Ghost_Ripper

Cohort
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  1. Thank you very much all, great info and help.
  2. So, any more suggestions to make this build better, whould anyone take dark over Elec for PPP?
  3. I like numina or Efficacy, depending on what you like more, healing or end. You can also frankenslot for a good mix of both.
  4. SS/Fire is not really an AOE beast, but he is an AOE DMG Spamming toon. I have one and it can dish some dmg. I also have an Elec/SD which really is an AOE beast, like you are looking for; however, I think my SS/Fire can out perform it. Haven't run any numbers to compare, just my overall feel. Hope this helps.
  5. Wouldn't you want the attack that goes off more to have the better set (i.e. Purple)? Also, yes that is why I picked FA, but it also affords me the benifit of not having to load up on Acc, I was thinking of getting rid of Cobra Strike.
  6. Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Science Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(23)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), LkGmblr-Def/Rchg(7), S'fstPrt-ResDam/Def+(33)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(11)
    Level 4: Thunder Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 8: True Grit -- RgnTis-Regen+(A), Mrcl-Heal(15), Mrcl-Heal/EndRdx(17), Mrcl-Heal/Rchg(17), Mrcl-Heal/EndRdx/Rchg(25), Mrcl-Rcvry+(48)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(46)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Focus Chi -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(27)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(29), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(31), Numna-Heal(31), Numna-Regen/Rcvry+(43)
    Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(33)
    Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 30: Boxing -- Dmg-I(A)
    Level 32: Eagles Claw -- Mako-Dmg/EndRdx(A), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Acc/Dmg(37), Mako-Dam%(43)
    Level 35: Shield Charge -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(37), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(39), FrcFbk-Rechg%(43)
    Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(39), Aegis-ResDam/Rchg(40), Aegis-ResDam/EndRdx/Rchg(40), Aegis-EndRdx/Rchg(40)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42), LkGmblr-Def/EndRdx/Rchg(42)
    Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 47: Cobra Strike -- RzDz-Immob%(A), RzDz-Acc/Stun/Rchg(48), RzDz-Acc/Rchg(48), RzDz-EndRdx/Stun(50), RzDz-Stun/Rng(50), RzDz-Acc/EndRdx(50)
    Level 49: One with the Shield -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]11% DamageBuff(Smashing)[*]11% DamageBuff(Lethal)[*]11% DamageBuff(Fire)[*]11% DamageBuff(Cold)[*]11% DamageBuff(Energy)[*]11% DamageBuff(Negative)[*]11% DamageBuff(Toxic)[*]11% DamageBuff(Psionic)[*]14.9% Defense(Smashing)[*]14.9% Defense(Lethal)[*]11.1% Defense(Fire)[*]11.1% Defense(Cold)[*]9.56% Defense(Energy)[*]9.56% Defense(Negative)[*]3% Defense(Psionic)[*]18.3% Defense(Melee)[*]16.1% Defense(Ranged)[*]14.6% Defense(AoE)[*]2% Enhancement(Stun)[*]66% Enhancement(Accuracy)[*]55% Enhancement(RechargeTime)[*]11% Enhancement(Heal)[*]10% FlySpeed[*]225.9 HP (16.9%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Held) 9.35%[*]MezResist(Immobilize) 8.8%[*]MezResist(Stun) 2.2%[*]15% (0.25 End/sec) Recovery[*]42% (2.35 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]15% RunSpeed[*]2.5% XPDebtProtection[/list]



    Re-did build with suggestions.
  7. I need some more people to weigh in on this build, are the sets I have in the Attacks good, would you change the sets? What is the Resist Proc, I don't see that anywhere to build in mids?
  8. If you have phalanx fighting, does it count you as 1, like it shows in mids? What I mean to ask is, if you have PF and you have no allies on your team do you get any buff at all?
    Thanks for answers in advance.
  9. Finally, some feedack. . . thank you all! Keep them coming if others have played this and know about it, or just want to throw there 2 inf. in, thanks in advance.
  10. Thanks, I was asking what are generally thought of as good enhacnes to go into an MA/SD scrappers atttacks, since I can't get anyone to post about my build. Just trying to ride your thunder here and get an answer.
  11. What do these numbers mean?

    Yours: 1.25/1.06/1.25/.887 in 5.808 = .766
    Mine: 1.25/1.06/.887 in 4.752 = .673

    Also, what enhancements would someone put into those attacks for MA? What would you put into EC as far as enhancements go?
  12. Could someone please comment on this build.
  13. Hi all, I just did this build, and I feel like it could be better. I'm using him to play through most of the COH content, and maybe after try and solo some AV's.

    His defense is:
    Melee: 54.2
    Range:54.5
    AoE: 43.3

    Resist:
    S/l: 28.9
    331% regen
    1846hp up from base of 1339

    Build:
    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Science Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (3) Touch of Death - Damage/Endurance[*] (3) Touch of Death - Damage/Recharge[*] (5) Touch of Death - Accuracy/Damage/Endurance[*] (23) Touch of Death - Damage/Endurance/Recharge[*] (50) Touch of Death - Chance of Damage(Negative)[/list]Level 1: Deflection <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (5) Luck of the Gambler - Defense[*] (7) Luck of the Gambler - Defense/Endurance[*] (7) Luck of the Gambler - Defense/Endurance/Recharge[/list]Level 2: Battle Agility <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (9) Luck of the Gambler - Defense[*] (9) Luck of the Gambler - Defense/Endurance[*] (11) Luck of the Gambler - Defense/Endurance/Recharge[/list]Level 4: Thunder Kick <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (11) Kinetic Combat - Damage/Endurance[*] (13) Kinetic Combat - Damage/Recharge[*] (13) Kinetic Combat - Damage/Endurance/Recharge[*] (48) Damage Increase IO[/list]Level 6: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (15) Recharge Reduction IO[/list]Level 8: True Grit <ul type="square">[*] (A) Regenerative Tissue - +Regeneration[*] (15) Miracle - Heal[*] (17) Miracle - Heal/Endurance[*] (17) Miracle - Heal/Recharge[*] (25) Miracle - Heal/Endurance/Recharge[/list]Level 10: Active Defense <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 12: Crane Kick <ul type="square">[*] (A) Hecatomb - Damage[*] (19) Hecatomb - Damage/Recharge[*] (19) Hecatomb - Accuracy/Damage/Recharge[*] (21) Hecatomb - Accuracy/Recharge[*] (21) Hecatomb - Damage/Endurance[/list]Level 14: Super Speed <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[/list]Level 16: Against All Odds <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 18: Focus Chi <ul type="square">[*] (A) Rectified Reticle - To Hit Buff[*] (25) Rectified Reticle - To Hit Buff/Recharge[*] (27) Rectified Reticle - Increased Perception[/list]Level 20: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 22: Health <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (29) Numina's Convalescence - Endurance/Recharge[*] (29) Numina's Convalescence - Heal/Recharge[*] (31) Numina's Convalescence - Heal/Endurance/Recharge[*] (31) Numina's Convalescence - Heal[*] (46) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 24: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (31) Performance Shifter - EndMod[*] (33) Performance Shifter - EndMod/Recharge[*] (33) Performance Shifter - EndMod/Accuracy[/list]Level 26: Dragon's Tail <ul type="square">[*] (A) Obliteration - Damage[*] (27) Obliteration - Accuracy/Recharge[*] (33) Obliteration - Damage/Recharge[*] (34) Obliteration - Accuracy/Damage/Recharge[*] (34) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (34) Obliteration - Chance for Smashing Damage[/list]Level 28: Phalanx Fighting <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (40) Luck of the Gambler - Defense[*] (43) Luck of the Gambler - Defense/Endurance[/list]Level 30: Boxing <ul type="square">[*] (A) Damage Increase IO[/list]Level 32: Eagles Claw <ul type="square">[*] (A) Mako's Bite - Damage/Endurance[*] (36) Mako's Bite - Damage/Recharge[*] (36) Mako's Bite - Accuracy/Endurance/Recharge[*] (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (37) Mako's Bite - Accuracy/Damage[*] (43) Mako's Bite - Chance of Damage(Lethal)[/list]Level 35: Shield Charge <ul type="square">[*] (A) Armageddon - Damage[*] (37) Armageddon - Damage/Recharge[*] (37) Armageddon - Accuracy/Damage/Recharge[*] (39) Armageddon - Accuracy/Recharge[*] (39) Armageddon - Damage/Endurance[*] (43) Force Feedback - Chance for +Recharge[/list]Level 38: Tough <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (39) Reactive Armor - Resistance[*] (40) Reactive Armor - Resistance/Recharge[*] (40) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 41: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (42) Luck of the Gambler - Defense/Endurance[*] (42) Luck of the Gambler - Defense[*] (42) Luck of the Gambler - Defense/Endurance/Recharge[/list]Level 44: Focused Accuracy <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (46) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 47: Cobra Strike <ul type="square">[*] (A) Stupefy - Accuracy/Recharge[*] (48) Stupefy - Accuracy/Stun/Recharge[*] (48) Stupefy - Endurance/Stun[/list]Level 49: One with the Shield <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[*] (50) Impervium Armor - Resistance[*] (50) Impervium Armor - Resistance/Endurance[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]11% DamageBuff(Smashing)[*]11% DamageBuff(Lethal)[*]11% DamageBuff(Fire)[*]11% DamageBuff(Cold)[*]11% DamageBuff(Energy)[*]11% DamageBuff(Negative)[*]11% DamageBuff(Toxic)[*]11% DamageBuff(Psionic)[*]14.9% Defense(Smashing)[*]14.9% Defense(Lethal)[*]4.25% Defense(Fire)[*]4.25% Defense(Cold)[*]10.8% Defense(Energy)[*]10.8% Defense(Negative)[*]3% Defense(Psionic)[*]16.4% Defense(Melee)[*]16.8% Defense(Ranged)[*]5.5% Defense(AoE)[*]11% Enhancement(Heal)[*]55% Enhancement(RechargeTime)[*]66% Enhancement(Accuracy)[*]10% FlySpeed[*]246 HP (18.4%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Held) 9.35%[*]MezResist(Immobilize) 9.9%[*]MezResist(Stun) 2.2%[*]20% Perception[*]20.5% (0.34 End/sec) Recovery[*]58% (3.24 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]10% RunSpeed[/list]
  14. Ghost_Ripper

    Who's the Best?

    What Scrapper Primaries are the best for DPS? AV soloing? Farming? Please give Attack Chains used against AV and DPS it puts out.

    . . . Also, if someone has the info, or willing to work it up, of find it. Lets get a list of the TOP 10 DPS attacks. Thanks all, and enjoy the discussion.
  15. Ghost_Ripper

    MoG - ed battle

    [ QUOTE ]
    [ QUOTE ]
    And it's a PITA to even get +200 global recharge on your own, so you gotta take that into account.

    [/ QUOTE ]

    Yeah, I think the best up time:downtime ratio for IH I've seen on a */regen was 10:9 though the build gimped itself pretty hard getting all of that recharge. It's kinda pointless considering that you can generally get a 1:1 up time:downtime ration without completely gimping yourself any.

    [/ QUOTE ]

    Please share how.
  16. Thanks all for your input, I really enjoyed the discussion.
  17. Last question about survivabiltiy. Who survives longer and does the best job at lead tanking against 52-54 Bosses in AE and Original Content?
  18. Any improvements to these builds, suggestions, comments, concerns?
  19. [ QUOTE ]
    [ QUOTE ]
    O.k. I really didn't want the "Political" answers. Excuse me for being unclear. Let me put it this way, when you respond, what would you pick for your UBERMAN, comic book hero? So far, the 2 top dog answers I'm seeing for Survivabilty are WP and INV. These seem to be going back and forth. So, with out giving an answer predicated upon the fact that there are many variables to survivablity. Give your best educated assuption on what YOU think is the best, and what YOU would choose as an overall DEF set for your UBERMAN, for say, [insert brand] comics. Would you take INV, but be succeptible to weaknesses such as: fear, confuse, and psi damage? Or take WP and have those protections but not as much resistance and Def as INV? Choose your top 3 then give reasons for your pick. Please, no more politically correct answers.

    [/ QUOTE ]

    Political? I don't think that word means what you think it does.

    In order of raw survivability, which seems to be what you're insisting on, it would go something like:

    Top two:
    Granite Stone
    Invuln soft capped
    ..................
    The rest:
    WP as long as we aren't including aggro control since your secondary is going to have to do nearly all the work.
    Ice soft capped
    Invuln with standard SO build
    *Shield soft capped (extrapolated from my Shield scrapper, I haven't played or teamed with a Shield tank)
    Stone without Granite
    Dark - it's a bit squishy and highly reliant on it's heal hitting.
    Fire - about a tie with Dark, equally squishy but doesn't have to hit enemies to heal.

    Player skill makes an IMMENSE difference in this ranking... I'd take a great tanker playing a Fire over an idiot playing a Granite any day. This is also figured in isolation since the secondary pairing is another huge issue in the ranking.

    [/ QUOTE ]

    So what happends when you play your INV-Tanker and take him into situations against Rikti, COT-Spectral class mobs, and Carnie? What happends when you fight stuff that is heavy on Psy, Confuse, and Fear attacks? Do you just avoid that stuff? Do you have problems? Do you walk right through it? Do you handle it but it's troublesome and you die occasionally if you are not careful?
  20. O.k. I really didn't want the "Political" answers. Excuse me for being unclear. Let me put it this way, when you respond, what would you pick for your UBERMAN, comic book hero? So far, the 2 top dog answers I'm seeing for Survivabilty are WP and INV. These seem to be going back and forth. So, with out giving an answer predicated upon the fact that there are many variables to survivablity. Give your best educated assuption on what YOU think is the best, and what YOU would choose as an overall DEF set for your UBERMAN, for say, [insert brand] comics. Would you take INV, but be succeptible to weaknesses such as: fear, confuse, and psi damage? Or take WP and have those protections but not as much resistance and Def as INV? Choose your top 3 then give reasons for your pick. Please, no more politically correct answers.
  21. If ya'll want to really add something to the debate, then go to player questions, where I put this after I put it here, not thinking correctly. Sorry for the inconvience. Please don't put stuff like popcorn either, put real advice, thanks.
  22. All good thoughts and opinions, so it's situational, well let's just take the whole game into consideration. Don't get to hung up on situational, think broader strokes. Like Superman is pretty much invulnerable to almost anything, yet get him around magic and he has issues; however, he overcomes them. So, if this were a comic book, what power would you choose for you UBER MAN, not counting Stone/Granite Armor. Would you choose Invulnerablity over WP because it could out perform it most of the time. Would you shy away from story arcs with carnie or Rikti, or RWZ Raid, or TF's? Would you fall short in LGTF or ITF. I put WP above Inv. because it's like the batman of Defenses, it does everything, so for most of the game you are very survivable. I could be wrong though, I haven't played an Inv. late game, so I'm not going to say I know first hand. What I will say is that I've seen late game WP out perform Inv. many times. Although all the Inv. could have been combinations of both terrible players, poor power choices, bad slotting, wrong IO's or only SO's, I don't think that could apply to all, but all WP's I've been on teams with have done gernarally better, or survived longer than an Inv. Even more so on RWZ Raids and ITF's. Once again this is just my opinion and I can't say one way or another untill I have played both.
  23. Which Tank Power Set is the most powerful for suvivabilty? I think most would agree Stone, but what's 2nd, 3rd. . . and so on?

    I rank them like this as far as I've been able to tell from the many battles I have seen. These are just my OPINION so no trash talk plz and be respectful of others picks.

    1.Stone
    2.WP
    3.Inv. (although only edged out by WP barely)
    4.Dark
    4.Ice
    (-Yes that's two '4's' I rate them so close, it's a tie for me)
    6.Shields
    7.Fire

    Have fun debating your picks and please defend your top 3 picks with comments (If you pick Stone as #1-no comment needed.)

    Also, put down your picks after IO/tricking out a Power set.

    *This is without Tough/Weave added since adding Tough and weave improves all the same.
  24. Which Tank Power Set is the most powerful for suvivabilty? I think most would agree Stone, but what's 2nd, 3rd. . . and so on?

    I rank them like this as far as I've been able to tell from the many battles I have seen. These are just my OPINION so no trash talk plz and be respectful of others picks.

    1.Stone
    2.WP
    3.Inv. (although only edged out by WP barely)
    4.Dark
    4.Ice
    (-Yes that's two '4's' I rate them so close, it's a tie for me)
    6.Shields
    7.Fire

    Have fun debating your picks and please defend your top 3 picks with comments (If you pick Stone as #1-no comment needed.)

    Also, put down your picks after IO/tricking out a Power set.

    *This is without Tough/Weave added since adding Tough and weave improves all the same.