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A really well built Ill/Rad, like Local Man published, keeps the team healed, perma-AM, and enemies defenses and tohit debuffed. I've been called on in SG chat more than a few times to stop what I'm doing, load my Ill/Rad, and help a team break through an AV. I can run Healing Aura, AM, debuffs and the PA without breaking a sweat.
Again, this is all thanks to Local Man and his Ill/Rad guide. -
Quote:I agree with you. I rarely solo, because I find team play richer. Sure, there are frsutrations that come with it, but the powers play off each other so much that you have a good deal of fun.The problem I see is the opposite: controls are highly undervalued, as is defender offense. With this, you'd get the worst of the 'just support me' players validated. Hey hey! empathy/kinetics: "Shut up and heal/speedboost meh!"
An Emp/Kin would be extremely valuable to a team, but you'd catch grief from folks with builds that constantly need buffs to be viable (or think they need them to be playable). I rarely play my Fire/Kin because it turns into, "Speed boost - I don't want to keep asking" when I'm in the middle of an attack chain or something. As if a /Kin's sole contribution to a team is to pass Speed Boost and wait for the next round of speed boost. -
I just finished my Perma PA Ill/Rad, using Local Man's guide.
A word of caution - it's expensive. I had a bunch of LoTG 7.5s and piled up a billion for the build. It took about that much with the current market rate. I did find a way to cut about 150 million without a significant loss of power.
That said, the build flows easily and the powers work so well in concert with each other. Drop PA on a mob, AM then Hasten while they grab aggro, drop Specteral Terror, debuff the boss, Deceive the minions and keep a minion ot Lt targeted.
You do not need Perma PA, though. You really don't. My second build is SOs and procs. You can do just fine with that if you go on teams often. In fact, it's a build for TFs. -
My recharge is 13 seconds, but the End to generate it is still 13.7. Not sure how my Endurance management will be in the thick of a fight. On paper, it looks okay.
Thanks!
Regarding stacking, I probably should've been clearer. I wasn't so much thinking about the To-Hit stacking as the Fear Mag. I'm not sure the mechanics, so I wasn't sure if the Fear had to hit a number of times in order to terrorize an AV, which would generate the To-Hut debuff. Or, if the To-Hit debuff happened as soon as it hit.
Did that make sense? -
Have a couple things I'd like to clarify about ST.
The Fear isn't auto-hit, correct? Does the Fear need to hit and/or stack for the To Hit debuff to take effect? That is, does ST need to be around for a while before the To Hit takes effect on an AV?
I'm 1.5 bars from 50 with the Ill/Rad and about to start the Maria Jenkins arc. So, the ST effect on AVs would be helpful in game-planning the attack.
Thanks. -
I made a couple minor changes for a very slightly different build. Essentially, I was able to boost endurance recovery by .17/sec. On balance, though, it didn't seem worth it.
I like this build. -
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Quote:You'll have Superior Invis, which allows you to step on their toes and not get noticed.The Celerity was a drop, and gives me that little extra stealth that I like to have... I know it isn't much, but it makes me feel safer...
You can slot it. It's your choice. It does seem like a wasted IO, though. -
Quote:Okay. That makes sense.I have a fire/kin and a sd/ss tank for farming and a DM/SR for AV soloing.
This is more for team fun with the SG, but also soloing lvl 50 content on a decent setting, say +1/+6 etc
Not sure if you saw the question (added after you responded). I'm not sure the Hami-os are worth slotting in Active Defense. You gain a minor def debuff increase for a considerable cost (influence and slots). I don't tinker with Hami's all that much, so i may be missing something.
Here's how I tinkered with the build. It adds another attack. There is a dip in AoE Def but an increase in Ranged. I worry less about AoE than Ranged, personally. The Melee Def isn't at 45% (44.7%). Still, regen is slightly better and, like I said, another attack is added in.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Level 50 Natural Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
------------
Level 1: Charged Brawl
(A) Mako's Bite - Accuracy/Damage
(3) Mako's Bite - Damage/Endurance
(3) Mako's Bite - Damage/Recharge
(5) Mako's Bite - Accuracy/Endurance/Recharge
(29) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(50) Mako's Bite - Chance of Damage(Lethal)
Level 1: Deflection
(A) Red Fortune - Defense/Endurance
(5) Red Fortune - Defense/Recharge
(7) Red Fortune - Endurance/Recharge
(7) Red Fortune - Defense/Endurance/Recharge
(9) Red Fortune - Defense
(9) Red Fortune - Endurance
Level 2: Havoc Punch
(A) Touch of Death - Accuracy/Damage
(11) Touch of Death - Damage/Endurance
(11) Touch of Death - Damage/Recharge
(13) Touch of Death - Accuracy/Damage/Endurance
(13) Touch of Death - Damage/Endurance/Recharge
(43) Touch of Death - Chance of Damage(Negative)
Level 4: True Grit
(A) Numina's Convalescence - Heal
(15) Numina's Convalescence - Heal/Recharge
(15) Numina's Convalescence - Heal/Endurance
(17) Steadfast Protection - Resistance/+Def 3%
(17) Resist Damage IO
(48) Regenerative Tissue - +Regeneration
Level 6: Hurdle
(A) Jumping IO
Level 8: Battle Agility
(A) Red Fortune - Defense/Endurance
(19) Red Fortune - Defense/Recharge
(21) Red Fortune - Endurance/Recharge
(21) Red Fortune - Defense/Endurance/Recharge
(23) Red Fortune - Defense
(23) Red Fortune - Endurance
Level 10: Thunder Strike
(A) Eradication - Accuracy/Damage/Endurance/Recharge
(25) Eradication - Accuracy/Damage/Recharge
(25) Eradication - Damage
(27) Scirocco's Dervish - Accuracy/Recharge
(27) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 12: Combat Jumping
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(19) Blessing of the Zephyr - Knockback Reduction (4 points)
(29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(31) Luck of the Gambler - Recharge Speed
Level 14: Health
(A) Numina's Convalescence - Heal/Endurance
(31) Numina's Convalescence - Heal
(31) Numina's Convalescence - +Regeneration/+Recovery
(37) Miracle - +Recovery
(46) Miracle - Heal
Level 16: Active Defense
(A) Recharge Reduction IO
Level 18: Against All Odds
(A) Endurance Reduction IO
Level 20: Stamina
(A) Performance Shifter - EndMod
(33) Performance Shifter - EndMod/Recharge
(34) Performance Shifter - EndMod/Accuracy/Recharge
(34) Performance Shifter - Accuracy/Recharge
(34) Performance Shifter - EndMod/Accuracy
(36) Performance Shifter - Chance for +End
Level 22: Hasten
(A) Recharge Reduction IO
(36) Recharge Reduction IO
Level 24: Phalanx Fighting
(A) Luck of the Gambler - Recharge Speed
Level 26: Chain Induction
(A) Smashing Haymaker - Accuracy/Damage
(36) Smashing Haymaker - Damage/Endurance
(43) Smashing Haymaker - Damage/Recharge
(45) Smashing Haymaker - Damage/Endurance/Recharge
(45) Pounding Slugfest - Accuracy/Damage
(45) Pounding Slugfest - Disorient Bonus
Level 28: Super Speed
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(33) Blessing of the Zephyr - Knockback Reduction (4 points)
(50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 30: Boxing
(A) Empty
Level 32: Lightning Rod
(A) Obliteration - Damage
(33) Obliteration - Chance for Smashing Damage
(37) Obliteration - Accuracy/Recharge
(37) Obliteration - Damage/Recharge
(39) Obliteration - Accuracy/Damage/Recharge
(39) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 35: Shield Charge
(A) Obliteration - Damage
(40) Obliteration - Accuracy/Recharge
(40) Obliteration - Damage/Recharge
(40) Obliteration - Accuracy/Damage/Recharge
(42) Obliteration - Accuracy/Damage/Endurance/Recharge
(42) Obliteration - Chance for Smashing Damage
Level 38: Tough
(A) Aegis - Resistance/Endurance
(39) Aegis - Endurance/Recharge
(46) Aegis - Resistance/Endurance/Recharge
Level 41: Weave
(A) Luck of the Gambler - Defense/Endurance
(42) Luck of the Gambler - Defense/Recharge
(43) Luck of the Gambler - Defense/Endurance/Recharge
(46) Luck of the Gambler - Defense
Level 44: Conserve Power
(A) Recharge Reduction IO
Level 47: Physical Perfection
(A) Efficacy Adaptor - EndMod
(48) Efficacy Adaptor - EndMod/Recharge
(48) Numina's Convalescence - Heal/Recharge
(50) Numina's Convalescence - Heal
Level 49: Build Up
(A) Recharge Reduction IO
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Critical Hit
------------
Set Bonus Totals:
18% DamageBuff(Smashing)
18% DamageBuff(Lethal)
18% DamageBuff(Fire)
18% DamageBuff(Cold)
18% DamageBuff(Energy)
18% DamageBuff(Negative)
18% DamageBuff(Toxic)
18% DamageBuff(Psionic)
10.5% Defense(Smashing)
10.5% Defense(Lethal)
10.8% Defense(Fire)
10.8% Defense(Cold)
13.6% Defense(Energy)
13.6% Defense(Negative)
3% Defense(Psionic)
15.2% Defense(Melee)
19.6% Defense(Ranged)
13.9% Defense(AoE)
1.8% Max End
35% Enhancement(RechargeTime)
27% Enhancement(Accuracy)
5% FlySpeed
160.6 HP (12%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 6.05%
MezResist(Immobilize) 12.7%
MezResist(Stun) 4.4%
5% (0.08 End/sec) Recovery
64% (3.58 HP/sec) Regeneration
2.52% Resistance(Fire)
2.52% Resistance(Cold)
10% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Is this for farming or regular missions and such? What role do you see this toon filling?
I do have another question. What's the purpose of the Hami-o's? -
Energy blaster - I don't hate KB, because it can be helpful - especially single target KB for trollers and such. However, the En blasters I've had on teams make no effort to control KB and scatter mobs. The rest of the team has to adjust all their playstyles, not play the way they want to play, and speed of their game for one player.
HEATs - I've said my piece on them before and ran afoul of the Kheld Kult. Not enough of anything, KB, nuissance spawns, etc.
I also doubt I'd play Elec secondary again (blaster, for example) because of the Bzzt that you can't turn off. -
Also, Shadow Shard has a couple islands that are good for farming Fakes.
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Postagulous,
I think the OP was sincere in his original question. It seems that when folks explained the set a bit more and likely scenarios, he acknowledged their points and thanked them. -
I made a group called 80s.
It has knockoffs (with knockoff names) of:
The A-Team
Robert Palmer and the "Simply Irresistable" girls
Madonna and some S&M male toy boys
Michael Jackson, girlfriend and zombies
Cobra soldiers, Cobra Commander, and Destro
Smurfs -
I figured that was the reason.
In retrospect, my farming question made little sense, since you pick your enemies in farming. -
Did you Fire/SD solo AVs?
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Claws + Willpower = I'll take this mob, you all can move on.
I lucked into that power combo when I first started. Wanted to make a female Wolverine type (named, oddly enough, Erin Gobraugh).
That scrapper's been a steady performer in almost all settings (not so much in PvP, though the speed of the attacks is still helpful there). In fact, after this weekend, I think I may give it a shot at soloing AVs. -
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Why are the defenses over the cap?
Is this a farming thing? -
Quote:Was it his first swing at you?Dr. Aeon can one-shot a regen through Dull Pain with his Energy Transfer. I checked my combat log and he hit me for more than scrapper HP cap. Something like 2800 or so. The only saving grace there is you're probably not going to be soloing him. Aeon hits like a friggin' truck.
Had a similar experience and, yes, he does hit like a truck. In the same STF, he one-shotted me and Recluse did the same.
It was humbling, but you learn about the game mechanics and your defenses/toggles through experiences like it. -
I looked around and did a search. Is there a guide for telling which debuffs stack? Procs stack with debuffs?
Folks can answer my direct questions (appreciated), but I'd also like to learn how to fish, so to speak.
My questions:
With Earth/Storm, do the -Def debuffs stack? For example, Stalagmites and Freezing Rain.
For that matter, would sticking an Achilles Heel Chance for Res Debuff be wasted in Freezing Rain, or would it make it even more effective?
Is there a method to the madness? A guide? How can I answer these questions in the future?
Any insight is appreciated. -
I run almost all the ATs and enjoy each for different reasons.
I’ll tell you why I like scrapping, though. It’s been said here. This weekend, I got an itch for Rikti, so I took my Fire/En blaster in on a small team to burn em up. After about 10 minutes or being mezzed and getting the occasional Blaze or Fireball off – coupled with team wipes because the tank was…challenged, I said to heck with it.
Loaded my Claws/WP scrapper and tore into the mobs. After a few mobs went down, my nine year old helpfully informed me that Rise to the Challenge was not toggled. Oopsie. Click. Now the Rikti really get a dose.
That’s why. -
You can max S/L defense (and very respectable defenses elsewhere, coupled with the - tohit), get 600% regen, and get HPs in the 145-155+% mark. It's costly, but can be done with no purples. Now, my build only has five attacks (and two dark attacks for to-hit debuffs), but I haven't found Claws to be the attack type that has you sitting around waiting for an attack to recharge. The damage in the attacks is maxed, with one exception at near max.
I also think you can get by without Stamina. I use it, though.
I used the same principles for a WP/Mace tank and got it close to max defense for typed defense with that 600% regen and an endurace difference of 2.5 pps. -
I've found that AA proc'd with Contagious Confusion and Choking Cloud work as a de facto Melee defense. You don't damage the enemy, but the chance of them wailing on you grows more and more remote.
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La-la-la...I am not listening...la-la-la...need to get my current toon to 50 before I create yet another alt....