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[ QUOTE ]
But i don't seem to remember your name from the 1st 2 months. By old-skool i mean pre I4 L50 DM/DAs, those who swore by CoF as it was 'cheap' and could fear bosses.
[/ QUOTE ]
That could be beacuse I didn't hit lvl 50 until I'd been playing over a year, which would be I6.
As for the steadfast's/Kama's, I'd go for atleast 2 of them. I have 3 steadfast's and 1 Kama, but still get staked KB from some rikti in the invasion. -
[ QUOTE ]
Well, but we're the only 2 from the 'old skool' still playing then?
[/ QUOTE ]
Damn having just got my 30mth badge, I must be a Johnnie Comelately.... -
[ QUOTE ]
I thought D3 stood for Dark/Dark/Defender..
[/ QUOTE ]
I ran out of space in the title.
I also forgot to note that the build posted is my own favorite for soloing and may not be to every ones taste.
I will also be putting out a D4 guide when I have a spare 6 hours to trawl through Hero Planner. -
Well here we go, some how I managed to put my first DM/DA guide out about a week before I9 became live. This basically rendered it obsolete the week it came out.
After much planning, test, whining & INF farming I have updated my guide to take into account a few changes.
Without further mutterings here is the guide (see my previous version for the guff about what Dm/DA is)
Dark Mêlée
I have put some numbers against the powers, these have all been taken from Mids' Hero designer. They are un-enhanced, copy the code at the bottom of the build into the hero designer to see it all slotted etc. I am not 100% sure on all the numbers so please take these as a rough guide.
Shadow Punch
Activation time: .6 seconds
Recharge Time: 3 seconds
Endurance Cost: 4.5
Base DMG: S-21 + NE-31 = 52
Additional Effects: 5.6% tohit debuff
Rating: Most Builds
Slot it: 4
Description: This is a very fast activation & Recharge attack, the issue being it does small amounts of damage.
Thoughts: I have taken this power in my current build, mainly because I have dropped Cloak of Darkness (*gasp* explanation late) and need the DPS. I have it slotted with 4 Crushing Impacts or 1 acc/2dmg/tohit debuff (purely for the fact that it can be applied so often)
Smite
Activation time: 1 second
Recharge Time: 6 seconds
Endurance Cost: 7
Base DMG: S-20 + NE-62 = 82
Additional Effects: 5.6% tohit debuff
Rating: Must Have
Slot it: 5 or 6 slots
Description: A hard hitting attack which does good damage, has a lowish activation and a manageable recharge time.
Thoughts: I always take this power and slot it up reasonably quickly. I have it slotted with 1 Nucleolus Exposure and 5 Crushing Impacts or 2acc/3dmg/1rechrg
Shadow Maul
Activation time: 3 seconds
Recharge Time: 8 seconds
Endurance Cost: 8.5
Base DMG: S-67 + NE-67 = 134
Additional Effects: 5.6% tohit debuff
Take it: Must Have
Slot it: 5 or 6 slots
Description: Basically a short cone attack (up to 5 mobs) doing ~ twice the damage of smite but split into 8 ticks over ~ 2-3seconds.
Thoughts: Again I always take this power and slot it up quickly, I always over slot for accuracy and it is worth dropping an extra one in this power, when you miss you seem to spend for ever flapping.
It is often worth taking a second or two to line a couple of mobs up before firing this off, even if you have to brawl or punch to fill the time. I slot this power with 1 Nucleolus Exposure and 5 Sirocco's Dervish's or 2acc/3dmg/1rechrg
Touch of Fear
Activation time: 1.2 seconds
Recharge Time: 8 seconds
Endurance Cost: 8.5
Base DMG: 0
Additional Effects: Mag 3 Terror + 11% tohit debuff
Take it: Optional.
Slot it: 2 or 5
Description: A Mag 3 single target fear attack with the added bonus of a 10% acc debuff.
Thoughts: I took this attack for a long time, but found my self using it less and less. It is very useful for taking a single mob out of the game and if you are running Cloak of Fear, they can be stacked. But I don't currently have it. Slot with either 1Acc & 1FearDur or 5 Glimpse of the Abyss for the set bonus's.
Siphon Life
Activation time: 2 seconds
Recharge Time: 15 seconds
Endurance Cost: 12
Base DMG: S-0 + NE-62 = 62
Additional Effects: 5.6% tohit debuff + 10% HP heal(self)
Take it: Optional.
Slot it: 2 or 4
Description: A pure negative energy attack ~ equivalent to air sup. Slightly more damaging that Shadow Punch or Boxing, slightly less than smite. It gives a base 10% HP heal.
Thoughts: An interesting power, for my builds if I didn't take the fighting pool and wanted more damage than control I would take this power rather than ToF. It has become more and more useful with ED and the global def/res nerfs recently. But as I have the fighting pool I have left it out of all but my experimental control build. If you take it, slot for acc, rechrg & heal.
Confront
Activation time: 2.2 seconds
Recharge Time: 3 seconds
Endurance Cost: 0
Base DMG: 0
Additional Effects: Mag 4 Taunt
Take it: No
Slot it: No
Description: A Mag4 ok range single target taunt.
Thoughts: Most people skip this, I always do. Basically I can't see a need to fit it in. In close mêlée combat DS, CoF or OG will all get you as much agro as you want with added bonuses (damage, fear, mez). At range LBE or DB have similar or better range and do damage.
Dark Consumption
Activation time: 1 second
Recharge Time: 180 seconds
Endurance Cost: .5
Base DMG: S-0 + NE-50 = 50
Additional Effects: +25 End(self)
Take it: Most Builds
Slot it: 2 or 3
Description: A medium radius light/medium damage PBAoE attack (max 10 mobs) which drain 25% end per target and gives 25 end per target back to you.
Thoughts: For me an absolute must. At mid levels take it early and slot it up. When you do a high level respec it can be left to the late 30's or even 47/49. If you always team with a Rad, Kin, or Empath you may be able to skip it. Otherwise it's a must even if you don't use it every time it's still a good power. Slotting wise @ lvl 50 I just have 2 recharges, but you might want to put and acc in there.
Soul Drain
Activation time: 2.4 seconds
Recharge Time: 120 seconds
Endurance Cost: 15.5
Base DMG: S-0 + NE-62 = 62
Additional Effects: 5% tohit buff(self) + 15% dmg buff(self)
Take it: Yes
Slot it: 4
Description: Another medium radius light/medium damage PBAoE attack (max 7 mobs) which gives you ~ 5% tohit buff and 15% dmg buff per mob hit.
Thoughts: This similar to aim/build up in one power albeit with a tohit check first. Very useful when you get into a fight, 1st more dmg & acc 2nd it gives you the agro. Fire it off it a bit mob with DS running and by the time you get round to the stragglers they'll be half dead. I like to slot with 1 acc, 1 end redux & 1 rechrg
Midnight Grasp
Activation time: 2.1 seconds
Recharge Time: 15 seconds
Endurance Cost: 12
Base DMG: S-0 + NE-148 = 148
Additional Effects: 5.6% tohit debuff + Mag 3 immob
Take it: Must
Slot it: 5 or 6
Description: The teir 9 DM power. The good: It's pure Negative dmg, it has a Mag 3 imob, it smoothes out the dmg of DM. The Bad: it's DoT, it's only superior dmg, due to the activation time it roots you.
Thoughts: Right tbh the first time you get this power it's a little underwhelming, fully slotted up your going to be doing 80dmg base less than the top BSword attack. But when you get it slotted and start to figure out how to fit it into your attack chain it really is worth while. I can't see how you could want to leave it out. DM only really has 4 "attacks" and leaving the highest damage one out strikes me as very silly. Slot with 1 Nucleolus Exposure and 5 Crushing Impacts or 2acc/3dmg/1rechrg
Dark Armour
I have put some numbers against the powers, these have all been taken from Mids' Hero designer. They are un-enhanced, copy the code at the bottom of the build into the hero designer to see it all slotted etc. I am not 100% sure on all the numbers so please take these as a rough guide, the end usage especially as they seem to change guide->guide, week->week
Dark Embrace
Base Res: S/L: 22.5% & T/N-NRG: 15%
End:0.2/s
Additional Effects: Bloody anoying noise
Take it: Must
Slot it: 5 or 6
Details: Your first shield, it provides resistance from Smashing, Lethal, Toxic and Negative energy attacks.
Thoughts: You have to take this and why would you want to leave it out. S/L damage is the most common type in the game. In the very early levels I don't run this, I slot it first with 3 endredux asap and then run it post lvl 6. I never turn this off unless I'm farming debt or damage. Currently slotted with 4 Impervium Armours 1 Steadfast KB 1 End Redux or 2 End redux/3Dmg Res.
Death Shroud
Base Res: N/A
End:0.52/s
Additional Effects: 12.5 NE dmg /tick
Take it: Most builds
Slot it: 4 or 5
Description: Not a shield as such, it is a PBAoE power which does damage ever couple of seconds to every mob within short/medium range (max 10 mobs).
Thoughts: Previously this was a must have power, but I find my self either soloing or on 8 man teams these days. Basically when soloing it's not worth the effort, it drains too much end and the DPS to 2 mobs is not worth it. In teams of 8 it's not much use unless you are the only mele type. It is a monster end hog and I never run it at the same time as OG or CoF. If you do take it, slot with 4 Sirocco's Dervishes and 1 end redux or 2 end redux/2acc/1dmg.
Murky Cloud
Base Res: F/C: 22.5% & NRG/N-NRG: 15%
End:0.2/s
Additional Effects: 69.2% res to end drain & end recovery mod.
Take it: Must
Slot it: 4 or 5
Description: The second of your many shields. It provides resistance from Fire, Cold, Energy and neg energy. It also provides non-enhanceable resistance to end drain and effects which alter end recovery rate.
Thoughts: I always take this power, but not when it first becomes available. In my current respec build, I took it @ lvl 22. In the fear heavy build I take it @ lvl 4 instead of DS. When you are almost fully (end redux) slotted run it all the time, until that point selectively use it when faced with these type attacks. Currently slotted with 4 Impervium Armours 1 Steadfast or 2 End redux/3Dmg Res.
Obsidian Shield
Base Res: PSI: 37.5%
End:0.2/s
Additional Effects: Mag 10.4 res to Hold, Sleep, Stun & Fear.
Take it: Must
Slot it: 5 or 6
Description: The third proper shield in the set and what a power it is. It provides a decent base res to PSI damage and gives you very good resistance to Hold, Sleep, Stun & Fear.
Thoughts: Why would you not take this power? PSI damage is not overly prevalent in the game, but especially in the 40's having a PSI res of ~60% will make you the envy of just about everyone. The reason to take it early is the resistance to holds etc. So you can get away with just slotting it for end redux until quite late especially as the hold res etc is non enhanceable. Currently slotted with 4 Impervium Armours 1 Steadfast KB 1 End Redux.
Dark Regeneration
Base Res: N/A
End: 34
Additional Effects: 12.5 N-Nrg dmg, 30% HP heal (self).
Take it: Must
Slot it: 5 or 6
Details: A PBAoE heal which does minor n-nrg damage and heals 30% HP per mob hit (max 10).
Thoughts: Your big heal and big it is, if you hit 10 monbs it'll give you ~ 4000HP back without any slotting for heal, which considering the base lvl 50 scrapper HP is 1300 is A LOT. Again this is a power I always take the level it becomes available and put both of the next 2 slots in. Slotting is an interesting one for this power, as mentioned I like to over slot acc but this power has a huge end drain so it needs a couple of end redux's. My current slotting is 3 Numina's 1 rechrg redux 1 acc or 1 acc, 2 endredux 2 rechrg.
Cloak of Darkness
Base Res: N/A
End: 0.26/s
Additional Effects: Mag 10.4 res to Immob, 3.75% def all, +stealth, +60% perception +60% res effect perception.
Take it: Most builds
Slot it: 3
Details: The final shield of the set. Provides good res to Immob (better than CJ), some stealth and a nice bonus to perception, oh and some defence to all attacks but not so as you would notice.
Thoughts: I take this power in most of my builds, before I hi 50 I took it to stealth missions as combined with SS it is equivalent to invis. Post 50 I use it for the Immob res and the perception bonus (good for pvp and arachnos). I have it slotted with 2Endredux 1Karma KB 1Luck of the Gambler +rechrg or just 3x End redux
Cloak of Fear
Base Res: N/A
End: 0.52/s
Additional Effects: Mag 2 fear & 5% acc debuff.
Take it: Build specific
Slot it: 1 - 6
Details: Not really a shield. Is PBAoE (max 10) Mag 2 fear attack with a small acc debuff.
Thoughts: This is an interesting one. If your going for a fear heavy build this is a must. But due to the fact that the base accuracy was nerfed big time and the effect of fear was changed, it's not soo good. The fear will effect minions and leuits with a successful tohit check and will stack with ToF and other fear attacks. If your not going fear heavy, I would go for OG (bellow) instead. Not normally a good idea to run with DS. Slotting wise I have gone for 5 Glimpse of the Abyss or you could go 3endredux 1acc 1feardur.
Oppressive Gloom
Base Res: N/A
End: 0.08/s
Additional Effects: Mag 2 stun & 6 N-nrg dmg (self).
Take it: Build specific
Slot it: 1 - 6
Details: Again not really a shiled. Is PBAoE (max 10) Mag 2 stun.
Thoughts: Again this is a really interesting one as said above if your going for a fear heavy build then skip this, if not take this power. It costs no end, does you a small amount of damage but mitigates a much larger amount if it keeps mobs from attacking you. It's a beauty in pvp as this power and brawl can be lethal to squishies. It is also an interrupting power in pvp. Slotting I have 5 Stupify IOs or 2 acc 2 mez
Soul Transfer
Base Res: N/A
End: 0
Additional Effects: Mag 30 stun & 62.6 N-nrg dmg. 21.6% HP heal (self), 30 End (self) and Mag10 stun (self)*
Take it: Build specific
Slot it: 1 -2
Details: A PBAoE attack (max10), self res.
Thoughts: This power has it's good and bad points, it's a self res which can be handy but silly as this sounds you have to be dead to use it. As it has no acc numbers one would assume it is an auto hit which could make it fun in a pvp zone....
Most build guides say to skip this as there are always better powers to take, how ever I like to take this power. There are always times when your going to pull more agro than you can handle and you will end up eating pavement. When this happens this power makes things very interesting, partially because it makes you untouchable for 5 seconds after the rez but not rooted.
There are two was to approach using it:
1) fire it off and use the combination of mag30 stun and 5 seconds of untouchable to make a run for it.
2) fire it off and use the combination of mag30 stun and 5 seconds of untouchable to put your toggles back up, fire a soul drain and get stuck back in.
As for slotting I now just leave it with it's 1 slot and put a rechrg in there.
Pool Powers:
Concealment.
Your a scrapper, there is only one plan and that is Plan A, you charge in a and kill things. Stop hiding and get stuck in.
Fighting.
I've been taking this set for my past couple of respecs, the stun in boxing works well with OG and with Tough and DE fully slotted you can get to to almost 60% S/L dmg res.
Fitness.
Well for a DM/DA you need stamina. No ifs, no buts you NEED it. So there for you need swift and health.
Flight.
I have this as my travel power. I have taken hover to put a Kismet +acc IO in, it can also be useful for hami/mothership raids. Flight I have with 2 Microfilament Exposures.
Leadership.
What do you care about boosting other peoples powers, get in there and kill stuff. Only consider taking for a pvp build
Leaping.
Traditionally /DA scrappers needed leaping for acrobatics. REJOICE for this is no longer true, with IOs you can negate the need for acrobatics. Even if you don't want acro CJ&SJ are a good way to get about in missions/zones.
Medicine.
As I said above, what do you care about healing others. Not got the option to waste power slots on these.
Presence.
If you were going for a massively fear based build, you could drop fighting and take this pool for the fear attacks. But there gets to a point when fearing stuff isn't enough, you do need to kill them.
Speed.
I ran with hasten and SS right up until I hit 50. I've dropped them because with the veteran attack and an additional one from fighting I don't need hasten. Now that you unstealth when clicking glowies I don't need the stealth from SS either. If you wanted to take rooting long animation attack chain to the max, you could use flurry -> Sands of Mu -> Shadow Maul. But just don't.
Teleportation.
You have a travel power already. You could take recall friend along the way to help team mates, or TP foe for pvp. It works well tp'ing squishies into your OG aura and then brawl/boxing them.....
Epic Pools:
Body mastery.
A good pool for nearly all scrappers. Focused acc is a great power, if you team a lot and take this power, you can then drop a lot of your acc slotting. Conserve power gives you a 119.2% endurance discount on your powers, although it reduces base not enhanced. Laser Beam eyes is good because it gives you a range attack. Energy torrent is annoying to almost every one due to the chance of KB.
Darkness mastery.
Good for keeping the Dark thing going. Also excellent if your going for heavy control. Skip torrent KB is bad. Petrifying gaze is a mag3 single target hold. Dark blast is the same as the Defender version, an ok range ok damage slow blast. Tenebrous Tentacles is like a lower damage MnG, but is a ranged cone (max10) with the same Mag3 hold.
I have Petrifying glaze with 2 Endoplasm Exposures,
Dark Blast with 3 ThunderStrikes
Tenebrous Tentacles with 5 Positron's Blasts.
Weapons Mastery.
Never taken it, never going to. Only power I would consider using is caltrops.
Builds
What you see bellow is my current lvl 50 build, designed mostly for soloing or taking part in raids. The more observant of you will have noticed that I have hit the cap on +2.5% recovery, I know this but I have chosen to keep the sets due to the other bonus's they grant and the fact I have all the IOs no so don't want to have to buy any more.
Like I said above, I don't have Death Shroud because I am obsessive about END conservation and recharge. I don't miss the power at all, I can take out most even level mins with 2 hits, maybe with a Shadow Punch on the end to take that last sliver. Ahh I hear you say; you wouldn't need to do that if you had DS, thats true, but I'm sure 1 shadow punch every couple of mobs uses less end than running death shroud the whole time.
Any ways it's personal prefs like everything. This is my build and it suits my play style.
I might post up a slightly more orthodox build if the feeling takes me.
As always, Heros designer doesn;t seem to take into account the +10% recharge from Numina's and the +15% recharge from Mirical when working out the final numbers.
[ QUOTE ]
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Darkness Mastery
Hero Profile:
------------
Level 1: Shadow Punch
(A) Crushing Impact - Accuracy/Damage
(3) Crushing Impact - Damage/Endurance
(3) Crushing Impact - Accuracy/Damage/Recharge
(5) Crushing Impact - Accuracy/Damage/Endurance
Level 1: Dark Embrace
(A) Impervium Armor - Resistance/Endurance
(5) Impervium Armor - Resistance/Recharge
(7) Impervium Armor - Resistance/Endurance/Recharge
(7) Impervium Armor - Resistance
(9) Steadfast Protection - Knockback Protection
(9) Endurance Reduction IO
Level 2: Smite
(A) Special:Nucleolus Exposure
(11) Crushing Impact - Accuracy/Damage
(11) Crushing Impact - Damage/Endurance
(13) Crushing Impact - Damage/Recharge
(13) Crushing Impact - Accuracy/Damage/Endurance
(15) Crushing Impact - Accuracy/Damage/Recharge
Level 4: Shadow Maul
(A) Special:Nucleolus Exposure
(15) Scirocco's Dervish - Accuracy/Damage
(17) Scirocco's Dervish - Damage/Endurance
(17) Scirocco's Dervish - Damage/Recharge
(19) Scirocco's Dervish - Accuracy/Damage/Endurance
(19) Scirocco's Dervish - Chance of Damage(Lethal)
Level 6: Boxing
(A) Special:Nucleolus Exposure
(21) Damage Increase IO
(21) Damage Increase IO
Level 8: Swift
(A) Flight Speed IO
Level 10: Obsidian Shield
(A) Impervium Armor - Resistance/Endurance
(23) Impervium Armor - Resistance/Recharge
(23) Impervium Armor - Resistance/Endurance/Recharge
(25) Impervium Armor - Resistance
(25) Steadfast Protection - Knockback Protection
(27) Endurance Reduction IO
Level 12: Hover
(A) Kismet - Accuracy +6%
Level 14: Fly
(A) Special:Microfilament Exposure
(27) Special:Microfilament Exposure
Level 16: Dark Regeneration
(A) Numina's Convalescence - Heal/Endurance
(29) Numina's Convalescence - Endurance/Recharge
(31) Numina's Convalescence - Heal/Endurance/Recharge
(34) Recharge Reduction IO
Level 18: Health
(A) Healing IO
(31) Healing IO
(31) Numina's Convalescence - +Regeneration/+Recovery
(33) Miracle - +Recovery
Level 20: Stamina
(A) Endurance Modification IO
(33) Endurance Modification IO
(33) Endurance Modification IO
Level 22: Cloak of Darkness
(A) Endurance Reduction IO
(29) Endurance Reduction IO
(34) Karma - Knockback Protection
(34) Luck of the Gambler - Recharge Speed
Level 24: Murky Cloud
(A) Impervium Armor - Resistance/Endurance
(36) Impervium Armor - Resistance/Recharge
(36) Impervium Armor - Resistance/Endurance/Recharge
(36) Impervium Armor - Resistance
(37) Steadfast Protection - Knockback Protection
Level 26: Soul Drain
(A) Special:Cytoskeleton Exposure
(37) Special:Cytoskeleton Exposure
(37) Recharge Reduction IO
Level 28: Tough
(A) Impervium Armor - Resistance/Endurance
(39) Impervium Armor - Resistance/Recharge
(39) Impervium Armor - Resistance/Endurance/Recharge
(39) Impervium Armor - Resistance
(40) Endurance Reduction IO
Level 30: Cloak of Fear
(A) Glimpse of the Abyss - Accuracy/Recharge
(40) Glimpse of the Abyss - Endurance/Fear
(40) Glimpse of the Abyss - Accuracy/Endurance
(42) Glimpse of the Abyss - Accuracy/Fear/Recharge
(42) Glimpse of the Abyss - Chance of Damage(Psionic)
Level 32: Midnight Grasp
(A) Special:Nucleolus Exposure
(42) Crushing Impact - Accuracy/Damage
(43) Crushing Impact - Damage/Endurance
(43) Crushing Impact - Damage/Recharge
(43) Crushing Impact - Accuracy/Damage/Recharge
(45) Crushing Impact - Accuracy/Damage/Endurance
Level 35: Oppressive Gloom
(A) Stupefy - Accuracy/Recharge
(45) Stupefy - Accuracy/Endurance
(45) Stupefy - Accuracy/Stun/Recharge
(46) Stupefy - Stun/Range
(46) Stupefy - Endurance/Stun
Level 38: Soul Transfer
(A) Recharge Reduction IO
Level 41: Petrifying Gaze
(A) Special:Endoplasm Exposure
(46) Special:Endoplasm Exposure
Level 44: Dark Blast
(A) Thunderstrike - Accuracy/Damage
(48) Thunderstrike - Accuracy/Damage/Recharge
Level 47: Tenebrous Tentacles
(A) Positron's Blast - Accuracy/Damage
(48) Positron's Blast - Damage/Endurance
(48) Positron's Blast - Damage/Recharge
(50) Positron's Blast - Accuracy/Damage/Endurance
(50) Positron's Blast - Chance of Damage(Energy)
Level 49: Dark Consumption
(A) Scirocco's Dervish - Damage/Recharge
(50) Scirocco's Dervish - Accuracy/Recharge
------------
Level 1: Brawl
(A) Accuracy IO
Level 1: Sprint
(A) Unbounded Leap - +Stealth
Level 2: Rest
(A) Recharge Reduction IO
Level 1: Critical Hit
------------
Set Bonus Totals:
+7.5% Defense(Psionic)
+3.13% Defense(AoE)
+9% Max Endurance
+48% Enhancement(Accuracy)
+36.3% Enhancement(RechargeTime)
+3% Enhancement(Stun)
+2.75% Enhancement(Terrorized)
+120.5 (9%) HitPoints
+Knockback (Mag -16)
+MezResist(Immobilize) (Mag 6.6%)
+14.5% Recovery
+32% Regeneration
+1.58% Resistance(Fire)
+1.58% Resistance(Cold)
+3.13% Resistance(Negative)
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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KO*I:YVVN<6[ERN&>^4Z+Z!Y(_T6.[@E:H1V0L?#X3^<"[B1MD)+QBXMV$%4K42*K]7==JH1'V,<<
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[/ QUOTE ] -
Hi matey, I'll dig out my current lvl 50 IO build for you, it's currently on my laptop which is in work. As per Nightmarer's post, I have gone for crushing impact and positrons blast. Impervium armor and STeadfast.
As well as 5 of the unique IO's.
It's cost me an absolute bomb, but Its really working for the raids. I'm normally the last man standing in teams.
I did have a bit of a whinege about set IOs and the cost etc. I have to say that I am sort of a convert, but only because after 30mths I have got the INF to finance my wentworth habbit. I still think you can make a damn good DM/DA without any IOs at all.
EDIT: Ah found it. This is what I'm currently running, I know it will be sacalidge to most people due to the fact that I don't have death shroud. But with this build I mostly solo and then on INV. When soloing, it's mostly mob sizes on 3 with 2 mins and one leuit. I can through these so quick that the end drain of DS against the damage it does makes it not worth while. I prefer to have to hit them once each extra with shadow punch and have more end left so I can move onto the next mob quicker.
The only time I suffer from not have DS is in large teams with spawns of 8+ when soul drain and DS gives you a huge amount of damage.
Like I said, it ain't cheap and it wont be for every one. I know I have hit the cap on 2.5% recovery with the Posi's in Tenticles, but I don't mind it not applying for the 9%acc and 6.5% rechrg bonus.
The numbers for regen and recovery are not corrent in Hero Planner. They don't take into account Numina's & Miracle. So I have an extra 25% recovery & 20% regen onto of the number listed bellow.
PS: look out for my I10 DM/DA guide coming on Monday....
[ QUOTE ]
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Darkness Mastery
Hero Profile:
------------
Level 1: Shadow Punch
(A) Crushing Impact - Accuracy/Damage
(3) Crushing Impact - Damage/Endurance
(3) Crushing Impact - Accuracy/Damage/Recharge
(5) Crushing Impact - Accuracy/Damage/Endurance
Level 1: Dark Embrace
(A) Impervium Armor - Resistance/Endurance
(5) Impervium Armor - Resistance/Recharge
(7) Impervium Armor - Resistance/Endurance/Recharge
(7) Impervium Armor - Resistance
(9) Steadfast Protection - Knockback Protection
(9) Endurance Reduction IO
Level 2: Smite
(A) Special:Nucleolus Exposure
(11) Crushing Impact - Accuracy/Damage
(11) Crushing Impact - Damage/Endurance
(13) Crushing Impact - Damage/Recharge
(13) Crushing Impact - Accuracy/Damage/Endurance
(15) Crushing Impact - Accuracy/Damage/Recharge
Level 4: Shadow Maul
(A) Special:Nucleolus Exposure
(15) Scirocco's Dervish - Accuracy/Damage
(17) Scirocco's Dervish - Damage/Endurance
(17) Scirocco's Dervish - Damage/Recharge
(19) Scirocco's Dervish - Accuracy/Damage/Endurance
(19) Scirocco's Dervish - Chance of Damage(Lethal)
Level 6: Boxing
(A) Special:Nucleolus Exposure
(21) Damage Increase IO
(21) Damage Increase IO
Level 8: Swift
(A) Flight Speed IO
Level 10: Obsidian Shield
(A) Impervium Armor - Resistance/Endurance
(23) Impervium Armor - Resistance/Recharge
(23) Impervium Armor - Resistance/Endurance/Recharge
(25) Impervium Armor - Resistance
(25) Steadfast Protection - Knockback Protection
(27) Endurance Reduction IO
Level 12: Hover
(A) Kismet - Accuracy +6%
Level 14: Fly
(A) Special:Microfilament Exposure
(27) Special:Microfilament Exposure
Level 16: Dark Regeneration
(A) Numina's Convalescence - Heal/Endurance
(29) Numina's Convalescence - Endurance/Recharge
(31) Numina's Convalescence - Heal/Endurance/Recharge
(34) Recharge Reduction IO
Level 18: Health
(A) Healing IO
(31) Healing IO
(31) Numina's Convalescence - +Regeneration/+Recovery
(33) Miracle - +Recovery
Level 20: Stamina
(A) Endurance Modification IO
(33) Endurance Modification IO
(33) Endurance Modification IO
Level 22: Cloak of Darkness
(A) Endurance Reduction IO
(29) Endurance Reduction IO
(34) Karma - Knockback Protection
(34) Luck of the Gambler - Recharge Speed
Level 24: Murky Cloud
(A) Impervium Armor - Resistance/Endurance
(36) Impervium Armor - Resistance/Recharge
(36) Impervium Armor - Resistance/Endurance/Recharge
(36) Impervium Armor - Resistance
(37) Steadfast Protection - Knockback Protection
Level 26: Soul Drain
(A) Special:Cytoskeleton Exposure
(37) Special:Cytoskeleton Exposure
(37) Recharge Reduction IO
Level 28: Tough
(A) Impervium Armor - Resistance/Endurance
(39) Impervium Armor - Resistance/Recharge
(39) Impervium Armor - Resistance/Endurance/Recharge
(39) Impervium Armor - Resistance
(40) Endurance Reduction IO
Level 30: Cloak of Fear
(A) Glimpse of the Abyss - Accuracy/Recharge
(40) Glimpse of the Abyss - Endurance/Fear
(40) Glimpse of the Abyss - Accuracy/Endurance
(42) Glimpse of the Abyss - Accuracy/Fear/Recharge
(42) Glimpse of the Abyss - Chance of Damage(Psionic)
Level 32: Midnight Grasp
(A) Special:Nucleolus Exposure
(42) Crushing Impact - Accuracy/Damage
(43) Crushing Impact - Damage/Endurance
(43) Crushing Impact - Damage/Recharge
(43) Crushing Impact - Accuracy/Damage/Recharge
(45) Crushing Impact - Accuracy/Damage/Endurance
Level 35: Oppressive Gloom
(A) Stupefy - Accuracy/Recharge
(45) Stupefy - Accuracy/Endurance
(45) Stupefy - Accuracy/Stun/Recharge
(46) Stupefy - Stun/Range
(46) Stupefy - Endurance/Stun
Level 38: Soul Transfer
(A) Recharge Reduction IO
Level 41: Petrifying Gaze
(A) Special:Endoplasm Exposure
(46) Special:Endoplasm Exposure
Level 44: Dark Blast
(A) Thunderstrike - Accuracy/Damage
(48) Thunderstrike - Accuracy/Damage/Recharge
Level 47: Tenebrous Tentacles
(A) Positron's Blast - Accuracy/Damage
(48) Positron's Blast - Damage/Endurance
(48) Positron's Blast - Damage/Recharge
(50) Positron's Blast - Accuracy/Damage/Endurance
(50) Positron's Blast - Chance of Damage(Energy)
Level 49: Dark Consumption
(A) Scirocco's Dervish - Damage/Recharge
(50) Scirocco's Dervish - Accuracy/Recharge
------------
Level 1: Brawl
(A) Accuracy IO
Level 1: Sprint
(A) Unbounded Leap - +Stealth
Level 2: Rest
(A) Recharge Reduction IO
Level 1: Critical Hit
------------
Set Bonus Totals:
+7.5% Defense(Psionic)
+3.13% Defense(AoE)
+9% Max Endurance
+48% Enhancement(Accuracy)
+36.3% Enhancement(RechargeTime)
+3% Enhancement(Stun)
+2.75% Enhancement(Terrorized)
+120.5 (9%) HitPoints
+Knockback (Mag -16)
+MezResist(Immobilize) (Mag 6.6%)
+14.5% Recovery
+32% Regeneration
+1.58% Resistance(Fire)
+1.58% Resistance(Cold)
+3.13% Resistance(Negative)
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;4200;1068;1424;|
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T0
|-----------------------------------------------------------------------------|
[/ QUOTE ] -
Just my 2c worth, I have been on a few PuGs with my stormie recently and both times I have been told not to use
a) freezing rain, because it makes the odd thing run.
b) snow storm, because people can't see what they are doing and it causes them lag
c) lightening storm, due to the knock back
d) Huricane, it moves mobs and people can't see whats happening.
e) Turn of steamy mist due to gfx lag.
Now I have been playing a storm defender for over 2 years, so I'm pretty good at knowing when to use KB and rain etc. But these lot didn't even give a chance, after the 1st of each one its "STOP RAIN" or "STOP KNOCK BACK N00B"
Thus basically turning me into a low dmg elec blaster with a heal.
Really makes me wonder why I do anything but solo on one of my scrappers...... -
Here's an old post from the US boards. A little out of date, but the underlying mechanics have not changed.
http://boards.cityofheroes.com/showf...Number=5759413 -
[ QUOTE ]
It is a Scrapper problem at the moment IMO.
[/ QUOTE ]
To a lesser extent it also affects Tanks. Stone, SS, Axe, Mace are all S/L dmg.
I would think that the conversion of current mele sets (nrg, elec) to scrapper primaries would be easier than designing new sets. Having said that, a lot of people would whinge about there being nothing new if that was the case... -
I do kind of see what your getting at H2. But on the other hand nearly all of the scrapper primaries and secondaries were unique until villans came out. You couldn't get them on any other AT.
Most people have been asking for energy mele for scrappers for ever, I would like to see a couple of the brute sets coming over to scrappers elec definately. I think the problem is if you just swap the sets over to the scrapper, they become horribly unbalanced due to the scrappers base damage mod.
But fingers crossed for I11 or I12 or I13.... -
Well I've taken hover and currently have the global acc boost IO in it.
Used it a couple of times when fighting KoTA but otherwise not needed it. -
I want to take fly on my DM/DA and I basically have a choice between:
1) Shadow Punch, hover & Fly,
2) Shadow Punch, Air sup & fly,
3) Recall friend, air sup & fly.
I think having shadow punch & air sup might be a waste, because unless I'm exemped I'll have atleast 4 other attacks I would use in front of these two. But then again is hover a wasted power unless I use it most of the time... -
Subject says it all.
What do people think of hover for scrappers? With two movement speed/end HO's the speed is listed as +10%ish flightspeed. Is this like normal movement pace?
Any other coments on the power? -
The ammount of added acc and damage you get will nearly always be capped by ED. The advantage of the combined enhancements is that fact that you can slot for other things. Recharge for example.
-
Well the two +recovery IO's will set you back 40+mil, each set of crushing impact will be 8-10mil.
You'll be looking at 80+mil easy. -
OG costs 0.06/s but deals 6dmg to you each time it hits a mob, even if it doesn't dis them.
If you can live with you current build, leave the respec. -
Hmmmmm.
ST is good solo as it allows you to get right back in there and blat stuff.
OG is also useful solo and in smaller teams as it keeps the mins busy.
DC can be useful in teams as you can use dark regen then dark con to reset both your bars. But in a lot of teams you'll have a rad, kin or empath who will be able to top your bars up anyway. DC is not much use solo as even on INV I can put most stuff down before I get anywhere near out of end (the exception be some signature villans in safeguards).
I'd take OG and just carry a few wakies. -
I kind of miss the old 7pm everynight hami raids.
Was about the only time group fly on my defender was useful.
I got 3 of the 5 cossie drops I have had when doing posi exemp'd down. Aparently the pool is much smaller at that level. -
Nothing that 3 different wings drop's and 5 Hami-o's sold didn't fix
-
Oh well. Each to their own build really....
I'll still be respec'ing into my fly build tonight and by selling the crafted Aegis I'll free up, I should be able to afford the miracle which is the last bit I require.
Fingers crossed. -
Hero planner seems to indicate that the +ACC from set bonus's goes onto the base 75% of the attacks, where as foc acc is a tohit buff.
Do these work differently in the game mechanics? Or is it just a quirk of hero planner. -
Are you sure about the Convalescence: +Regeneration/+Recovery being perma? It's not a set bonus it's a single IO bonus and actually states in the text that it lasts for 120seconds. Same for the Miracle + recover.
I have studied all these builds in hero planner this afternoon and can see that value of slotting Impervium in 3 of the res based sets, DEPENDING on their price. Because if you seriously plan on getting the numina's and miracle +recovery IOs, you'll be looking @ 40-50mil for the pair. Plus the 12mil for the KB IOs, the 12-15mil per set of crushing impact, same for positron and sirico. Glympse of the abyss is a cheap one to buy but expensive to craft (needs hami goo, essence of furries etc).
@Psydock lets see your build then mate..... And leave off the caps.
Just for info, I have reworked my suggested build by switching to slotting Impervium:
Totals:
221% regen, 111.3%HP, 187% end recov, 109% max end.
The res stats are slightly lower in most cases but only by 1% max.
[ QUOTE ]
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Darkness Mastery
Hero Profile:
------------
Level 1: Smite
(A) Special:Nucleolus Exposure
(3) Crushing Impact - Accuracy/Damage
(3) Crushing Impact - Damage/Endurance
(5) Crushing Impact - Damage/Recharge
(5) Crushing Impact - Accuracy/Damage/Recharge
(7) Crushing Impact - Accuracy/Damage/Endurance
Level 1: Dark Embrace
(A) Impervium Armor - Resistance/Endurance
(7) Impervium Armor - Resistance/Recharge
(9) Impervium Armor - Resistance/Endurance/Recharge
(9) Impervium Armor - Resistance
(11) Steadfast Protection - Knockback Protection
Level 2: Shadow Maul
(A) Special:Nucleolus Exposure
(13) Scirocco's Dervish - Accuracy/Damage
(13) Scirocco's Dervish - Damage/Endurance
(15) Scirocco's Dervish - Damage/Recharge
(15) Scirocco's Dervish - Accuracy/Damage/Endurance
(17) Scirocco's Dervish - Chance of Damage(Lethal)
Level 4: Murky Cloud
(A) Impervium Armor - Resistance/Endurance
(17) Impervium Armor - Resistance/Recharge
(19) Impervium Armor - Resistance
(19) Impervium Armor - Resistance/Endurance/Recharge
(21) Steadfast Protection - Knockback Protection
Level 6: Boxing
(A) Special:Nucleolus Exposure
(23) Stupefy - Accuracy/Recharge
(23) Stupefy - Chance of Knockback
Level 8: Swift
(A) Flight Speed IO
Level 10: Obsidian Shield
(A) Impervium Armor - Resistance/Endurance
(11) Impervium Armor - Resistance/Recharge
(21) Impervium Armor - Resistance/Endurance/Recharge
(25) Impervium Armor - Resistance
(25) Steadfast Protection - Knockback Protection
Level 12: Hover
(A) Special:Microfilament Exposure
(29) Special:Microfilament Exposure
Level 14: Fly
(A) Freebird - Endurance
(31) Freebird - FlySpeed
(31) Freebird - +Stealth
Level 16: Dark Regeneration
(A) Accuracy IO
(31) Endurance Reduction IO
(33) Numina's Convalescence - Endurance/Recharge
(33) Numina's Convalescence - Heal/Endurance/Recharge
(50) Numina's Convalescence - +Regeneration/+Recovery
Level 18: Health
(A) Healing IO
(33) Miracle - Heal
(34) Miracle - +Recovery
Level 20: Stamina
(A) Endurance Modification IO
(34) Endurance Modification IO
(34) Endurance Modification IO
Level 22: Tough
(A) Impervium Armor - Resistance/Endurance
(27) Impervium Armor - Resistance/Recharge
(29) Impervium Armor - Resistance/Endurance/Recharge
(36) Impervium Armor - Resistance
(36) Endurance Reduction IO
Level 24: Cloak of Darkness
(A) Endurance Reduction IO
(37) Endurance Reduction IO
(37) Luck of the Gambler - Recharge Speed
Level 26: Soul Drain
(A) Accuracy IO
(27) Recharge Reduction IO
(39) Endurance Reduction IO
Level 28: Touch of Fear
(A) Glimpse of the Abyss - Accuracy/Recharge
(36) Glimpse of the Abyss - Accuracy/Fear/Recharge
(37) Glimpse of the Abyss - Chance of Damage(Psionic)
(39) Glimpse of the Abyss - Endurance/Fear
(40) Glimpse of the Abyss - Accuracy/Endurance
Level 30: Cloak of Fear
(A) Glimpse of the Abyss - Accuracy/Recharge
(39) Glimpse of the Abyss - Endurance/Fear
(45) Glimpse of the Abyss - Accuracy/Endurance
(45) Glimpse of the Abyss - Accuracy/Fear/Recharge
(46) Glimpse of the Abyss - Chance of Damage(Psionic)
Level 32: Midnight Grasp
(A) Special:Nucleolus Exposure
(40) Crushing Impact - Accuracy/Damage
(40) Crushing Impact - Damage/Endurance
(42) Crushing Impact - Damage/Recharge
(46) Crushing Impact - Accuracy/Damage/Recharge
(46) Crushing Impact - Damage/Endurance/Recharge
Level 35: Oppressive Gloom
(A) Stupefy - Accuracy/Recharge
(42) Stupefy - Accuracy/Stun/Recharge
(42) Stupefy - Chance of Knockback
(43) Stupefy - Endurance/Stun
(43) Stupefy - Accuracy/Endurance
Level 38: Soul Transfer
(A) Recharge Reduction IO
Level 41: Petrifying Gaze
(A) Special:Endoplasm Exposure
(43) Special:Endoplasm Exposure
Level 44: Dark Blast
(A) Special:Centriole Exposure
(45) Special:Nucleolus Exposure
Level 47: Tenebrous Tentacles
(A) Positron's Blast - Accuracy/Damage
(48) Positron's Blast - Damage/Endurance
(48) Positron's Blast - Damage/Range
(48) Positron's Blast - Accuracy/Damage/Endurance
(50) Positron's Blast - Chance of Damage(Energy)
Level 49: Dark Consumption
(A) Recharge Reduction IO
(50) Recharge Reduction IO
------------
Level 1: Brawl
(A) Accuracy IO
Level 1: Sprint
(A) Endurance Reduction IO
Level 2: Rest
(A) Recharge Reduction IO
Level 1: Critical Hit
------------
Set Bonus Totals:
+7.5% Defense(Psionic)
+3.13% Defense(AoE)
+9% Max Endurance
+50% Enhancement(Accuracy)
+42.5% Enhancement(RechargeTime)
+3% Enhancement(Stun)
+5.5% Enhancement(Terrorized)
+135.6 (11.3%) HitPoints
+Knockback (Mag -12)
+MezResist(Immobilize) (Mag 4.4%)
+12.5% Recovery
+30% Regeneration
+1.58% Resistance(Fire)
+1.58% Resistance(Cold)
+3.13% Resistance(Negative)
------------
Set Bonuses:
Crushing Impact
(Smite)
+MezResist(Immobilize) (Mag 2.2%)
+13.6 (1.13%) HitPoints
+7% Enhancement(Accuracy)
+5% Enhancement(RechargeTime)
Impervium Armor
(Dark Embrace)
+2.5% Recovery
+1.88% Defense(Psionic)
+2.25% Max Max Endurance
Steadfast Protection
(Dark Embrace)
+Knockback (Mag -4)
Scirocco's Dervish
(Shadow Maul)
+10% Regeneration
+3.13% Resistance(Negative)
+9% Enhancement(Accuracy)
+3.13% Defense(AoE)
Impervium Armor
(Murky Cloud)
+2.5% Recovery
+1.88% Defense(Psionic)
+2.25% Max Max Endurance
Steadfast Protection
(Murky Cloud)
+Knockback (Mag -4)
Stupefy
(Boxing)
+2.5% Recovery
Impervium Armor
(Obsidian Shield)
+2.5% Recovery
+1.88% Defense(Psionic)
+2.25% Max Max Endurance
Steadfast Protection
(Obsidian Shield)
+Knockback (Mag -4)
Freebird
(Fly)
+8% Regeneration
+18.1 (1.5%) HitPoints
Numina's Convalescence
(Dark Regeneration)
+12% Regeneration
+22.6 (1.88%) HitPoints
Miracle
(Health)
+2.5% Recovery
Impervium Armor
(Tough)
+2.5% Recovery (Exceeded 5 Bonus Cap)
+1.88% Defense(Psionic)
+2.25% Max Max Endurance
Luck of the Gambler
(Cloak of Darkness)
+7.5% Enhancement(RechargeTime)
Glimpse of the Abyss
(Touch of Fear)
+2.75% Enhancement(Terrorized)
+22.6 (1.88%) HitPoints
+9% Enhancement(Accuracy)
+6.25% Enhancement(RechargeTime)
Glimpse of the Abyss
(Cloak of Fear)
+2.75% Enhancement(Terrorized)
+22.6 (1.88%) HitPoints
+9% Enhancement(Accuracy)
+6.25% Enhancement(RechargeTime)
Crushing Impact
(Midnight Grasp)
+MezResist(Immobilize) (Mag 2.2%)
+13.6 (1.13%) HitPoints
+7% Enhancement(Accuracy)
+5% Enhancement(RechargeTime)
Stupefy
(Oppressive Gloom)
+2.5% Recovery (Exceeded 5 Bonus Cap)
+22.6 (1.88%) HitPoints
+3% Enhancement(Stun)
+6.25% Enhancement(RechargeTime)
Positron's Blast
(Tenebrous Tentacles)
+2.5% Recovery (Exceeded 5 Bonus Cap)
+1.575% Res(Fire, Cold)
+9% Enhancement(Accuracy)
+6.25% Enhancement(RechargeTime)
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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[/ QUOTE ] -
[ QUOTE ]
If i slot the shields differently won't I lose s0ome defense and resistance though?
Plus with 187% +recovery, would I really have endurance issues?
[/ QUOTE ]
If you slot the shields with 3 dmg res IOs, you'll have very slightly higher res than with the sets. You'll loose some of the bonuses here and there, but the damage res set bonuses really aren't worth the inf they cost to a DM/DA
If you check the wording of the 2 heal IOs which give the big recovery boost, they only work for 120secs, not the whole time. So it may be worth double checking the figures. -
I would drop the second travel power and put OG and dark consumption in there.
But then if you want to keep the second travel power I would try to fit dark consumption in there, you might find you have some end issues with that build.
I'd also say save your self the inf and slot all your shields with 2x end redux IOs, 3 xdmg res IOs and then the steadfast. It's be a lot cheaper. Get the extra slots by taking 1 from cloak of darkness and 2 from dark blast.
Try your build on test and see what you think. -
Oppressive gllom is worth it IMHO, if you solo a lot or if you run big teams on high diff.
In 8 man lvl 50 teams on heroic, its bugger all use, stuff dies before it gets stunned (especially true as I normally team with atleast 2 fire blasters)
In 8 man lvl 50 teams on INV, it helps a lot especially if there aren't many AoEs and lots of squishies.
I also find it very useful when soloing on rugged or above. it keeps the min ocupied while you whale on the harder hitters. With 5 slots of stupify for a coupple of acc/mez HO's it's an almost guarenteed mez. Plus it costs naff all end.
But again each to their own. -
The one thing I would say is wheres cloak of fear or oppressive gloom?
They are the the major damage mitagation powers in the late 40+ game.