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15 seconds is more than enough time to grab an alpha strike or give you essential invulnerability when taking tremendous incoming fire. It's a mistake if you don't take it.
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Quote:Hmm...I thought Eagle's Claw had animation times akin to Head Splitter. Didn't realize it was so slow.I'm going to disagree with you here, but it's a qualified disagreement. Eagles Claw is not the big hitter that you think it is because it takes so friggin' long to animate. Storm Kick is your real heavy hitter, thanks to having the best DPA.
The qualification to this is that you're not going to be able to make an attack string with just Storm Kick, Crane Kick, and Crippling Axe Kick without a lot of recharge. You're going to either want to take Thunder Kick (Storm>Thunder>Crane>Storm>Thunder>CAK) or Eagles Claw (can't remember that attack string atm). -
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How about this?
* Improved recovery from 2.93 -> 3.17, reduced end consumption from .94 -> .91
* Improved regeneration from 177% -> 198%
* Only used cheap replacements in keeping with your theme
* Defense values are a little lower but with SR and it's defense debuff resistance, that's not much of a factor.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Angus 2 (47 rebuild): Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Slash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg(46), C'ngImp-Dmg/EndRdx(46), LdyGrey-%Dam(46)
Level 1: Focused Fighting -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(40), GftotA-Def(40), GftotA-EndRdx/Rchg(43)
Level 2: Focused Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(3), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(25), RedFtn-EndRdx(31)
Level 4: Slice -- M'Strk-Dmg/Rchg(A), M'Strk-Acc/EndRdx(5), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(7), M'Strk-Acc/Dmg/EndRdx(7), M'Strk-Acc/Dmg(9)
Level 6: Swift -- Run-I(A)
Level 8: Boxing -- Empty(A)
Level 10: Parry -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg(11), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/EndRdx(39), T'Death-Dam%(39)
Level 12: Build Up -- GSFC-ToHit(A), GSFC-Rchg/EndRdx(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-ToHit/Rchg(15), GSFC-ToHit/EndRdx(15), GSFC-Build%(37)
Level 14: Health -- Heal-I(A), H'zdH-Heal/EndRdx(37), H'zdH-Heal(45)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(17), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx/Rchg(34)
Level 18: Whirling Sword -- M'Strk-Dmg/Rchg(A), M'Strk-Acc/EndRdx(19), M'Strk-Acc/Dmg(19), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(34), M'Strk-Acc/Dmg/EndRdx(34)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(33), P'Shift-EndMod/Acc/Rchg(37)
Level 22: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(23), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(33), RedFtn-EndRdx(48)
Level 24: Agile -- DefBuff-I(A)
Level 26: Disembowel -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Dmg/EndRdx(31), LdyGrey-%Dam(31)
Level 28: Practiced Brawler -- RechRdx-I(A), RechRdx-I(29), EndRdx-I(40)
Level 30: Dodge -- DefBuff-I(A)
Level 32: Quickness -- Run-I(A)
Level 35: Evasion -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(36), GftotA-Def/EndRdx/Rchg(36), GftotA-Def(36)
Level 38: Combat Jumping -- DefBuff-I(A)
Level 41: Head Splitter -- M'Strk-Dmg/Rchg(A), M'Strk-Acc/EndRdx(42), M'Strk-Dmg/EndRdx(42), M'Strk-Acc/Dmg(42), M'Strk-Dmg/EndRdx/Rchg(43), M'Strk-Acc/Dmg/EndRdx(43)
Level 44: Lucky -- DefBuff-I(A)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-End%(50), EndMod-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 1: Ninja Run
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Villains can't email inf to heroes and vice versa. You're starting from scratch.
As for your build, it looks pretty good but I think you should think about fitting in build up earlier. I'd recommend dropping fire sword because scorch - cremate - incinerate - scorch can be chained together pretty easily, and you'll want the tohit and the damage boost that build up provides.
Hasten should be taken as your level 30 choice. Hasten is a must for regens because their survivability is based on timed clicks. Obviously a power like hasten directly adds to a regen scrapper's survivability. -
I redid your build based on the following assumptions:
1. Build should be more effective than a straight SO build. While a SO build can be built to be very effective, leveraging IOs can yield a build that has more recharge, more accuracy and better endurance management than a straight SO build with less slots used.
2. Build should be cheap. We've all been there. When you're starting out you don't have a lot of funds. The biggest bang for performance is frankenslotting IOs and not worrying about sets so much. However, there are a lot of underappreciated sets that give great (albeit small) bonuses, so you can use sets in some places.
3. Build should be good team or solo. For a scrapper, since you're counted on for being damage that doesn't need a lot of babysitting, a good solo build is generally a good team build.
4. Take Eagle's Claw at level 32! It's your big hitter and not taking is a mistake. It's in the build below in place of assault which is very marginal for scappers due to low values it gives to scrappers.
Here's the build that I put together.
Features:
1. Modest use of sets. By leveraging Smashing Haymaker (which isn't expensive) and Multi-strike, the build has 23% smash/lethal defense, which is probably as much as many builds that cost hundreds of millions more.
2. Frankenslot powers that is optimally fitted with expensive sets. That means Integration, Fast Healing, Weave that are optimally slotted with Numinas and Luck of the Gambler sets get much cheaper ones that focus on enhancement values.
3. A very modest modest amount of recharge +20%. Still even with that amount, you'll notice that your attacks go quicker and your defensive clicks come up faster. Obviously, you want more, but 20% is a good baseline to go for in a cheap build.
4. Cheap! However the caveat is that some of those pieces will be hard to find at levels 30-35. You may not be aware of this but many players now hunt actively for midlevel sets so they can exempt their characters down for flashbacks. You'll be surprised to find that the Multi-strike acc/dmg/end is hard to find. The Doctored Wounds I know will be hard to find (use Harmonized Healing as a decent and cheap alternative). If you are patient, there is no reason that you can't acquire most of these pieces at level 30-37. Also, don't be afraid to go for cheaper alternatives. I purposely chose some cheap pieces to give some ideas as to which sets you should look at.
Build:
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Low B: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(11), B'ngBlow-Acc/Dmg(15)
Level 1: Fast Healing -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(5), H'zdH-Heal/Rchg(5), Heal-I(34)
Level 2: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(34)
Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(7), EndMod-I(7)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Crane Kick -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(11), B'ngBlow-Acc/Dmg(15)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(34)
Level 12: Focus Chi -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(13), AdjTgt-ToHit/EndRdx(43), AdjTgt-Rchg(46)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- H'zdH-Heal/EndRdx(A), H'zdH-Heal(36), Tr'ge-Heal/EndRdx(37), Heal-I(37)
Level 18: Crippling Axe Kick -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(19), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(21), B'ngBlow-Acc/Dmg(21)
Level 20: Kick -- Acc-I(A)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(33), ResDam-I(42), ResDam-I(42)
Level 24: Weave -- Krma-Def/EndRdx(A), S'dpty-Def/EndRdx(31), DefBuff-I(31), DefBuff-I(45)
Level 26: Dragon's Tail -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(40)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(36), Dct'dW-Rchg(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
Level 32: Eagles Claw -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(45), B'ngBlow-Acc/Dmg(45)
Level 35: Maneuvers -- Krma-Def/EndRdx(A), S'dpty-Def/EndRdx(40), DefBuff-I(40), DefBuff-I(46)
Level 38: Moment of Glory -- Krma-Def/Rchg(A), S'dpty-Def/Rchg(39), RechRdx-I(39), RechRdx-I(46)
Level 41: Resilience -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), ResDam-I(43)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(48), Mrcl-Rcvry+(48), Numna-Regen/Rcvry+(48)
Level 49: Energy Torrent -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(50), Det'tn-Acc/Dmg/EndRdx(50), Dmg-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 6: Ninja Run
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It's not the worst build I've seen, and this forum has had it's share of really bad builds. However, it's nowhere close to being a good build.
I'm not going to go over your build with as much detail as Retilian, but I'll point out some major mistakes.
1. EDIT: Advice redacted to a point. Build could still use better accuracy/recharge with siphon speed to stack with hasten. However, I missed hasten in my earlier build analysis.
2. You don't understand ED (Enhancement Diversification). Sure, you can match invention sets, but you don't understand how maxing out enhancements values past 95% start leading to diminishing returns and hence lower yields for every enhancement you slot for that attribute. If you understood this, you wouldn't slot fire imps the way you have it (needlessly overslotting damage) and would have grabbed the proc for the purple sets you have.
3. Transfusion needs accuracy. In fact, *all* your Kinetic powers should have good accuracy slotting.
I think your build is overly expensive for the subpar performance it will probably deliver. You'd honestly would be better off just copying one of the gazillion fire/kin builds in this forum (or in your words, the "fire/kin build for everyone") or better yet start learning how this combination actually works. -
Quote:I'm not trying to be snarky here, but don't you have any in-game friends?Basically, this is the costuming version of the Taxibots.
Does your character just NEED certain unockable or craftable peices?
Dragon Wings for your dragon, Piston Boots for your Robot? a Tommy Gun for your mobster?
OR maybe your character transforms, and just needs two costume slots from the beginning.
Wouldn't it be nice if there were people around who would be willing to help you with that problem? Wouldn't it be GREAT if those people were easy to find?
My idea here is a volunteer costumer's help-force. People who join would offer their services, via giving recipes and salvage, helping with defeat badges, and zooming players through costume slot, cape and aura mishes, as well as bringing them along on ITFS and Raids. -
Quote:Make sure that you've toggled ON combat jumping in Mid's. If you forget to toggle it on, you'll lose around 2-3% defense.I tried the moderate electric melee/shield defense build in my old Mids (that hadn't been updated to the latest version MXDSetup1-707) and the defenses were all above 45 or a bit higher. However, since hasten was at the end of the build and I didn't want super jump, I moved hasten where combat jumping used to be. I then put super speed where super jump used to be, and moved combat jumping to the end where Hasten was.
I suddenly noticed that the all three defense values dropped down to 42s in the View Totals screen. I realize that the nerf to Blessing of the Zephyr decreased ranged defense, but all three positions fell to 42 just by removing combat jumping and then putting it back. The numbers didn't go back up to 45 though when I re-selected combat jumping (from the pool powers select box). The BotZ set never left so I don't know why the soft cap didn't return.
The same thing happens with the newest update to Mids. Is this a bug in the Hero Planner or does the hero planner see something we're missing?
I really wanted to rob my ele melee/sd scrapper of his goods to add to my fire/sd scrapper. Now I'm just a bit concerned and don't want spend a lot on a build that may not actually be soft capped. Would someone on Live servers please confirm that these defense positions are indeed soft capped on a toon without any accolades or temporary buffs? I'd just like to be certain before I respec all the IOs out of my other heroes for this one.
Thanks. -
Katana or Broadsword for Divine Avalanche and Parry respectively. Nothing improves the survivability of regen better than the ability to add defense to your regeneration powers without sacrificing the ability to add tons of +recharge set bonuses.
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You don't have any end redx in your attacks, that's the biggest drain on your endurance. You also have some powers overslotted at your current level - health and resist elements don't need 3 slots each at level 28...those are 4 slots that can go to attacks and hold end rdx or dmg/endx IO pieces. Your toggles like temp invuln could use one as well too.
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So far your build only has 22.5% recharge and no hasten. Have more global recharge and hasten first then decide. I find that around 50% or more with hasten, I'm fairly happy with recharge. Although, my shield toons currently have 90% and 70% respectively.
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Quote:You have no idea how much of a big difference there is from 43% and 45% defense. Sure it's min maxing but that will make a far more significant difference in your survivability than native regen.I looked through and found 2.2 def to smashing/lethal to be minmaxing behaviour. I'm sure that at some point having 50% extra regen will save my *** something pure more than 2.2 more miss, not to mention the other barely increased numbers in recovery and recharge being that little bit more chance to avoid "**** happens".
I also moved the damage/recharge in Hot Feet over to a resist aura on the pets. Negligable, but it could once again make that difference, and Hot Feet damage was heavily softcapped.
Why did you put Smashing Haymaker into Seismic Smash? Please don't say you gimped the rech and accuracy of a big damage ability just so you could have that inching small bit of defense tacked on. Minmaxing is only effective if you're getting those last few bits close to perfection.
Also popped the +def from steadfast protection into tough. It doesn't need the recharge.
I'd much rather have the capped defense than the other things you mention. I say this as a player with hundreds of hours playing a fire/kin in a variety of different configurations. I'm well aware of the trade offs and what powers need accuracy, recharge, etc.
I'm sure you're thinking that because seismic smash has less recharge, it's up less, and therefore the character is less effective. However, you'll find that with capped defenses, your style of play will change. Flashfire becomes less important, fire cages more so. You can literally kill mobs with fulcrum + fire cages and hot feet alone.
It's your character and ultimately you have to decide what's best for it. I did what I could in the limits of your budget. My fire/kin doesn't have the budget limitations you have and therefore doesn't have to compromise on recharge/accuracy on stuff like seismic smash. But if I needed to make such choices, such decisions are reflected in the build I posted. -
Earth epic has been the de facto standard for farming builds for quite some time. You're out of touch. Fire used to be the most popular because it's the best choice when you have just SOs, and because it gives you an AoE with your first epic pool power choice. IOs changed everything.
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Not a bad cheap build. I made some adjustments. I lost some recharge but I've soft capped the build to smash/lethal. Regen isn't as important as you think since you can heal. I also swapped out acrobatics for earth's embrace, which is far better to have than good native regen. In it's place, I put a karma -kb into combat jumping. IMO, good recovery is far more important, and you want that as high as possible.
The only thing I hate about inexpensive fire/kin/stone with the fighting pool is its mediocre to lousy accuracy. But that's the price you pay for being soft capped. It's why purples, and their accuracy bonuses, make such a huge difference in these types of builds.
Adjusted build below:
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
J Builder: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(3), NrncSD-Hold/Rng(19), NrncSD-Acc/Hold/Rchg(19), NrncSD-Dam%(46)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(23)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(25), Enf'dOp-Acc/Immob/Rchg(37), Enf'dOp-Acc/Immob(40)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Combat Jumping -- Krma-ResKB(A), DefBuff-I(21), DefBuff-I(27)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Dmg/Rchg(50)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(17), RechRdx-I(33)
Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(13), RzDz-Stun/Rng(15), RzDz-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(17)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 24: Cinders -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(25), NrncSD-Acc/EndRdx(34), NrncSD-Hold/Rng(34), NrncSD-Acc/Hold/Rchg(43), NrncSD-Dam%(46)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(34)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(40)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(50)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 47: Seismic Smash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(48), S'ngH'mkr-Dmg/Rchg(48), S'ngH'mkr-Dmg/EndRdx/Rchg(48), C'ngImp-Acc/Dmg(50)
Level 49: Earth's Embrace -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
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Quote:I'm not sure why you make an artificial delineation about pool powers. Do you not take fitness as well? For better or for worse, this game has been balanced around pools. It's why when defense/resistance sets were rebalanced (GDN), they also rebalanced powers like tough/weave. One of the trigger points for ED was 6-slotted hasten and 6-slotted stamina. Pools have *always* been accounted as part of game balance.My question is why would anyone play shield? My perception of defense based powers is that they are defenseless. I created a scrapper Broadsword/shield on test. The base level of defense in the firat 2 tier powers is no better than having the toggles drop on zoning and not even noticing it through the first couple fiights. Then I notice that brawl is not smacking with the shield. I constantly take damage from even level mobs. So much so I'm wearing out rest. Can't keep enough green inspirations on hand. When I fight +1 mobs I risk being defeated as finally happened at level 9. From what I'm reading here everyone's build for shields requires multiple power pool powers to make it work. Why isn't it capable of working on it's own merit. I also decided to try a axe/shield brute. The only advantage that has kept him from a defeat is his fury. It sure isn't the shield power.
So can someone explain how to build a shield/ super reflex/ninja reflex/or any other defense based power on it's own merit? Or is it as I long suspected a lot of God Mode utilities?
This isn't saying that a player must take certain pools (much like fitness isn't mandatory) but make no mistake that the devs certainly assume that many players will make certain choices. -
Hi all,
With issue 17 now live and Going Rogue around the corner, I was wondering if there was interest in another forum based costume contest?
The last contest I hosted involving a makeover of the Freedom Phalanx was generally well received. However, I was a bit concerned that it sort of disrupted what generally happens in this server forum.
A few of you have asked if I'd ever follow up with another contest, so I've been mulling over a couple of ideas for a new one.
This contest would be in much the same format as the last one, where I'd invite people to post screenshots of their creations after I selected a theme. Of course, like the last one, prizes will be comensurate with the amount of effort.
Anyways, just soliciting some feedback.
FF -
Quote:As the others say, it's very playable with just SOs.Considering how END heavy the set combo is I want to know, as roughly as necessary, what sort of influence pool I should be looking at before I roll one if I want to make the leveling experience and smooth as enjoyable as it should be.
With a Steadfast Def/Res (3%) and tough/weave, it's very solid with just SOs (around 32ish percent to all three positions). It means that one small purple can close to soft cap you for hard fights, which means that it's very decent.
You can also cheaply IO it to a soft cap build for around 150-200M.
The build has a lot of upside so eventually players invest a considerable amount into a fire/shield because almost every incremental investment is noticeable. That doesn't mean that a mostly SO / common IO build is by any means bad. -
The build will work because it's essentially the same build I posted HERE. You even kept the same build name Fire-Shield Expensive. All you did was replace the purples and move one slot from combat jumping to hasten.
There's no reason why it wouldn't work for farming/PL. I've pretty much said that it would in that thread. -
Quote:Fury of the Gladiator, while it has impressive PvP bonuses (bonuses that work only in PvP environments), doesn't have great bonuses for PvE. The builds I post are PvE oriented builds. Obliteration however have a number of bonuses (and in particular +recharge and +melee defense) that makes it a staple for soft capped defense builds.Ok so i tried to get some answers to my questions on a new thread reguarding my Elec/SD but all i could get is flames about coming to this thread. So i'm hoping you can answer me, but why don't i see FotG/ShieldWall slotted in even the Very Expensive Build. Wandering what makes Oblit better that FotG and what's wrong with Shield Wall? If you can answer me those questions I'd be much abliged
The same can be said for Shield Wall. Luck of the Gambler (from a PvE perspective) is superior to it in almost every way, since it provides recharge (assuming you slot the +recharge one), regneration, hitpoints and accuracy. Even sets like Red Fortune and Serendipity are better because they provide a positional defense component that Shield Wall does not.
Just because Fury of the Gladiator and Shield Wall are more expensive / rare from a marketing perspective, doesn't make them better for builds where you are building to soft cap defense.
In my builds, I go for soft capping defense (45% to all positions), then a balance of recovery, recharge and as much native regen as I can muster (since none of the builds have aid self). In the hundreds of hours I've played these builds, these are the characteristics that I've found most valuable in shield builds. -
Quote:Some quick answers, Lisa.Hello Fury.
I am loving this thread. My electric/Shield is level 33 now and so far I love playing her. I had stopped leveling her because I don't have a billion influence and was afraid because of this she would start to go bad and ultimately become unplayable.
However, I am playing her now and want to see just how far I can go before she flys apart.
I have been Frankenslotting and have some good bonuses already, but I have not been using the sets you suggest. So far, I am using a combination of Mako's, Eradications , and common IOs in my primary and am using common IOs in my secondary. I also have the various uniques and procs...Regen Tissue, Kismet, Steadfast and Performance Shifter.
I took the fitness pool, the fighting pool, and, the reason for my writing this,the flight pool.
I feel Air Sup brings a lot of survival to the Electric Primary....I am probably wrong about this, but in my experience and for my playstyle it is so.
I did without it for a bit on my Elec/SR and it felt...wrong.
So, in a tight build like Elec/Shields how can I sucessfully bring in Air Sup?
I don't do things like solo AVs or Pylons, my goal is to have a fun toon. I solo so ducking out of the mission to grab more purple inspirations is very doable...and emailing the purples to myself is equally wonderful.
In a case like this, can I forego Combat jumping???? Hmmm...jusy how many purple inspirations is the equivalent of Combat Jump?>>>
Yikes, I have to go to work.
thanks in advance.
Lisa
1. You can forgo combat jumping and fly is viable choice. However, I put combat jumping in many builds because it's a cheap way to get 2-2.5% defense and it affords great maneuverability. Moving around quickly for an AoE oriented build like electric/shield is a great advantage.
2. You won't need air superiority, though I'm not saying its a bad power. Once you get lightning rod and shield charge, you'll have tons of mitigation via knockdown powers. Don't forget you also have thunderstrike as well too. Generally, you have enough that you won't need a fourth. Once you start getting your defensive numbers in the 40s, they become even less needed.
3. The builds in this thread are useful as a baseline to see that it can be done to make an electric/shield that is inexpensive *and* effective. I always assume that players will mix and match sets per their tastes. I only provide the template so that if you have sets that due to budget, availability or preference that doesn't match what I use, it's fine.
I'm willing to help put together an inexpensive build if you're interested in seeing an electric/shield with fly. A number of the other forum regulars can do it too. You'll need to be willing to at least tell us which powers you want, etc. -
Quote:It's a fine build but it would bug the crap out of me that it wasn't capped for range (even though it's 44.7%). However, the builds I posted are meant to be used as a baseline and I absolutely have no problem with them being modified to suit individual preferences.I like your style but I couldn't resist a few tweaks that I think make the super expensive elec build better:
Ditched the Regen Tissue + Miracle Heal, added a Membrane to Active Defense for more DDR (both through enhancement and getting it closer to perma double stacked) + exemping purposes, added the pvp +3% Res to Deflection. I feel like these two add a lot more than some regen and a teeny bit of recovery will.
Moved the Steadfast Res/Def% to True Grit. I feel like F+C+E+N+T combined makes up more incoming damage than S/L but this might depend on what you're usually doing, I suppose.
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Quote:Ah, I didn't know that it was using European date format. Thanks for the clarification.3/5/10 is UK format for 5/3/10. Since Mids' is from the UK, this was the format that he used, and we just stuck with it.
No, you can not use the auto-update. This is due to UAC in Vista and now Win7. You will have to download and install the new verisons. They will actually overwrite your existing install so an uninstall of the old version is not necessary.The auto-update is now basically there to let you know there is a new version. -
Hi St0n3y,
Thanks for the update. Quick question: when I fire up Mid's, I see that the database version date is 3/5/10. Is that the latest? I uninstalled the version I had before and installed 1.706 (MDXSetup1-706.exe). I've installed it on my Win 7 system with Run As Administrator.
Thanks in advance and great work!
FF -
Quote:Heh. I see a big "correction" for shield charge in the future. Reading that it seems like SC for scrappers is doing considerably more damage than intended at all distances. Interesting that it was intended to do more at impact and less at splash distances much like Lightning Rod.Good catch. I was looking at the original power, as I designed it, rather than the reworked version that was done later. For scrappers, it is scale 3.6 on the Minion_Pet table, which is a far cry from the scale 1.4 on the Minion_Pet table I originally designed for it. I vaguely remember someone (Synapse? Sunstorm? I'd have to dig into check in notes to see) asking me if they could update it to include AT Mods in the damage scales and saying yes.
Hmm...yeah, ok. I can very easily see what happened here.
Shield Charge when released was set for a scale 1.7 damage to all targets within 20' of impact, with 0.7 scale bonus within 3' of impact. When the change to allow AT scaling was made, the bonus damage was rolled into the overall damage, for a scale of 2.4 to all targets in a 20' radius. At the same time, instead of have Brutes getting a mod of 0.75 applied, they were treated as the base.
So, instead of:
Brutes 3' scale 1.8, 20' scale 1.275
Tankers 3' scale 2.04, 20' 1.445
Scrappers 3' scale 2.7, 20' scale 1.9125
We get:
Brute 20' scale 2.4
Tanker 20' scale 2.712
Scrapper 20' scale 3.6
That REALLY sucks.
I've actually never even seen the difference in damage at 3' and 20' even before shield charge was changed for AT modifiers.