Linea_Alba

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  1. Yes, but you have to switch builds back and forth, subject to the 15 minute timer.
  2. Your build is fine.

    Paired you could easily drop weave, or toggle it off to save endurance.
    I'd keep tough, but again, you could drop it or toggle it off.
    You could swap combat jumping with maneuvers, sacrificing the mobility for team buffs. Each of you would be granting close to +30 defense to a team, +60 total for incarnate level soft-cap (compared to +50).

    Paired, I'd switch to Melee Fortunata's, take vengeance over elude, and carry a res temp.
    Synchronized controls will take out entire packs including bosses.
    I took the maneuvers route over combat jumping. Normally I'd take combat jumping first, for mobility. However, I wanted to maximize team buffs.
    Then I'd probably add in Medicine.

    Something like this: Fortunata - Isabella - Melee - Rev 0a [i19]

    Code:
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    As a comparison, here's what I did with my Night Widow Build: Night Widow - Isabella - Melee - Rev 0a [i19]

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  3. Linea_Alba

    Def or Corr?

    For me it's:

    Defender = Tank
    Corruptor = Scrapper
  4. The Crab pets can as much as double your ST output, if you can keep them alive and they all concentrate on one target.
  5. Try something like this: Wlyfen - Lucia 1a (Build Link) - Soft capped to all vectors, cheap, can melee or shoot. It's a good all around build, but not the best at anything. A good alternative is Shatter Armor if you want more -res and melee a less. I liked the faster recharge on shatter for when I get in close, but I really do miss the -res.

    You could add Shatter Armor by dropping the hold, swapping Crowd Control to Erradication, Shatter Armor to Touch of Death, and dropping one of (Assault, Vengeance, TT:Assault) With Shatter Armor (Build Link)

    Or dig through the various huntsman builds here: Google Docs Build Archives (A google docs or gmail account may be required)
  6. Maybe, it would depend on the builds; However, the average crab is built for AoE, and the Average Fortunata is not. But each has a range for ST and AoE damage, those ranges do overlap, and are not entirely as dissimilar as the average builds would otherwise indicate.

    On the high end, including Patron AoEs, I have the Fortunata toping out at 600 AoE and the Crab topping out at 700 AoE, while the the (Melee Based) Fortunata has 150 to 200 ST, and the Crab has 125 to 175 ST. Note, The ranged Fortunata has lower ST, and I don't have that build handy. Also note, it is very difficult to do both ST and AoE in a single build with either. Further note, specific purple builds with procs can run all the numbers even higher, example being an ST Spec Melee Fort breaking 200 to 225 ST. I run mostly a huntsman for the very reason that while it's neither the best at either ST nor AoE, it's very good at both at the same time in the same build, Hybrid builds being something the other Veats don't do as well, IMO. So, as I said above, it all depends on the individual build and playstyle.
  7. I don't like the hole to Smashing/Melee. I'd rather give up 1 point in FCEN, than 4 in Melee.

    I find lower accuracy with Kismet and/or tactics more useful than 99 accuracy without either. Accuracy is nice, but to-hit is better. On the other hand, you have a point in that the slots in tactics might be better used elsewhere. I could one or two slot tactics, or add the kismet back in, then see what I can manage with those slots.

    So far this is what I have, But I still think there's room to improve.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kat Will Sevenine 2b: Level 50 Technology Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Dam%(A), Dmg/Rchg(5), Acc/Dmg/Rchg(13), Acc/Rchg(13), Dmg/EndRdx(21), ResDeb%(23)
    Level 1: High Pain Tolerance -- ResDam/EndRdx(A), ResDam/EndRdx/Rchg(3), ResDam(3), Heal/EndRdx(5), Heal/Rchg(7), Heal(7)
    Level 2: Mind Over Body -- ResDam/EndRdx(A), ResDam/EndRdx/Rchg(9), ResDam(11), ResDam/Def+(46), 3defTpProc(50)
    Level 4: Fast Healing -- Regen/Rcvry+(A), Heal/EndRdx(11), Heal/Rchg(19), Heal(34), Heal/EndRdx/Rchg(34), EndRdx/Rchg(46)
    Level 6: Build Up -- ToHit(A), ToHit/Rchg(39), RechRdx-I(42)
    Level 8: Divine Avalanche -- HO:Nucle(A), Rchg+(9), HO:Nucle(15), HO:Enzym(17), Acc/Dmg/EndRdx/Rchg(17)
    Level 10: Indomitable Will -- HO:Enzym(A)
    Level 12: Combat Jumping -- HO:Enzym(A), Rchg+(21)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Rise to the Challenge -- Heal/EndRdx(A), Heal/EndRdx/Rchg(19), Heal(23)
    Level 18: The Lotus Drops -- Dmg(A), Acc/Rchg(37), Dmg/Rchg(37), Acc/Dmg/Rchg(37), Acc/Dmg/EndRdx/Rchg(39), %Dam(40)
    Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(25), End%(42)
    Level 22: Boxing -- Acc/EndRdx(A)
    Level 24: Tough -- ResDam/EndRdx(A), ResDam/EndRdx/Rchg(36), ResDam(40)
    Level 26: Soaring Dragon -- Acc/Dmg(A), Dmg/EndRdx(27), Dmg/Rchg(27), Acc/EndRdx/Rchg(29), Acc/Dmg/EndRdx/Rchg(29), Dam%(36)
    Level 28: Heightened Senses -- HO:Enzym(A), HO:Enzym(31)
    Level 30: Weave -- HO:Enzym(A), Def/EndRdx(31), Rchg+(31)
    Level 32: Golden Dragonfly -- Dmg(A), Acc/Rchg(33), Dmg/Rchg(33), Acc/Dmg/Rchg(33), Acc/Dmg/EndRdx/Rchg(34), ResDeb%(46)
    Level 35: Maneuvers -- HO:Enzym(A), Def/EndRdx(36), Rchg+(39)
    Level 38: Tactics -- ToHit(A), Build%(40), ToHit/Rchg(43), ToHit/Rchg/EndRdx(45), Rchg/EndRdx(45), ToHit/EndRdx(45)
    Level 41: Dark Blast -- Dmg/EndRdx/Rchg(A), Acc/Dmg/EndRdx(43), Acc/Dmg/Rchg(43)
    Level 44: Shadow Meld -- HO:Enzym(A), Def/Rchg(48), Rchg+(48)
    Level 47: Soul Storm -- Acc/Hold(A), Acc/Rchg(48)
    Level 49: Strength of Will -- ResDam/EndRdx(A), ResDam/Rchg(50), ResDam(50)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(25), End%(42)
  8. Is there any way to:

    - Add Shadow Meld

    Given:

    - The APP powers other than shadow meld are optional
    - SoW is optional

    While maintaining:

    - Near soft-cap Melee/F/C/E/N, with 1 application of DA, outside of Shadow Meld, and Apex Level Defenses Inside Shadowmeld.
    - Hasten
    - Global Recharge 100+ (Hasten and 30 to 45 global)
    - Both -Res Procs, or at least keep the achilles.
    - Tactics

    What do I need to sacrifice to get Shadow Meld into the build, and is it worth it ?


    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kat Will Sevenine 2a: Level 50 Technology Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Dam%(A), Dmg/Rchg(5), Acc/Dmg/Rchg(13), Acc/Rchg(13), Dmg/EndRdx(21), ResDeb%(23)
    Level 1: High Pain Tolerance -- ResDam/EndRdx(A), ResDam/EndRdx/Rchg(3), ResDam(3), Heal/EndRdx(5), Heal/Rchg(7), Heal(7)
    Level 2: Mind Over Body -- ResDam/EndRdx(A), ResDam/EndRdx/Rchg(9), ResDam(11), ResDam/Def+(46), 3defTpProc(50)
    Level 4: Fast Healing -- Regen/Rcvry+(A), Heal/EndRdx(11), Heal/Rchg(19), Heal(34), EndRdx/Rchg(46), Heal/EndRdx/Rchg(46)
    Level 6: Build Up -- ToHit(A), ToHit/Rchg(39), RechRdx-I(42)
    Level 8: Divine Avalanche -- HO:Nucle(A), Rchg+(9), HO:Nucle(15), HO:Enzym(17), Acc/Dmg/EndRdx/Rchg(17)
    Level 10: Indomitable Will -- HO:Enzym(A)
    Level 12: Combat Jumping -- HO:Enzym(A), Rchg+(21)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Rise to the Challenge -- Heal/EndRdx(A), Heal/EndRdx/Rchg(19), Heal(23)
    Level 18: The Lotus Drops -- Dmg(A), Acc/Rchg(37), Dmg/Rchg(37), Acc/Dmg/Rchg(37), Acc/Dmg/EndRdx/Rchg(39), %Dam(40)
    Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(25), End%(42)
    Level 22: Boxing -- Acc/EndRdx(A)
    Level 24: Tough -- ResDam/EndRdx(A), ResDam/EndRdx/Rchg(36), ResDam(40)
    Level 26: Soaring Dragon -- Acc/Dmg(A), Dmg/EndRdx(27), Dmg/Rchg(27), Acc/EndRdx/Rchg(29), Acc/Dmg/EndRdx/Rchg(29), Dam%(36)
    Level 28: Heightened Senses -- HO:Enzym(A), HO:Enzym(31)
    Level 30: Weave -- HO:Enzym(A), Def/EndRdx(31), Rchg+(31)
    Level 32: Golden Dragonfly -- Dmg(A), Acc/Rchg(33), Dmg/Rchg(33), Acc/Dmg/Rchg(33), Acc/Dmg/EndRdx/Rchg(34), ResDeb%(34)
    Level 35: Maneuvers -- HO:Enzym(A), Def/EndRdx(36), Rchg+(39)
    Level 38: Tactics -- ToHit(A), Build%(40), ToHit/Rchg(43), ToHit/Rchg/EndRdx(45), Rchg/EndRdx(45), ToHit/EndRdx(45)
    Level 41: Dark Blast -- Dmg/EndRdx/Rchg(A), Acc/Dmg/EndRdx(43), Acc/Dmg/Rchg(43)
    Level 44: Moonbeam -- Dmg/EndRdx/Rchg(A), Acc/Dmg/EndRdx(48), Acc/Dmg/Rchg(48)
    Level 47: Soul Storm -- Acc/Hold(A), Acc/Rchg(48)
    Level 49: Strength of Will -- ResDam/EndRdx(A), ResDam/Rchg(50), ResDam(50)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(25), End%(42)
  9. If you want Passive, you might be better served with Willpower. Willpower is likely the best fire and forget set you could get. There are plenty of Kat/Will and BS/Will builds floating around to give you a good starting point. Willpower will likely be more economical to IO as well. Regen needs recharge, recharge, defense, and more recharge. Recharge is likely the single most expensive thing you can build for, with defense being fairly cheap. A Willpower build will be Defense, Regen, Health, and Defense; all much cheaper.

    I don't play Broadsword, but if I was looking for a BS/Regen build I would start with a good Kat/Regen build and swap in BS.
    It won't be a perfect fit, but it should be a good start.
    Then Strip the Purples and PvPs and replace them with Defense or Recharge sets until you get the balance you prefer.
    After that, you'll need some BS experts to help with the better offensive attack chain. I don't have any BS chains at all calculated.

    Something Like:

    Fumiki G1 (Modified to BS) (Build Link)
    Cheaper Version (Build Link)

    Fumiki G2 (Modified to BS) (Build Link)

    Werner (Modified to BS) (Build Link)
  10. If you want to be a scrapper, then Fire/Traps/Mu (Build Link).

    If you want to be a tank, then Traps/Dark/Power (Build Link).

    If you want to be a little of both, then Traps/Ice/Mu (Build Link).
  11. I have caltrops on a Regen for Rain-Dancer type mitigation. It's a bit wacky, but since spike damage is regen's weakness, it works by spreading out the damage over time. I've never decided if I want to keep the Caltrops or Shadow Meld on that character.
  12. If I were going Crab I'd likely use one of these two builds and modify them to fit. I personally prefer the Huntsman builds, and that's reflected in these builds. Both builds have very high defense, and good resists. The main difference is recharge speed on the lesser pets and soft-cap melee or not. The original builds were Hover-Tanks, utilizing hover to stay out of reach of melee while soft-capping Ranged/AoE Defenses.

    Pet Build

    Tank Build

    Build Archives Link (Google Docs)
    A Google Docs or Gmail Account may be required to login
  13. Here's my current take.
    Convert type to vectored.
    Sacrifice some recharge for Defense, Shadow Meld, and Power Surge.
    Results in 45/32/30 more or less.

    Then Added Glad -Res Proc
    Then Added Shadow Meld and Power Surge for additional situational layered defenses.

    You can tweak the defenses a bit with the PBAoEs. You can remove the Glad Proc, or Swap one of the others to vary defenses to 41/34/33 or 45/32/33. I liked the balance of 45/32/30 with the Glad Proc.

    I went common Spiritual Alpha.

    Next I'd like to see a similar build with FA.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Acc/Dmg(A), Acc/Dmg/EndRdx(5), ResDeb%(13), Dmg/EndRdx(42), Dmg/Rchg(43), Acc/Dmg/Rchg(43)
    Level 1: Charged Armor -- ResDam/EndRdx(A), ResDam/EndRdx/Rchg(3), ResDam(3), 3defTpProc(13)
    Level 2: Lightning Field -- Dmg(A), Acc/Rchg(5), Dmg/Rchg(7), Acc/Dmg/Rchg(7), Acc/Dmg/EndRdx/Rchg(9), %Dam(19)
    Level 4: Conductive Shield -- ResDam/EndRdx(A), ResDam/Rchg(9), ResDam/EndRdx/Rchg(11), ResDam(11)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(42)
    Level 8: Divine Avalanche -- HO:Nucle(A), HO:Nucle(15), HO:Enzym(17), Acc/Dmg/EndRdx/Rchg(17), Rchg+(19), ToHit+(48)
    Level 10: Static Shield -- HO:Ribo(A)
    Level 12: Combat Jumping -- HO:Enzym(A), HO:Enzym(21), Rchg+(36), ResKB(36), Travel/EndRdx(40), Travel(48)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Grounded -- ResDam/Def+(A)
    Level 18: The Lotus Drops -- Dmg(A), Acc/Rchg(37), Dmg/Rchg(37), Acc/Dmg/Rchg(37), Acc/Dmg/EndRdx/Rchg(39), %Dam(40)
    Level 20: Energize -- Heal/EndRdx(A), EndRdx/Rchg(23), Heal/Rchg(25), Heal/EndRdx/Rchg(25), Heal(34), Regen/Rcvry+(36)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- HO:Ribo(A), HO:Ribo(45)
    Level 26: Soaring Dragon -- Acc/Dmg(A), Dmg/EndRdx(27), Dmg/Rchg(27), Acc/EndRdx/Rchg(29), Acc/Dmg/EndRdx/Rchg(29), Dam%(46)
    Level 28: Weave -- HO:Enzym(A), Def/EndRdx(31), Rchg+(39)
    Level 30: Maneuvers -- HO:Enzym(A), Def/EndRdx(31), Rchg+(31)
    Level 32: Golden Dragonfly -- Dmg(A), Acc/Rchg(33), Dmg/Rchg(33), Acc/Dmg/Rchg(33), Acc/Dmg/EndRdx/Rchg(34), ResDeb%(34)
    Level 35: Power Sink -- EndMod(A), EndMod/Rchg(39), EndMod/Acc/Rchg(40), Acc/Rchg(45), EndMod/Acc(45), End%(46)
    Level 38: Power Surge -- ResDam/Rchg(A), ResDam/Rchg(42), RechRdx-I(43)
    Level 41: Dark Blast -- Empty(A)
    Level 44: Shadow Meld -- HO:Enzym(A), RechRdx-I(46), Def/Rchg(48), Rchg+(50)
    Level 47: Lightning Reflexes -- Run-I(A)
    Level 49: Super Speed -- Travel/EndRdx(A), Travel(50), ResKB(50)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod(A), EndMod/Rchg(21), EndMod/Acc(23)



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    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  14. post a copy of the Fortunata, too. I'd be interested to see it.
  15. I'd like to see some no-limit Katana/Electric builds.
  16. Linea_Alba

    Def or Corr?

    Softcapping to all vectors is hardly silly. While I might prioritize vectors by Melee, then Ranged, then Aoe; leaving any hole can be deadly.

    A defender can softcap all vectors easily, and even reach incarnate defense levels given a hefty investment.

    The corruptor will have to invest moderately to heavily to reach softcap to all vectors, but can do so, then capitalizing on the additional offense.

    Personally, if you want the offense, I'd say go Fire/Traps. If you want the defense, go defender. Much akin to deciding if you want a scrapper or a tank.
  17. Linea_Alba

    Traps/Ice/???

    I like force of nature. I'm already softcapped 61% to all, add FoN and I become even more difficult to kill. Of course, the whole point of my character was to make her tough to kill, and I sacrificed a fair bit of offense for it.
  18. You should be able to solo Level 50 +1x2 or +1x3 with a purely SO build.
  19. The only decision I have to make is would I rather bring

    Offense: 21% Defense All to the Team, AoE Damage, and -80% resist for ST targets.
    or
    Defense: 29% Defense All to the Team, Mostly Single Target, with AoE Controls
  20. You need a google docs / gmail account, or maybe internet explorer instead of firefox.
  21. They are all hybrids and each can be built many different ways. There is no one rule. They all have good offense and good defense. You really can't go wrong with any of them. That said, the most common builds I see are:

    Night Widow: SR Scrapper with Buffs (easiest to soft-cap)
    Fortunata: Armored Controller (second easiest to soft-cap)
    Fortunata Hybrid: Hybrid Melee/Ranged/Control SR Scrapper with Buffs. (second easiest to soft-cap)
    Huntsman: Hybrid Melee/Ranged Defender with Armor (Can be soft-capped, but requires a little work. Huntsman are my favorite. Build Link.)
    Bane: Stealth Melee with near Soft-Capped Armor and buffs. (Difficult to soft-cap, but possible)
    Crab: Armored Blaster. (Very Difficult to soft-cap, but still possible, and has additional resistance armor.)

    Browse Google Docs Build Archive and pick one you like.
  22. Browse my Build Archive (Google Docs). Understand, it's just an archive, the builds vary in quality and source. With that in mind, you'd be much better off comparing those builds till you find one you like, then modifying from there.
  23. I did a brute force search of attack chains of 3. More than 3 took too long. Then took the first element and added it to my attack chain, increment time and recharge, repeat until 120 seconds of attack chain executes. There were interesting exceptions generated for more than one set. But in the end, picking the highest DPA attack worked at leas 9 out of 10 times. At which point I decided it wasn't worth coding anything else or even finishing the project.
  24. The optimal chain will unfortunately vary from build to build.

    You want the highest DPA attacks you can put together without gaps. I used a recursive algorithm sorted by dpa. However, it takes too much CPU time to go more than 2 or 3 levels deep as brute force isn't pretty. It also gets really complicated to build in all the variables, so I didn't. So proof, no, help point you in the right direction, sure. The best method is probably just use a piece of paper and/or a spreadsheet.

    Example: With enough recharge the best chain for Katana uses just three powers (GC, SD, GD). But we already knew that. It also tells us that recharge has to be pretty high for that one.