Hopeling

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  1. You've got 5% more ranged and AoE defense than you need. Dropping that will probably free up a lot of space in your build. If you find that you need padding against defense debuffs, use purple inspirations; 5% won't save you from much anyway with only 42% defense debuff resistance.

    Active Defense might want some recharge slotting; you're relying heavily on Hasten's recharge to bring it up in time, but your Hasten has a downtime of over a minute. I'm bad at the exact math on partial-uptime-Hasten, but there might be periods where Active Defense falls off which will be instant death in a lot of situations. The power only costs 10 endurance every ~100 seconds. If that were a toggle, it would cost 0.1 end/s, slightly more than Combat Jumping, so slotting it for endurance is much less important than making sure it's up all the time.

    The Chance for +Recharge proc is only really worth it in AoE powers that fire often, the #1 example being Foot Stomp. Disembowel only gives it one chance to proc, and Shield Charge recharges slowly, so neither of those are very good places for it.

    Slice, Whirling Sword, Disembowel, and Headsplitter are pretty underslotted IMO. Parry should be slotted as an attack, at minimum it needs good accuracy because it doesn't give you the buff when it misses. You have enough melee defense elsewhere that Parry doesn't need any defense slotting to softcap you.

    Battle Agility is way over the ED-cap for defense, Deflection is way under it. You have status protection from Active Defense already, so you don't need the Steadfast KB protection nor the Impervious Skin unique in Tough. Use those slots for +resist and +end reduction instead, Tough is a good power. The Aegis unique in Deflection is also rather superfluous.

    The order in which you take powers puzzles me, although that only matters when you exemplar down.

    Do you have a specific goal with this build? Soloing AVs, farming, general team play, something else? That will make a lot of difference in the kind of advice you get.
  2. Cloaking Device counts its entire bonus into the summary, but only half applies out of stealth, so your actual numbers will be 5.91% less than the ones Mids is showing. This means everything except ranged defense is actually pretty far away from the softcap.

    You're not softcapped, and your attacks are very underslotted (especially for accuracy). I'm not certain what your goal is with this build, but it might need to go back to the drawing board.
  3. Quote:
    Originally Posted by Jibikao View Post
    3. Make Surveillance draw the Mace out like Build Up please.
    I'm not sure this would work - you're using one hand to tap the supposed scanner thing on the wrist of your other arm, so where does the mace go? The animation would have to change to work with the mace out, and the current animation is great.

    Mace beam attacks (except Poisonous Ray) really are awful, in both damage per hit and damage per second. The animation could almost certainly be quickened and/or recharge increased to let them have higher damage. Banes work OK as a melee spec already, though, so this is more of a "wishlist that doesn't really need to happen" item for me.

    Enhanceable +HP would be cool though. So would mace versions of WAWG and/or Venom Grenade.
  4. Quote:
    Originally Posted by je_saist View Post
    However, the players could get the same effect, that extra endurance, by simply exempting down a Kinetics Defender.
    So, you're saying that the overall impact of this change would be the same as if you had a higher-level (at least 20, to switch sides) Defender friend, exemping down, following you everywhere, and keeping Speed Boost up, aka every lowbie's dream?

    Stacking Assaults could also be compared to Siphon Power, or even Fulcrum Shift with enough of them.

    Neither of those are "negligible".

    You're right that it roughly replicates the effect of having a Kinetics Defender on the team. And several Force Field defenders. Without taking up any team slots.
  5. Quote:
    Originally Posted by Thermal_Guard View Post
    although I'm not understanding how a double stacked rage nullifies the --20% defense of a rage crash (as rage in and unto itself does not buff defense while activated)
    If Rage is activated before it crashes, the defense portion of the crash simply doesn't happen. Similarly, the defense crash ends if Rage is activated during the crash. Why does it do that, you might ask? I could give you my unfounded speculation on how exactly it's coded but that wouldn't do you much good. Suffice it to know that the crash is negated. The endurance loss always happens whether you stack it or not.

    However, if you fight enemies with -recharge, it's possible for the reactivation to get pushed back and make the crash happen anyway.
  6. The most interesting part about this (to me) is what is going to happen to all the characters with fitness already? Will they be replaced by a new fitness pool with different nifty powers? Or a respec would fix the issue, of course.
  7. Quote:
    Originally Posted by Neogumbercules View Post
    My strategy is to kill a spawn, mash f1-f5 to pop every inspiration I get from them which usually refills my green and blue and gets me some oranges, purples, reds and yellows, while I'm heading in to jump into the next group.
    Maybe it's because I'm over-conservative about my inspiration use, but this made me laugh uncontrollably.
  8. The Hami's are just to save a slot or two while retaining high end reduction. It would probably be smarter to swap the slotting on Maneuvers and Heightened Senses there, since Maneuvers is more expensive.

    I actually avoided LotG +7.5s because the OPs original build doesn't include them, and I wanted to avoid adding TOO much expense to the build (the Kinetic Combats do a lot of that already). However, Broadsword does like recharge. With LotG's it might look more like this:

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    I used two Cytoskeletons again, in Tactics this time, but two tohit/end IOs would be almost as good and cheaper. The thing I'm least happy about with this build is the lack of heal slotting in High Pain Tolerance; that's the best aspect of the power IMO. However, if you're softcapped to everything you can probably get away without a 10% hp bonus. Endurance consumption from toggles is also very high, but Quick Recovery, Stamina, both +recovery uniques, and two Performance Shifter procs should make it manageable in all the but the longest fights.
  9. Quote:
    Originally Posted by Eat_Me View Post
    Parry with 6 slotted red fortune in the build is 0.36 seconds from recharging as fast as its cast time... acc at 168% and switching out Red Fortune for Makos Bite is the difference between a 0.3% Def in Energy/Neg while losing a great deal of def from parry.
    You're counting the Gaussian's Build Up proc in that 168%; during the 97.5% of the time the proc isn't up you have only 11% tohit from Tactics and 27% global accuracy. Moreover though, since you're spending at least 15% of your attack time Parrying (~1.5s Arcanatime every 10 seconds), you'll lose a significant amount of damage without some accuracy and damage in it. That's my opinion, anyway.

    Here's the best I could come up with in 5 minutes, softcapped to all types except Smashing and Psionic. Hopefully this gives you an idea or two to consider:
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  10. To keep Parry up constantly, you'll be using it a lot, so it should be slotted as an attack (it certainly at least needs some accuracy). You could get some ranged/energy/negative defense with Mako's Bite, or smashing/lethal defense with a Kinetic Combat.
  11. Hopeling

    Invul ponderings

    Kinetic Crash: Recharge/Endurance is another good, cheap enhancement that can go in your SS attacks.

    Regarding squishiness, I don't see a lot that you can improve on. Purple and green inspirations are your best friends, but you probably know that already. (Red inspirations are relatively less valuable since you'll already be running over 200% +damage from Fury, Rage, and enhancements, so feel free to combine them to defensive ones.) When possible, try to stick to enemy groups that do primarily S/L damage.

    What difficulty do you run at, and are you talking solo or on teams?
  12. Quote:
    Originally Posted by Talen Lee View Post
    Am I perceiving this right when I think 'Wow, this should make FE for brutes very strong,' because they're pouring it through so much baseline damage buff? Or am I just counting six of one and half a dozen of the other?
    Since the added damage from FE is boosted by damage buffs (right?),the power is a straight 45%, across the board, multiplicative damage increase. If a Brute and a Scrapper are doing the same damage before FE, they'll do the same damage with FE as well.

    Upon second thought, I don't know if FE hits can crit, so that might throw things off, but it will still be pretty close.
  13. Quote:
    Originally Posted by Deathstroke33 View Post
    I guess I'm wondering what does a scrapper offer that a brute doesn't?
    A scrapper has access to different power sets, a different playstyle, and doesn't have to gather aggro to maximize damage.
    Quote:
    Originally Posted by Deathstroke33 View Post
    Once a brute gets rollin its damage is far higher then a scrapper even with the crit bonus.
    Not at all true. Brutes don't even catch up to Scrappers until their Fury reaches something like 80%. Scrappers also benefit significantly more from damage buffs including Build Up, Against All Odds, red candy, and team buffs.
  14. Quote:
    Originally Posted by saltyhero13 View Post
    According to Marvel, Spidey can lift several tons. That sounds super to me.
    Super Strength in comics is defined by lifting ability, but in CoH it's defined by the ability to do the abilities in the powerset like footstomps and handclaps. Spidey doesn't do those. Only one power in the set has anything to do with lifting, and that's Hurl, which rips a chunk out of the ground and throws it, and I don't remember him ever doing that either (to be fair, he throws other heavy things, so you could call that an alternate animation). He also doesn't fly into a rage very often. That only leaves the basic punching attacks, which all make KRAKOOM sounds that don't fit Spidey well either.

    I'd be totally okay with SS scrappers in general though, and deciding whether or not it needs rebalancing is way above my pay grade.
  15. A level 50 AV has, I believe, 85% resistance to regen debuffs, so the -250% becomes -37.5%. A level 50 AV also regenerates a little over 100 hp/sec. Since Envenomed Dagger lasts 10 seconds, that's more than 375 hp not regenerated, which is just as good as dealing that much damage. Add the 160 damage done by the power itself, and you have an attack that does almost 500 damage with a 1.00s animation time. If you have 3 people keeping the debuff up, you can negate the AV's regen completely, although more debuffs beyond that won't do anything.

    If you use a weapon set, the redraw will make using Envenomed Dagger less efficient, but probably still better than using one of your normal attacks. I don't know whether or not the debuff will stack from the same caster (probably not), so using it more than once every 10 seconds is unnecessary.
  16. Okay, assuming I haven't made mistakes in my spreadsheet...

    Just directly comparing the DPA of the attacks of the same cooldowns (pulverize - hack, jawbreaker - disembowel, etc), Brute WM attacks roughly break even with Scrapper BS attacks with 90% Fury and 1 enemy fueling AAO. Less Fury or more enemies will favor the scrapper. The Scrapper will also get more from Build Up and Shield Charge.

    War Mace has better AoE attacks because Shatter and Crowd Control are wider than their counterparts, but I don't think that'll make up for the difference in raw damage. The only real advantage I'd say WM has is its KD/stun control, and having an extra strong ST attack (Clobber) instead of a low-damage defensive attack (Parry).

    So I'd say Broadsword is going to be stronger (which is actually opposite what my first guess was). As mentioned, Parry will also make leveling easier.

    Edit: I should add the caveat that although I've played both BS/ and /SD a lot, I haven't played them together, and I've never had a WM/.
  17. Hopeling

    frankenslotting?

    Slotting a complete set will often get you values comparable to frankenslotting anyway, but sometimes frankenslotting is still very useful. I find it best when mixing low-level sets while leveling, and for powers where you're trying to enhance more than one thing. For example, making Siphon Life good as both an attack and a heal.
  18. 2 common IOs will get you almost the same resist value, but 3 slots lets you get a hefty fire/cold defense bonus by slotting an Aegis set.

    If you're still leveling the character, though, 2 slots is plenty, partly because finding low-level Aegis sets might be difficult and expensive, and partly because you can probably use the slots elsewhere.
  19. The main thing I'd change about the build you posted is that Hack and especially Parry are underslotted.

    In Hack, I'd trade the Lysosome for a Mako's acc/dam/end/rech. Your attacks are already plenty accurate, an extra 2% defense debuff isn't necessary (and wouldn't do much even if you needed it).
    I'd pull two slots from Blazing Aura and frankenslot it with two dam/end and two acc/dam/end enhancements. Put one of those slots in Parry and one in Weave.
    The Membrane in Build Up isn't necessary, a plain recharge IO will bring the power up faster and be much cheaper.

    I'd make minor changes to some other slotting as well. This build brings you down to 40% lethal and 42% melee defense. I know it's not soft-capped, but Parry is easy to double-stack when you need the extra defense.
    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Joan of Arkansas 6_7_10: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Fiery Aura
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(46)
    Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-%Dam(9), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Rchg(36)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Parry -- LkGmblr-Rchg+(A), Mako-Acc/Dmg(13), C'ngImp-Acc/Dmg(17), Dmg-I(29)
    Level 10: Blazing Aura -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(11), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg/EndRdx(13)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
    Level 16: Plasma Shield -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37)
    Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
    Level 20: Stamina -- EndMod-I(A), P'Shift-End%(21), P'Shift-EndMod(21)
    Level 22: Consume -- Efficacy-EndMod/Acc(A), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Rchg(40)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(31)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(39), Ksmt-ToHit+(43)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(31), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Rise of the Phoenix -- Heal-I(A)
    Level 41: Char -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Fire Ball -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Weave -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
  20. My two cents on this has long been that the flight speed cap should be raised, but the base fly speed should not. That way, the people who care about faster fly speed could have it, but it would cost them a couple slots. It would also make my GvE jetpack "afterburners" useful
  21. Quote:
    Originally Posted by FireWyvern View Post
    Another point for skipping invincibility was the endurance cost. With SS, hasten and spamming KO as much as i can, i just couldn't keep up. So while i could try changing to add it, i'd need to change almost all my slotting.
    Invincibility costs 0.21 endurance per second, before enhancements. If your build otherwise has exactly sustainable endurance, Invincibility will make you go from full to zero in about eight minutes (longer with accolades). Hopefully you can manage to find a lull or a blue inspiration in that time. But using IOs, it would realistically be slotted with at least 50% endurance reduction, cutting the cost to 0.14 and the drain time to almost 12 minutes. The endurance cost of a slotted toggle is pretty negligible compared to the amount you spend on attacks. Yes, you'd probably have to change your slotting, but that's a very weak excuse.

    It gives 7% to all typed defenses, with only one enemy in range. Even if we totally ignore the exotic defense and just compare the S/L to melee defense, you'd need two Touch of Death sets to give that much defense, running you a nontrivial price and taking up all the slots in two attacks. Or you could get three Titanium Coating sets, taking up six slots in three resist powers. Or you could take Invincibility, give it four slots, use common IOs totalling under a million influence, and have the same amount of defense. Plus F/C/E/N defense and a to hit bonus. It can even take a LotG unique if you're really feeling fancy.

    If the build is tight on power picks, Resist Energies/Elements are much more skippable than Invincibility and Tough Hide.
  22. It seems to me the Force Feedback proc would be better in Thunder Strike, since you can use that a lot more often. I haven't tried it with TS specifically, but it works great in Tremor and Foot Stomp.
  23. Quote:
    Originally Posted by Barbie_Ink View Post
    Mids lists recovery at 3.48/s but my combat monitor says 3.89/s or some such. Maybe one of my accolades or something. Anyway...
    You have to toggle on the accolades in Mids after selecting them. With those on (and deselecting the click power accolades because those skew the numbers a lot), it says you have 3.83 end/s, which is closer to your actual value. If your real value is exactly 3.89 then there's still something missing, though.
  24. Quote:
    Originally Posted by HiddenJackal View Post
    What I'm wondering is if the recharge time that you can get with IOs can pretty much eliminate the difference between the two, and if you can actually get more mileage with BS because of the increased damage and eliminating the recharge difference.
    Broadsword does more damage per hit, but not more damage overall. Ninja Blade can do equal or better damage over time because its attacks not only recharge faster, they have faster activation times. One or the other is superior depending on how much recharge you have, but the difference is not large.
  25. I'm working on a Fire/Shield myself, currently at 37, and all of the above advice is very sound. One thing I find helps is to always have a few purple inspirations on hand, whether by purchasing them from contacts or combining other inspirations. With the defense you already have from your secondary, it only takes 1-2 small purples to cap your defense, at which point you become very very hard to kill. I'm soloing on +2/x4 without trouble, thanks to using purple inspirations when I can't just blow the group away with Shield Charge.