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Posts
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Jan/Feb are two of the slowest retail months of the year (everyone spent what they had for Christmas), so I would think a Spring 2010 release for a retail box would make more sense.
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Quote:Hehe, that's not the build I'm using if you're referring to the second one I posted. With 65% global recharge, Fulcrum Shift doesn't need a lot.What's with all these builds with only one recharge in Fulcrum Shift?
Do you even need +Recovery uniques if you are taking Transference?
I random rolled a Numina's Unique and a Miracle Unique back-to-back last week (they were 2 out of the 3 rolls I made), so that's why they are also in the cheaper build I had posted as well. You're right, they are not neccessary, though.
I guess I need to get over the fact that I assume people won't take my build advice seriously if it doesn't have a bunch of "expensive stuff" in it. I prefer to build with yellow sets that add defense though, and I use quite a few very effective, cheap (if you call 100mil cheap) builds myself. -
Rock Armor is defense-based rather than resistance based, so it works well if you are trying to soft-cap smashing and lethal defense. Stone also has a nice close-range AoE damage (+stun) and +HP heal power that many builds find attractive.
I prefer Fire Epic on builds that aren't trying to cap defense, also for thematic purposes and the nice damagenote: We're getting a self-rez in Fire with issue 16, correct?
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Ok, I am always looking to improve the way I make builds and have been experimenting with my Fire/Kin/Stone as well. I posted these and hope they give you some examples of how easy it can be to soft-cap your smashing and lethal defense.
The one I use for farming currently:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Wushu: 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 -- Para-Acc/Hold/Rchg(A), Para-Acc/Rchg(31), EoCur-EndRdx/Hold(40), EoCur-Hold/Rng(43)
Level 1: Transfusion -- Acc-I(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Heal/EndRdx/Rchg(46)
Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Immob/Rng(3), Enf'dOp-Acc/Rchg(5), Enf'dOp-Acc/Immob(5), Enf'dOp-Acc/Immob/Rchg(7)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(40)
Level 8: Hot Feet -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg(9), M'Strk-Acc/EndRdx(9), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(13)
Level 10: Siphon Speed -- Acc-I(A), CtlSpd-Acc/EndRdx(17), CtlSpd-Acc/Slow(34), CtlSpd-EndRdx/Rchg/Slow(34), CtlSpd-Rng/Slow(34), RechRdx-I(45)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Heal-I(A), Mrcl-Rcvry+(37), Numna-Regen/Rcvry+(43)
Level 16: Flashfire -- Stgr-Acc/Stun/Rchg(A), Stgr-Acc/Rchg(17), Rope-Acc/Stun/Rchg(19), Rope-Acc/Rchg(19), Rope-Acc/EndRdx(23), RechRdx-I(23)
Level 18: Cinders -- Para-Acc/Hold/Rchg(A), Para-Acc/Rchg(27), EoCur-Acc/Hold/Rchg(27), EoCur-Acc/Rchg(46), NrncSD-Acc/Rchg(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResKB(29)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31)
Level 32: Fire Imps -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(50)
Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Fissure -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Acc/Dmg(42), Det'tn-Dmg/EndRdx/Rng(42), Det'tn-Dmg/EndRdx(42), AirB'st-Acc/Dmg(43)
Level 44: Rock Armor -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(48), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), B'ngBlow-Acc/Dmg(50), B'ngBlow-Dmg/Rchg(50)
Level 49: Super Speed -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
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And one that I cannot afford that I was playing around with:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Wushu: 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 -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(7), Apoc-Dmg/Rchg(39), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46)
Level 1: Transfusion -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/EndRdx/Rchg(5), Nictus-Acc/Heal(5), Nictus-Heal/HP/Regen/Rchg(15), Nictus-%Dam(39)
Level 2: Fire Cages -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(3), GravAnch-Immob/Rchg(3), GravAnch-Immob/EndRdx(7), GravAnch-Hold%(15), Posi-Dmg/EndRdx(37)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Hot Feet -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(9), CtlSpd-Acc/EndRdx(9), CtlSpd-EndRdx/Rchg/Slow(13), M'Strk-Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(40)
Level 10: Siphon Speed -- CtlSpd-Acc/EndRdx(A), CtlSpd-Acc/Slow(11), CtlSpd-EndRdx/Rchg/Slow(11), CtlSpd-Rng/Slow(13)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 16: Flashfire -- RzDz-Acc/Stun/Rchg(A), RzDz-Acc/EndRdx(17), RzDz-Acc/Rchg(17), RzDz-EndRdx/Stun(25), RzDz-Immob%(27)
Level 18: Cinders -- UbrkCons-Acc/Hold/Rchg(A), UbrkCons-Acc/Rchg(19), UbrkCons-Hold/Rchg(19), UbrkCons-EndRdx/Hold(25), UbrkCons-Dam%(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21), EndMod-I(50)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam/Rchg(34), S'fstPrt-ResDam/Def+(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Fire Imps -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(33), SvgnRt-Acc(34), SvgnRt-PetResDam(43)
Level 35: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39)
Level 41: Fissure -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Seismic Smash -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(48), Hectmb-Dmg/Rchg(48), Hectmb-Dmg/EndRdx(48), Hectmb-Dam%(50)
Level 49: Earth's Embrace -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
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If anyone has suggestions relating to how I could improve these, they are greatly appreciated as well -
I guess either of the builds I posted at the end of that other thread weren't any good?
Was there something in the build you were looking for specifically? -
I've done what you decribed the last couple of issues and the last double exp, and I regretted it. The reason I did so previously, was a loss of several million in listing fees when certain prices tanked. That said, it's not worth it to me anymore to sit on the sideline while all the real money is being made.
If I lose some, it will be small compared to what I might make instead, and it's easy to make more. -
I threw this together if you were looking for something that was not quite so "entry level":
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Wushu: 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 -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(7), Apoc-Dmg/Rchg(39), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46)
Level 1: Transfusion -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/EndRdx/Rchg(5), Nictus-Acc/Heal(5), Nictus-Heal/HP/Regen/Rchg(15), Nictus-%Dam(39)
Level 2: Fire Cages -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(3), GravAnch-Immob/Rchg(3), GravAnch-Immob/EndRdx(7), GravAnch-Hold%(15), Posi-Dmg/EndRdx(37)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Hot Feet -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(9), CtlSpd-Acc/EndRdx(9), CtlSpd-EndRdx/Rchg/Slow(13), M'Strk-Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(40)
Level 10: Siphon Speed -- CtlSpd-Acc/EndRdx(A), CtlSpd-Acc/Slow(11), CtlSpd-EndRdx/Rchg/Slow(11), CtlSpd-Rng/Slow(13)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 16: Flashfire -- RzDz-Acc/Stun/Rchg(A), RzDz-Acc/EndRdx(17), RzDz-Acc/Rchg(17), RzDz-EndRdx/Stun(25), RzDz-Immob%(27)
Level 18: Cinders -- UbrkCons-Acc/Hold/Rchg(A), UbrkCons-Acc/Rchg(19), UbrkCons-Hold/Rchg(19), UbrkCons-EndRdx/Hold(25), UbrkCons-Dam%(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21), EndMod-I(50)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam/Rchg(34), S'fstPrt-ResDam/Def+(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Fire Imps -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(33), SvgnRt-Acc(34), SvgnRt-PetResDam(43)
Level 35: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39)
Level 41: Fissure -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Seismic Smash -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(48), Hectmb-Dmg/Rchg(48), Hectmb-Dmg/EndRdx(48), Hectmb-Dam%(50)
Level 49: Earth's Embrace -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
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Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 13.3% Defense(Smashing)
- 13.3% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 12.4% Defense(Melee)
- 3.63% Defense(Ranged)
- 6.13% Defense(AoE)
- 2.25% Max End
- 2% Enhancement(Stun)
- 87% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 4% Enhancement(RunSpeed)
- 4% Enhancement(JumpSpeed)
- 4% Enhancement(FlySpeed)
- 4% Enhancement(JumpHeight)
- 65% Enhancement(RechargeTime)
- 10% FlySpeed
- 122.1 HP (12%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.75%
- MezResist(Held) 2.75%
- MezResist(Immobilize) 6.05%
- MezResist(Sleep) 2.75%
- MezResist(Stun) 2.75%
- 20.5% (0.34 End/sec) Recovery
- 36% (1.53 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 20.1% Resistance(Fire)
- 20.1% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 10% RunSpeed
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This is not a final build, and based on what you posted originally, you can afford much more than this. However, as an example keep in mind an expensive build is not always the most effective build. I think this cost me around 150mil total IIRC. Edit: minus the Numina's and Miracle of course, I actually got lucky rolling tickets on those.
This should give you some ideas, and that's really all it's for. I'm sure there are much better options that cost a bit more and that's what I'll be aiming for later.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Wushu: 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 -- Para-Acc/Hold/Rchg(A), Para-Acc/Rchg(31), EoCur-EndRdx/Hold(40), EoCur-Hold/Rng(43)
Level 1: Transfusion -- Acc-I(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Heal/EndRdx/Rchg(46)
Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Immob/Rng(3), Enf'dOp-Acc/Rchg(5), Enf'dOp-Acc/Immob(5), Enf'dOp-Acc/Immob/Rchg(7)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(40)
Level 8: Hot Feet -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg(9), M'Strk-Acc/EndRdx(9), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(13)
Level 10: Siphon Speed -- Acc-I(A), CtlSpd-Acc/EndRdx(17), CtlSpd-Acc/Slow(34), CtlSpd-EndRdx/Rchg/Slow(34), CtlSpd-Rng/Slow(34), RechRdx-I(45)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Heal-I(A), Mrcl-Rcvry+(37), Numna-Regen/Rcvry+(43)
Level 16: Flashfire -- Stgr-Acc/Stun/Rchg(A), Stgr-Acc/Rchg(17), Rope-Acc/Stun/Rchg(19), Rope-Acc/Rchg(19), Rope-Acc/EndRdx(23), RechRdx-I(23)
Level 18: Cinders -- Para-Acc/Hold/Rchg(A), Para-Acc/Rchg(27), EoCur-Acc/Hold/Rchg(27), EoCur-Acc/Rchg(46), NrncSD-Acc/Rchg(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResKB(29)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31)
Level 32: Fire Imps -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(50)
Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Fissure -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Acc/Dmg(42), Det'tn-Dmg/EndRdx/Rng(42), Det'tn-Dmg/EndRdx(42), AirB'st-Acc/Dmg(43)
Level 44: Rock Armor -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(48), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), B'ngBlow-Acc/Dmg(50), B'ngBlow-Dmg/Rchg(50)
Level 49: Super Speed -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
------------
Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 13% Defense(Smashing)
- 13% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 11.8% Defense(Melee)
- 3% Defense(Ranged)
- 4.88% Defense(AoE)
- 13.8% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 2% Enhancement(RunSpeed)
- 3% Enhancement(Immobilize)
- 2% Enhancement(FlySpeed)
- 2% Enhancement(JumpHeight)
- 2% Enhancement(JumpSpeed)
- 42 HP (4.13%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 3.85%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 1.65%
- MezResist(Terrorized) 5.5%
- 6% (0.1 End/sec) Recovery
- 16% (0.68 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 1.88% Resistance(Energy)
- 1.88% Resistance(Negative)
- 2% RunSpeed
- 1% XPDebtProtection
Main feature is soft-capped smashing and lethal defense, and it's only intended to be effective until I earn what I need to upgrade -
Ignitros, sorry to have gotten so far off-thread, but want to make sure you get the right information. I don't have Mid's at work either, and Folonius is right-on with this assumption:
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Quote:The dispute is not that there is a difference in damage between lvl 50 and lvl 52 groups, since there is a difference in accuracy (1.0 vs. 1.2 I believe). That is reflected in the screenshots that Dersk provided.My last day of subscription is the 13th, which is a saturday. I'll try to get herostat, and keep count of the damage that occurs from lvl 50 and lvl 52 groups, and I'll keep my defense at 45%. I'll post the results here if I get the chance. No promises since my wife plans out my weekends
The issue is that you said more than 45% defense increases your protection, which is not the case. At 45% defense the to-hit is already floored, so unless their to-hit has been buffed, or you have been debuffed (which means you no longer have 45% defense) that's as good as it gets. -
Both opinions are correct in their own way. I like Willpower for the early mez protection but you lose out on Quick Recovery until 20 at least.
Still, depending on spawn size, I would think you would do great with any combination of:
Claws/Katana/Broadword - Regen/Willpower Scrappers
Mind (smaller spawns) or Plant (larger spawns) - Radiation Controllers
Nova form Kheldians (endurance recovery built in)
These all "bloom" early. You could get by with any number of Blaster combinations as well.
I don't think there is any "best" way to do it, but I use Claws/Regen for something similar. -
Yoshitomo, I believe Santorican had made changes to his previously posted build
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Quote:You are correct.No, it doesn't.
Again, the accuracy is outside of the to hit calculation. And the to hit calculation can never be lower than 5%. So unless the critter has a bonus ToHit (which only happens to hose +6 over you) then more than 45% defense makes no difference.
"Defense. +45% is the soft cap on Defense versus an attack. Due to the way the game's Attack Mechanics work, any more Defense past that will not make the character any harder to hit, except in cases where the attackers have ToHit buffs, are six or more levels above him, or can give him -Defense debuffs."
From here:
http://wiki.cohtitan.com/wiki/Soft_Cap
Quote:Originally Posted by FoloniusIf you are going for Soft Capped Defense S/L you may want to think about getting it to 55 instead of 45. 55 S/L will allow you to farm 52's as if you had 45% S/L ... you lose 5% for every level of what you are fighting is above you. -
Actually, the released i16 version currently is not the official one, but St0n3y is working on the official version now and should have an update soon from what I understand.
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I don't use set IOs while leveling, at least until I'm level 30-50 for the most part. I agree with the suggestions above, and what power selections you find don't work you can always respec out of. Personally, I don't like Stone Cages but use Stalagmites with Quicksand.
This is what I am using to level up:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
the Volcanic Man: Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Thermal Radiation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Fossilize -- Acc-I(A), Acc-I(3), RechRdx-I(9), RechRdx-I(25), Hold-I(34), Hold-I(37)
Level 1: Warmth -- Heal-I(A), Heal-I(5), Heal-I(7), RechRdx-I(40), EndRdx-I(43)
Level 2: Thermal Shield -- ResDam-I(A), ResDam-I(3), ResDam-I(9)
Level 4: Cauterize -- Heal-I(A), Heal-I(5), Heal-I(7), RechRdx-I(37), EndRdx-I(46)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- DefBuff-I(A)
Level 10: Plasma Shield -- ResDam-I(A), ResDam-I(11), ResDam-I(11)
Level 12: Stalagmites -- Acc-I(A), Acc-I(13), RechRdx-I(13), RechRdx-I(15), Dsrnt-I(15), Dsrnt-I(25)
Level 14: Super Jump -- Jump-I(A)
Level 16: Quicksand -- RechRdx-I(A), RechRdx-I(17), Slow-I(17), Slow-I(29), Slow-I(34)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), Range-I(48)
Level 20: Health -- Heal-I(A), Heal-I(21), Heal-I(21)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Thaw -- EndRdx-I(A)
Level 26: Volcanic Gasses -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), Hold-I(31), Hold-I(31), Hold-I(31)
Level 28: Forge -- RechRdx-I(A), RechRdx-I(29), ToHit-I(46), ToHit-I(46)
Level 30: Recall Friend -- EndRdx-I(A)
Level 32: Animate Stone -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(34)
Level 35: Heat Exhaustion -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36), RechRdx-I(37)
Level 38: Melt Armor -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), DefDeb-I(40), DefDeb-I(40)
Level 41: Fissure -- Acc-I(A), Acc-I(42), Dmg-I(42), Dmg-I(42), Dmg-I(43), RechRdx-I(43)
Level 44: Rock Armor -- EndRdx-I(A), EndRdx-I(45), DefBuff-I(45), DefBuff-I(45)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Power of the Phoenix -- EndRdx-I(A), Dmg-I(50), Dmg-I(50), Dmg-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: Containment
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Set Bonus Totals: -
Was the build that good? I haven't played him past his 20s, so I wanted to be sure
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I've been waiting for Cold Domination to be proliferated so I could roll an Ice/Cold Controller instead of my Ice/Rad.
WoC only makes that decision harder now as I would like to see how AA + Choking Cloud + WoC + the purple proc would work. Not sure if that would be overkill for area control or not...I might need to do what I always do in these situations and roll them both up. -
Those look good. I think I'll need to update my Ill/Rad slotting for that power
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MaHaBone23,
Quote:Local_Man's answer is correct, the -knockback is for a limited number of seconds which is not increased with immobilize enhancements. If you do not spam the cages, tornado will cause them to fly away, cages and all.As Thorm said, Stone Cages has -knockback only for 12 seconds, even though the Immobilize works longer. If you want to keep foes in place for Tornado, you need to keep re-applying Stone Cages in less than 12 seconds.
Knowing that the -knockback only lasts 12 sec can be useful. You can throw down Stone Cages, wait your 12 seconds and then use Freezing Rain and/or Earthquake for the knockdown effect while the foes are still immobilized. This can be effective for chaining AoE controls . . . Stalagmites + Stone Cages to start, then follow up with Earthquake when the stun runs out even if the immobilize hasn't. -
I skipped Propel and Lift in my Gravity/TA build and have no damage concerns whatsoever. It really does depend on what works for you and in this case, the traditional "signature" gravity powers didn't work for me.
I did take Wormhole and use it situationally, but after AoE debuffs and maybe the AoE hold is applied I can tab between targets and using 2 single target holds and 2 single target immobilize powers everything is pretty locked down. Gravity's single target hold and immobilize each do nice damage over time as well, and holding bosses is never a concern for me.
Now, if I can only stop playing alts long enough to get Oil Slick Arrow I might use Wormhole to invite more "friends to my barbeque" -
Acc/Dam HOs are good. I usually keep 3 common Recharge IOs in the first 3 slots though. There are probably better ways to Frankenslot to max Rech/Acc/Dam using different set IOs, but I haven't put that much effort into it, to be honest.
Edit: and apparently hilker has the set for that answer -
Thank you for the suggestion, I will plan on using that order of attacks in my chain instead. I have noticed the same thing as I play now, so even though I don't really use an attack chain (level 23 currently) it does help to "save" Crane Kick for that final attack.
I agree it does look rather awesome -
Greetings,
To start, I am fairly new to planning IO builds for scrappers in general.
That said, when I am working on my other scrappers I usually know what I am building for. For example, my DM/SR and BS/Shield builds both have soft-capped positional defense and plenty of recharge for optimal (or close to it) attack chains.
I have 3 /WP scrappers now and I am stumped on what combination of defense/resistance and regeneration is needed to make them as sturdy as possible without sacrificing all that other good stuff (damage/recharge/endurance). I have been unable to keep recharge and typed defense as high as I would like, although smashing and lethal resistance and regeneration should fill in those gaps. These scrappers have become my favorite characters to play lately (mid 20s), but before I sink a billion or more into a build and rush to get one of them to 50 I would like to be sure they can handle a one-on-one fight with most AVs.
I do not have unlimited influence, but if there are bonuses that will make the set better, I am willing to save or pool money from several of my characters to get it done.
With this build, I am attempting SK > CK > SK > CAK attack chain, but I would be willing to change that if needed as well. I would be glad for any suggestions and will be working on Claws/WP and Kat/WP builds (maybe even Spines/Fire if I can get over that fear) after this one. Thanks in advance.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Blaze Mastery
Hero Profile:
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Level 1: Storm Kick Hectmb-Acc/Dmg/Rchg:50(A), Hectmb-Acc/Rchg:50(3), Hectmb-Dmg/Rchg:50(3), Hectmb-Dmg/EndRdx:50(13), Hectmb-Dam%:50(15), Mako-Dmg/Rchg:50(34)
Level 1: High Pain Tolerance Heal-I:50(A), Heal-I:50(7), Heal-I:50(11), Aegis-ResDam/Rchg:50(37), Aegis-Psi/Status:50(40), Aegis-ResDam:50(43)
Level 2: Mind Over Body RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(11), RctvArm-ResDam/Rchg:40(33)
Level 4: Fast Healing Heal-I:50(A), Heal-I:50(5), Heal-I:50(5)
Level 6: Combat Jumping LkGmblr-Rchg+:50(A)
Level 8: Crane Kick C'ngImp-Acc/Dmg/Rchg:35(A), C'ngImp-Acc/Dmg/EndRdx:35(9), C'ngImp-Acc/Dmg:35(9), C'ngImp-Dmg/EndRdx/Rchg:35(13), C'ngImp-Dmg/Rchg:50(15), Mako-Acc/EndRdx/Rchg:50(34)
Level 10: Indomitable Will LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(43), LkGmblr-Def:50(43)
Level 12: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
Level 14: Super Jump Jump-I:50(A)
Level 16: Rise to the Challenge Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal/Rchg:50(17), Dct'dW-EndRdx/Rchg:50(31), Dct'dW-Heal:50(33)
Level 18: Crippling Axe Kick C'ngImp-Acc/Dmg/Rchg:35(A), C'ngImp-Acc/Dmg/EndRdx:35(19), C'ngImp-Acc/Dmg:35(19), C'ngImp-Dmg/EndRdx/Rchg:35(23), C'ngImp-Dmg/Rchg:50(23), Mako-Acc/EndRdx/Rchg:50(34)
Level 20: Quick Recovery EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Tough Aegis-ResDam/EndRdx:30(A), Aegis-ResDam:30(25), Aegis-ResDam/Rchg:30(31), S'fstPrt-ResDam/Def+:30(37), GA-3defTpProc:30(40)
Level 24: Weave LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def:50(31), LkGmblr-Def/Rchg:50(37)
Level 26: Hasten RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
Level 28: Heightened Senses LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(29), LkGmblr-Def:50(29), LkGmblr-Def/Rchg:50(36)
Level 30: Hurdle Jump-I:50(A)
Level 32: Health Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(33)
Level 35: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(36), EndMod-I:50(36)
Level 38: Dragon's Tail Armgdn-Acc/Dmg/Rchg:50(A), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dam%:50(40)
Level 41: Ring of Fire GravAnch-Acc/Immob/Rchg:50(A), GravAnch-Acc/Rchg:50(42), GravAnch-Immob/EndRdx:50(42), GravAnch-Immob/Rchg:50(46), GravAnch-Hold%:50(50)
Level 44: Char UbrkCons-Acc/Hold/Rchg:50(A), UbrkCons-Acc/Rchg:50(45), UbrkCons-EndRdx/Hold:50(45), UbrkCons-Hold/Rchg:50(45), UbrkCons-Dam%:50(46)
Level 47: Fire Ball Ragnrk-Acc/Dmg/Rchg:50(A), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(48), Ragnrk-Knock%:50(50)
Level 49: Resurgence RechRdx-I:50(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint Clrty-Stlth:50(A)
Level 2: Rest RechRdx-I:50(A)
Level 1: Critical Hit
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