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Posts
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Joined
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This is how I look at it.
I can spend $15 a month for a game that is always updating and has a lot to offer, or I can pay $60 a month for a game that takes me maybe 10 hours to play through and then I go spend another $60 for another game. I'll take the $15 a month as apposed to $60 a month. -
a lifetime subscription makes sense if you are trying to rapidly raise funds.
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Well they better be working on something other than just the expansion because while it might spike the population for a month or two it won't last. It's kind of a bad sign when during peak play hours you have only two servers that hit medium load and one would expect that with Champions and DC online coming out down the road, the CoH population is going to shrink even more. Really I think they need to develop a CoH 2 because it's really going to take a new game with new graphics, mechanics, and game play to bring in more people that will stay. Don't get me wrong, CoH is a great game, I came back to it because I wanted a change from WoW, but I will always argue that the lack of what I see to be a true endgame is what causes people to leave the game in the end.
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So here's kind of a build that I came up with. With the stats provided I can get ET and TF down to an adjusted recharge time of 8.712. With the chain lasting 7.47 with perfect execution, that leaves me standing there for 1.242 seconds. Now granted that time can be used for placating, healing, tossing some caltrops, confusing the mobs, or I could through EP into the chain which still leaves sometime standing or I could us AS as a filler. Granted all of this relies upon getting to 50 with about 500 mil inf.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Energy Punch <ul type="square">[*] (A) HamiO:Nucleolus Exposure[/list]Level 1: Hide <ul type="square">[*] (A) Red Fortune - Defense/Endurance[*] (11) Red Fortune - Defense/Recharge[*] (11) Red Fortune - Defense/Endurance/Recharge[*] (19) Red Fortune - Defense[/list]Level 2: Bone Smasher <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (3) Crushing Impact - Damage/Endurance[*] (3) Crushing Impact - Damage/Recharge[*] (5) Crushing Impact - Accuracy/Damage/Recharge[*] (5) Crushing Impact - Accuracy/Damage/Endurance[*] (7) Recharge Reduction IO[/list]Level 4: Ninja Reflexes <ul type="square">[*] (A) Red Fortune - Defense/Endurance[*] (13) Red Fortune - Defense/Recharge[*] (13) Red Fortune - Defense/Endurance/Recharge[*] (15) Red Fortune - Defense[/list]Level 6: Combat Jumping <ul type="square">[*] (A) Kismet - Accuracy +6%[*] (7) Luck of the Gambler - Recharge Speed[*] (9) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (9) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (46) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 8: Assassin's Strike <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (37) Crushing Impact - Damage/Endurance[*] (37) Crushing Impact - Damage/Recharge[*] (37) Crushing Impact - Accuracy/Damage/Recharge[*] (39) Crushing Impact - Accuracy/Damage/Endurance[*] (39) Mako's Bite - Accuracy/Endurance/Recharge[/list]Level 10: Danger Sense <ul type="square">[*] (A) Red Fortune - Defense/Endurance[*] (15) Red Fortune - Defense/Recharge[*] (17) Red Fortune - Defense/Endurance/Recharge[*] (17) Red Fortune - Defense[/list]Level 12: Placate <ul type="square">[*] (A) Recharge Reduction IO[*] (39) Recharge Reduction IO[/list]Level 14: Build Up <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (43) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 16: Kuji-In Rin <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 18: Swift <ul type="square">[*] (A) HamiO:Microfilament Exposure[/list]Level 20: Kuji-In Sha <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (21) Numina's Convalescence - Endurance/Recharge[*] (21) Numina's Convalescence - Heal/Recharge[*] (31) Numina's Convalescence - Heal/Endurance/Recharge[*] (34) Numina's Convalescence - Heal[/list]Level 22: Health <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (23) Numina's Convalescence - Heal[*] (23) Numina's Convalescence - +Regeneration/+Recovery[*] (36) Miracle - Heal[*] (36) Miracle - +Recovery[*] (36) Regenerative Tissue - +Regeneration[/list]Level 24: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod[*] (25) Performance Shifter - EndMod/Recharge[*] (25) Performance Shifter - EndMod/Accuracy[*] (31) Performance Shifter - Chance for +End[/list]Level 26: Energy Transfer <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (27) Crushing Impact - Damage/Endurance[*] (27) Crushing Impact - Damage/Recharge[*] (29) Crushing Impact - Accuracy/Damage/Recharge[*] (29) Crushing Impact - Accuracy/Damage/Endurance[*] (31) Recharge Reduction IO[/list]Level 28: Caltrops <ul type="square">[*] (A) Tempered Readiness - Accuracy/Slow[*] (50) Tempered Readiness - Range/Slow[/list]Level 30: Boxing <ul type="square">[*] (A) Empty[/list]Level 32: Total Focus <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (33) Crushing Impact - Damage/Endurance[*] (33) Crushing Impact - Damage/Recharge[*] (33) Crushing Impact - Accuracy/Damage/Recharge[*] (34) Crushing Impact - Accuracy/Damage/Endurance[*] (34) Recharge Reduction IO[/list]Level 35: Blinding Powder <ul type="square">[*] (A) Malaise's Illusions - Accuracy/Recharge[*] (48) Malaise's Illusions - Endurance/Confused[*] (48) Malaise's Illusions - Accuracy/Endurance[*] (50) Malaise's Illusions - Confused/Range[*] (50) Malaise's Illusions - Accuracy/Confused/Recharge[/list]Level 38: Kuji-In Retsu <ul type="square">[*] (A) Recharge Reduction IO[*] (40) Recharge Reduction IO[/list]Level 41: Tough <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[*] (42) Reactive Armor - Resistance/Endurance[*] (42) Reactive Armor - Resistance/Recharge[*] (42) Reactive Armor - Resistance/Endurance/Recharge[*] (43) Reactive Armor - Resistance[*] (45) Reactive Armor - Endurance[/list]Level 44: Weave <ul type="square">[*] (A) Red Fortune - Defense/Endurance[*] (45) Red Fortune - Defense/Recharge[*] (45) Red Fortune - Endurance/Recharge[*] (46) Red Fortune - Defense/Endurance/Recharge[*] (46) Red Fortune - Endurance[*] (48) Luck of the Gambler - Recharge Speed[/list]Level 47: Dark Blast <ul type="square">[*] (A) Decimation - Accuracy/Damage[/list]Level 49: Shadow Meld <ul type="square">[*] (A) HamiO:Membrane Exposure[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 1: Assassination
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[u]Set Bonus Totals:[u]<ul type="square">[*]13% DamageBuff(Smashing)[*]13% DamageBuff(Lethal)[*]13% DamageBuff(Fire)[*]13% DamageBuff(Cold)[*]13% DamageBuff(Energy)[*]13% DamageBuff(Negative)[*]13% DamageBuff(Toxic)[*]13% DamageBuff(Psionic)[*]5.5% Defense(Smashing)[*]5.5% Defense(Lethal)[*]6.44% Defense(Fire)[*]6.44% Defense(Cold)[*]7.06% Defense(Energy)[*]7.06% Defense(Negative)[*]3% Defense(Psionic)[*]6.13% Defense(Melee)[*]9.25% Defense(Ranged)[*]9.88% Defense(AoE)[*]6% Enhancement(Heal)[*]2.5% Enhancement(Confused)[*]46.3% Enhancement(RechargeTime)[*]28% Enhancement(Accuracy)[*]10% FlySpeed[*]144.6 HP (12%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 12.1%[*]11.5% (0.19 End/sec) Recovery[*]24% (1.21 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Obviously I haven't made it high enough yet to try out ET and but I'm not thinking that I'm going to like taking dmg just to use an attack. Now I know it can work as a great opener but is it really worth it after that?
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Well I knew when I picked the class that Brute would be closer to scrapper but I wanted something that was melee oriented but not just straight up scrapping or brawling.
I just kind of picked the epic powers on a whim, I might go to Mu Mastery for the ranged attack and an aoe attack.
As for the lack of utility comment, I guess I was saying I wasn't seeing what set this power set apart and made it so great as it was lacking resistances and had just been told that Smoke Flash and Blinding Powder were kind of gimmicks, at least that's what I thought was being said. I wasn't thinking about how the higher defense would help with AS and like I said I don't tend to look at T9 abilities because of the crashes.
All that said, that's why I made this post was to help get a better understanding of the powers and the class. I'm still really enjoying it, I guess the only thing I would wish for was fire melee. -
hmmm, ok, so what's the real strength of /nin then because with no resistances and what seems to be a lack of utility, I guess I'm not seeing it. Maybe I should have gone with /elec or /WP?
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I was looking at smoke flash as a way to gain additional stealth attacks, does it not work like that? Blinding Powder was more for a little control and I was unsure if it allowed me another stealth attack or not. I tend to skip T9 defensive powers because I hate the associated crashes and thus i barely use them. I took tough and weave as all my scrappers take it for the extra defense and resistances and while /nin seems to have decent defenses, it has almost no resistances. As for the endurance reducers, even with stam on anything but my regen scrapper, I always find myself running out and then my toggles dropping.
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Hi All,
I recently hit 50 blue side so I thought I'd give villains a try. I really enjoy scrappers so I felt the pull towards stalkers. At first I tried DM/Nin as everyone is always talking about DM is the single target king. I got the char to level 10 but I just couldn't get past hating Shadow Maul and being rooted for so long, especially when it missed. So I deleted the char and decided to give energy melee a chance as I'd always been interested in it blue side. I was thinking of using regen or willpower as my secondary but the lack of quick recovery left me not want to go down those lines. I didn't find DA, ElA, or EA to be appealing and knowing that SR is a late bloomer and tight build I decided to go with /Nin again. So I've gotten the stalker up to 14 and I'm really enjoying it. I've put together a build that I'd like some advice. After looking at mids I've noticed that while I seem to have some decent defense, I have no resistances outside of S/L. Is this going to be something that bites me in the end or makes me not want to level this char when I get a few more levels into it?
Anyways, to the build, any advice that can be given would be great.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Qryptic Silence: Level 50 Technology Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Ninjitsu
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Energy Punch -- Dmg(A), Dmg(7), Dmg(7), Acc(9), Acc(9), RechRdx(40)
Level 1: Hide -- DefBuff(A), DefBuff(46), DefBuff(46)
Level 2: Bone Smasher -- Dmg(A), Dmg(3), Dmg(3), Acc(5), Acc(5), RechRdx(40)
Level 4: Ninja Reflexes -- DefBuff(A), DefBuff(13), DefBuff(15), EndRdx(17), EndRdx(43)
Level 6: Assassin's Strike -- Dmg(A), Dmg(19), Dmg(31), Acc(31), Acc(31), RechRdx(40)
Level 8: Hasten -- RechRdx(A), RechRdx(11), RechRdx(11)
Level 10: Danger Sense -- DefBuff(A), DefBuff(13), DefBuff(15), EndRdx(19), EndRdx(43)
Level 12: Placate -- RechRdx(A), RechRdx(34), RechRdx(36)
Level 14: Super Speed -- Run(A)
Level 16: Kuji-In Rin -- RechRdx(A), RechRdx(17)
Level 18: Hurdle -- Jump(A)
Level 20: Health -- Heal(A), Heal(21), Heal(21)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(23)
Level 24: Kuji-In Sha -- RechRdx(A), RechRdx(25), RechRdx(25), Heal(27), Heal(27), Heal(29)
Level 26: Build Up -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 28: Smoke Flash -- RechRdx(A), RechRdx(29), RechRdx(34)
Level 30: Energy Transfer -- Empty(A)
Level 32: Total Focus -- Dmg(A), Dmg(33), Dmg(33), Acc(33), Acc(34), RechRdx(39)
Level 35: Blinding Powder -- RechRdx(A), RechRdx(36), RechRdx(36), Acc(37), Conf(37), ToHitDeb(37)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- ResDam(A), ResDam(42), ResDam(42), EndRdx(42), EndRdx(43)
Level 44: Weave -- DefBuff(A), DefBuff(45), DefBuff(45), EndRdx(45), EndRdx(46)
Level 47: Spirit Shark -- Dmg(A), Dmg(48), Dmg(48), Acc(48), Acc(50)
Level 49: Hibernate -- RechRdx(A), RechRdx(50), RechRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Assassination
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[u]Set Bonus Totals:[u]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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wait I'm confused, isn't there a thread over on the scrapper forums with people justifying the potential for brutes to do more damage than scrappers using the arguement that brutes aren't meant to tank?
edit: If surviving the alpha makes you a tank then any well played scrapper is a tank as well and we get fewer tools than brutes. -
Well I did my respec last night and I ended up just keeping the medicine line for the extra survivability. I can always use my second spec and include LBE. I guess for now I'll just have to suffer through the screen full of deflected messages or roll up a fire or DM scrapper. As for capping my DF, I don't really plan to ever try to solo AVs are do the RWZ challenge so I guess I don't see the benefit of capping defenses as opposed to an attack chain that I don't need to wait for an ability to recharge.
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trying to cause more forum drama are we?
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[ QUOTE ]
oooooooooooooh FPvP! <gets popcorn>
Good post Rachel btw... but I kinda thought that MMO's were built on this notion of in with the new and out with the old and then... ooooh, look, the old became new again... (Oro and 5th Column to bring an example or two?)
[/ QUOTE ]
It's true that MMOs are built upon an ever expanding game. But to take advantage of the expansion you typically still need to go through the old. While MA is an expansion of the game, it allows people to totally ignore anything outside of one building in AP. -
AS does have a -def but it doesn't debuff as much as LBE does. Assault and Tactics is something I hadn't even thought of. With a radius of 60 it would fit an entire team unless you have a blaster that's trying to stay at max range. My only concern there would be the increased end. drain but it's definitely something to think about.
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I should have mentioned that I'm also looking at team utility as I team 99% of time. So if I understand LBE it not only benefits me but also the rest of the team where as FA and TD would only help me. TD doesn't really fit though as I'm trying to keep conserve power but FA would allow me to not interrupt my chain.
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Hello all. Below is the build that I'm working on finishing up and while I love DB, I'm getting really tired of running ITF or fighting Rikti drones and all I see is a screen full of deflected messages. I was thinking of dropping medicine and picking up laser beam eyes and then one other random power, maybe stealth? Any thoughts on if this would be a smart move is appreciated. The only thing is it would disrupt my normal BF > AV chain.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Silent Sting: Level 50 Natural Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/Rchg(15), Aegis-ResDam(36)
Level 2: Ablating Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), Achilles-ResDeb%(45)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(7), Zephyr-Travel/EndRdx(7), Ksmt-ToHit+(36)
Level 8: Blinding Feint -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(46), RechRdx-I(46)
Level 10: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(36)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(42)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(17), RctvArm-EndRdx(34)
Level 18: Vengeful Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), Mako-Acc/EndRdx/Rchg(45)
Level 20: Health -- Numna-Heal/EndRdx(A), Numna-Heal(25), Numna-Regen/Rcvry+(25), Mrcl-Heal(33), Mrcl-Rcvry+(33), RgnTis-Regen+(33)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(31)
Level 24: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39)
Level 26: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), M'Strk-Acc/EndRdx(34)
Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-Def/Rchg(46)
Level 30: Resist Energies -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam(50), ImpArm-ResDam/EndRdx(50)
Level 32: Kick -- KntkC'bat-Acc/Dmg(A)
Level 35: Tough Hide -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(45)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 41: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43)
Level 44: Stimulant -- IntRdx-I(A)
Level 47: Aid Self -- IntRdx-I(A), IntRdx-I(48), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), Numna-Heal(50)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]9% DamageBuff(Smashing)[*]9% DamageBuff(Lethal)[*]9% DamageBuff(Fire)[*]9% DamageBuff(Cold)[*]9% DamageBuff(Energy)[*]9% DamageBuff(Negative)[*]9% DamageBuff(Toxic)[*]9% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]7.69% Defense(Fire)[*]7.69% Defense(Cold)[*]11.1% Defense(Energy)[*]11.1% Defense(Negative)[*]4.88% Defense(Psionic)[*]5.5% Defense(Melee)[*]11.8% Defense(Ranged)[*]7.69% Defense(AoE)[*]4% Enhancement(Heal)[*]32.5% Enhancement(RechargeTime)[*]30% Enhancement(Accuracy)[*]5% FlySpeed[*]120.5 HP (9%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 15.4%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.2%[*]7.5% (0.13 End/sec) Recovery[*]24% (1.34 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]10% RunSpeed[/list]
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to me DB is all about the combos. While I only use the BF > AV chain now, in the lower levels I used both power up and weaken because they are a part of the experience. My advice is to try the lower chains, and then respec later.
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[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
The other annoying part about KB is that not everyone pays attention and you'll get a mob that gets KBed near another pack and someone runs over to kill it, grabs the other pack and then all hell breaks loose.
[/ QUOTE ] I love it when that happens. I find chaos enjoyable.
[/ QUOTE ]
Yep, that's what I call fun times. A herd and steamroll destroy team gets boring quick. Guess I've been here long enough that I'm never in a race to get to 50 anymore. A team being "perfectly efficient" so I get the best xp/min possible is the last concern I have.
[/ QUOTE ]
A little chaos is fun every once in awhile, but if it happens multiple times and causes issues, then it gets annoying. -
Alright, I'll give it a go and see what happens. If anything I'd probably end up dropping the medicine line and picking up the rest of the attacks I need for the sweep combo just to have an additional attack option.
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Hello all.
So I just hit 47 last night and I was really excited because now I could respec and work on my endgame build, I'll post it below. I haven't had the chance to do that yet and as more time goes by I wonder more and more if it's worth it. This guy was going to be my first foray into IO sets and I've accumulated about 500 mil by scrounging all the inf from my other toons, playing the AH, and getting some lucky recipe drops. But now that I think about it, I don't plan to solo AVs, and don't think I can justify spending so much just to see if I can do the Rikti boss challenge and once completed never do it again. This also got me thinking about just what exactly do i do when I hit 50.
Below is the build I was planning on but as I said I'm not sure if it's worth it anymore. If I don't plan on soloing AVs do I really need to take things like tough, weave, stimulant, and aid self or try to reach softcap?
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Any thoughts or advice is greatly appreciated. -
You're right dave, I Forgot to mention that the recharge is all based around not running hasten, with hasten up you can pull of the BV > AV chain with little inturuption, when hasten is down is another thing though.
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For the taunt question there is no solid answer. Some people swear by taking it early while others say there is no need to take it until later, if at all. Play style will determine this for you. You can have two builds so try one with out taunt and see if you find your self wishing you had it, reversely try a build with it and see if you ever actually use it.
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As was said above you don't need to work towards chains, just look at completing them as a bonus. I'm focusing on my DB scrapper atm and I only use the BF > AV chain, however as was noted this requires a good amount of recharge. It's all about play style and what you enjoy.
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I haven't tried it but I read in a different thread that /suppressCloseFX will make it so you don't see any power effects on your char. So if your main worry is the invuln graphics covering her costume, try this out.
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I have to say KB is probably the most annoying effects out there for me. I typically play a scrapper and there's few things lamer than beating on a mob and then a blaster or PB decides to KB the enemy and I have to chase it down. The other annoying part about KB is that not everyone pays attention and you'll get a mob that gets KBed near another pack and someone runs over to kill it, grabs the other pack and then all hell breaks loose. Now I wouldn't say it worth quitting a team over and it's not really your fault but I can see how some people if they aren't in the mood could get really upset.