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Quote:Exactly. Snag one of the Steadfast Protection IOs for Tough. They aren't overly expensive and will allow you to hit softcap easily. You can just replace one of the Resist Damage SOs with it and Tough's resistances will still be capped. Usually they go for around 15 mil, so it's within your budget.over a quick glance theres 1 *2 if you count the PvP version* IO that can get u on the soft cap on melee/AoE and that is the stedfast protection +3% def
Also, you can remove a slot from Practiced Brawler - with one Recharge Redux + universal recharge you're perma.
I could suggest alot more to make it easier to soft cap and allow for alot of end reduction and +end sets, but it would cost more inf. Replacing the regular +Def and End edux SOs in your SR toggles/Weave with Gift of The Ancients would be helpful to squeeze out more end recovery.
edit: checked WW - Steadfast recipe going for 18-20 mil currently. -
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Anyone doing this on Pinnacle? I'd love to get in on one. I don't team much, but this sounds like it's right up my alley.
Wit'ch Fire - Fire/SR -
Celidya's guide is excellent, and I will add that not only does it have some excellent pros, it also looks exceptionally cool.
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How do Ill/Kin 'trollers fare nowadays? I haven't played mine since I4 and they were uber back then.
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Quote:This is SO true.Didn't you get the memo? Nobody makes their own builds any more. We just use yours.
Besides, if anyone comes up with a good build on their own, you surely already have one just like it on your hard drive.
I *will* be using the FM/SR build he threw together for me once I can afford the PVP +Def IO. Until then, I am using a much less end-friendly build with Tactics/Manuvers. Umbral builds ftw. heh.
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Quote:Yeah, I solo 75%, duo with my wife 20%, and team with friends in my tiny SG the other 5%. I would utilize the two build capability, but I never want to double the cost of IO-ing out a toon, especially since I fund my wife's builds, as well as a friend's builds, too. So, I end up trying to fit in everything in a single extremely tight and extremely expensive build. (Hence my prior thread for a Fire/SR build critique.)What is this teaming thing you speak of?
Edit: In all seriousness, I don't know. I'll be taking taunt when/if I plan to actually do any real tanking. Since I'll be cranking recharge on the build for the max DPS chain, I seriously doubt aggro management will be a big deal between taunt, AAO, Soul Drain and Dark Consumption. Edit2: And shield charge.
Quote:Agro management isn't too big of a deal. You'll be busy, but you can do it. My wife plays a fire/fire blaster in a duo with my tank. If I'm just using AAO and Gauntlet they'll peel off me when she hits em especially hard, but one taunt reels em right back in. It's a little more of an active agro management pairing, but it does ok.
But, if you hit em with Soul Drain, Dark Consumption, or Shield Charge they're yours. Running in just a duo, between my wife's blaster's damage and my own, honestly, nothing lives long enough for agro management to be a concern.
Thanks for everyone's input! :-) -
Quote:It's good to hear the info on the end issue, and DPS sounds great for a Tanker. Even with your disclaimer about AAO and Rage not being as effective as another secondary + AAO, it still seems that it could be a decent match. To quote BillZ:The attack string I used for it was Knockout Blow -> Haymaker -> Fire Blast -> Boxing -> Haymaker -> Fire Blast. You're looking at +227% recharge in Knockout Blow for that chain, but you want all the recharge you can get to double stack Rage as much as you can. In the example I made, you get five chains with double rage, crash for ten seconds, then do one chain with a single rage, then repeat. I don't think I had endurance down to sustainability, but I think I had it very close. It's definitely in reach.
(Edit: Wait, thinking further, Super Strength is kind of a waste of Shield Defense. Since Super Strength gets much of its damage from Rage, the additional damage from Against All Odds will make a much smaller difference. I still think it would be a lot of fun for you, but some other primary would probably beat it on DPS.)
Quote:I finally settled on SD/DM for my tank. While SS is a great set, I despise the rage crash. And at the high end, when fully abusing AAO+SoulDrain, SD/DM is tops for damage output.
BillZ and Claws, on your SD/DMs how do you find aggro-management, especially with high-damage blasters in the mix? I generally team with Blasters and Scrappers, so the Tank needs to be able to hold aggro to keep them alive.
As a side note, I'm the only one in my small SG that is a min-maxxer and plays Wentworths to have the inf for such endeavors, and so the other scrappers I team with don't have the uber-high survivability that we forum-goers usually equate with scrappers and AV soloing capability, which is why I have greater need for aggro-control. -
Greetings fellow Scrappers!
I am a Scrapper Addict. All other ATs I've tried have paled before the pure awesome that is Scrapperdom. However, I was thinking of trying a Tanker out. My SG has very few (read 2 of dubious effictiveness), and I was going to level one, but I tried out a Fire/EM back in I4 and couldn't get into him, so I am worried about the one I start having a "scrappery-feel"
I was looking at possibly rolling a SD/SS, only because I've never tried a -/SD scrapper, and figured that the novelty would help me stay with the toon. I also was thinking that AAO + Rage + Footstomp would be fun, effective, and have high enough damage that I wouldn't feel terribly gimped in the damage department. I have the inf to sink into SD/- to soft-cap it, so I figured it would be solid for Tanking. I also know Smashing is resisted more late-game than DM or Fire, but I've got a 50 FM/SR and a 42 DM/Regen scrapper, so I was looking to try something new.
I'm not terribly familiar with Super Strength and have no idea whether it has a remotely viable ST attack chain. I have read that SD/SS is end heavy, but between the +recovery uniques and some IO bonuses I was hoping that would be manageble. From the few Tanker guides, I have gathered that Hurl and Handclap are skippable, and Taunt and Punch optional. Sadly, the Tanker forums are somewhat lacking in SD/SS guides as well as -/SS in general.
So, anyone have any input as to whether this would feel more Scrappy than other possible combos, yet still be able to Tank effectively, as well as possible ST attack chains? If not, what would you reccommend and why?
Thanks in advance! -
Quote:The Incin>Scorch>Cremate>Scorch chain dps was previously calculated to be ~170dps in a thread a couple months ago. I was wondering how much of a dps difference, and how much recharge would be needed to drop the second Scorch (Incin>Scorch>Cremate> repeat)?In any case, as Broken Prey suggests, Arcanatime is a difference, but it isn't THE difference. Ignoring Arcanatime, I have Incinerate -> Scorch -> Cremate -> Scorch at 119 DPS (just like you), and Incinerate -> Greater Fire Sword -> Cremate -> Scorch at 122 DPS (vs. your 153 DPS). Again, not much difference. I would suggest that you made a mistake, not merely failed to include Arcanatime.
Also, was looking back in FM/- threads to try to find the dps of the Incin>GFS>Cremate chain, but couldn't locate it. Anyone remember? I, like Werner, prefer simple attack chains. -
Thanks to all for your input. Sorry I took so long in getting back to the thread, but I have been dealing with a family emergency, which is yet to be resolved.
Umbral: I like the build, and will likely be doing somthing along those lines once I can save up for the PVP +def IO. I have 4/5 Hecatombs I need, and so I will stick with my posted build until I can get the last Hecatomb and the PVP IO, then respec. I may have to try to shuffle another slot into Aid Self though. I find that even with an innterrupt reducer in it, the wait for it to complete activation seems interminable. Thanks again, I appriciate it. -
Good to see the forums back up and running - oh how I have missed thee!
I have been working on a FM/SR AV soloer build that can run the Incinerate>GFS>Cremate chain and has soft-capped positional def and Aid Self, while keeping FSC in the build as well for teaming. This has proved challenging, as I can't figure out how to do so and still be able to take Tough/Weave, as when I do so I don't have enough power picks to take GFS and FSC.
So, I went with the Leadership PP to help softcap. I can get just over soft cap in Melee and Ranged, and to 44.9% in AOE. GFS is at 237.42 recharge, so it just squeaks in where it needs to be. My main concern is end usage, and was hoping a numbers guru such as Umbral or Werner could let me know how it looks in that department. My regen is sad, but I don't see any good way to boost this and retain def softcap and the accuracy level.
Any critique and suggestions on bettering the build are also welcome and appreciated. Also, there are no influence restrictions. Thanks!
[Hero Plan by Mids' Hero Designer 1.401
Click this DataLink to open the build!
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The Incin>Scorch>Cremate>Scorch chain is 170 dps.
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The only thing you may want to consider is that if you go the SS + Stealth IO route you will not have the translucent appearance that is pretty much expected on a predator concept toon that you get with the Concealment PP.
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Perhaps since noone is voting, and more suggestions keep coming in, it would be fair to simply go in order of what was suggested first to most recent. This way, noone gets left out and if the suggestion is easy it can be resolved quickly, allowing for the more difficult ones to be reached.
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It looks like the FM/Shields build debate is dead. I think it got concluded between what Rankin and Werner both did by the looks of things.
Next? -
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I'll throw in my proposal for consideration:
Fire Melee/Super Reflexes:
- Soft capped positional defenses without the Fighting Pool.
...
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This seems like an artificial restriction. I assume you have it there for a reason, such as "I need sustainable endurance and Tough and Weave take too much" or "I know there won't be any room for the pool if I'm taking Aid Self". But if the reason is something like that, just state "sustainable endurance" and/or "Aid Self". And you already did, so why the additional restriction? Do you just not like it?
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The reason is that I was interested in seeing if it could be done without Weave and the Steadfast def IO and still remain a viable AV soloer without sacrificing all AOE potential for teams.
I felt that without the Fighting Pool the AoEs would then be much easier to keep. As stated FSC is a keeper, but BoF is not mandatory. Why even mention BoF? I've found that after becoming quite proficiant at using Shadow Maul/Sands of Mu, getting 4-5 mobs in BoF has become rather easy and it's a fairly useful power on teams.
Now that I think about it, seeing a comparison of what could be done both with and without the Fighting Pool would be rather interesting. In light of this, I'll change the reqs to allow for the Fighting Pool as long as at least FSC isn't sacrificed.
Here's a build I came up with that skips the Fighting Pool, and even keeps BoF. The DPS is not the highest, as I used the Incin->Scorch->Cremate->Scorch chain so I could skip GFS and trim end cost. It ends up being only 4.5 seconds from perma-hasten as a bonus. My main concern is lack of Accuracy and an approach with the Leadership Pool instead of the Speed or Leaping Pools may be the answer.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
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Speed Pool swapped out for Leadership. Now I worry about end when Conserve Power is down...which is more often without Hasten. Hm.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
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edit: I apologize if this is considered off-topic, but felt a response to Werner was appropriate, and inserted my build ideas for efficiancy's sake, and only to be considered when the current FM/Shields discussion is completed and for the when my proposal is accepted for discussion. -
I'll throw in my proposal for consideration:
Fire Melee/Super Reflexes:
- Soft capped positional defenses without the Fighting Pool.
- Highest DPS Attack Chain possible within the other strictures in mind.
- Sustainable endurance (for AV soloing)
- Must Include Fire Sword Circle, and if possible, Breath of Fire for AoE capability. BoF is not mandatory for the build, however, but may be useful for slotting Ragnarok.
- 95%+ chance to hit +4s
- Travel power mandatory - I am impatient with travelling(not too much of a crippling requirement since it can slot BotZ)
- Highst possible max hit points within other build strictures.
- Does not need to be exemplar-friendly
- Unlimited budget
*edit* Must have Aid Self for AV fights in particular. -
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Personally, I think they should have included debuff resistance as a baseline set bonus. The mez resistance is pretty meh, but being able to stack up some decent debuff resistance would actually be useful.
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fixed.
Sorry Umbral, but after you caught my snafu, I couldn't resist.
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This is what I get for posted right after work...
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You're so precise 99.99% of the time, this doesn't even budge your scrapper cred. -
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Personally, I think they should have included debuff resistance as a baseline set bonus. The mez resistance is pretty meh, but being able to stack up some decent debuff resistance would actually be useful.
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fixed.
Sorry Umbral, but after you caught my snafu, I couldn't resist. -
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It doesn't need Slow Resistance because it has Instant Healing.
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Care to explain this? It makes no sense at all.
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My guess is that he meant Integration (and I would add Fast Healing). Regen is never helpless. Weaker yes, but I can't think of a single situation in the game where Regen gets all its protection taken away.
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I believe he meant to say "Recharge Resistance" instead of "Slow Resistance", with IH being a click and unaffected by recharge debuffs.
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That's just blatantly wrong. Because IH is a click, it's affected by -recharge. It's got a longer duration, so the -recharge isn't going to have an immediate effect upon survivability, but, as soon as you use any of the click powers, you're going to have severely diminished survivability because the power is going to be coming back in a longer period of time.
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Yes. Thanks for the correction Umbral. That will teach me to post literally 3 minutes after waking up.I can only claim I might have been having a flashback to toggle IH and some severe dementia regarding the wording. heh.
My interpretation of his using "slow" instead of "recharge" would still apply, though I noticed he has recently quantified his reasoning by inferring that IH could be used to negate the effects of recharge debuffs because it has a long recharge anyway, but lasts 90 seconds - enough to get you through a fight where -recharge has been applied.
I don't know that I agree completely with this, as Recon and DP affected my DM/Regen's survivability much more than IH(click, not toggle,) being in effect, and they are what will be most noticably affected by -recharge. I will admit to not having played my /regen toon for quite some time, and so I may be incorrect from a numbers standpoint.
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It doesn't need Slow Resistance because it has Instant Healing.
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Care to explain this? It makes no sense at all.
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My guess is that he meant Integration (and I would add Fast Healing). Regen is never helpless. Weaker yes, but I can't think of a single situation in the game where Regen gets all its protection taken away.
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I believe he meant to say "Recharge Resistance" instead of "Slow Resistance", with IH being a click and unaffected by recharge debuffs.
Since his post, I've noticed several people say "Slow" when they meant "Recharge". -
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While this would be nice, at least the DA and FA -KB hole can be easily plugged with IOs. Regen has no such ability to cover the -regen and -recharge debuffs hole with IOs...
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Well, yes and no. You can add a whole lot of recharge or regeneration with IOs. You could easily call that plugging the hole. You could call Hasten plugging the recharge debuff hole. There are certainly options for dealing with it, and we all deal with it. So I'd say they're different sorts of issues, but not vastly different ones.
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While I agree with you in principle, I feel it is a matter of degree.
The -KB hole is plugged with a single IO, though I will admit that some utilize more for greater levels of protection. On the other hand, stacking +Recharge and +Regen in a build to make an appreciable difference requires numerous IOs to get set bonuses, which I feel is not an equivalent comparison.
Likewise, while Hasten and Health could be stated to fulfill this role, in lieu of IOs, and Acrobatics could be used to negate the -Kb issue, it is, again, a matter of degree.
Health, even fully slotted, could hardly be considered even a remotely effective counter to regen debuffs, and Hasten is not something that can be made perma without extremely expensive IO slotting and very specific, and generally sacrificial, build choices. In contrast, Acrobatics is a Toggle that can easily be run with simple end reduction SOs and functions continually.
As an addendum, I don't feel that /Regen is broken, nor do I feel that adding in -regen and -recharge resistance is vital to it's viability. I simply agree with the OP that it would make the set more viable and solid when in a situation where recharge and regen debuffs are prevalent, while not creating an imbalance between the secondaries. The fact that there are parallel examples of this in the other secondaries doesn't hurt the proposals validity either.