Fury Flechette

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  1. If I had to choose, I'd pick the 2nd one. I really don't like either build because I disagree with the concept a buffing brute. Grant cover is a nice buff *assuming* everyone stays in range of it. Brute manuevers isn't enough of a buff to matter. If everyone stays in range (within 15 feet), your teammates will have around 19% defense (GC + manuevers) which is noticeable.

    However, that's assuming they stay near you. The moment you decide to move up front, like many brutes do, to take the alpha strike, they lose the defensive bonuses. The teams I play with don't really turtle enough for grant cover to matter. The only times grant cover seems to help is if there's another melee toon around who's attacking up front with my brute, but they have their own defenses already.

    I'd rather build my brutes for individual toughness and to deliver as much damage as possible. I noticed that you skipped build up in both builds, which I think is mistake. I'd also take hasten if possible and try to bring up the two mini-nukes (LR, shield charge) up faster. Killing stuff provides far better mitigation that turtling in the back and providing defensive bonuses.
  2. Quote:
    Originally Posted by Suneleb View Post
    Have yopu deleted the Fire/Shield build from your sig? Have been in the process of lvling my Fire/Shield and took FS, but looking at this thread no mention of this power...?
    I put the link to the thread in the guide sticky on the top of the forum. I'm redoing stuff with my sig so it's undergoing a bit of transition. One of these days, I'll probably turn it into a proper guide.

    Here's the link as well: http://boards.cityofheroes.com/showthread.php?t=216944
  3. I get a lot of requests for this thread. It's the thread for electric/shield and fire/shield builds for any budget: http://boards.cityofheroes.com/showthread.php?t=216944

    When I get the time, I'll probably put it more into a guide format.
  4. Fury Flechette

    World Cup 2010

    Quote:
    Originally Posted by Smurphy View Post


    Not my work but I consider it quite humorous.
    Haha. So mean...
  5. See the guide referenced in the sig.
  6. The cheap Fire/Shield build referenced in my sig represents a fairly solid leveling plan in terms of powers taken and slots chosen. It's not an unlimited budget build either, but something I built towards players who want something very effective with a modest budget.

    The build does what it should do. Take scorch and cremate early, take FSC at 18 and wait for heavy hitter, incinerate, at 26. You *can* level that way easily.
  7. 3 slots were probably referring to SOs. Level 35 IOs are better than SOs so they can give you more bang for your buck. A 1% difference probably isn't enough to justify a slot.
  8. Quote:
    Originally Posted by Ghost_Ripper View Post
    however, i had to use the gladiator Unique to get there.
    That IO runs 2B+ all by itself. Using that to soft cap isn't what I'd call a solution...unless you're extremely rich.

    Also, it seems that you've run into the trap assuming that having as much global recharge as possible means your build is good. Global recharge is nice to have but having it at the sacrifice of other aspects of your build (soft capped defenses, good recovery, good regen, resistance) is building your character badly.

    You want enough recharge to run an optimal attack chain, then you want to concentrate on other facets of your build. There's already a few examples in this thread on soft capped builds. Draw from that and adjust it.

    Furthermore, as was pointed out to me in another thread, an optimal MA dps attack chain does not include Eagle's Claw. Consider that as well.
  9. It's a long animation *and* it roots you. No thanks. Barb swipe is one of the worst scrapper powers in the game from a PvE perspective. The only reason why players take it at all is for PvP where damage is tied loosely with animation times.
  10. Whipped this up quickly. It could stand for more optimizations. Soft capped, 3.56 end/sec recovery, 336% regen, 57.5% global recharge. Build is expensive.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    MA-Shield: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    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: Storm Kick -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(17)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), LkGmblr-Rchg+(7), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResDam/EndRdx(40)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), LkGmblr-Rchg+(13)
    Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(40), Numna-Heal(42), Numna-Regen/Rcvry+(43)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Crane Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(33)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
    Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(37)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(31), Mrcl-Heal/EndRdx(43), RgnTis-Regen+(50)
    Level 18: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(34), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
    Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 32: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(46), RzDz-Acc/EndRdx(46), RzDz-Stun/Rng(46), RzDz-Acc/Stun/Rchg(50), RzDz-Immob%(50)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(39), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(42)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(45), GftotA-Def(45), GftotA-Run+(45)
    Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-Acc/Rchg(48), Numna-Heal(48), Numna-Heal/EndRdx(48)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1416;696;1392;HEX;|
    |78DA9D935B4F134114C767DBADBDDF286DB997ABBDC942D507C544838209861AA4C|
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    |-------------------------------------------------------------------|
  11. Quote:
    Originally Posted by Hejtmane View Post
    No he said DM/DA

    http://boards.cityofheroes.com/showt...=dm%2Fda+bible

    I know this guy leveled 3 DM/DA scrappers have not seen him in something like 6months to a year now
    He leveled 3 DM/DA scrappers without kb protection? All of his builds don't have acrobatics. Wow, standards for builds have certainly changed. To be fair, I'm sure the author would build differently today.
  12. Yeah, pretty bold calling yourself the "world's foremost expert." L-O-L!

    I'd love to see him post a build here. Or even dispense advice.
  13. Fury Flechette

    Phalanx Fighting

    Quote:
    Originally Posted by Simian_Stalker View Post
    Sorry to bump this old thread, but I am just trying to get some more info on Phalanx Fighting.

    My mid's does not seem to show the 3.75% when solo. Also, I just want to make sure I understand that enhancements do not increase the 3.75% base percentage, but they do increase the 2.25% for each ally in space. Is this correct?

    I had planned on 2 slotting it with LoTG =7.5 and a LoTG DEF, but it seems that the LoTG DEF will not help a solo character, so I can get away with just the one slot.
    This is correct.
  14. That looks like something Fire Kin Master would put together. And no, that's not a compliment.

    A good farm build will have:
    1. 45% smash/lethal defense - not more than that, not less. There's no point going way over that since it means you've compromised on other parts of the build. Anything +5 to +1 to your level has exactly the same chance of hitting you as an even con so the extra defense doesn't help unless you're debuffed. Hint: you will not be farming stuff that will be debuffing you.

    2. As much recharge as you can muster in the build. Recharge brings up your heal, transference, controls and your damage powers up faster. This means you can farm faster. An expensive build will have around 80%+ while still having capped defenses.

    3. Good endurance management. You will have hot feet and your other toggles slotted for endurance redx. It's irritating running out of endurance and having to spam transference all the time. That slows you down and hence slows down your farming. Your build should have good recovery and good endurance management. There are some folks who swears by having damage procs in hot feet and no end redx. I am not an advocate of that approach largely because procs only fire off once every ten seconds in aura powers and hot feet is very endurance expensive. Slot hotfeet like a high endurance consumption attack power - it needs end redx, damage and then accuracy in that relative order.

    4. Siphon speed and hasten need to be maxed out. Hasten should be above the ED limit line with 3 level 50 recharge IOs. Siphon speed should have enough recharge in it so you can double stack it. It's also very nice to have the force feedback proc in Fissure. Not absolutely required, but just about any good build will have it.

    5. Accuracy. Your heal, end recovery and controls all depend on hitting stuff. You want as much accuracy as you can muster. If you don't have tactics, you want lots and lots of global accuracy bonuses to overcome the lack of tohit buffs. A fire/kin build with lousy accuracy is bad.

    EDIT: Good luck getting that +3% PvP IO. That IO by itself is worth more than the entire rest of your build.
  15. Quote:
    Originally Posted by SuchANewb View Post
    I have to disagree with elec/shield being the fastest farmer. Yes it does phenomenal burst damage. But the cooldown kills it. I feel as if my Spines/Invuln out performs elec/shield by a long shot. I also dont think the secondary you use with spines matters. If youre jumping above the mob to use your Throw spines correctly, then your second damage aura wont really matter. I would be willing to run the same map on the same settings against an elec/shield and im confident i would finish first. Spines/***** > Elec/Shield for farming more than 1 mob.
    First off, welcome to the forums. I hope you'll find it an enjoyable experience. Getting into debates sometimes is what makes the forums in general, and the scrapper forum in particular, interesting and engaging.

    The one thing you should know about this particular forum is that people will be quick to call you on something if you're stating an opinion either based on limited experience or misinformation.

    With that said, I don't think you've experienced what a fully IO'ed electric/shield can really do. Based on your experience, I'm sure your spines/invuln would seem superior. However, I can assure you that your assumption about cooldowns is incorrect.

    I threw this together quickly this morning as a demo. I'm not thrilled about the quality of the video and the fact the sound seems to be messed up, but it will serve our purposes well enough.

    http://www.wegame.com/watch/fell-fen...eldsoul-brute/

    That's my electric/shield/soul brute. Pay attention to how fast shield charge and lightning rod are available. One or the other, most times both, are available every spawn. By the time, I've moved onto the next group, herded them a bit (both to soak up AAO and to maximize number of targets), the nukes are available. I'm running at around 60-80% fury through the mission.

    Bear in mind that scrapper shield charge does *more* damage than what my brute can do. And would wipe out entire groups with one application.

    It's a demo and I used whatever settings I happen to be on which is +1/x8/no bosses (purple farming settings).
  16. Quote:
    Originally Posted by Oedipus_Tex View Post
    Suddenly this character is awesome. She is kicking more butt than at any time since I created her last year. She can definitely still die--Rise of the Phoenix came in handy more than once. But what's different is she now lasts long enough and puts out enough damage that things just die all around her, and inspirations come pouring in like rain. I then eat said inspirations, resulting in faster and faster kills speeds. Is THIS what being a Scrapper is all about?
    Yes. Wait til your build gets finished. It will be days/weeks until you click on Rise of the Phoenix and you'll wonder what that button is for. Also, while you'll still use inspirations once in awhile you won't need them as much. A well built scrapper can do amazing things.
  17. Quote:
    Originally Posted by talzyon View Post
    Can ELM/FA out damage ELM/SD when the scrapper is completely IO'd out?
    My guess is no. There is no way I can think of that blazing aura + fiery embrace can keep up with AAO and shield charge, all other things being equal.
  18. Quote:
    Originally Posted by Lost_Serenity View Post
    Thanks for the response.

    I'm using the Expensive Elec/Shields build you posted and looking at mids, Phalanx Fighting says if you're fighting near your allies then the defense applies. It doesn't sound like this is applied when soloing or am I reading this wrong?

    Also, in your opinion, what specifically is going to be changed with Shields in the dev review?

    Regards,
    -LS
    Phalanx Fighting provides +3.75% defense regardless of having anybody else in range. It provides more defense if someone is near you.

    As to your question, Castle admitted that shield charge got way more of a damage boost when the damage was adjusted to match the scrapper AT modifier. At one point, shield charge for brutes, tankers and scrappers all did the same damage. Scrapper shield charge is supposed to do more, but not as much as is done on live.

    The change is hanging out there to happen sometime in the future. Castle *implied* as much. But it isn't something that will be addressed soon, at least until well after Going Rogue.
  19. Quote:
    Originally Posted by Lost_Serenity View Post
    Hi Fury,

    It seems the soft-cap is achieved only if grouping. Have you tried to work the soft-cap for a solo-build? If so, how would you change the expensive Elec/Shields build?

    Thanks so much!
    Every build I've listed is soft capped when solo. Have you ensured that the toggles (combat jumping, weave, defection, battle agility - manuevers if it's on the build) are toggled on when you're looking at these builds?
  20. Quote:
    Originally Posted by Santorican View Post
    I wonder how many people will either shelve their shield characters or delete them entirely when shield charge gets its damage lowered
    That's really silly. I was farming successfully with mine prior to the AT modifier buff. Even if the expected nerf brings it back down to those levels, the combination is still a beast. The only thing it will mean for my fire/shield is that I may have to apply one more AoE if I'm fighting +2s or higher. Even before the buff, shield charge was outright killing even cons.

    I expect a reduction somewhere in between the pre-AT modifier buff and what we have now, and it wouldn't bother me at all.

    EDIT: I've always thought the crown jewel of the shield set was actually AAO.
  21. Quote:
    Originally Posted by Oya View Post
    Fury,

    Are any of these fire/sd builds good at overall teaming/farming AND AV soloing? I am new to high end scrapper builds and don't know if you can have both AoE that farming/teaming likes and high ST that AV's need.
    All of them are great at teaming/farming. The cheap one may have a bit of trouble with AVs only because the regen/recovery numbers aren't as high, but that can be made up with a few blue and green inspirations. The more expensive builds handle AVs with ease.

    Yes you can have a scrapper build with high ST, AoE, teaming and AV soloing capability. It's why fire/shield has become a favorite for players who desire this versatility.

    EDIT:

    *AOE*
    Youtube video showing my scrapper farming Council. Sorry about bad quality. It was taken on my older system: http://www.youtube.com/watch?v=HPW6ChUyY7Y

    *ST*
    Same scrapper taking out a Rikti pylon: http://img72.imageshack.us/img72/1989/pylon.jpg (250 dps for that run)
  22. Quote:
    Originally Posted by Arkadian_NA View Post
    I wanted as much recharge and defense as i could cheaply get without gimping his already less than optimal damage output (fire melee without the swords).
    Uh, you do realize that that "less than optimal" damage output can take out AVs and pylons right? It's far from being gimped and rival the dps of other primaries with much harder hitting attacks.
  23. Quote:
    Originally Posted by _Seph View Post
    I was referring to this list and yes i know what you said later on in that post which is why i am not targeting you, rather the list itself.
    Very simple way to prove the list wrong. Go take your scrapper against a pylon and post dps numbers.
  24. Quote:
    Originally Posted by SlyGuyMcFly View Post
    Personally, I'd take out the two BotZ in CJ and put them in Parry. You're going to be using it every 10seconds anyway, so slot it into a decent attack. Worth losing .63 E/NE def over it, and you might be able to wrangle another +regen or +hp bonus out of it.
    Aye. Agree with this advice. Parry needs the slotting to be slotted as a decent attack. Right now, it's gutted for damage.

    Also, Obliterations work well in some powers, poorly in others. It's a poor choice in Blazing Aura because it's endurance redx values are so bad (18%). One thing I wouldn't do is cannibalize your endurance recovery and end/sec consumption values too much. Right now, they're not where I'd like them to be...you're not endurance efficient. No character is fun if they run out of endurance. I'd reconsider putting Obliteration into expensive attacks like Whirling Sword and Headsplitter too especially considering your recovery.

    Getting those Obliterations in there seems to have cost you a lot. You've also shorted build up in enhancement values (even though two Rectified Recticles in there give you good value for smash/lethal defense), fire shield, weave and plasma shield.

    I wouldn't also be that obsessed with soft capping. It's great in characters with shields or SR because there isn't as much to fall back on, but resist based characters that have good resists just need defense to supplement what they have not become entirely reliant on it. I mean you could do that, but I don't know if I like the sacrifices I see.

    With all that said, if you're happy with the build, then you're done. I don't think I'd be.