Jay Peace

Apprentice
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  1. Grats on the ebils. Nice picture, but you missed the monocle and /teabag.... overall, 7 of 10.
  2. Just a note about Physical Perfection: It is hand's down the best place to put Uniques into. Because of the way enhancements and global bonuses work, slotting Numina and Miracle uniques give a recovery bonus to the *power* and thus to you. By slotting that power for whatever you can, you not only enhance it's base aspects, but every similar aspect the power has. Slotting Heals into Health that has Numina and Regen Tissue Uniques means that not only is Health's base regen enhanced, but so is the +regen from the Uniques.

    Because PP can have its recovery enhanced, that means Numina and Miracle uniques +recov can be enhanced, as well. I'd slot Numina/Miracle Uniques, the Numina Heal, Perf Shifter's +end, End Mod, and either End Mod/Acc or End Mod/Rech. This will get you approximately the same Regen but much better recovery than Vitality's slotting will.

    That said, for Elec/ Tanks I wouldn't bother with that slotting or PP at all. Elec has 4 powers all told that help with endurance issues. Power Sink is the prime candidate, filling your end bar as needed. Energize gives a significant global end reduction for 30s whenever it is used, so that can also take care of most end issues. Power Surge, if you choose to take it, gives +100% recov for its duration of 3 minutes, but is coupled with a total end loss and -recov (10000%) for 10s afterwards. And (I may be wrong about this, Mid's doesn't say and I haven't checked CoD) you can't discount (nor entirely count on, either) the chance for Lightning Field to steal endurance from a foe and *possibly* give it to you. Even if I'm wrong about that, you still have 3 other very reliable endurance management powers. Combined with Stamina, you should never have endurance issues, especially in the post 30 game, when you have enough slots to make PS and En shine.

    But, take it for the extra regen if you want. I find it's paltry bonus (20%, half of Health from the fitness pool) to be unnecessary, especially since Energize can give you a 50% heal every 60s or so, or even less depending on your global recharge and whether or not Hasten is Up at the time.

    Whatever you do, do it because it's what *you* want to do. You pay your 15 bucks a month to have fun, and that's what matters most (well, as long as your "fun" doesn't directly or indirectly hurt other players "fun").

    ~WP
  3. 1 tank? In my experience, you don't even need that, so long as you have a solid scrapper or kheld (with or without dwarf, doesn't matter) to take the alpha. Toss in some nasty debuffs and go to town. It's all about how you balance your team. As long as everyone knows what their powers do, should never have trouble taking down Rommy.

    Think I've only failed to take him down once, and that's because the team insisted on splitting rommy from the heal nictus. Once I bished em out enough for em to try it my way, we were in the process of owning rommy, till the rad corr dropped. The rest of the team turned into Wimpy Kiddy Baby Whiners and said we couldn't do it, and started dropping left and right....

    But anyway, yeah. He can totally be taken down zergstyle with even the slightest amount of skill.

    ~WP
  4. RO's Offensive Line ran into this issue last nite. We were running Tina's arc at 44 (SSK to 43) and I believe we were set to +3. O-line is all scrappers with 2 "support" powers, so we had a couple sets of Leadership and such going, and I was on my dark/dark def (only non-scrap on the team).

    Anyway, we were just rocking our way through the mission (Defeat all wolves in area) until Shadowhunter spawned as a 49 AV. A +5/6 AV not only has PToD to nerf the heck out of my (our) limited debuffs, but the purple patch kicked in, too, nerfing what was left of the debuffs. Suffice to say, he hit often, and he hit hard, no matter what I (we) did to try to stop him. With 25 mins left on the clock, we decided to reset at -1. We zerged to Shadow, rocked his world, and managed to reclear the mission with about 6 minutes left on the clock.

    Whatever is causing this needs to be fixed asap. At +4 most AVs are very difficult for even the best of teams out there. Any more than that, and you go from very difficult to practically impossible. RO is known for 20-30s AVs and 40-60s GMs, and even we couldn't take down a +6 AV.

    ~WP
  5. Claw/SR would probably be your best bet for most AVs. Highly sustainable high DPS with just a touch of +recharge, plus rather easily soft-capped defense and capped def debuff resistance. Tough plus your scaling resistances should cover the occasion where luck fails and you get hit once or twice.

    /SR isn't very endurance heavy once you start looking for +recov bonuses and slotting ample end mod into both toggles and attacks. Combined with the fact that claws already has a 20% end discount by design, and you probably won't have very many end issues, especially in the late game.

    Kat/SR is also capable of putting out some nice ST damage, but will tend to have more endurance issues than Claws. On the plus side, just about every Kat attack has a def debuff component to it, and you can therefore slot the Achilles Heel proc into them for a pretty sustainable 20% resistance debuff.

    All in all, soloing an AV isn't really that *hard* for any AT that can put out significant sustainable damage. It's just a matter of how time consuming it will be. My Stone/SS tank was capable of soloing AVs from lvl 37 on, and this was way before IOs were introduced in the game. As for GMs and things like the Rikti Pylons, that's where you'll need the more optimized builds. As I haven't actually done this with a Scrapper (almost with a few GMs on my thug/dark MM) I really can't give much advice about it. My gut tells me that either Claws or Kat (with -res procs) combined with SR for pure survivability would probably do best.

    Another thing to consider is Fire Melee. Being all about damage, I can see it putting out some major DPS once you take care of endurance and recharge issues. Again, not an expert, but it's a nice thought.

    ~WP
  6. I took SS/Elec to 50 recently (before the changes) and I liked it. After Conserve Power got changed to Energize? I *loved* it!

    That's SS though. IMO, only huge difference is the AoE damage of Foot Stomp versus the vastly superior single target damage of EM.

    Given that you'll be duoing heavily with a mind/earth Dom, frankly I can't see you being disappointed. Mind is a great control set, which will offer a lot of damage mitigation that /Elec might not have. And EM being more ST based means that you won't be interrupting Mind's sleep powers as much. The only issue I can foresee is fury building. Brutes of all types rely on not only attacking, but being attacked, to build fury and thus increase their damage output. Mind having as many AoE lockdown abilities as it does, you won't get attacked as much, and thus won't build fury as fast as others might. In this case, it's a matter of survival vs. killing speed. If you are looking to up your damage output when duoing with a Mind Dom, perhaps Super Strength would be more up your alley. Rage's (permanent) damage buff will help offset the slower Fury building, as well as help pump out more damage once the Fury is built up. And Footstomp is just plain awesome for getting aggro on you as well as mitigating alpha strikes while the dom sets up his/her controls. Can't really go wrong with either set combined with /Elec, so it's really just a matter of theme and play style.

    ~WP
  7. Having taken Thug/Dark to 50 (first villain to 50, at that) I can tell you that Dark Miasma is a rather endurance friendly set, at least when Darkest Night is not running. Other than the heal (which should be used as often as possible, whether you/your pets need the heal or not, simply for its massive debuffs) every other power in the set is rather set-and-forget. You lay down your debuffs and controls and refresh them every so often. You aren't constantly spamming abilities (other than the heal) so you aren't using a lot of endurance. I worked up a pretty basic leveling build, slotted with IOs, but similar DO/SO slotting will suffice.

    As for not having flight, as others have said, the Raptor pack bought in Grandville will serve you fine. You'll have Super Speed for most travel needs, and toggling on the Pack will get you whatever vertical movement you may need to get from A to B. Another good reason to take SS, other than having Hasten already, is that it gives a stealth aspect and -1 to threat status. Combined with Shadow Fall, you'll have pseudo invisibility (anything with perception buffs will manage to see you if you get too close) and a total of -2 to your threat status, making it much easier for your pets to draw aggro off of you while you are debuffing the enemies. Once they have the aggro and you have debuffed the mob, toggle off SS and do what's needed to take the mob down, be it healing your pets, dishing out some damage of your own, or reapplying your debuffs.

    Here's the build:
    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Dark Miasma
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Call Thugs -- Acc-I(A), Dmg-I(3), Dmg-I(3), Acc-I(5), Dmg-I(9)
    Level 1: Twilight Grasp -- Acc-I(A), Heal-I(5), Heal-I(7), Heal-I(9), RechRdx-I(43), ToHitDeb-I(43)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(34)
    Level 4: Dual Wield -- Acc-I(A), Dmg-I(43), Dmg-I(46), EndRdx-I(46)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(34)
    Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Call Enforcer -- Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(15), ToHit-I(15), DefBuff-I(23)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Shadow Fall -- EndRdx-I(A), ResDam-I(17), ResDam-I(17), EndRdx-I(21), ResDam-I(50), DefBuff-I(50)
    Level 18: Gang War -- RechRdx-I(A), RechRdx-I(19), Acc-I(19), Dmg-I(21), Dmg-I(34), Dmg-I(40)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Heal-I(A)
    Level 24: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
    Level 26: Call Bruiser -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(29), EndRdx-I(33)
    Level 28: Darkest Night -- EndRdx-I(A), EndRdx-I(29), ToHitDeb-I(33), ToHitDeb-I(33), EndRdx-I(37), ToHitDeb-I(37)
    Level 30: Fearsome Stare -- Acc-I(A), RechRdx-I(31), RechRdx-I(31), ToHitDeb-I(31), Fear-I(37)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Petrifying Gaze -- Acc-I(A), RechRdx-I(36), Hold-I(36), RechRdx-I(36)
    Level 38: Dark Servant -- Acc-I(A), Heal-I(39), ToHitDeb-I(39), RechRdx-I(39), Heal-I(40), RechRdx-I(40)
    Level 41: Dark Embrace -- EndRdx-I(A), ResDam-I(42), ResDam-I(42), ResDam-I(42)
    Level 44: Soul Tentacles -- Acc-I(A), EndRdx-I(45), Dmg-I(45), Dmg-I(45), Dmg-I(46)
    Level 47: Soul Storm -- Acc-I(A), RechRdx-I(48), Hold-I(48), RechRdx-I(48)
    Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy



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    Another thing I noticed about your proposed build was that you took Night Fall to lead into Soul Tentacles and Soul Storm. This is not bad, per se, but IMO Dark Embrace is the better option. It'll give you some needed S/L resistance (as well as resistance to resistance debuffs, which Longbow are very heavy with in the late game), as well as work wonders with Bodyguard mode. BG takes all damage applied to you and divies it up amongst the pets so that you take 2 parts and they each take one part. With all 6 pets in BG mode, this is effectively 75% resistance to all damage types, providing you can keep your pets alive (which Twilight Grasp is more than capable of). However, if you *already* have some resistance to a particular damage type, that resistance is applied *before* BG divides up the damage. Having S/L resistance means that not only will you take significantly less damage, so will your pets! (at least, damage from bodyguard) This allows you to better play "TankerMind" taking alphas while debuffing foes and then letting the pets step in and take the aggro off of you while you keep them alive and the enemies debuffed.

    Please feel free to contact me with any questions, either through this thread, forum PMs, or in-game @W Peace. Thug/Dark is a very powerful set capable of doing many "impossible" deeds, soloing AVs (and some GMs) not the least of them. I solo'd many AVs in the course of leveling up mine, and almost solo'd quite a few GMs. Might have actually solo'd them if other villains hadn't stepped in and "assisted" me. This was all done *before* IOs were released, so I can only imagine what I'd be capable of with some basic sets, let alone the 4 or 5 purple sets I could fit into the build.

    Good luck, and enjoy your "God amongst lesser mortals" Thug/Dark!

    ~WP
  8. I recant my /SR suggestion in favor of Shields. 7 Grant Covers stacked (3 Slotted 50 IOs) gives an amazing 91% defense to all positions. The defense debuff resistance is 13.84% for everyone in range, so 8 of them will give you the debuff resist cap, making recluse's 60% (about) debuff actually do about 3% (if my math is correct). Even with that, you'd have more than enough defense to be softcapped against even Recluse's 75% total tohit. With Tough and every Shield power with res enhanced to ED cap, you'd have about 69% S/L and 50% to everything else (but Psi, but that isn't an STF issue). Toss in OWTS and your S/L is capped and about 65% res to everything else.

    Playing around with some set bonuses (5x 5% recharge, 5x 7.5% recharge, plus one or two others) I managed to get the recharge of Active Defense down to 54s, meaning not only permanent, but permanently double stacked. With OWTS up you'd have about 38 mag hold protection. You'd need 9 total stimulants after that, or 4 Escapes (3 just isn't quite enough). Two "support" scrappers each with Stimulant could keep enough of it on the "tank" scrapper, and the "tank" could carry 8 Escapes just in case.

    I also second the Fire Melee suggestion. While it doesn't allow for the -res proc, it more than makes up for it with pure damage. Combined with AAO (especially saturated against LR and his banes) not much will stand against that much (pardon the pun) firepower.

    Again, tell me what server you need the 50 on (or if this is going to happen on test) and I'll roll up. If we plan this out to happen on live, I can do a bit of Pling on Freedom (50 fire/kin ), so that would probably be optimal. Just tell me when and where to go.

    ~WP
  9. Kat/SR (or BS/SR) would probably be optimal for the entire team. Each one softcapped with Manuevers added in would put you at extreme levels of defense. Also, remember that GW has to hit with her hold for it to screw you up. Stacking Stimulants is a nice safety effect, but with high levels of defense (and Elude can be helpful, too) it won't be very necessary. Carry a few large Break Frees and have a bind set up to pop them just in case the hold manages to get through and you should be alright. That is what my Stone Tank did on his one and only MoSTF run. He managed to survive being held by GW not once, but twice, due to diligent inspiration use (we didn't have an emp or kin for the hold protection buffs). Unfortunately it still failed, but that's because the silly regen scrapper didn't think she needed Dull Pain up to go toe to toe with Black Scorpion.

    According to City of Data, scrapper challenge powers are auto-hit in PvE, so that would be a better choice than Provoke. They also have a 3 second recharge, so they'd be much better than Provoke to get and keep AV attention off of the rest of the team.

    Also, being all scrappers, they could all take Challenge and alternate aggro. Useful for (in the case of /SR) when Elude is getting close to dropping. Also, built correctly with just lvl 50 IOs, /SR can get 43% defense to all positions. 7 added Manuevers will add another 25% defense, putting total defense at 68%, without Elude. A couple specific set bonuses and Lord Recluse's soft-cap can be reached and beaten. Someone once said 75% was what's needed, Blue Tower giving him 30% tohit. Safety says 80-85% would be optimal. Even if that's *too* much, it helps counter the defense debuff of Arm Lash. Toss in Elude for the occasion OMG moments, and you should be fine.

    I'd be up for this team. Hell, I'd be up for playing the main "tank," just for shoots and wiggles. What server you want to do it on?

    ~WP
  10. Quote:
    Originally Posted by ClawsandEffect View Post
    I'll bet you need Anti-Matter to finish it. He can only be found in Tina MacIntyre's arc, so if you outleveled her before you started working on AVs you may have never gotten to fight him. He usually shows up pretty early in her arc, so you can Ouro it and get him pretty quick.
    Just a quick correction. Anti-Matter does appear in Tina's arc twice, however you have to defeat him the second time he appears. First time he appears is a little after the half way point of the arc, and he teleports away once you get him down to 25% health. This makes it impossible for you to get kill cred on him. In order to kill him and have it count for the badge, you have to defeat him the second time he appears, in the last mission of the arc. Just a heads up.

    ~WP
  11. Quote:
    Originally Posted by Mind_Riot View Post
    Just go for a single-target Brute. Remember, Mind=sleep. You're going to help him control if he doesn't have to worry about multiple targets waking up.
    The reason *not* to go with a brute when paired with a Dom is that Brutes get a good amount of their damage buff (Fury) from being attacked. A held/slept/stunned mob isn't attacking, and thus isn't boosting Brute damage. A single-target brute in this duo would do less damage than adding a Stalker or Corruptor, or another Dom to the mix.

    I'd say a good MM would probably be best. Pets would lessen the effectiveness of Sleep, but Mind has other controls available and the sleep could still mitigate the alpha to an extent. Having the Aggro-management of Pets (for cases where the entire mob *isn't* locked down) plus the buff/debuffs would make the duo nigh unstoppable.

    ~WP
  12. Quote:
    how do you calculate how much recharge is "just enough" for attacks/attack chain?
    I am by no means an expert at that. Maybe we can summon TopDoc to come along and help with that. But basically, you have to add the cast time of the power with the recharge time, then try to figure out a sequence of attacks that will allow you to have a steady attack chain with powers ready as soon as you need them. One thing to remember is that the recharge of a power can *never* be lower than the cast time of the power, regardless of how much recharge you have. Keep this in mind to prevent over slotting recharge into powers, because you can end up with wasted recharge enhancement if you have a significant amount of global recharge.

    Quote:
    Question: How do you calculate the endurance per second cost of an attack chain?
    Again, I'm by no means an expert, but what I like to do is take the Damage Per Activation and divide that by the endurance cost of the power. This should give you the Damage per endurance point spent. The higher you can get this number, the better (by lowering the endurance cost and raising the damage). How to figure that out as an Endurance per Second is more complex, and for the life of me I can't think of a way to do that right now, lol. Again, TopDoc will likely have the answers for both these questions. Perhaps someone should send him a PM about this thread and see what he says...

    Anyway, hope this helps you further,

    ~WP
  13. Yeah, it sounds to me like you want the controller-style play of Doms. Although, you may enjoy a corr like Ice/Dark. Two good and one mediocre single target holds, a cone Fear, autohit stun, and massive debuffs could possibly suit your playstyle more. Ice/Rad is another option. Less control, but a wider variety of debuffs. Your call. Personally, I'd go Ice/Dark for the playstyle you described.

    ~WP
  14. *drools at thought of thug/sonic* Disruption Field on the bruiser, with the rest of the pets having nigh-capped resists to all? *And* mezz protection? *AND* -Res to go with all the damage thugs can put out? *creams undies* sorry bout that.....

    ~WP
  15. That was my thought, hence it was put into Bolt. For a solo build, the chance for damage would be better, but this is for teaming, and I think 20% -res against an AV or EB or what have you will serve better, as it increases the entire teams damage against that foe, instead of just my damage. Combined with the 13.5% damage my team will get from my Assault, this can make it much easier to take down foes. Thanks for the input, though, didn't know whether or not it could stack with itself (from same caster).

    ~WP
  16. I have a Human PB build that's mainly a support-blapper type of build. Assault/Maneuvers/Tactics, Glowing Touch, and a couple of the shields. That said, I only have one slot available for the -Res Proc from Achilles Heel. Would it be best placed in Luminous Detonation, Solar Flare, or one of the single target attacks, namely Gleaming Bolt or Gleaming Blast? My current Mid's build has it in Bolt, figuring that by firing it so often, I have a high chance of it firing and potentially stacking (if the proc can stack, that is) against AVs where the -res would be most helpful. But I wonder if I'd be helping my team more by putting it into an AoE and hoping that it procs on more than one enemy at a time.

    Any advice/help would be very much appreciated. For what it's worth, here's the build I have planned out.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership

    Hero Profile:
    Level 1: Gleaming Bolt
    • (A) Thunderstrike - Accuracy/Damage
    • (34) Thunderstrike - Damage/Endurance
    • (37) Thunderstrike - Accuracy/Damage/Recharge
    • (37) Devastation - Damage/Endurance
    • (39) Devastation - Accuracy/Damage
    • (46) Achilles' Heel - Chance for Res Debuff
    Level 1: Incandescence
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (39) Steadfast Protection - Knockback Protection
    Level 2: Gleaming Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Accuracy/Damage/Recharge
    • (3) Thunderstrike - Accuracy/Damage/Endurance
    • (34) Devastation - Accuracy/Damage
    • (43) Devastation - Damage/Recharge
    Level 4: Essence Boost
    • (A) Doctored Wounds - Recharge
    • (5) Doctored Wounds - Heal
    • (5) Doctored Wounds - Heal/Endurance
    • (13) Doctored Wounds - Heal/Recharge
    • (17) Doctored Wounds - Heal/Endurance/Recharge
    • (34) Recharge Reduction IO
    Level 6: Radiant Strike
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (7) Crushing Impact - Accuracy/Damage/Endurance
    • (7) Crushing Impact - Accuracy/Damage/Recharge
    • (11) Crushing Impact - Damage/Recharge
    • (13) Crushing Impact - Accuracy/Damage
    Level 8: Shining Shield
    • (A) Impervium Armor - Resistance
    • (9) Impervium Armor - Resistance/Endurance
    • (9) Steadfast Protection - Resistance/Endurance
    • (11) Steadfast Protection - Knockback Protection
    Level 10: Hurdle
    • (A) Jumping IO
    Level 12: Build Up
    • (A) Adjusted Targeting - Recharge
    • (40) Adjusted Targeting - To Hit Buff/Endurance
    • (40) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (40) Adjusted Targeting - To Hit Buff/Recharge
    • (43) Adjusted Targeting - Endurance/Recharge
    Level 14: Quantum Shield
    • (A) Impervium Armor - Resistance
    • (15) Impervium Armor - Resistance/Endurance
    • (15) Steadfast Protection - Resistance/Endurance
    • (17) Steadfast Protection - Knockback Protection
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 18: Incandescent Strike
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (19) Crushing Impact - Accuracy/Damage/Endurance
    • (19) Crushing Impact - Accuracy/Damage/Recharge
    • (21) Crushing Impact - Damage/Recharge
    • (21) Crushing Impact - Accuracy/Damage
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (46) Performance Shifter - EndMod/Accuracy
    • (50) Performance Shifter - EndMod
    • (50) Performance Shifter - EndMod/Recharge
    • (50) Performance Shifter - EndMod/Accuracy/Recharge
    Level 22: Reform Essence
    • (A) Doctored Wounds - Heal
    • (23) Doctored Wounds - Recharge
    • (23) Doctored Wounds - Heal/Endurance
    • (25) Doctored Wounds - Heal/Recharge
    • (25) Doctored Wounds - Heal/Endurance/Recharge
    • (31) Recharge Reduction IO
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 26: Solar Flare
    • (A) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (27) Scirocco's Dervish - Damage/Endurance
    • (27) Cleaving Blow - Accuracy/Damage
    • (31) Cleaving Blow - Damage/Recharge
    Level 28: Glowing Touch
    • (A) Numina's Convalescence - Heal
    • (29) Numina's Convalescence - Heal/Endurance
    • (29) Miracle - Heal
    • (31) Miracle - Heal/Endurance
    Level 30: Assault
    • (A) Endurance Reduction IO
    Level 32: Dawn Strike
    • (A) Obliteration - Damage
    • (33) Obliteration - Damage/Recharge
    • (33) Scirocco's Dervish - Damage/Recharge
    • (33) Scirocco's Dervish - Accuracy/Damage
    Level 35: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (37) Rectified Reticle - Increased Perception
    Level 38: Light Form
    • (A) Aegis - Resistance/Recharge
    Level 41: Luminous Detonation
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (42) Positron's Blast - Damage/Recharge
    • (42) Positron's Blast - Accuracy/Damage/Endurance
    • (42) Positron's Blast - Damage/Range
    • (43) Positron's Blast - Accuracy/Damage
    Level 44: Pulsar
    • (A) Stupefy - Accuracy/Stun/Recharge
    • (45) Stupefy - Stun/Range
    • (45) Stupefy - Accuracy/Endurance
    • (45) Stupefy - Endurance/Stun
    • (46) Stupefy - Accuracy/Recharge
    Level 47: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    • (48) Kismet - Accuracy +6%
    • (48) Kismet - Defense/Endurance
    Level 49: Restore Essence
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Cosmic Balance
    Level 1: Energy Flight
    • (A) Winter's Gift - Slow Resistance (20%)
    Level 10: Combat Flight
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    ------------
    Set Bonus Totals:
    • 4.5% DamageBuff(Smashing)
    • 4.5% DamageBuff(Lethal)
    • 4.5% DamageBuff(Fire)
    • 4.5% DamageBuff(Cold)
    • 4.5% DamageBuff(Energy)
    • 4.5% DamageBuff(Negative)
    • 4.5% DamageBuff(Toxic)
    • 4.5% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 8% Enhancement(Heal)
    • 32% Enhancement(Accuracy)
    • 3% Enhancement(Stun)
    • 52.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 84.3 HP (7.87%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilize) 4.4%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 4.4%
    • 20% Perception
    • 23.5% (0.39 End/sec) Recovery
    • 66% (2.95 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 4.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 10% RunSpeed

    ------------
    Set Bonuses:
    Thunderstrike
    (Gleaming Bolt)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    Devastation
    (Gleaming Bolt)
    • 12% (0.54 HP/sec) Regeneration
    Steadfast Protection
    (Incandescence)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(All)
    • Knockback Protection (Mag -4)
    Thunderstrike
    (Gleaming Blast)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    Devastation
    (Gleaming Blast)
    • 12% (0.54 HP/sec) Regeneration
    Doctored Wounds
    (Essence Boost)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Crushing Impact
    (Radiant Strike)
    • MezResist(Immobilize) 2.2%
    • 12 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Impervium Armor
    (Shining Shield)
    • 2.5% (0.04 End/sec) Recovery
    Steadfast Protection
    (Shining Shield)
    • 1.5% (0.03 End/sec) Recovery
    • Knockback Protection (Mag -4)
    Adjusted Targeting
    (Build Up)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Impervium Armor
    (Quantum Shield)
    • 2.5% (0.04 End/sec) Recovery
    Steadfast Protection
    (Quantum Shield)
    • 1.5% (0.03 End/sec) Recovery
    • Knockback Protection (Mag -4)
    Crushing Impact
    (Incandescent Strike)
    • MezResist(Immobilize) 2.2%
    • 12 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    Doctored Wounds
    (Reform Essence)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Scirocco's Dervish
    (Solar Flare)
    • 10% (0.45 HP/sec) Regeneration
    Cleaving Blow
    (Solar Flare)
    • 1% (0.02 End/sec) Recovery
    Numina's Convalescence
    (Glowing Touch)
    • 12% (0.54 HP/sec) Regeneration
    Miracle
    (Glowing Touch)
    • 2.5% (0.04 End/sec) Recovery
    Obliteration
    (Dawn Strike)
    • MezResist(Stun) 2.2%
    Scirocco's Dervish
    (Dawn Strike)
    • 10% (0.45 HP/sec) Regeneration
    Gaussian's Synchronized Fire-Control
    (Tactics)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Rectified Reticle
    (Tactics)
    • 20% Perception
    Positron's Blast
    (Luminous Detonation)
    • 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Stupefy
    (Pulsar)
    • 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
    • 20.1 HP (1.87%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.45 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Kismet
    (Maneuvers)
    • 1.5% (0.03 End/sec) Recovery
    Winter's Gift
    (Energy Flight)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Luck of the Gambler
    (Combat Flight)
    • 7.5% Enhancement(RechargeTime)
  17. Wow... just.... wow...

    No Charged Armor means you aren't capping out your Energy Resists... You also have practically no Neg/Fire/Cold resists. That could be alright if you went to pick up about 25% def to those types, but you didn't.... Overenhanced your def powers and underenhanced your resist powers. Microfilaments in Swift and Lightning Reflexes is wasted influence, because a lvl 50 Runspeed IO will give better enhancement to run and half the value of the Micro is wasted because they are auto powers and cost no endurance... No Impale seriously gimps your single target damage.

    Really don't know what you were going for there, but try this instead:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    ------------
    Level 1: Lunge
    (A) Crushing Impact - Damage/Endurance/Recharge
    (43) Crushing Impact - Accuracy/Damage/Endurance
    (43) Crushing Impact - Accuracy/Damage/Recharge
    (45) Crushing Impact - Damage/Endurance
    (46) Crushing Impact - Accuracy/Damage


    Level 1: Charged Armor
    (A) Impervium Armor - Resistance
    (17) Impervium Armor - Resistance/Endurance
    (17) Aegis - Resistance
    (43) Aegis - Resistance/Endurance


    Level 2: Spine Burst
    (A) Obliteration - Chance for Smashing Damage
    (3) Obliteration - Accuracy/Damage/Endurance/Recharge
    (3) Obliteration - Damage
    (7) Obliteration - Damage/Recharge
    (15) Obliteration - Accuracy/Damage/Recharge


    Level 4: Conductive Shield
    (A) Impervium Armor - Resistance
    (5) Impervium Armor - Resistance/Endurance
    (5) Aegis - Resistance
    (7) Aegis - Resistance/Endurance


    Level 6: Hurdle
    (A) Jumping IO


    Level 8: Impale
    (A) Decimation - Accuracy/Damage/Recharge
    (9) Decimation - Accuracy/Endurance/Recharge
    (9) Decimation - Damage/Recharge
    (13) Decimation - Damage/Endurance
    (15) Decimation - Accuracy/Damage


    Level 10: Static Shield
    (A) Impervium Armor - Resistance
    (11) Impervium Armor - Resistance/Endurance
    (11) Aegis - Resistance
    (13) Aegis - Resistance/Endurance


    Level 12: Hasten
    (A) Recharge Reduction IO
    (46) Recharge Reduction IO
    (46) Recharge Reduction IO


    Level 14: Super Speed
    (A) Celerity - +Stealth


    Level 16: Health
    (A) Empty


    Level 18: Quills
    (A) Scirocco's Dervish - Damage/Endurance
    (19) Scirocco's Dervish - Accuracy/Damage/Endurance
    (19) Cleaving Blow - Accuracy/Damage
    (40) Cleaving Blow - Damage/Endurance


    Level 20: Stamina
    (A) Performance Shifter - Chance for +End
    (21) Performance Shifter - EndMod
    (21) Performance Shifter - EndMod/Recharge
    (37) Performance Shifter - EndMod/Accuracy
    (40) Performance Shifter - EndMod/Accuracy/Recharge


    Level 22: Energize
    (A) Doctored Wounds - Recharge
    (23) Doctored Wounds - Heal
    (23) Doctored Wounds - Heal/Endurance
    (25) Doctored Wounds - Heal/Recharge
    (34) Doctored Wounds - Heal/Endurance/Recharge
    (34) Recharge Reduction IO


    Level 24: Grounded
    (A) Steadfast Protection - Resistance/+Def 3%
    (25) Steadfast Protection - Resistance/Endurance


    Level 26: Ripper
    (A) Obliteration - Chance for Smashing Damage
    (27) Obliteration - Accuracy/Damage/Endurance/Recharge
    (27) Obliteration - Damage
    (29) Obliteration - Damage/Recharge
    (29) Obliteration - Accuracy/Damage/Recharge


    Level 28: Lightning Reflexes
    (A) Run Speed IO


    Level 30: Lightning Field
    (A) Scirocco's Dervish - Accuracy/Damage/Endurance
    (31) Scirocco's Dervish - Damage/Endurance
    (31) Cleaving Blow - Damage/Endurance
    (31) Cleaving Blow - Accuracy/Damage


    Level 32: Throw Spines
    (A) Positron's Blast - Chance of Damage(Energy)
    (33) Positron's Blast - Accuracy/Damage/Endurance
    (33) Positron's Blast - Damage/Range
    (33) Positron's Blast - Damage/Recharge
    (34) Positron's Blast - Accuracy/Damage


    Level 35: Power Sink
    (A) Efficacy Adaptor - EndMod/Endurance
    (36) Efficacy Adaptor - EndMod/Accuracy
    (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
    (36) Efficacy Adaptor - Accuracy/Recharge
    (37) Efficacy Adaptor - EndMod/Recharge
    (37) Efficacy Adaptor - EndMod


    Level 38: Build Up
    (A) Adjusted Targeting - Recharge
    (39) Adjusted Targeting - To Hit Buff/Endurance
    (39) Adjusted Targeting - To Hit Buff/Recharge
    (39) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    (40) Adjusted Targeting - Endurance/Recharge


    Level 41: Char
    (A) Basilisk's Gaze - Accuracy/Hold
    (42) Basilisk's Gaze - Accuracy/Recharge
    (42) Basilisk's Gaze - Recharge/Hold
    (42) Basilisk's Gaze - Endurance/Recharge/Hold


    Level 44: Melt Armor
    (A) Shield Breaker - Accuracy/Defense Debuff
    (45) Shield Breaker - Accuracy/Recharge
    (45) Achilles' Heel - Chance for Res Debuff
    (50) Achilles' Heel - Defense Debuff/Recharge


    Level 47: Fire Ball
    (A) Positron's Blast - Chance of Damage(Energy)
    (48) Positron's Blast - Accuracy/Damage/Endurance
    (48) Positron's Blast - Damage/Range
    (48) Positron's Blast - Damage/Recharge
    (50) Positron's Blast - Accuracy/Damage


    Level 49: Combat Jumping
    (A) Luck of the Gambler - Recharge Speed
    (50) Luck of the Gambler - Defense


    ------------
    Level 1: Brawl
    (A) Empty


    Level 1: Sprint
    (A) Empty


    Level 2: Rest
    (A) Empty


    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    14.5% DamageBuff(Smashing)
    14.5% DamageBuff(Lethal)
    14.5% DamageBuff(Fire)
    14.5% DamageBuff(Cold)
    14.5% DamageBuff(Energy)
    14.5% DamageBuff(Negative)
    14.5% DamageBuff(Toxic)
    14.5% DamageBuff(Psionic)
    3% Defense(Smashing)
    3% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    5.5% Defense(Energy)
    5.5% Defense(Negative)
    3% Defense(Psionic)
    3% Defense(Melee)
    4.25% Defense(Ranged)
    3% Defense(AoE)
    2.25% Max End
    4% Enhancement(Heal)
    52% Enhancement(Accuracy)
    58.8% Enhancement(RechargeTime)
    5% FlySpeed
    70.3 HP (5.25%) HitPoints
    5% JumpHeight
    5% JumpSpeed
    MezResist(Immobilize) 4.95%
    MezResist(Stun) 4.4%
    MezResist(Terrorized) 2.2%
    19.5% (0.33 End/sec) Recovery
    40% (2.24 HP/sec) Regeneration
    4.41% Resistance(Fire)
    4.41% Resistance(Cold)
    1.26% Resistance(Energy)
    1.26% Resistance(Negative)
    20% RunSpeed



    ------------
    Set Bonuses:
    Crushing Impact
    (Lunge)
    MezResist(Immobilize) 2.2%
    15.1 HP (1.12%) HitPoints
    7% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)


    Impervium Armor
    (Charged Armor)
    2.5% (0.04 End/sec) Recovery


    Aegis
    (Charged Armor)
    5% RunSpeed


    Obliteration
    (Spine Burst)
    MezResist(Stun) 2.2%
    3% DamageBuff(All)
    9% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)


    Impervium Armor
    (Conductive Shield)
    2.5% (0.04 End/sec) Recovery


    Aegis
    (Conductive Shield)
    5% RunSpeed


    Decimation
    (Impale)
    MezResist(Immobilize) 2.75%
    15.1 HP (1.12%) HitPoints
    2.25% Max End
    6.25% Enhancement(RechargeTime)


    Impervium Armor
    (Static Shield)
    2.5% (0.04 End/sec) Recovery


    Aegis
    (Static Shield)
    5% RunSpeed


    Scirocco's Dervish
    (Quills)
    10% (0.56 HP/sec) Regeneration


    Cleaving Blow
    (Quills)
    1% (0.02 End/sec) Recovery


    Performance Shifter
    (Stamina)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    25.1 HP (1.87%) HitPoints
    2.5% (0.04 End/sec) Recovery
    2.5% DamageBuff(All)


    Doctored Wounds
    (Energize)
    MezResist(Terrorized) 2.2%
    1.26% Resistance(Fire,Cold)
    4% Enhancement(Heal)
    5% Enhancement(RechargeTime)


    Steadfast Protection
    (Grounded)
    1.5% (0.03 End/sec) Recovery
    3% Defense(All)


    Obliteration
    (Ripper)
    MezResist(Stun) 2.2%
    3% DamageBuff(All)
    9% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)


    Scirocco's Dervish
    (Lightning Field)
    10% (0.56 HP/sec) Regeneration


    Cleaving Blow
    (Lightning Field)
    1% (0.02 End/sec) Recovery


    Positron's Blast
    (Throw Spines)
    2.5% (0.04 End/sec) Recovery
    1.58% Resistance(Fire,Cold)
    9% Enhancement(Accuracy)
    6.25% Enhancement(RechargeTime)


    Efficacy Adaptor
    (Power Sink)
    15.1 HP (1.12%) HitPoints
    1.5% (0.03 End/sec) Recovery
    10% (0.56 HP/sec) Regeneration
    2.5% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Adjusted Targeting
    (Build Up)
    2% DamageBuff(All)
    1.26% Resistance(Energy,Negative)
    9% Enhancement(Accuracy)
    5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)


    Basilisk's Gaze
    (Char)
    2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    2% (0.03 End/sec) Recovery
    7.5% Enhancement(RechargeTime)


    Shield Breaker
    (Melt Armor)
    2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)


    Achilles' Heel
    (Melt Armor)
    1.5% DamageBuff(All)


    Positron's Blast
    (Fire Ball)
    2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
    1.58% Resistance(Fire,Cold)
    9% Enhancement(Accuracy)
    6.25% Enhancement(RechargeTime)


    Luck of the Gambler
    (Combat Jumping)
    10% (0.56 HP/sec) Regeneration
    7.5% Enhancement(RechargeTime)






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    Better endurance, better resists, better recharge. Bit more pricey, but well worth it.

    ~WP
  18. Elec Armor would probably do best with +def. Elec just doesn't get enough regen to make +HP valid, nor does it have any inherent HP boosting powers to compliment what you'd pick up with set bonuses. Unless you can somehow get +HP into the 2700+ range of total HP, I think the +def (which is much easier to get than that much HP) would serve you better.

    ~WP
  19. Quote:
    But then you're taking up 10 of your precious market slots.
    Bids on multiples of the same recipe use the same slot if done right. You can have up to 10 bids on an individual recipe in the same slot. I assume that is what they are talking about. That way you only use one char slot and if it should ever happen to sell, you aren't losing 2 billion, but rather 200m. Still a loss, but not nearly as major a loss.

    ~WP
  20. Quote:
    confirmation of whether or not you can now bring sidekicks lower than the arc's range
    Two days ago a buddy and I went to flashback Tina McIntyre's arc to get Anti-Matter for Dimensional Warder and thus Portal Jockey. He was on his 50 scrapper. First we tried to start it with my level 14 scrapper in our SG base. It told us that we had to be minimum level of 25 to do anything with Ouro. I switched to my 32 scrapper. It told us I did not meet the minimum requirements for the arc. I then switched to my 50 blaster and we went through and got it done. So, as of the most recent patch to the game, it is not possible for someone of a level lower than that of the arc to be flashed back to join the arc team through ouroboros. It further shows that in order to do any arc with ouroboros, all team members must a minimum of level 25. I don't know what the patch notes you found signifies, but there's the facts of the current standings regarding levels and ouroboros.

    On a personal note, given the changes to Hazard Zones, allowing any level character to enter them, I feel that this restriction of level is a bad idea. The SSK system combined with the changes to zones allows for any character of any level to join a higher level team and run any normal content, regardless of the old leash system, zone restrictions, or whether or not there is a mentor available. While I understand that earning entrance into Ouroboros is limited to level 25, to make characters "earn" the privilege, I think that anyone who can access a zone with a crystal in it (IE the team leader's base) should be able to join a team doing the content. Nothing is stopping me from doing the content with a friend that is in the current level range for the contact, and thus nothing should stop me from doing the content with a friend who is flashing back to do the content. As a side note, I also think that some of the end game SF/TFs should have their level restrictions *lowered*. The point of the restrictions, according to the devs, is to act as a warning system of sorts. This is valid for lower level characters, but there is functionally no major difference between a level 35 or 40 character and a 45 character for the STF or LRSF, for example. Just look at the popularity of the ITF. Keep the level 10 minimum for Posi, but the late game stuff shouldn't be as restrictive, especially once a character has hit the 30s and generally has SO/IOs slotted, well enhanced powers, and a steady attack chain. This would make it much easier to find people for TF/SFs. I did an LRSF last week and it took over an hour to find 8 people level 45+, while there was about 10 other people on in the 35-45 range who may have been more than happy to join us but were unable to. This would be a big QoL change.

    ~WP
  21. Having done Ice/Dark to about 16 or 17, I've already found it pretty survivable. The -tohit in the attacks is *not* as strong as Brute, Scrapper, or Stalker versions, which I think is not fair, since tanks have the least damage of the 4 melee ATs, they should get better secondary effects, but I digress. With just the basics and only DOs slotted, I've been able to tank +1s and the occasional +2 spawn with no major difficulty. I imagine once I get to SOs and can take and enhance Siphon Life that I'll be a nigh-unstoppable force to be reckoned with. Definitely a good choice.

    ~WP
  22. Yep, that build is what I worked up and posted. Odd that it didn't do the link or chunk, considering I set it to do that. Maybe I set it the wrong way without realizing it. Thanks for redoing it and posting the link for me.

    ~WP
  23. Heh, surprised no one else has come along yet. I've spent the last 20-30 minutes working on some numbers for your build, as well as some changes to slotting that I'd make.

    I'll post my rework of your build in a minute, but first, some numbers:

    Your build is pretty solid. With all of your toggles running, not counting Darkest Night, you can go from 0-full endurance in 44.6s. With DN active, you go 0-full in 51.4s. Considering that base recovery is 0-full in 60s, you are already ahead of the curve with all toggles running with the way you are slotted. That you are having endurance issues, then, must come from the combination Rage/Hasten crashes and also from subpar slotting of end redux.

    I've noticed a trend in your build, to focus on enhancing the recharge values of powers to the detriment of endurance reduction. Even more damning of this approach is that with your global recharge and Hasten, the minor increase you get by enhancing recharge hurts your sustainable endurance when compared to slotting for more end redux. You just aren't getting that much of a value slotting so heavily for recharge in powers that already have a relatively low recharge. Take Punch, for example. Punch's base values for recharge and endurance are 4 seconds and 5.2 endurance. A 25% reduction in recharge will net you a .82s reduction, while a 25% reduction in endurance cost will get you a 1.06% reduction. The reduction in recharge will make no major functional difference in your damage over time (especially as you gain more recharge from Hasten and set bonuses), while reducing the endurance cost of a fast firing attack will drastically reduce the amount of endurance consumed over time. Also, almost every AT looks for enough recharge, from set bonuses/hasten and slotting, to make for a sustainable attack chain. Any more recharge than that, and you will be likely to have powers recharged while you are using other powers, which is just wasted recharge. With longer recharging powers like KO Blow, Foot Stomp, and Dark Obliteration, having more recharge is better because it gives them a better damage over time, but even then, endurance reduction should not be sacrificed for recharge, because having it faster and costing more will cost you more endurance than having it a little slower and costing less.

    So what I basically went about doing was changing some of your enhancements to lower the endurance cost of them without majorly impacting recharge. With your current build you have a static 46.3% recharge, which is pretty solid. It's not uber, but it isn't piddly-squat, either. With it (and Hasten) you really only need to leverage about 40% recharge enhancement from slots to maintain a solid attack chain. All of your powers have 60% or more recharge slotted. Again, for the heavy hitters like KO and FS, that isn't necessarily a bad thing, but not at the cost of endurance reduction. So I went around and swapped some enhancements for others. Know what happened? In FS and KO's case, you lose about 1-2s on recharge, while gaining a pretty significantly lower cost, especially for FS.

    I also swapped out CJ for Stamina. The way you have CJ slotted, it was giving you a grand total of 2.2% defense. Now, if you were going to soft-cap your defense, then 2.2% being the difference between 42.8% and 45% would be significant. But you aren't going for the soft-cap. You want to keep around 30%, and that 2.2% just isn't making as big a difference for you. Someone could come along and give better numbers that could say that it does make a huge difference, but in my experience, it doesn't. Especially where endurance management is considered. If you don't like my build, then swap out SoW for CJ and you'll get your defense back. The 7.5% recharge? Yeah, its great if you don't have any other recharge, or if you are looking to get Hasten permanent, but from the looks of your build, you have plenty of recharge and aren't going for perma-Hasten. Dropping it added a whole 3 seconds to the recharge of Hasten, and you still have perma-Rage. On other powers, again, it only cost you ~0.5-1s in recharge, not a major loss.

    I swapped out the Res/Rech in Tough for a Ribosome. This significantly lowers the endurance cost, and only cost you 1.25% S/L defense, again, a small number compared to better endurance management. I'm sure the Ribo will be expensive, especially redside, but you can probably swing it if you decide to sell the LotG you get from swapping CJ for Stamina. I don't know the prices off the top of my head, but I imagine the LotG will be worth more than the Ribo on the BM.

    Are you ready to see the build? Then here we go!

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    ------------
    Level 1: Jab
    (A) Kinetic Combat - Accuracy/Damage
    (3) Kinetic Combat - Damage/Endurance
    (5) Kinetic Combat - Damage/Recharge
    (7) Kinetic Combat - Damage/Endurance/Recharge
    (31) Crushing Impact - Damage/Endurance


    Level 1: High Pain Tolerance
    (A) Numina's Convalescence - Heal
    (23) Numina's Convalescence - Heal/Endurance
    (23) Numina's Convalescence - Heal/Recharge


    Level 2: Haymaker
    (A) Kinetic Combat - Accuracy/Damage
    (3) Kinetic Combat - Damage/Endurance
    (5) Kinetic Combat - Damage/Recharge
    (7) Kinetic Combat - Damage/Endurance/Recharge
    (34) Crushing Impact - Damage/Endurance
    (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge


    Level 4: Fast Healing
    (A) Numina's Convalescence - Heal
    (25) Numina's Convalescence - Heal/Endurance
    (25) Numina's Convalescence - +Regeneration/+Recovery
    (43) Miracle - +Recovery
    (43) Miracle - Heal
    (43) Regenerative Tissue - +Regeneration


    Level 6: Mind Over Body
    (A) Reactive Armor - Resistance
    (11) Reactive Armor - Resistance/Endurance
    (11) Reactive Armor - Resistance/Endurance/Recharge
    (37) Steadfast Protection - Resistance/Endurance
    (40) Steadfast Protection - Resistance/+Def 3%


    Level 8: Knockout Blow
    (A) Kinetic Combat - Accuracy/Damage
    (9) Kinetic Combat - Damage/Endurance
    (9) Kinetic Combat - Damage/Recharge
    (31) Kinetic Combat - Damage/Endurance/Recharge
    (31) Crushing Impact - Damage/Endurance/Recharge
    (39) Mako's Bite - Damage/Endurance


    Level 10: Indomitable Will
    (A) Luck of the Gambler - Recharge Speed
    (13) Luck of the Gambler - Defense
    (13) Luck of the Gambler - Defense/Endurance
    (37) Luck of the Gambler - Endurance/Recharge


    Level 12: Hasten
    (A) Recharge Reduction IO
    (15) Recharge Reduction IO
    (15) Recharge Reduction IO


    Level 14: Super Speed
    (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range


    Level 16: Rise to the Challenge
    (A) Numina's Convalescence - Heal
    (17) Numina's Convalescence - Heal/Endurance
    (17) Numina's Convalescence - Heal/Recharge
    (19) HamiO:Golgi Exposure


    Level 18: Rage
    (A) Rectified Reticle - To Hit Buff
    (19) Rectified Reticle - To Hit Buff/Recharge


    Level 20: Quick Recovery
    (A) Performance Shifter - EndMod
    (21) Performance Shifter - EndMod/Recharge
    (21) Performance Shifter - EndMod/Accuracy
    (40) Performance Shifter - Chance for +End


    Level 22: Hurdle
    (A) Jumping IO


    Level 24: Health
    (A) Numina's Convalescence - Heal
    (27) Numina's Convalescence - Heal/Recharge
    (27) Numina's Convalescence - Heal/Endurance


    Level 26: Stamina
    (A) Endurance Modification IO
    (50) Endurance Modification IO


    Level 28: Heightened Senses
    (A) Luck of the Gambler - Recharge Speed
    (29) Luck of the Gambler - Defense
    (29) Luck of the Gambler - Defense/Endurance
    (37) Luck of the Gambler - Defense/Endurance/Recharge


    Level 30: Boxing
    (A) Empty


    Level 32: Foot Stomp
    (A) Scirocco's Dervish - Accuracy/Damage/Endurance
    (33) Scirocco's Dervish - Damage/Endurance
    (33) Cleaving Blow - Damage/Endurance
    (33) Cleaving Blow - Damage/Recharge
    (34) Obliteration - Accuracy/Damage/Recharge
    (34) Force Feedback - Chance for +Recharge


    Level 35: Tough
    (A) Reactive Armor - Resistance
    (36) Reactive Armor - Resistance/Endurance
    (36) Reactive Armor - Resistance/Endurance/Recharge
    (36) HamiO:Ribosome Exposure


    Level 38: Weave
    (A) Luck of the Gambler - Recharge Speed
    (39) Luck of the Gambler - Defense
    (39) Luck of the Gambler - Defense/Endurance


    Level 41: Gloom
    (A) Devastation - Accuracy/Damage
    (42) Devastation - Damage/Endurance
    (42) Devastation - Damage/Recharge
    (42) Devastation - Accuracy/Damage/Endurance/Recharge
    (46) Dark Watcher's Despair - To Hit Debuff/Endurance
    (46) Dark Watcher's Despair - To Hit Debuff/Recharge


    Level 44: Dark Obliteration
    (A) Positron's Blast - Accuracy/Damage
    (45) Positron's Blast - Damage/Endurance
    (45) Positron's Blast - Accuracy/Damage/Endurance
    (45) Positron's Blast - Damage/Recharge
    (46) Positron's Blast - Damage/Range
    (48) Dark Watcher's Despair - To Hit Debuff/Recharge


    Level 47: Darkest Night
    (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    (48) Dark Watcher's Despair - Recharge/Endurance
    (48) Dark Watcher's Despair - To Hit Debuff/Endurance
    (50) Dark Watcher's Despair - To Hit Debuff
    (50) Endurance Reduction IO


    Level 49: Strength of Will
    (A) Resist Damage IO


    ------------
    Level 1: Brawl
    (A) Recharge Reduction IO


    Level 1: Sprint
    (A) Run Speed IO


    Level 2: Rest
    (A) Empty


    Level 1: Fury
    ------------
    Set Bonus Totals:
    3% DamageBuff(Smashing)
    3% DamageBuff(Lethal)
    3% DamageBuff(Fire)
    3% DamageBuff(Cold)
    3% DamageBuff(Energy)
    3% DamageBuff(Negative)
    3% DamageBuff(Toxic)
    3% DamageBuff(Psionic)
    16.1% Defense(Smashing)
    16.1% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    5.5% Defense(Energy)
    5.5% Defense(Negative)
    3% Defense(Psionic)
    9.56% Defense(Melee)
    4.25% Defense(Ranged)
    3% Defense(AoE)
    27% Enhancement(Accuracy)
    33.8% Enhancement(RechargeTime)
    5% FlySpeed
    337.3 HP (22.5%) HitPoints
    5% JumpHeight
    5% JumpSpeed
    MezResist(Immobilize) 10.5%
    12.5% (0.21 End/sec) Recovery
    100% (6.26 HP/sec) Regeneration
    1.58% Resistance(Fire)
    1.58% Resistance(Cold)
    5% RunSpeed



    ------------
    Set Bonuses:
    Kinetic Combat
    (Jab)
    MezResist(Immobilize) 2.75%
    22.5 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Numina's Convalescence
    (High Pain Tolerance)
    12% (0.75 HP/sec) Regeneration
    28.1 HP (1.88%) HitPoints


    Kinetic Combat
    (Haymaker)
    MezResist(Immobilize) 2.75%
    22.5 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Numina's Convalescence
    (Fast Healing)
    12% (0.75 HP/sec) Regeneration
    28.1 HP (1.88%) HitPoints


    Miracle
    (Fast Healing)
    2.5% (0.04 End/sec) Recovery


    Reactive Armor
    (Mind Over Body)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)


    Steadfast Protection
    (Mind Over Body)
    1.5% (0.03 End/sec) Recovery
    3% Defense(All)


    Kinetic Combat
    (Knockout Blow)
    MezResist(Immobilize) 2.75%
    22.5 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Luck of the Gambler
    (Indomitable Will)
    10% (0.63 HP/sec) Regeneration
    16.9 HP (1.13%) HitPoints
    9% Enhancement(Accuracy)
    7.5% Enhancement(RechargeTime)


    Numina's Convalescence
    (Rise to the Challenge)
    12% (0.75 HP/sec) Regeneration
    28.1 HP (1.88%) HitPoints


    Rectified Reticle
    (Rage)
    1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)


    Performance Shifter
    (Quick Recovery)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    28.1 HP (1.88%) HitPoints
    2.5% (0.04 End/sec) Recovery


    Numina's Convalescence
    (Health)
    12% (0.75 HP/sec) Regeneration
    28.1 HP (1.88%) HitPoints


    Luck of the Gambler
    (Heightened Senses)
    10% (0.63 HP/sec) Regeneration
    16.9 HP (1.13%) HitPoints
    9% Enhancement(Accuracy)
    7.5% Enhancement(RechargeTime)


    Scirocco's Dervish
    (Foot Stomp)
    10% (0.63 HP/sec) Regeneration


    Cleaving Blow
    (Foot Stomp)
    1% (0.02 End/sec) Recovery


    Reactive Armor
    (Tough)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)


    Luck of the Gambler
    (Weave)
    10% (0.63 HP/sec) Regeneration
    16.9 HP (1.13%) HitPoints
    7.5% Enhancement(RechargeTime)


    Devastation
    (Gloom)
    12% (0.75 HP/sec) Regeneration
    33.7 HP (2.25%) HitPoints
    3% DamageBuff(All)


    Dark Watcher's Despair
    (Gloom)
    22.5 HP (1.5%) HitPoints


    Positron's Blast
    (Dark Obliteration)
    2.5% (0.04 End/sec) Recovery
    1.58% Resistance(Fire,Cold)
    9% Enhancement(Accuracy)
    6.25% Enhancement(RechargeTime)


    Dark Watcher's Despair
    (Darkest Night)
    22.5 HP (1.5%) HitPoints
    2.5% (0.04 End/sec) Recovery
    5% Enhancement(RechargeTime)

    All told, you lose 3% damage, 9% accuracy, about 5% S/L/E/N defense and gain 7% regen. Your new recovery will get you from 0-full in 35.6s with DN on, and 32.1s without DN. I don't see the loss of defense as a major issue. You are still getting hit a lot less than you would without any defense, let alone 25% S/L, you still have 50% S/L resistance and you still have a great amount of regeneration, not to mention all the mitigation tricks that Super Strength has, as well as the -tohit of DN, Gloom, and Dark Obliteration. You also have SoW still, so you can pop that to up your resistances even more for more survivability. What you really gain is nigh-unlimited endurance. Your attacks will barely dent your bar, and your recovery is much better than your current build's.

    As always, I'd advice you to go to the Test server to swap builds around before doing it on live, although availability of the new enhancements may mean that's not possible. Of course, you can always buy them on live, have them in your tray when you copy the character over, and then respec them into place. If you don't like it, don't respec on live and just resell the Enhancements. Won't have too much of a loss, and you may just be able to make a profit.

    Good Luck, and I really hope this helps you! If you have any questions, post em up here or send me a tell in game @W Peace.

    ~WP
  24. Jay Peace

    DA/???

    Personally, I went for Dark/Fire. Endurance is a bit of an issue with that build, however. Made up for by the fact that most everything is dead pretty quickly, though.

    I'd say Dark/Dark would be good. Dark Melee gets Dark Consumption for an occasional endurance fix, and Siphon Life can give you a heal that doesn't cost a third of your endurance and will work fine against a single foe like AVs and such. Soul Drain can really boost your damage, Shadow Maul is just all sorts of awesome, and all the -tohit really helps boost your survivability.

    Just looking over the powers and sets available to slot into them, seems you could get a pretty proc happy build going, with lots of chances for extra damage and other effects. Whether or not that would be "optimal" remains to be seen, but it could make for a rather fun "let's see what happens" type of build. Just some food for thought.

    ~WP