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Posts
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Joined
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You can't really come up with a bad scrapper combination because all the sets are really pretty balanced. If your main goal is lack of down time then you are probably going to be looking at /regen and /wp as both come with a good amount of hp and end regen.
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why not just go for the Attack Vitals chain with BF at the front of it?
BF > AS > VS > SS
I know that the big problem with the chain I listed above is getting enough recharge to get BF to refresh in time but it can be done so I would assume it can be done for the one you listed, I think it was something around 228% in BF to make it work?
Edit:
This is from one of my threads where Nihilii and BrokenPrey were helping me with the math for the above chain. Granted it isn't the same chain but both are dependent upon BF recharging in time.
Adjusted cast times :
BF : 1.452
AS : 1.188
VS : 2.64
SS : 1.452
Total chain time : 6.732
Which means BF and SS have to recharge in (6.732 - 1.452) = 5.28 seconds, which requires 12 / 5.28 = 228% recharge in BF (or +128%). -
if you are looking to lvl fast and for better soloing I recommend scrapper, every time I try to solo on any of my tankers I just end up going back to my scrappers.
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This makes me sad to hear but I know how you feel. Your videos are what inspired me to give DB a try and I love it. This is the highest I've ever been able to get a char to but every once in awhile I find myself wishing I had chosen something other than /invuln as my secondary. Thanks for all the help and the inspiration.
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I love my DB/Ivuln scrapper but I really wish I had gone DB/Regen simply because I'm sick of having to stop after 1-2 packs to regen end where as my claws/regen guy never needs to look at his end bar. I haven't played WP but if you're looking for a more fire and forget secondary, my understanding is that WP is the way to go as it provides some of the same things as regen but has toggles instead of having to click to keep yourself alive.
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I've only played 2 scrappers to high lvls, claws/regen and DB/Invuln
I prefer DB to claws but I prefer regen to invun as I never have to look at my blue bar on my /regen guy.
I'd go with a combination of the two, DB/regen. -
There's good and bad things about MA/EA. Some of the player created arcs are really fun and creative. However the majority of the people I run into just want to do a Boss farm over and over again. I keep getting told that they've already gone through everything else so they want something knew, but I fail to see how running the same boss farm from 1-50 is any more exciting than going through the zones. I think MA/EA had and has the potential to be great, it's just being used in ways that weren't intended.
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I haven't read the whole thread and I haven't really played a Brute past low levels so forgive me if my question has been answered or seems over simplistic. From what I've garnered here, some in the scrapper community are upset that Brutes have the potential to become better than scrappers in every way, damage, survivability, and aggro management. The justification that I see being put forth is that Brutes are meant to tank and thus require the better survivability, aggro management, and potential to do higher DPS. Now I understand and can agree with the need for the survivability and aggro management as the Brute is red sides tank. I guess I 'm failing to see the justification for the potential to do higher DPS? Isn't the Brute supposed to fall somewhere between a tanker and a scrapper? I can see it being justifiable to reach scrapper DP with max fury but if a pure DPS class can be surpassed by a hybrid relatively easily from what I understand, I guess I don't see the justification for that.
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Below is the build that my DB/Invuln scrapper is planning on finishing, it's a modified version of Nihiliis' Build. Obviously fit your attacks in where you want and change the pool powers to as you see fit. This is just an idea and I'm sure there are more qualified Invuln experts around here.
I didn't take Unstoppable simply because I don't like the crash. I'm sure there will be times that I will miss it, and say something like if only I had had unstoppable but I just hate the crash too much.
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Well depending on how much you want to figure out yourself, I recommend getting Mids' Hero Designer if you don't already have it. This way you can play around with the different sets to see how they will affect everything.
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Nihilii definitely knows more than I do when it comes to DB and has been an big help in the shaping of my DB scrapper. My opinion is to go for the Weaken and Empower combos in the lower levels and then once you do the first respec mission switch to the Attack Vitals combo. The reason I say to pick up the two combos in the early levels is because DB is all about combos and this lets you experience them as you level up. I don't have any experience with the sweep combo simply because I find the Attack Vitals combo to be enough to handle any situation. However as always you may prefer a different approach.
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I am by no means a pro when it comes to this game but I'll just tell you what I do. My claws/regen scrapper is 39 and has both. I've thought about dropping shockwave as it doesn't really fit into an attack chain and can be very annoying with the knockback. However it is that knockback that also makes me keep it because as a regen scrapper, the more time a mob spends on its back, the more I'm regening. I look at Spin as a true AoE ability and Shockwave as more of an oh crap button.
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Thanks for pointing that out, I had intended for it to be the 3% one but forgot I already had that one in RPD. I think I'd prefer to stick with the Impervium set for the little extra recovery simply because as it currently is I eat through endurance like made. Granted it's a tinny bit of recovery but every bit helps right?
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Ok, so 5 slotting another Crushing Impact and a regular recharge brought it down to 5.24 so this should work then. Of course I could keep a single Adjusted Targeting +Hit/Rech in and that would leave me at 5.35. This really only becomes a problem with perfect execution + no lag on activation, so the question then is would I really notice the .11 second delay and would the +hit outweigh the little longer recharge. Are there any other comments on the build or slotting choices?
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You're right, it was counting the Force Feedback proc as being up 100% of the time and once I switched it out for a Mako's the recharge on BF went up to 7.17 seconds. I switched the Mako's and Adjusted targeting in BF to make sure I had all the recharge ones and it dropped BF to 5.34 seconds. My concern with slotting for another Crushing Inpact is I thought I had read somewhere that you can only get 4 of a same buff, so in this case the 5% global recharge which I'm already getting from AS, DP, VS, and SS.
Edit: Prey beat me to the punch on Force Feedback. -
Ok, so that comes to 5.28 seconds to get back to BF meaning I should be fine unless there is another formula that affects recharge times that I'm not aware of.
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I'm working on a modified version of the build you posted in the beginning of your thread that has the AV videos. I know Crushing Impact has less global recharge than Hecatomb but I doubt that I'll ever be able to afford enough of a set to get the recharge bonus.
If I did my math right, and I could be on the totally wrong path, but this is what I came up with for cast and recharge times according to my Mid's stats:
Ability/Cast Time/Recharge Time
BF/1.2/4.49
AS/1.03/2.18
VS/2.43/2.91
SS/1.23/3.47
So if my math is correct, after hitting BF, if I have perfect execution with no lag, it would take me 4.69 seconds to finish the chain which means BF should be up again.
I'm open to any slotting suggestion, I'm just trying to make sure it's something I can level with because the build that's linked at the beginning of your post doesn't take one of the attacks until 41.
As for Force Feedback is VS, I could always replace that with the final Crushing Impact for a little extra Psi defence or pull an Acc/End/Rech IO from a different set. -
Hi all,
I was wondering if I could get some feedback on my DB/Invuln build. My guy is currently 37 and this will be my first foray into the world of IO sets. Below is my build and how I intend to finish it, any input would be great. This will be the first char that I've made that doesn't utilize hasten so I'm hoping the amount of recharge from the sets will allow me to keep a constant chain of Blinding Feint > Ablative Strike > Vengeful Strike > Sweeping Strike without having to wait or throw in filler attacks.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
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: Nimble Slash -- 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-EndRdx/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), Zephyr-ResKB(36)
Level 8: Blinding Feint -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dmg/EndRdx(34), AdjTgt-ToHit(46), AdjTgt-ToHit/EndRdx(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), FrcFbk-Rechg%(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 -- S'fstPrt-ResKB(A), ImpArm-ResDam(50), ImpArm-ResDam/EndRdx(50)
Level 32: Boxing -- 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">[*]14% DamageBuff(Smashing)[*]14% DamageBuff(Lethal)[*]14% DamageBuff(Fire)[*]14% DamageBuff(Cold)[*]14% DamageBuff(Energy)[*]14% DamageBuff(Negative)[*]14% DamageBuff(Toxic)[*]14% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]9.25% Defense(Fire)[*]9.25% Defense(Cold)[*]11.1% Defense(Energy)[*]11.1% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]11.8% Defense(Ranged)[*]10.8% Defense(AoE)[*]4% Enhancement(Heal)[*]23% Enhancement(Accuracy)[*]27.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]125.5 HP (9.37%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Immobilize) 18.7%[*]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] -
I may have missed this somewhere but can you confirm your attack chain? With your power selection I'm assuming it goes Blinding Feint > Ablative Strike > Vengeful Slice > Sweeping strikes and that you never use Nimble Slash. Is this correct? Have you ever set up a secondary build? Say one that focused on the sweep attack chain and not Attack Vitals or do you feel you already get enough AoE damage?
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Well this character is really only for teaming, I'm not a fan of soloing in CoX because I find it very boring and painful. So with that in mind I'm looking at powers that are more team oriented. I really like propel but the animation is just too long to be useful in a team I feel. I also like lift but I used to find crush to be more beneficial to help stack immobilizes. I have never taken Dimension shift and probably never will simpy because I feel it would be way to annoying. Below is the build I was thinking of but as I said slotting seems to be my big problem because I don't really remember what the different abilities gain the most from and how the different sets effect them.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 37 Science Controller
Primary Power Set: Gravity Control
Secondary Power Set: Empathy
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Hero Profile:
Level 1: Crush -- Empty(A)
Level 1: Healing Aura -- Empty(A)
Level 2: Heal Other -- Empty(A)
Level 4: Gravity Distortion -- Empty(A)
Level 6: Hasten -- Empty(A)
Level 8: Crushing Field -- Empty(A)
Level 10: Resurrect -- Empty(A)
Level 12: Hover -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Clear Mind -- Empty(A)
Level 18: Swift -- Empty(A)
Level 20: Health -- Empty(A)
Level 22: Stamina -- Empty(A)
Level 24: Fortitude -- Empty(A)
Level 26: Gravity Distortion Field -- Empty(A)
Level 28: Wormhole -- Empty(A)
Level 30: Recovery Aura -- Empty(A)
Level 32: Singularity -- Empty(A)
Level 35: Regeneration Aura -- Empty(A)
Level 38: Adrenalin Boost -- Empty(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
I'm thinking of going with firemastery just so I can pick up a little AoE damage to toss around every once in awhile. -
So is Grav/Emp so under played that no one can shed any light for me? I think I know what powers I want but I have no clue how I should be slotting now days.
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Hello All,
I'm coming back after being gone since I10 and before that I hadn't played since I1. I didn't touch my 36 Grav/Emp controller when I came back in I10 but now I'm getting the urge to play my controller again, especially as most of the teams I seem to find are loaded with DPS but defenders and controllers are few and far between at times. I'm wondering if I could get some help with a build and slotting as I have 4 respecs currently available and this guy is still slotted for perma hasten and 2 pets.
Any advice that you could give would be great. -
Do you really think I can hold off on taunt until level 49? I primarily intend to runs groups with this char and as the tank it seems like I really should have taunt, especially as I lack any other range options for pulling mobs off people. I know that I have gauntlet and a built in taunt aura with Against all Odds but I guess I never felt that was enough when I was playing my stone tanker.
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Ok so I rebuilt it a little, if you could let me know what you think of this new build that would be great. I made an attempt at some sets but don't know if I picked the right ones. Also I couldn't find Blessing of the Zeph on Mids' so I just left the two slots empty.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- DefBuff(A), DefBuff(3), DefBuff(3), ResDam(5), ResDam(5), EndRdx(7)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 2: Battle Agility -- DefBuff(A), DefBuff(7), DefBuff(9), EndRdx(9), EndRdx(15)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34)
Level 6: Combat Jumping -- Empty(A), Empty(17)
Level 8: True Grit -- ResDam(A), ResDam(11), ResDam(11), Heal(13), Heal(13), Heal(15)
Level 10: Active Defense -- RechRdx(A), RechRdx(17)
Level 12: Taunt -- RechRdx(A)
Level 14: Super Jump -- Empty(A), Empty(43)
Level 16: Against All Odds -- EndRdx(A)
Level 18: Swift -- Run(A)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), EndRdx(46)
Level 22: Health -- Heal(A), Heal(23), Heal(23)
Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(25)
Level 26: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Dam%(31)
Level 28: Rage -- RechRdx(A), RechRdx(36), RechRdx(36), ToHit(36), ToHit(37)
Level 30: Phalanx Fighting -- DefBuff(A)
Level 32: One with the Shield -- ResDam(A), ResDam(37), Heal(37), Heal(39), EndMod(39), EndMod(39)
Level 35: Boxing -- Acc(A)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dam%(46)
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: Conserve Power -- RechRdx(A), RechRdx(48), RechRdx(48)
Level 49: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(50), C'ngImp-Dmg/Rchg(50), C'ngImp-Acc/Dmg/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet