Kioshi

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  1. Ello all,

    I picked up my 24 SS/FA Brute (513 days since last login lol) and got him to 33, I had so much fun I played him for 12 hours straight.

    My intention was to turn him into a farmer, but I'm liking him so much (rare for someone who isn't a melee fan except on Stalkers) that I want him to perform well all around so I'll try to use 35 IOs instead of 50s.

    Will this be enough for him to farm, considering the recharge isn't that great because of the not-so-expensive build? I have a SS/WP at 28 but... I don't like him, I like active secondaries with damage auras.

    I know it's enough for normal content because I can tank well with some support at 33 with SOs and I run solo at +1/x4 since level 28 with bosses (even carnies but then again I use a ton of insps with them), I'm not going for a defense build because I always run out of slots and gimp my recharge on /fire builds, so I went for rech, recovery and maxhp (Weave is just there for the Lotg) and tried to kep the build cheap. I know it's not ZOMG levels of recharge, but is it enough to farm Nemesis? I'll get the accos till I hit 50, and of course I'll make changes later like Hecatomb in Haymaker and Armaggedon in FS.

    Thanks for any answer

    Villain Plan by Mids' Villain Designer 1,621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kioshi on Fire: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(7), TtmC'tng-ResDam(7), S'fstPrt-ResDam/EndRdx(9), S'fstPrt-ResKB(36)
    Level 2: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(39)
    Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Knockout Blow -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Dmg/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(23)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam/Rchg(27), ImpArm-ResDam(27)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(33), P'Shift-End%(33)
    Level 22: Rage -- GSFC-ToHit/Rchg(A), GSFC-ToHit(25), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33)
    Level 24: Blazing Aura -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(37), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Dmg/EndRdx(37)
    Level 26: Consume -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Rchg(39), Efficacy-EndMod/Rchg(39)
    Level 28: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(50)
    Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(40), TtmC'tng-ResDam(40), S'fstPrt-ResKB(48)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(40), FrcFbk-Rechg%(42)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(43)
    Level 38: Rise of the Phoenix -- RechRdx-I(A)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(45), DampS-Rchg/EndRdx(50)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46), RechRdx-I(46)
    Level 47: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg/Rng(48), Zinger-Taunt/Rng(48), Zinger-Dam%(50)
    Level 49: Weave -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 0: Ninja Run
    ------------
    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)
    • 1,88% Defense(Psionic)
    • 4,5% Max End
    • 3% Enhancement(Stun)
    • 58,8% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 32% Enhancement(Accuracy)
    • 15% FlySpeed
    • 247,4 HP (16,5%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilize) 12,7%
    • MezResist(Sleep) 6,05%
    • MezResist(Stun) 2,2%
    • MezResist(Terrorized) 4,95%
    • 14% (0,23 End/sec) Recovery
    • 20% (1,25 HP/sec) Regeneration
    • 2,84% Resistance(Fire)
    • 2,84% Resistance(Cold)
    • 15% RunSpeed



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  2. Post the datachunk.


    Also use the zetaboards format when exporting.
  3. Kioshi

    DM/SD build help

    Quote:
    Originally Posted by Da_Captain View Post
    Nice build Kioshi, sure didn't take that Glad Armor into consideration, should have since sky was the limit. What target time should I focus on for Shield Charge? (Sorry OP this is more of a personal question for my BS/SD, got him to 50 just haven't bothered to IO him yet.)
    D_C for Shield Charge you want as much dmg and rech as possible (with some acc), like 5-slotting obliterations minus the proc (or 6 if you need melee def) or 5 Armageddons. You put the Armageddon set but with the pieces you used the recharge on the power was only 59% iirc. It's a telenuke, so you'll want it recharging as fast as you can. Okay the discussion here is about DM/Shields who have Soul Drain and no Build UP, but Fire/SD and Elec/SD try to sync the BU recharge with the SC rech for the BU+SC combo (or in the case of elec/sd, same thing for L. Rod as SC so you can use BU+LR+SC whenever BU is up for maximum carnage).

    It's a mini nuke (both S. Charge and L. Rod from elec melee), so you'll use it as often as you can provided the circumstances allow (lots of mobs, like on the ITF, 8-man teams, farming...)
  4. Now I may be wrong because I havent done this for awhile, but if youre 40, 50 and exemp via Ouro to 26-30 for example and go to Dark Astoria don't you get lvl 26-30 recipes depending on enemies levels??
  5. Why would you lock a toon (I'm genuinely curious)? Wouldn't it be better to level the toon to, say, 32 so you can slot things like Stamina and some endred in toggles and then lock it and exemplar via ourobouros if you wanna go to dark astoria or something? In TFs you'll be auto exemplared anyway.
  6. Thanks for the numbers and all the help on this thread! I was able to put 31.6 s/l and 31% e/ne on my typed defense build but then it'd only have 35% global rech.. Net gain of 1.8 but maxend at 114 before accos.

    I think I'll go with the last one I posted, 37% melee and 25% e/ne seens good to me with 51% global rech. Time to respec!

    EDIT: OSHI- I forgot to turn on Death Shroud on the last build I posted, now it sucks again. I give up for now, I'll go level my Stalker, I jut can't make a CoF build with more than 2 eps gain.
  7. Kioshi

    AS demoralize

    Quote:
    Originally Posted by trendee View Post
    It is a tactical decision, true, but only because of the incentive structure. Which I am trying to argue is flawed =/

    (talking pve here) When the stalker is not taking out a healer/buffer, but focusing on the tank to get off an AS, I feel like it is pidgeon holing the stalker into a pure DPS role, instead of a surgical striker.

    I'm not seeing why this should be a decision for me. If it wasn't for demoralize, I would definitely take out the support targets. With demoralize, I'm deciding between support and tank. It seems as if the powers design is incentivizing tank targetting.

    Why? I would buy the argument that it is a bonus for tough enemies, but I feel like that wasn't the design. I feel like it was to add some team benefit for an otherwise solo centric class.
    I don't understand your dilemma. This is such an easy decision for me.

    Dangerous boss, AS him, help the team with Demoralize.

    Dangerous minion/lt, AS him, help the team the same way.

    Example: Yesterday I was on the cape mission with 1000 longbow. 2 brutes, 3 stalkers, 2 MMs, 1 corr. I was AS'ing the Nullifiers since they can make Brutes' lives hell (and everybody else's, but especially the aggro soakers). The others stalkers were focusing on the wardens. We got wiped twice, because on an 8-man team there were a lot of nullifiers, I couldn't kill them all by myself.

    Then I asked the other stalkers to focus on the Nullis too. Things went smooth as silk.

    On an ITF, you can always AS the boss and get demoralize, since surgeons are so weak you'll kill them with 2 regular attacks later, after all you'll be level 35+ and well slotted (at least I expect so).

    Sappers depend. If you have a Dark Armor toon (or other with end drain resistance) tanking/grabbing aggro or someone mezzing them since they're minions and are susceptible to anything, you can AS a boss to get Demoralize and kill them later with your regular attacks. If you're on a melee only team with no end drain protection and no controls/debuffs, just AS one, if there's another placate him and use some critical, they're so weak after all...

    You're helping the team the same way after all. Even Brutes have to make decisions when playing. One of the Brute experts in the Repeat Offenders (Smurphy) once wrote that it doesn't matter if there's an AV in front of him, if there's a Longbow Nullifier he'll kill the Nulli first.

    If you don't wanna make decisions play a Stone/Ice tanker and turn into a taunt/control bot (even then I think I'd choose targets a lot of times).
  8. Oh I saw your statement, was just curious how much def you could put since the attempt you posted last time was unsustainable

    But I'm happy with the last build I posted, with the accos I'll be able to get over 2 eps (don't remember which ones I have, maybe only TF commander) even running maneuvers (just added an Enzyme there, edited my post again), then I'll get 37% melee, 22% ranged, 28.3% s/l and 25.1% e/ne, besides 19% f/c (which I don't really care).

    The only sad thing is that I'll lose flight, but I can't see myself using Hover in combat as a scrapper as I like to move fast on the few melee toons I have. Even my squishies that have good recovery use Super Speed most of the time.
  9. Kioshi

    DM/SD build help

    Tweaked the above build, I'd shoot for more hp and rech but I'm too lazy to build one from scratch now. Now you're softcapped to all 3 positions even taking the BoTZ nerf into account, better rech and recovery, and S. Life has better slotting as a heal with capped damage (SCharge wasn't good for rech in DA_Captain's build either) - You could take the third BoTZ from SS and put a Crushing Impact dam/end/rech in M. Grasp and you'll still have 44.9% aoE def, and you said the sky's the limit so I put a Glad Armor in there:

    Hero Plan by Mids' Hero Designer 1,621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(29), RedFtn-EndRdx(29)
    Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(11)
    Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(37)
    Level 6: True Grit -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(39), Numna-Heal(39), Numna-Heal/Rchg(40), Numna-Heal/EndRdx(43)
    Level 8: Siphon Life -- HO:Golgi(A), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(13), HO:Nucle(15), HO:Nucle(15), HO:Nucle(17)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(19), HO:Membr(46)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(21)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(45), P'Shift-EndMod(46)
    Level 24: Boxing -- Empty(A)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-EndRdx/Rchg(37), Aegis-ResDam(40), Aegis-ResDam/EndRdx/Rchg(46)
    Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(33), RedFtn-EndRdx(33)
    Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Acc/Rchg(42), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(43)
    Level 35: Shield Charge -- Armgdn-Dmg(A), Armgdn-Acc/Rchg(48), Armgdn-Dmg/Rchg(48), Armgdn-Dmg/EndRdx(50), Armgdn-Acc/Dmg/Rchg(50)
    Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(40)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(48)
    Level 44: One with the Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(45), Aegis-ResDam/Rchg(45)
    Level 47: Grant Cover -- LkGmblr-Rchg+(A)
    Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 11,6% Defense(Smashing)
    • 11,6% Defense(Lethal)
    • 16,9% Defense(Fire)
    • 16,9% Defense(Cold)
    • 12,9% Defense(Energy)
    • 12,9% Defense(Negative)
    • 6% Defense(Psionic)
    • 17,3% Defense(Melee)
    • 19,8% Defense(Ranged)
    • 18,5% Defense(AoE)
    • 67,5% Enhancement(RechargeTime)
    • 48% Enhancement(Accuracy)
    • 5% FlySpeed
    • 70,3 HP (5,25%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2,75%
    • MezResist(Immobilize) 9,35%
    • MezResist(Stun) 4,4%
    • 10,5% (0,18 End/sec) Recovery
    • 36% (2,01 HP/sec) Regeneration
    • 8,82% Resistance(Fire)
    • 8,82% Resistance(Cold)
    • 15% RunSpeed
    • 2,5% XPDebtProtection



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  10. Check the PvP forums, if you ask nicely they will give you good advice. Fire/Regen is popular for scrappers. Elec is only good for Stalkers.
  11. Quote:
    Originally Posted by Desmodos View Post
    Not sure I'm understanding the question. Are you referring to defense numbers or recovery?

    For the record. I prefer the build with the Impervium armors. Melee defense is great, but you need Energy defense. IMHO, anything less than 20% Energy defense is unacceptable. On a Dark Armor build, anything over 24% Energy defense is damned impressive, though I recommend shooting for 30%.
    Oh, I'm referring to both numbers lol. Should've rephrased it better, I meant to ask if you found a nice balance of def and net endurance gain. I can't work 25-30 nrg defense without gimping my recovery or recharge.

    Although I'm tempted to go for the melee def build I just posted, I'd have an energy hole..... But I'm getting tired, I have like 6 planned builds for my DM/DA here
  12. Silas I tried to make a CoF build and an OG build, the CoF build (I think minions standing still would be better for a Fire/DA) is kinda low on recharge and uses a lot of end. The OG build is much better, well see what you think (I'll use the normal export because you seem to not be able to see the data chunk only because of boring stuff like work) - both have 33%ish melee, 20%ish ranged/nrg/neg and 24-25% s/l:

    OG Build:

    Hero Plan by Mids' Hero Designer 1,621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(7), HO:Ribo(9)
    Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(13)
    Level 4: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(15), HO:Ribo(15)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(17), S'fstPrt-ResKB(17)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
    Level 16: Dark Regeneration -- Theft-Heal/Rchg(A), Theft-Acc/EndRdx/Rchg(21), Theft-+End%(23), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(33)
    Level 22: Death Shroud -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34)
    Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
    Level 26: Incinerate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(37), Hectmb-Dam%(39)
    Level 28: Boxing -- Empty(A)
    Level 30: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(40)
    Level 32: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(40), TtmC'tng-EndRdx/Rchg(40), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(42), TtmC'tng-EndRdx(42)
    Level 35: Oppressive Gloom -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(43), Amaze-Acc/Stun/Rchg(46), Amaze-Acc/Rchg(46), Amaze-EndRdx/Stun(50)
    Level 38: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(43), LkGmblr-Rchg+(43)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(50)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Super Speed -- Zephyr-ResKB(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    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)
    • 11,1% Defense(Smashing)
    • 11,1% Defense(Lethal)
    • 4,25% Defense(Fire)
    • 4,25% Defense(Cold)
    • 6,75% Defense(Energy)
    • 6,75% Defense(Negative)
    • 3% Defense(Psionic)
    • 19,3% Defense(Melee)
    • 6,75% Defense(Ranged)
    • 5,5% Defense(AoE)
    • 1,8% Max End
    • 63% Enhancement(Accuracy)
    • 67,5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 210,8 HP (15,7%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 8,25%
    • MezResist(Immobilize) 5,5%
    • MezResist(Sleep) 3,85%
    • MezResist(Stun) 4,4%
    • 25,5% (0,43 End/sec) Recovery
    • 46% (2,57 HP/sec) Regeneration
    • 7,56% Resistance(Fire)
    • 7,56% Resistance(Cold)
    • 10% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
    COF Build:

    Hero Plan by Mids' Hero Designer 1,621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    01 fm da: Level 50 Natural Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(34), HO:Ribo(36)
    Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
    Level 4: Murky Cloud -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(34), HO:Micro(34)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(15), GSFC-Build%(17)
    Level 10: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(17), S'fstPrt-ResKB(19)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(39)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
    Level 16: Dark Regeneration -- Theft-Heal/Rchg(A), Theft-Acc/EndRdx/Rchg(21), Theft-+End%(21), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(23), Dct'dW-EndRdx/Rchg(25)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(29)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
    Level 22: Death Shroud -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(33)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 26: Incinerate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(37), Hectmb-Dam%(39)
    Level 28: Cloak of Fear -- Abys-Acc/EndRdx(A), N'mare-Acc/EndRdx(39), U'spkT-Acc/EndRdx(40), Hror-Acc/EndRdx(40)
    Level 30: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 32: Boxing -- KntkC'bat-Knock%(A)
    Level 35: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(42), TtmC'tng-EndRdx/Rchg(43), TtmC'tng-ResDam/EndRdx/Rchg(43), TtmC'tng-ResDam(43), TtmC'tng-EndRdx(45)
    Level 38: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(45), LkGmblr-Rchg+(46)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(48), Apoc-Dam%(50)
    Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), Ragnrk-Knock%(50)
    Level 49: Super Speed -- Zephyr-ResKB(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    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)
    • 11,1% Defense(Smashing)
    • 11,1% Defense(Lethal)
    • 4,25% Defense(Fire)
    • 4,25% Defense(Cold)
    • 6,75% Defense(Energy)
    • 6,75% Defense(Negative)
    • 3% Defense(Psionic)
    • 19,3% Defense(Melee)
    • 6,75% Defense(Ranged)
    • 5,5% Defense(AoE)
    • 1,8% Max End
    • 48% Enhancement(Accuracy)
    • 57,5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 210,8 HP (15,7%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 8,25%
    • MezResist(Immobilize) 5,5%
    • MezResist(Sleep) 8,25%
    • MezResist(Stun) 4,4%
    • 16,5% (0,28 End/sec) Recovery
    • 46% (2,57 HP/sec) Regeneration
    • 5,04% Resistance(Fire)
    • 5,04% Resistance(Cold)
    • 10% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  13. Ahhh thanks. With these I could definitely hit the cap on this build (just no idea where I'd take the 2 slots from lol), but the glad unique is just too much for me. Since my Spines/DA is only 22 or 23, how are these numbers (rech/net end) working for you, are they good enough for farming?

    Thanks for the answer!
  14. Well I think I'm going with a melee and s/l build. Numbers don't look so bad, I like the recharge, maxhp and the m/s/l defenses.

    And since I mostly team, is there's a buffer around (AM, SB, whatever) I'll toggle maneuvers on for more def.

    EDIT: lost 6.25% rech to get to 21.8% nrg def without maneuvers

    Hero Plan by Mids' Hero Designer 1,621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    BubbleGum.Girl i17 melee: Level 50 Natural Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-EndRdx/Rchg(9), TtmC'tng-ResDam/EndRdx/Rchg(9), TtmC'tng-ResDam(11), TtmC'tng-EndRdx(11)
    Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
    Level 4: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(17), HO:Ribo(19)
    Level 6: Death Shroud -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-Acc/Dmg/Rchg(21), M'Strk-Dmg/EndRdx(23), EndRdx-I(23)
    Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(29)
    Level 10: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResKB(31)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Heal/Rchg(31), Theft-+End%(33), Nictus-Acc/EndRdx/Heal/HP/Regen(33), Nictus-Acc/EndRdx/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(42)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(36)
    Level 22: Touch of Fear -- Abys-Acc/EndRdx(A)
    Level 24: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(37)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 28: Cloak of Fear -- Abys-Acc/EndRdx(A), N'mare-Acc/EndRdx(40), U'spkT-Acc/EndRdx(40), Hror-Acc/EndRdx(40)
    Level 30: Boxing -- KntkC'bat-Knock%(A)
    Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(43), DampS-Rchg/EndRdx(43)
    Level 35: Tough -- ImpArm-ResDam/EndRdx(A), HO:Ribo(46), ImpArm-ResDam(50)
    Level 38: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
    Level 41: Torrent -- FrcFbk-Rechg%(A)
    Level 44: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
    Level 47: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 11,8% Defense(Smashing)
    • 11,8% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8,63% Defense(Energy)
    • 8,63% Defense(Negative)
    • 3% Defense(Psionic)
    • 20,5% Defense(Melee)
    • 5,81% Defense(Ranged)
    • 3% Defense(AoE)
    • 3,6% Max End
    • 50% Enhancement(Accuracy)
    • 51,3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 190,8 HP (14,2%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 8,25%
    • MezResist(Immobilize) 7,7%
    • MezResist(Sleep) 2,2%
    • MezResist(Stun) 6,6%
    • 15,5% (0,26 End/sec) Recovery
    • 20% (1,12 HP/sec) Regeneration
    • 1,58% Resistance(Fire)
    • 1,58% Resistance(Cold)
    • 5% RunSpeed



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  15. Quote:
    Originally Posted by Myriad View Post
    My Spines/Dark is build for (capped) melee. When I created the build I also tried to come up with a decent build for Def:S/L but never liked the results overall. It's easier to build for defense with */DA than with */Fire, btw. DA has Cloak of Darkness which gives a basic 3.75% to Def:All (same as Weave).

    With high defenses and an impressive AoE damage output there's no need for OG, imho. BU + TS + SS + damage auras is all the mitigation I'll ever need against minions.
    Could I see your build please? I'm trying to get 35% melee and 25% ranged on my 50 dm/da and on a planned spines/da (22 rigtht now) but I haven't come up with end sustainable builds or decent recharge... And I've always had an easy time building defense toons... I'm not good at adding defense to resistance ones without sacrificing other things it seems

    Thanks!

    EDIT: just for kicks I made a quick spines/da for melee, I got to 39.2% but only 45% rech. Recovery os good because I went with body mastery.

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  16. Des, have you got to even out the numbers? I'm not rich so I can't affor to try outfitting my toon so differently and then respec a lot of times to switch IOs all around.

    I replaced the reactive armors for imperviums so I can get more recovery and extra end, what do you think? Lost 3.75% def to all tho - I also wish I could find 2 slots, one for boxing (2 Abs Amazements for 4% recovery) and another for a Kismet Unique since my CoF accuracy sucks. I"d like to have 12 points of KB protection too (since I can't tell the difference between 4 and 8) but I can't even slot my attacks (Smite and SL) the way I wanted (1 extra slot each for a dampened spirits rech/end).

    Hero Plan by Mids' Hero Designer 1,621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    BubbleGum.Girl i17 typed: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(19)
    Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(7), ImpArm-ResDam(7)
    Level 2: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Rchg(9), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(11), M'Strk-Acc/Dmg/EndRdx(11), DampS-Rchg/EndRdx(13)
    Level 4: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam(15)
    Level 6: Touch of Fear -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(36), Cloud-ToHitDeb/EndRdx/Rchg(37), Cloud-Acc/EndRdx/Rchg(37)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(23)
    Level 10: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(17), S'fstPrt-ResKB(17)
    Level 12: Swift -- Run-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
    Level 16: Dark Regeneration -- Theft-Heal/Rchg(A), Theft-Acc/EndRdx/Rchg(23), Theft-+End%(25), Nictus-Acc/EndRdx/Rchg(27), Nictus-Acc/EndRdx/Heal/HP/Regen(27), Dct'dW-EndRdx/Rchg(29)
    Level 18: Hover -- LkGmblr-Rchg+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
    Level 22: Death Shroud -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(33), M'Strk-Acc/Dmg/EndRdx(34), EndRdx-I(34)
    Level 24: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(36), LkGmblr-Rchg+(36)
    Level 26: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(40)
    Level 28: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(40), SipInsght-Acc/Rchg(43), SipInsght-ToHitDeb/EndRdx/Rchg(43), SipInsght-Acc/EndRdx/Rchg(43), EndRdx-I(45)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46), DampS-Rchg/EndRdx(46)
    Level 35: Boxing -- KntkC'bat-Knock%(A)
    Level 38: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(39), ImpArm-ResDam(39)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 44: Torrent -- FrcFbk-Rechg%(A)
    Level 47: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
    Level 49: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(50), HO:Nucle(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 14,3% Defense(Smashing)
    • 14,3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 12,4% Defense(Energy)
    • 12,4% Defense(Negative)
    • 8,63% Defense(Psionic)
    • 8,63% Defense(Melee)
    • 7,69% Defense(Ranged)
    • 3% Defense(AoE)
    • 18,5% Max End
    • 34% Enhancement(Accuracy)
    • 47,5% Enhancement(RechargeTime)
    • 9% FlySpeed
    • 261 HP (19,5%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2,5%
    • MezResist(Held) 2,5%
    • MezResist(Immobilize) 13%
    • MezResist(Sleep) 2,5%
    • MezResist(Stun) 2,5%
    • MezResist(Terrorized) 2,5%
    • 14% (0,23 End/sec) Recovery
    • 30% (1,68 HP/sec) Regeneration
    • 9% RunSpeed
    • 2% XPDebtProtection



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  17. No Silas, Dark Regen has the same base acc as most powers (75%). The usual slotting was to max endredux and recharge with at least 1 acc IO's worth of accuracy. Celydia in her guide slots her DR with doctored wounds+end IO iirc because she says she has so many acc bonuses it doesn't matter.

    Now the usual slotting is something like capped rech, 50% acc and 70-75 endred because you have to make run for the ToE +end proc, which can fill both your bars (green and blue) if you're lucky.

    I have like 5 planned builds for my DM/DA, the most efficiet slotting I've got is that:

    Level 22: Dark Regeneration M'Strk-Acc/EndRdx(A), C'ngBlow-Acc/Rchg(31), Numna-EndRdx/Rchg(33), Numna-Heal/EndRdx/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Theft-+End%(34)

    53% acc, 42% heal (gives you 42.7% hp from 1 target), rech and end are at 91.78% (including the proc, but no significant set bonuses)

    Now in a more recent build, I chased hp and maxend bonuses:

    Level 16: Dark Regeneration Theft-Heal/Rchg(A), Theft-Acc/EndRdx/Rchg(25), Theft-+End%(27), Nictus-Acc/EndRdx/Rchg(27), Nictus-Acc/EndRdx/Heal/HP/Regen(29), Dct'dW-EndRdx/Rchg(29)

    54% acc, 40% heal, 80% end discount and 84% rech - but I get the hp bonus and maxend from the sets.

    There are several ways to slot dark regen, since the base heal value is 30% per mob you don't even have to slot it for healing.

    Seriously see Desmodo's guide, it rocks, discussing strategies, SO builds, IO builds... Even if it's for DM/DA the DA part is very good, including a discussion between O. Gloom and CoFear (as I said, for a farmer CoFear may be nicer since you won't have the huge radius of Spine Burst and CoF makes minions stand still, but it needs 5 or 6-slotting, 50% base accuracy sucks big time)
  18. Isn't a /SR much better than /Shields for pvp?

    To me it seems like /Shields has little to offer (a bit of res and maxhp) while SR has more defense (I know it gets DR'ed but you can achieve stupid levels of ranged for example) and Elude.

    Just asking out of curiosity, I know very little of i13 pvp.
  19. Plant/Rad would be good too. Your friend would dish the damage and you'd provide anchors for all kinda debuffs, and still get Acc. Metabolism, a heal and keeping the mobs confused most of the time with Plant so they wouldn't attack your friend.

    But really, most combos would work. Earth alone has so much control (and a tanky pet) your scrap friend would barely be in danger. I'd say with Earth you could even go /kin to sb him (and FS later) so he kills faster and use your heal targeted through him. Unless you're planning to play at x8, then I'd recommend something with more debuffs like Rad, although Emp works well too. Just seems like a waste, all the potential of Empathy for one single teammate (and maybe the pet if you don't go Mind/).

    Anyway I'd go Plant/Rad, great combo for control + buffs/debuffs and you can nuke your friend if you take Fallout for bonus fun points.
  20. Thanks for the answers! Shows how little I know about regen. I thought MoG gave you defense to all positions like Shadow Meld (so I thought that besides Mesmerize/ Dominate / Blind and other powers without positional tags, MoG would help against ranged psi attacks like Psi Blasters), CoData is not very clear on this, it only says (on my mac os partition now, can't check the game b/c the client runs like a slideshow or mids):

    Recovery +1 for 15s
    Effect does not stack from same caster
    DEF(Smashing) +71.25% for 15s
    Effect does not stack from same caster
    RES(All except Psi) +71.25% for 15s
    Effect does not stack from same caster

    Quote:
    Max stealth radius for VEATs is something like 880 feet, so a perception-capped Stalker would be able to see a stealth-capped VEAT at something like 273 feet - enough to know they're there, but not enough to attack them. Meanwhile a percep-capped VEAT will see a stealth capped Stalker at about 120 feet.
    Mac sorry I didn't totally get this part. A perc-capped Stalker can only see the VEAT at this distance or can he attack too if the VEAT is in attack range (say, 100 feet for some ranged blast enhanced with range IOs)? I'm betting I can attack the VEAT in this case, am I right?

    But anyway (speaking as a noob who only did some KBs and a lot of zoning before i13) it seems that my regen would see VEATs at a bit under 200 feet, and a WP/Nin/Dark/SR with the same setup can see at 273, is this correct? So it's not a ZOMG difference, is it?

    And besides VEATs, nobody can see a stealth capped Stalker at more than 10 feet, right? Even other Stalkers?

    Sorry for the noobish questions, I just feel that if I don't level this elec/regen and try some of the new pvp I'll burn out again quickly. I have a 50 em/nin I could try to pvp with... but all the build and IO changes I'd have to do drives me nuts, I'm not exactly rich and she has a very nice IO'ed build that would be useless in the 'new' pvp (new for me because I never tried it and left the game shortly after).

    And about SS Jaws, I thought it could be nice as a followup attack if you don't kill your target after Spirit Shark, but with the long cast time of Spirit Shark I guess the target will be out of range for Jaws when you try to use it.
  21. A Dark Melee/SR would be pretty indestructible with softcapped defs and DDR plus the heal in Siphon Life. Or a DM/Shields (more expensive), there are numerous threads about dm/shields.

    /invul comes to mind also, it's the only secondary ('armor') you can reliably hold aggro besides shields, but invul would have the psi hole.

    Kat/WP is an easy ride even with SOs and can solo anything but GMs with IOs (same as dark/sr and shields). Dark melee lacks AoE damage tho.

    Looking at the 3 or 4 first pages of this forum you can find numerous builds with various primaries/secondaries that can deal with anything in the game.
  22. Quote:
    Originally Posted by GavinRuneblade View Post
    How do you live with the clicky status protection though? Drives me up the wall with nerd rage. Good God I despise that mechanic.

    I can't play the set, or ninjitsu for stalkers, for very long before I get so frustrated I have to swap to someone else. Every time I die I lose my status protection. And for a huge chunk of my career it's not permanent. The fact that eventually it does become permanent and can even be double stacked is not a benefit. Especially when I forget to click it. The fact that's its my own fault in that case just makes it worse =)
    With shields, SR and ninjitsu toons I just leave the mez protection on auto. Never bothered me. If I have Hasten on the toon (which is the usual autopower for my other characters), I bind Hasten to a key like 'y' for easy access.

    It's not like you have to wait a lot to make it perma, other sets like regen get the mez protection only at level 16. My shields had it perma at 22, and almost perma with DOs before. I'd check the numbers of the click mez with DOs but I'm on Mac OS X now. But after putting 2 DO's in it, it was enough to not bother me since the trip from 12 to 22 (SOs) is so fast.
  23. Couple good guides for /DA:

    Newest one: http://boards.cityofheroes.com/showthread.php?t=183631 (I disagree with things on this one such as not slotting acc in dark regen and the 1/5 rating for cloak of darkness, it's great if you build for defense, +per and if you don't get CJ for immob protection, but a good guide)

    http://boards.cityofheroes.com/showthread.php?t=127590 (this one is very elaborate as it's from Desmodos, discussing IOs and such and a lot of DA builds - I prefer O. Gloom over CoFear unlike him, I'm only trying to replace OG with CoF in my current build because I have played SO MANY HOURS with my DM/DA - y' know, when it was hard to level... So I want something different, that's why I put CoF in the build I posted, although I need to tweak it more to make it end manageable)

    All in all, if you can manage to 6-slot CoF for accuracy and endred (at least 2 IOs worth of each, the base accuracy is really bad) and then tohitdebuff or fear, it might be better for a FM/DA farmer since the mobs wouldn't be wandering around and remain static.
  24. Well OG really costs almost no end (check CoD I think it's the same of C.Jumping) and it never affected me. Can't say it the stagger would be counterproductive because I was only killing bosses with my DM/DA. I've seen Spines/Dark farm and the stagger isn't a big issue because Spine Burst has a large radius, dunno how it'd affect FSC.

    As long as you have health (even unslotted), no need to worry about the health drain on OG.

    A player named Celydia farms with a Claws/DA. She has a good Claws/DA guide btw.

    As for the energy 'hole', I did a LGTF once with 4 /DA toons (my DM/DA, a Stone/DA and two Spines/DA) and little support. The Brute DA tanked it fine, and as you know LGTF is all Rikti. I was the only /DA with no end issues tho because I was IO'ed (cheaply, and with no ToD +end, didn't exist at the time) but we did fine and me and the Brute only died at the Hamidon. The Spineys died more but they were So'ed iirc.

    Can't comment on throw spines because I have a Spines/Dark at 21 and a Spines/Fire at 33 but I didn't really play the Spines/Fire (AE baby, few days later I left the game), so I'll let somebody else answer. And well, Spines/Dark farmed well before Pyre Mastery, with Fireball added I think you'll do fine. I don't intend on picking Fireball in neither of my Spiners (I'm playing the /Dark, the /Fire idk when I'll ever level) because of the redraw and Throw Spines recharges very fast.
  25. I think it's a great idea, really. I'm on Mac OS X now so no way to build something atm.

    I once 'tanked' farms and killed bosses for a fire/kin friend who was still learning how to farm (there was no setting for no bosses, so it was set for 8 with fillers and on invincible) and dude, it was SO EASY because of Oppressive Gloom - all minions were stunned, but my toon was a DM/DA so not exactly farmer material.

    I'm a /DA fan. The theft of essence proc helps your end issues especially on large mobs.

    The only thing I can 'give' you right now is a dm/da build that I built for some defense, +maxhp and some recharge (copy/pasted from another thread because I'm on my mac.. damn when will Mids be released for Mac?). I won't be using this build because it's not end sustainable, but I put cloak of fear there (end hog, low acc) and you can just use O. Gloom with one accuracy IO, or an A. Amazement set for recharge, maybe 2 pieces for the recovery or even 2 stupefies. I'm posting the build just because it may be a good guideline for slotting dark armor, although because of CoF and other stuff (like using reactive armor instead of impervium armors) such as not enough recovery bonuses this build is not sustainable, I know you know how to build toons and can get more rech and recov from a fire/da build, especially since you will be using purple sets.

    I think you should build for recovery, recharge and some defense but when I 'tanked' for my firekin friend I didn't even have tough in my build, that's why I thiink /DA farming is so easy because of the mez aura if you can get past the end issues. But I think some defense would help you (Desmodos, who is another DM/DA lover and has a nice guide, believes in typed def, I'm undecided yet). Personally I find /DA so good I didn't miss defense while leveling her and had to be the pseudotank on some occasions with a Tanker on the team (like Carnie missions where the Fire Tanker couldn't stand the psi dmg, and Neuron mishes in which we had an Ice Tanker and he had his defense debuffed and faceplanted a lot). Basically with /DA you only have to worry with lts and bosses till you kill them. I think Fire/DA would be a great farming combo, but i think you'd better get some defenses (s/l and nrg or melee/ranged, remember /DA's energy resist sucks) because my toon had more mitigation tools for being DM (Touch of Fear and Siphon Life).

    As I said, this is a 'flawed' build attempt but maybe you can tweak it for fire/da using o. gloom and more recovery. And yeah she has hover for lolconcept btw, she's my only flying toon, I built this considering I'd never toggle Hover for the defense, just to put a lotg there.

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