up frequently.
As for heals, I agree with Madam_Enigma, soothe is much better than share pain. While it might not heal as much it is up a lot more often (4 sec recharge vs 16) and doesn't hurt you and stop your healing. Properly slotted soothe is going to be nearly overkill on your zombies and a very good heal on your grave knights and lich. Actually, my necro/pain MM at L38 rarely uses anything but nullify pain. With suppress pain on the pets heal very fast between combats and in combat the extra regen takes the edge off small amounts of damage so all I need to do is occasionally fire off Nullify pain to catch the damage spike.
Part of this is because I stay in BG mode most of the time and took provoke so that I could keep attention focused on myself. If you do this then the pets only take minimal damage and you are good to go except for enemies with lots of AE - for those you might have to break out of BG mode and direct fire at them.
In general, I think you will find your time is better spent healing and directing your pets instead of attacking. At 26, with all 6 pets your attacks only contribute 1/7th of your total damage output but they eat up a lot of slots in order to do that, slots that can be better spent on healing powers.
Here is my current Necro/pain build - I am shooting for as much global recharge as possible to get world of pain close to perma, I also have both of the +resistance pet aura IO's for an extra 20% resistance to all:
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Pain Domination
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Flight
Power Pool: Presence
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Zombie Horde -- U'Loyal-Acc/Dmg(A), EdctM'r-Acc/Dmg(3), BriL'shp-Acc/Dmg(3), BldM'dt-Dmg(5), SvgnRt-PetResDam(5)
Level 1: Nullify Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
Level 2: Soothe -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(34)
Level 4: Share Pain -- H'zdH-Heal/Rchg(A), RgnTis-Heal/Rchg(11)
Level 6: Enchant Undead -- EndRdx-I(A), EndRdx-I(11)
Level 8: Assault -- EndRdx-I(A)
Level 10: Swift -- Run-I(A)
Level 12: Grave Knight -- U'Loyal-Acc/Dmg(A), EdctM'r-Acc/Dmg(13), BriL'shp-Acc/Dmg(13), BldM'dt-Dmg(15), LdyGrey-%Dam(15), Achilles-ResDeb%(19)
Level 14: Hover -- Krma-ResKB(A)
Level 16: Fly -- Flight-I(A)
Level 18: Health -- Heal-I(A), Empty(43), Empty(43)
Level 20: Suppress Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(21), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(37)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(33)
Level 24: Provoke -- Zinger-Taunt/Rchg(A), Acc-I(25), Zinger-Acc/Rchg(25), Zinger-Taunt(33), Empty(43)
Level 26: Lich -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb(27), Cloud-Acc/EndRdx/Rchg(27), Cloud-ToHitDeb/EndRdx/Rchg(31), Hold-I(31), SipInsght-Acc/ToHitDeb(33)
Level 28: World of Pain -- TtmC'tng-ResDam/Rchg(A), ImpArm-ResDam/Rchg(29), RctvArm-ResDam/Rchg(29), RechRdx-I(31), ToHit-I(40)
Level 30: Soul Extraction -- ExRmnt-+Res(Pets)(A), Empty(34), Empty(40)
Level 32: Dark Empowerment -- Empty(A), Empty(34)
Level 35: Anguishing Cry -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(36), ShldBrk-Acc/Rchg(36), RechRdx-I(36), LdyGrey-%Dam(37), LdyGrey-Rchg/EndRdx(37)
Level 38: Painbringer -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40)
Level 41: Dark Embrace -- Empty(A), Empty(42), Empty(42), Empty(42)
Level 44: Oppressive Gloom -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
Level 47: Soul Tentacles -- Empty(A), Empty(48), Empty(48), Empty(48), Empty(50)
Level 49: Soul Storm -- Empty(A), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 0: Ninja Run
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Quote:It was done because there where problems with folks who formed teams with both hero's and villains in the co-op zones and then tried to run hero/villain only missions from story arcs, etc. Apparently you could accept the missions and set it as active, which caused some problems. I don't remember the specifics but I suspect it was something like the mission teleporter taking you to the other side.I thought that was done for co-op teams to see which misisons were available to them?
But if it's a GR thing, then maybe they're going to classify every contact/arc as either Hero, Vigilante, Rogue or Villain?
So now, when you are in a co-op TF you can't leave the zone without getting kicked out of the TF and if you have a mixed team you can't start missions that are hero/villain only. -
My Fire/SD scrapper does the same thing you want to do rsclark - her single target attack chain is fire sword, cremate and GFS. I also picked up fire blast from the APP pool to slot a decimation set for the recharge but it makes a nice filler attack and gives her some range. I used to have incinerate on a fire/fire scrapper who went the opposite way, skipping all the sword attacks (escept for FSC - too good to skip) and wasn't fond of it - waiting on the dot to finish resulted in to much overkill in many cases. Thats why I have stuck with cremate on the FM/SD so far. The problem is not wasting the DoT on small targets - any big attack has that problem. The problem is waiting 4 seconds for the full damage to finish - any decent scrapper in scrapperlock mode is going to continue pounding on a target until it's dead, resulting in serious overkill.
Incinerate DOES do quite a bit more damage then cremate and CAN do more damage than GFS - mid's is deceptive here because it gives you average value for those attacks that have a random DoT at the end. Incinerate is all DoT but it has 100% chance of the entire DoT ticking - it does 156 damage at L50 (mids counts 1 tick to many). Cremate only does 102 base damage (40 smashing + 62 fire), it has a DoT that can do 4 ticks of 6.26 damage each (80% chance per tick). GFS does 142 base damage (52 lethal + 95 fire) and can do up to 5 ticks of 12.5 damage each.
So if you get NO ticks on GFS's DoT, incinerate will actually do more (156 vs 142) but will take 4.6 seconds to do it. Incinerate will always do more damage than cremate as the most cremate can do is 127 damage if the entire DoT goes off.
I would suggest copying your character over to the test server and trying out the respec - see if you like your target chain with incinerate instead of cremate. Make sure you run one or two missions like you normally would on live and see how it feels.
If you want to slot up a filler attack and you can fit in two powers from the blaze mastery APP I would suggest taking char (to slot a Gaze of the Basilisk set for 7.5% recharge) and fire blast - if you can fit it in, you can then take fire ball as a third AE attack in place of fire breath. If you can't go for the blaze mastery pool, take boxing instead of kick and slot it up - much better filler.
As for fire breath, even if you can't replace it with fire ball from the blaze mastery APP I would drop it like a hot potato. In most cases FSC + Shield Charge is going to give you all the AE you need and both are PBAE attacks that work well with against all odds. A cone like fire breath is going to force you to give up a lot of the damage bonus from AOO to position it, plus the time spend positioning the cone could easily be spent killing big targets while you wait for FSC to recharge. -
Quote:Yes, but fire it has great AE. So its the single target king AND has good AE.The "simple case" is what the devs balance the game around. Just compare how Dual Pistols performs in SO grade compared to how it performs in IO grade. It's laughable, honestly.
Also, you're forgetting that the only thing that beats Energy Melee out on ST damage is the set that has absolutely no mitigation: the secondary effect on Fire Melee is moar damage, so it stands to reason that Fire Melee should be at the head of the pack. Where it stands, from the perspective of balance, when you factor in mitigation provided, EM is actually in a perfectly reasonably spot.
However, I agree that this is exactly the point that prevents folks from agreeing on how good/bad EM happens to be - I think WH could use a buff and you think the set is fine currently. I can live with that. Even now, a buff to WH would not get me to play EM on brute's again - what I dislike about it on brutes is the fact that the 2 big hitters are net fury losses since they take so long to activate. However, if ported to scrappers I will probably play it as is, since scrappers don't have to worry about fury. -
Quote:I think the reason that people mention the -hp NOW is that they don't feel it's worth it any more. Since that is a totally subjective thing and can't really be proven one way or the other (how it feels I mean, not how it works/the numbers) I think it would behoove folks to take a look back AT the real numbers everyone is saying makes EM still OK.Ya know, back when ET was overpowered with the 1 sec animation no one mentioned the -health either. It wasn't until the nerf came that people suddenly remembered this -health that applied when the power hit.
Now that the nerf is here to stay, and has been, some posters bring this up. From the various EM nerf threads I vaguely remember either Castle or a numbers type poster stating that ET still breaks the rules even with the new animation and it's probably due to the self damage.
To be honest, if the self damage is impacting your survivability then you need to do one of two things:
1. stop button smashing like a buffoon
2. reduce your difficulty
My EM/ELA Brute hardly had survivability problems when the cast time was 1 sec, and he certainly does not have survivability issues with the longer animation.
Take a look at BillZ's "The results are in.." and "The results are in 2..." threads in the scrapper forum. They show that EM is NOT the single target king anymore - in a baseline case (L50 IO's, no hasten) it is outperformed by fire melee on a brute (the results 2 thread shows this). On the high recharge build it EM is outshined by a number of sets and only outperforms sets like claws and warmace by 1-2 DPS.
So I can see why folks are not happy with the new set - you have a set with crappy AE, secondary effects that are questionable for a melee character due to the 'high speed run while stunned' effect, and in order to do it's 'only slightly better than other sets' single target damage you have to take damage yourself.
So, while I accept that Castle and Co. feel that ET was too far out of line (and I do tend to agree with them on that) the set needs something more to keep something other than a concept set. Compare EM to super strength - SS is another set that has almost all single target damage and only 1 AE - footstomp. Now, folks are still happy with the set for the following reasons:
1. If you can cope with the crash, rage is a nice effect - a permanent +20% to hit and +80% damage boost
2. The secondary effects on the attacks are much more regular and don't cause problems for a melee character. Knock down in most attacks + a mag3 hold in KO blow makes for nice melee control
3. Footstomp is insanely good.
Now, we can't easily add 1 and 2 to EM but we can look into equalizing the gap between WH and footstomp. If you just increased WH damage to footstomp levels that would be awesome - you could even increase the radius to 10' or 15' (isntead of the sad 8' that it currently has) without taking much away from footstomp as footstomp would do more damage due to the 80% damage boost it gets from rage. Since both FSC and spin do more damage than foostomp, EM still wouldn't outshine those sets in AE but it would be a lot closer, which would make up for the slim lead it has in single target DPS (or the non-existant lead it has over fire melee). -
Quote:Also, EM isn't the 'single target king' anymore - the buffs to dark melee bring it aweful close, if not equal, to EM's single target level and fire melee is not bad either. Dark melee offers a lot more secondary effects and control plus an awesome heal and fire melee offers very nice AE - so even if EM has a slight advantage in pure single target DPS, both of those sets give you a lot more and give up very little to get it.The problem with EM is not that it's not good at anything. It's just that its clear and overwhelming superiority in ST melee control has, shall we say, somewhat limited applicability in the game as it exists now. If there existed a class of enemy that was a) dangerous enough that meleers had a reason to fight not more than one at a time and to want it locked down (as opposed to simply soaking damage using their mitigation set) and b) could be mezzed permanently with reasonable levels of stacked mez, then EM would have a niche all to itself. Unfortunately, the only thing I can think of that comes close to fitting that description is an EB that isn't a downgraded AV, and those are somewhat thin on the ground (and for sufficient levels of IO mitigation, do not even meet criterion a).
The reward system as it exists now favors high passive multitarget survivability and high AoE DPS. EM's ST control is redundant with sufficient passive mitigation, ineffective against multiple targets, and ineffective against hard targets, and its AoE DPS is very low. It's a good set for a game that doesn't exist.
Then again, everything that I just said was true before ET was changed, but it didn't get mentioned nearly as much because omgET.
Ok - to tie this up, I took a look back at BillZ's "The results are in..." thread in the scrapper forum (stickied at the top for those who want to check themselves) and EM doesn't even lead the pack any more. From his take 2 thread, where he pulled gloom out of the brute attack chains and used only L50 IO's with no hasten:
Brute Fiery 172.6 3.1
Brute Energy 157.5 3.3
Scrap Energy 151 3.3
Scrap Claws 149.6 2.9
Brute Claws 149.5 2.9
Scrap Fiery 149.3 3.1
Brute Warmace 148 3.7
Brute Dark 143.7 3.1
Brute Martial Arts 143.7 3.6
Scrap Strength 142.1 2.9
Scrap Dark 141.6 3.1
And from the other thread, using more insane values of recharge and including gloom in brute attack chains:
Brute Dark w/ 10 222.7 4.53 EPS
Scrap Dark w/ 10 222 4 EPS
Brute Stone 218 5.2 EPS
Brute Fiery 213.2 3.83 EPS
Brute Strength 212.6 4.59 EPS
Brute Energy 207.4 3.84 EPS
Brute Warmace 203.4 4.71 EPS
Brute Dark w/ 3 201.7 4.53 EPS
Brute Dark w/ 1 194.7 4.53 EPS
Scrap Fiery 190.3 3.48 EPS
Brute Battleaxe 187.2 4.34 EPS
Scrap Dark w/ 3 181 4 EPS
Scrap Dual Blades 169.7 4.42 EPS
Scrap Dark w/ 1 169.3 4 EPS
Brute Electric 169 4.69 EPS
Brute Dual Blades 168.3 4.42 EPS
Scrap Katana 168.3 4.16 EPS
Scrap Martial Arts 165.4 4.24 EPS
Scrap Broadsword 154.8 3.85 EPS
Scrap Claws 154.2 3.46 EPS
Scrap Spines 135.9 4.22 EPS
So, energy melee on a brute is beaten out by fire in the most simple case and by a ton of other things in the huge recharge case. In the base case, EM for brutes/scrappers only pulls ahead of claws, scrapper fire and warmace by 1-2 DPS, not a lot really. -
I suspect masterminds are probably the best soloers in the game, at least at pre-SO, pre-IO stages. I have never had a toon level up solo as fast as my MM's. Second I would say is brutes - fury makes 1-20 go extremely fast as you can slot your attacks for acc, end reduction and recharge - leaving the damage up to fury. You also benefit from the fact that the AT damage modifiers haven't fully kicked in yet so fury's damage increase is going to buy you more prior to about L15 than it does later. Finally I would say the third best soloer is a scrapper - they start out a little rockier than brutes pre-stamina, pre-SO but after L22 they are going to be roughly neck and neck with a brute, the brute will have higher HP's but the scrapper will not have to build fury to do good damage.
Blasters solo very well up to the mid 20's, then the mobs HP's start to pass the damage a blaster can dish out and soloing is a lot more on the knife edge - one screw up, a series of bad rolls in the RNG and you WILL faceplant. -
Devil Dingo is completely correct - I put the build I posted together in a hurry and forgot to put an extra slot in active defenses - Make sure you have enough recharge there. When levelling up you want at least two SO worth of recharge in the power (even level or higher SO's or L30+ recharge IO's). At L50 you can live with a single L50 recharge IO if you have 25%+ global recharge but if you want a buffer (or want to double stack it for the def debuff resistance) I would go with 2 L50 recharge IO's just like devil suggested.
I don't have a DM/SD character but I have a fire/shield scrapper who just hit L50 and a SD/SS tank at 44 and neither of them has grant cover - I have to be carefull and monitor my def when going against cimerorans, especially on the ITF, and back in the 30's earth thorns where a real pain but other than that I haven't really noticed the lack, however dropping darkest night for grant cover is probably a good choice - then you only need to run it when you expect to go against things with heavy def debuffs. -
Quote:Ah, but the heal radius for twilight gasp would appear to be affected by AT modifiers to begin with. Notice that corrupters have a smaller radius then defenders for it. Can't say for controllers, they don't have the set. If it's a matter of the AT modifier reducing the heal radius, the only fix might be to raise the AT modifier. Which would not just affect that one power.
However, AT modifiers that affect powers tend to affect all powers that fall into that type - so all powers that do damage are calculated by multiplying the AT Mod * Attack base * level Mod, all buff powers are calculated by multiplying the buffs base value by the AT buff mod, ect.
So, if there was an AT modifier for heal radius then ALL heals possesed by that AT would be affected by it. The fact that ONLY twilight grasp is different for the 3 AT's that currently posses it tells me that this is NOT due to an AT mod, as you keep insisting, but simply a manual change made to each of the 3 versions of the power.
So fixing the radius in the heal is NOT going to be some complicated change that will screw up all the other heals. -
Here is a DM/Shield brute that is over the softcap for melee/ranged and just under (by 0.3%) for area. He has a solid single target attack chain with Gloom, Smite, Siphon Life and Midnight Grasp plus he has Shadow Maul to supplement shield charge. He does NOT have a huge amount of global recharge but you can slot some LOTG +recharges in some of the def powers in addition to the one I put in combat jumping. He also has darkest night to supplement his def, so with that up even an AV will probably be at the cap. I don't know how expensive this build will be - I slotted a numina's unique in true grit and a miracle unique in health but you can do without them, however I also used 2 sets of Obliteration and 2 sets of Eradication and they are NOT cheap redside (or blueside for that matter).
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(11)
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(11), DefBuff-I(13), EndRdx-I(39)
Level 2: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Rchg(7), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-%Dam(39)
Level 4: Battle Agility -- DefBuff-I(A), DefBuff-I(13), DefBuff-I(15), EndRdx-I(40)
Level 6: True Grit -- Numna-Heal(A), Numna-Regen/Rcvry+(39), Numna-Heal/EndRdx(40), Heal-I(40)
Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(19)
Level 10: Active Defense -- EndRdx-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(27), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc(45), P'Shift-End%(45)
Level 22: Phalanx Fighting -- RedFtn-EndRdx(A)
Level 24: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(45), RzDz-Acc/EndRdx(46), RzDz-Stun/Rng(46), RzDz-Acc/Stun/Rchg(46), RzDz-Immob%(48)
Level 26: Soul Drain -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(31)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(33), EndRdx-I(33)
Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), SipInsght-Acc/EndRdx/Rchg(36)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Darkest Night -- EndRdx-I(A)
Level 47: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50), Enf'dOp-Immob/Rng(50)
Level 49: Super Jump -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
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Quote:But the toggle debuffs DON'T have smaller radii for corruptors- or at least are not supposed to according to the real numbers in game. If you can prove they have smaller radii then thats a BUG, not the result of AT modifiers.No real numbers, just observations. For some reason Dark Miasma and Rad seem to have smaller aoe radius for their toggle debuffs on a corrupter then a defender. Twilight Gasp though is provable to be smaller depending on the AT for it's heal radius. That could very well be affected by AT modifiers. If so, increasing the heal radius would require changing mastermind AT modifiers, thus would affect more then just heal radius.
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Quote:I don't know where you are getting your numbers but except for Twilight grasp, pretty much all AE buffs/debuffs/heals have the same radius whatever the AT.I think in part it IS the archtype modifiers causing the small radius. I noticed a /dark corrupter has a smaller heal radius for tg then a defender. Similarly I noticed a corrupter has a smaller radius for darkest night or the rad debuffs then a defender, and a mastermind gets smaller radius for the debuffs still.
Taking numbers from mids, here are some selected AE buffs, debuffs and heals (?? means that AT doesn't get the listed powerset):
Code:Def Con Corr MM Twilight Grasp 25 ?? 20 10 Darkest night 25 ?? 25 25 Radiant Aura 25 25 25 ?? Rad. Infection 15 15 15 ?? Enervating F. 15 15 15 ?? Nullify Pain ?? ?? 25 25 Soothing Aura/ Suppress Pain ?? ?? 15 15 World of Pain ?? ?? 35 35 Anguishing Cry ?? ?? 25 25 Warmth ?? 25 25 25 Transfusion 20 20 20 ??
Looking at the numbers I think it is pretty clear that the dev's made a definite exception for masterminds twilight grasp. I don't believe that a 20' radius on TG would overpower dark miasma for MM's - as I pointed out in my last post, the real problem with the 10' radius is hitting your groupmates, not your pets (except for the poor ninja's) so increasing the radius is just going to make it more group friendly.
However, as D4nnYb0Y has noted, barring actual in game numbers that shows dark miasma is underperforming compared to other MM secondaries, there is no way the dev's are going to change Twilight grasp at this late a date. They are very firm about not changing things unless they are very broken, as opposed to being just slightly annoying.
However, arguing that TG should have a smaller radius because it heals more or because MM's get smaller radii on their AE powers is clearly faulty. If dark miasma where just now being ported to MM's I suspect we would have a good case for leaving TG with a 20' radius but as a change long after the fact it is going to take a lot more. -
Quote:Dude, I don't rep anyone for anything, I don't even bother with the system, so keep your baseless accusations to yourself. I also didn't try to argue for increasing TG's radius, I just pointed out that your argument doesn't really hold up. I will add the following points:Did it occur to you that TG's heal is balanced by BOTH a smaller radius AND a To-Hit check for MMs?
*Edit* Red-Repping me for disagreeing with you is classy btw...
Anyway, if you honestly want this changed then you need to stop with the "I think x because of y personal experience" or "I think x because of y AT has z" arguments. Run tests, gather data and post with objectivity. Subjectivity =/= changes in game design. Once you can post arguments that start w/ "I know for a fact" and end with data parses, then you'll be on to something
1) No OTHER heal has been reduced in radius when ported to MM's
2) No other heals have been reduced at ALL when ported to MM's, although they do all have higher end costs as do all MM powers.
As I said IN MY ORIGINAL POST. I don't think the dev's are going to change things because I agree with most people in this thread - dark miasma is pretty awesome on MM's even with the reduced area of TG.
Personally, I believe that TG was reduced in radius because it was the first ever AE heal given to MM's and the developers where not sure how powerful it would be, so they added a reduced radius on top of the other reductions in power (increased end cost, reduced buff levels, etc) that an MM gets. Later on, when they looked at porting other heals they realized that MM's where already taking enough of a hit so they didn't reduce the radius at all - but since they don't change existing powers without serious evidence that they are underpowered, TG has been left alone.
I will be very curious to see what happens if/when kinetics is ported to MM's. If transfusion is left with the normal radius that will shred any arguement for leaving TG with the current nerfed radius.
EDIT: I don't see anything in my first post that was opinion and not data. All I did was post facts about the powers and discuss them, so I don't see where you get off attacking me for posting 'opinions' to support an arguement that I wasn't even making. -
Quote:Hello everyone, it's your friendly neighborhood n00b.
I have found in my very limited time playing MMs that I am good with only 3 macros at my disposal:- tray 1, slot 1 /macro BG "petcom_all follow defensive"
- tray 1, slot 2 /macro GO "petcom_all goto"
- tray 1, slot 3 /macro Atk "petcom_all attack my target"
When I want to pull my pets to me quickly I use the goto command, followed quickly by either an aoe heal or the BG command. I only use this tactic if I feel I'm on the verge of being overrun by enemies.Quote:At least you may want to set one up for Follow, Attack, Stay, Aggressive, Defensive, and Passive separately. Goto IMO can be done from the pet window usually. I find goto is most helpful when preplanning a fight.
Yes, there are times when Aggressive mode is good. Mostly when running a mayhem mission. Passive stance also has it's uses.
NUMPAD1 "petcomall attack aggressive"
NUMPAD2 "petcomall follow defensive"
NUMPAD3 "petcomall follow passive"
NUMPAD4 "petcomall attack defensive"
NUMPAD5 "petcomall stay aggressive"
NUMPAD6 "petcomall stay defensive"
LSHIFT+LBUTTON "petcomall goto aggressive"
LCTRL+LBUTTON "petcomall goto defensive"
However, I pretty much only use numpad2 (follow/defensive) and numpad4 (attack defensive) in combat. I use numpad3 (follow/passive) when travelling so my pets don't aggro randomly. I keep the other binds around just in case but haven't used them since I first set up the binds.
On some pet sets I have set up individual binds to command specific ranks of pets - for example, on my necro MM I have one goto bind for zombies and another for grave knights, mostly so I can force one or the other into melee range without pulling everyone out of BG mode.
So figure out what works for you and make those your easiest to use commands but it can't hurt to keep some spare commands bound to lesser used hotkeys. -
Quote:TG's extra heal has always been balanced by the fact that it requires a to hit roll, which means you have to have an attackable target nearby in order to use it, not by the reduced radius. Transfusion is the same way - it heals about the same as TG, twice that of radiant aura, nullify pain and healing aura and on everyone but a mastermind all of those heals have the a fairly large area, only TG is reduced on an MM.Ya as Person said, the main thing you're forgetting is that TG heals for twice that of other AoE heals. Considering how good TG and /dark are as a whole, I'd say it's fine. It certainly does the job on my Necro/Dark amicably.
It is interesting that the mastermind version of TG does heal slightly more than the corruptor and defender version although it is not MUCH more (26% for MM's, 23.5% for defenders and 22.3% for corruptors) but thats not enough to justify the MM version having half the radius of the defender/corruptor version.
Mind you, I am fairly sure the dev's are not going to make any changes at this point and as many folks have pointed out, even with the reduced radius on TG dark miasma is an awesome set for MM's, but the claim that the reduced radius is ok because TG heals more doesn't hold up.
What I find amusing is that the reduced radius doesn't prevent the mastermind from healing his pets as much as it prevents him from healing his groupmates - it is a lot easier to get your pets to cluster in a 10'r around you then an entire group of PC's. -
Quote:Wow, talk about overkill.
1.33 acc times 81 tohit (base to-hit plus the unique kismet) is... 107.73% chance to hit. That's with an even level SO. So just one ACC enhancement should be enough to hit anything except high defense mobs rather reliably up to +2 and +3 mobs.
Actually, since each level above your own reduces your base to hit (not total accuracy) by about 10% the actual acc numbers with the above values are:
Level +1: 94.43 [(65%+6%)*1.33]
Level +2: 82.46 [(56%+6%)*1.33]
Level +3: 71.82 [(48%+5%)*1.33]
So you are clearly not even at the cap for +1's, although not much behind it. I generally like to have about 60%+ accuracy as well as a kismet unique for +2/+3.
Check out http://wiki.cohtitan.com/wiki/Attack...cs#Data_Tables for base to hit based on level.
I find both -def and +acc to be of limited usefullness as a secondaries. Def debuff is usefull at lower levels and on characters with limited attacks because it lets you use vet attacks or push up the acc in one attack to leverage the others. An accuracy bonus (such as on archery or dual pistols) is also usefull at low - mid levels because you can slot less accuracy but at higher levels, when you want to slot full IO sets it tends to be overkill. In both cases by 30+ I usually am not relying on either, which means the secondary effect is essentially wasted. -
Its one of my favorite procs to slot in pets that get a lot of -def attacks, although with enforcers its a tough choice between standard enhancements (acc/dam) and defense enhancements to boost manuevers.
My current thugs/traps build has 2xAcc/Dam/End, 1xAcc/Dam and 1xDAM IO's (from random pet damage sets) plus a common DEF IO and an achilles heel proc. The one DEF IO boosts thugs maneuvers just enough so that stacked with the two +def pet aura IO's in gang war, FFG and my MM's maneuvers my pets def is capped. With a secondary other than traps/ff you might want to go with 2 common DEF IO's in enforcers to boost their manuever -
When you put a proc in a pet summon the proc has the normal chance to go off anytime the pet uses a power that would normally take the proc. So if you slot Lady Grey NE proc in enforcers it would have a chance to go off every time an enforcer used an attack that had a -def component. This is pretty much all their attacks except brawl, so its not a bad investment although you might get more mileage out of an achilles heel -def proc, since that will give you a 20% resistance debuff that will benefit all pets.
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Quote:Eh, its damage, activation and area are pretty much the same as all the other targeted AoE attacks that defenders get - in fact it's activation time (1.67s) is one of the faster ones as most have 1.67s or 1.87s; then there is psychic blasts slow 2.67s for psychic tornado (although PT makes up for slow activation by having a larger radius and better secondary effects than any other TAoE)Neutron Bomb on a Defender. So impressive looking. So slow-to-arrive. So minimal-damage. . . for this you waited 34 levels?
I can see how it LOOKS like it should do more, but it pretty much stands equal with all defender TAoE attacks.
My vote is for Voltaic Sentinel on any AT - for the amount of time it takes to cast it and the end cost, you would expect more out of it. -
Quote:Odd - I feel excatly the opposite about domination and fury - while I think fury is a perfectly workable mechanism, I don't always like having to chase after it and that means I can only play my brutes for so long before getting tired of constantly maintaining the fury bar and switching to something else. I love the new domination because you don't HAVE to use it to be effective. It is now a nice mez booster/mez resistance/end filler power that you can use when you need it instead of having to chase it all the time, so dominators are currently one of my favorite redside AT's.Hero side easily.
I hate active inherants like domination and fury (Though I can just about manage to live with fury). I hate how corruptors do poor damage aside from scourge which is next to useless against non av's. I hate all MM's but bots. Lolstalkers. VEATs are boring.
Blue side you have tanks which are boring to me but at least do their job. Scrappers which are what everything else wishes it was. Controllers have good control/buff/debuff sets which work well together (Though domination is overpowered which hurts controllers a little bit). Defenders do their job very well. Blasters are a bit on the gimped side, what with similar damage to scrappers and much more squishiness. Khelds are great fun, though a bit of an acquired taste.
Did I miss any?
I love veats, hate khelds - I find VEAT's to be a nice combination of soloability and team support and the khelds shape shifting to be far more work then they are worth - it doesn't help that I SUCK at flying in squid shape - i get stuck on every little stupid corner and edge and then beaten up and killed while trying to maneuver.
As far as defenders vs corruptors, I really have trouble playing either one - low damage, low soloability AT's just don't do it for me, although I tend to prefer corruptors since they DO have more base damage than dominators, get better attacks early on and thier inherent atually does something.
As for other AT's, I enjoy both sides about equally. I find scrappers and controllers to be a blast to play but I also like masterminds and stalkers. I don't like most tanks (would rather play a scrapper) but have a shield/SS tank whose damage level is close enough to scrapper/brute levels that I enjoy playing her.
Mind you, the fact that Princess and I can have completely opposite opinions about several things and still enjoy the game just goes to show you the flexibility of CoX. -
Quote:I have to agree. I see this situation all the time, whereas I've never had the problem of them attacking after I've told them to Follow/Defensive. I've always got to be careful when pressing Follow/Defensive, because they may just stop attacking for 10 seconds while I get clobbered.Quote:That's odd to me. When playing my ninja/poison I have to set pets in stay/passive to corner pull. Other wise the instant something shoots at me, my ninja charge forward. Thus ruining the multi-poison trap setup I made for the EB.
However I have also seen instances where a pet is committed to an attack on an enemy that is running away and they don't immediately respond to a follow command (defensive or otherwise) as the AI seems to want to finish the currently queued action - if the enemy is out of range of the queued attack then the pet will frequently follow to try and fire it off.
Various folks are probably seeing combinations of these two behaviors. The OP is probably seeing the second one, I see it all the time on my necro/pain MM, it tends to be worse with melee pets because if the queued attack is melee they will chase their target for a while. On the corner pull issue, if you are in defensive follow most of the time your pets will probably react right off to incoming fire, if you want to leverage the delay I find it is best to go into passive follow, taunt/pull whomever you want and while running back to the corner switch to defensive follow - the pets will not attack for a few seconds while you round the corner but you will be in BG mode from the instance you issue the defensive follow command. -
You have FAR more ranged def than you need and you can get some HUGE benefits by dropping frag grenade and taking extra AE attacks from the patron pools. I have a hunstman who recently reached 50, here is the build I finally put together for him:
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Midnight Carnage: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(27)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(25)
Level 2: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(31)
Level 4: Combat Training: Defensive -- DefBuff-I(A)
Level 6: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(29), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Immob(40)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11), Achilles-ResDeb%(29)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def(23), RedFtn-EndRdx(36), RedFtn-Def/EndRdx/Rchg(37)
Level 12: Venom Grenade -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(15), AirB'st-Dmg/EndRdx(15), AirB'st-Dmg/Rchg(17), Det'tn-Dmg/Rchg(17), Posi-Dmg/Rchg(34)
Level 14: Swift -- Run(A)
Level 16: Health -- Mrcl-Rcvry+(A), Heal-I(31), Heal-I(46)
Level 18: Maneuvers -- RedFtn-Def(A), RedFtn-EndRdx(19), RedFtn-Def/EndRdx(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def/Rchg(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(27), P'Shift-End%(33)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Mental Training -- Run(A)
Level 26: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(33)
Level 28: Tactical Training: Assault -- EndRdx-I(A)
Level 30: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37)
Level 32: Cloaking Device -- RedFtn-EndRdx(A), RedFtn-Def(34), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(36)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(43)
Level 38: Surveillance -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(39)
Level 41: School of Sharks -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
Level 47: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Build Up -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 0: Ninja Run
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With suppressed cloaking device (while attacking) he has slightly over 47% ranged def, 39% melee and 30% area. (Fully slotted CD gives about 10% def to all but half of it is suppressed when attacking).While I do have a single LoTG + recharge you could probably drop it from the build - at 80% global recharge it is almost overkill, however if you can get them the miracle +recovery and the perf shifter chance for end proc are really nice - with 6 toggles (TT: Manuevers, TT: leadership, TT: assault, cloaking device and assault + manuevers from the leadership pool) you use a lot of end, however you also give your group 20% def, 30% damage and 15% to hit.
Venom grenade + Artic breath + bile spray = melting groups as both venom grenade and arctic breath debuff resistance, anything left can be taken out with heavy burst or the single target attacks. If you don't like the Leviathan mastery powers due to concept (and I wouldn't blame you - I was originally going to skip them until I realized that arctic breath did a 15% resistance debuff) you could go with mu for the energy damage and a good targetted AE attack in ball lightning. -
Here is my current DB/WP scrapper - she is L46/47 (can't remember which). I haven't been playing her much, this build is a middling build that focuses on enough recharge to get the BF->AV sequence going steadily and some extra def, mostly smashing/lethal and energy/ne. The spare slot in CJ is for a LoTG +recharge, which I haven't picked up yet.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice- (A) Smashing Haymaker - Accuracy/Damage
- (3) Smashing Haymaker - Damage/Endurance
- (5) Smashing Haymaker - Damage/Recharge
- (7) Smashing Haymaker - Damage/Endurance/Recharge
- (13) Focused Smite - Accuracy/Damage/Recharge
- (A) Healing IO
- (34) Healing IO
- (34) Healing IO
- (34) Steadfast Protection - Resistance/+Def 3%
- (A) Crushing Impact - Accuracy/Damage
- (3) Crushing Impact - Accuracy/Damage/Recharge
- (5) Crushing Impact - Accuracy/Damage/Endurance
- (7) Crushing Impact - Damage/Endurance
- (13) Crushing Impact - Damage/Recharge
- (33) Achilles' Heel - Chance for Res Debuff
- (A) Healing IO
- (37) Healing IO
- (39) Healing IO
- (A) Run Speed IO
- (A) Crushing Impact - Accuracy/Damage
- (9) Crushing Impact - Damage/Endurance
- (9) Crushing Impact - Damage/Recharge
- (11) Crushing Impact - Accuracy/Damage/Recharge
- (11) Crushing Impact - Damage/Endurance/Recharge
- (33) Recharge Reduction IO
- (A) Endurance Reduction IO
- (45) Defense Buff IO
- (45) Defense Buff IO
- (A) Kismet - Accuracy +6%
- (46) Defense Buff
- (A) Reactive Armor - Resistance
- (15) Reactive Armor - Endurance
- (15) Reactive Armor - Resistance/Endurance
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (17) Doctored Wounds - Endurance/Recharge
- (17) Doctored Wounds - Heal/Recharge
- (39) Doctored Wounds - Heal/Endurance/Recharge
- (39) Doctored Wounds - Heal
- (A) Crushing Impact - Accuracy/Damage/Recharge
- (19) Crushing Impact - Accuracy/Damage/Endurance
- (19) Crushing Impact - Damage/Endurance/Recharge
- (21) Crushing Impact - Damage/Endurance
- (21) Crushing Impact - Damage/Recharge
- (A) Endurance Modification IO
- (23) Endurance Modification IO
- (23) Endurance Modification IO
- (A) Accuracy IO
- (A) Reactive Armor - Endurance
- (25) Reactive Armor - Resistance
- (25) Reactive Armor - Resistance/Endurance
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (A) Cleaving Blow - Accuracy/Damage
- (27) Cleaving Blow - Damage/Recharge
- (27) Multi Strike - Accuracy/Damage
- (29) Multi Strike - Damage/Recharge
- (29) Multi Strike - Damage/Endurance/Recharge
- (31) Multi Strike - Accuracy/Endurance
- (A) Red Fortune - Defense/Endurance
- (31) Red Fortune - Defense/Recharge
- (31) Red Fortune - Endurance/Recharge
- (40) Red Fortune - Defense/Endurance/Recharge
- (43) Red Fortune - Defense
- (43) Red Fortune - Endurance
- (A) Healing IO
- (A) Endurance Modification IO
- (33) Endurance Modification IO
- (45) Endurance Modification IO
- (A) Multi Strike - Accuracy/Damage
- (36) Multi Strike - Damage/Endurance
- (36) Multi Strike - Damage/Recharge
- (36) Multi Strike - Accuracy/Endurance
- (37) Multi Strike - Accuracy/Damage/Endurance
- (37) Multi Strike - Damage/Endurance/Recharge
- (A) Jumping IO
- (43) Winter's Gift - Slow Resistance (20%)
- (A) Red Fortune - Defense
- (42) Red Fortune - Endurance
- (42) Red Fortune - Defense/Endurance
- (42) Red Fortune - Defense/Endurance/Recharge
- (50) Empty
- (50) Empty
- (A) Empty
- (46) Empty
- (46) Empty
- (A) Empty
- (48) Empty
- (48) Empty
- (48) Empty
- (A) Empty
- (50) Empty
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run
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