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Posts
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Joined
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[ QUOTE ]
Errr...... check check..check. Reconstructions heal can be enhanced, howcome the +heal set bonuses wouldnt affect it? and what does the toxic res got to do with anything?
[/ QUOTE ]
It can be enhanced with enhancements, but like other such Heals (Healing Flames, etc) it can't be BUFFED or DEBUFFED by powers or set bonuses. See here
[ QUOTE ]
Another check, slotting dull pain with heal will increase the hp it adds on the hpbar in addition to the amount healed. Therefore has anyone checked do the +heal bonuses increase this? (this is separate from +hp bonuses which affect the BASE hp bar.)
[/ QUOTE ]
Nope. Accolades don't affect Dull Pain's "Max HP increase", since that is seperate from the Heal it grants. That link has a post stating that Dull Pain's Heal is boosted by set bonuses, but the HP bar remains the same.
[ QUOTE ]
ps. What fooking HP cap..?
[/ QUOTE ]
180% of your Scrapper's Base HP Bar is your HP Cap. AFAIK you can't get above this with buffs or accolades.
Dull Pain will give you just under +60% when slotted, and you can get a further +20% from accolades. -
Hmmm. Probably be best to ask someone with a PvP Claws Stalker that question. I know Hammerfall has one...
From my vantage point (NRG/Regen), I can two-shot regen scrappers (out of Dull Pain) in Siren's Call with Build Up + Assassin's Strike + Energy Transfer. I can stand and "out-scrap" any scrapper, and INV or Stone tankers in there thanks to good slotting, Energy Transfer and Placate. I can do a very damaging "Drive By" stun attack on Squishies by using Build Up + Energy Transfer. I can't, however, stop toons that run away or keep bouncing all over the place without landing a lucky stun or one of the temp power web grenades.
Spines Stalkers (and therefore Claws Stalkers too) can bring down fliers with their ranged attack, and can use Build Up + Assassin's Strike on a squishy and queue their ranged attack so that the squishy still gets killed when they run away from panic due to the AS damage.
Spines have Damage Over Time, slow and slightly better spike damage ("Ripper") than Claws. As a rule of thumb Higher Damage + Longer Recharge is better than Lower Damage + Faster Recharge for PvP.
In terms of the secondary, Regen is pretty much tops for survivability against most heroes (assume they can hit you, and focus on healing) whilst Ninjitsu has +perception (useful in i9's "land of +stealth IOs"), clicky mez protection and is better against toons with poor accuracy like non-rad Controllers and most Villains. -
For PvP it's either Energy Melee (Stun + Energy Transfer) or Spines (DoT + Impale), and Regen or Ninjitsu.
Try to pickup Force of Nature for the +ToHit if you intend to PvP. It's made a big difference to my NRG/Regen.
For PvE? Anything goes really. Claws and Spines are the AoE sets, Energy is the big Single Target Set. The rest are really a mixture with some Utility (like Touch of Fear or Divine Avalanche) thrown in.
I haven't used Claws, so I can't really comment on Swipe... Claws is possibly one of the better not-so-good PvP primaries because of "Focus", but it's all lethal damage and you don't get any mez attacks. -
There's nothing that contributes to accolades that I'm aware of in Breakout or Outbreak, they're the only thing that I've ever bothered about badge-wise... at level 30 my NRG/Regen Stalker currently has "High Pain Threshold", "Born in Battle", "Demonic" and "Force of Nature" and is working on "Invader"!
For CoV I tend to use the below checklist:
[u]CoV Accolades:[u]
***** Important Missions *****
Level: 15 - 20, Contact: Willie Wheeler (Cap au Diable), Defeat all Arachnos personel.
Level: 20 - 25, Contact: Lorenz Ansaldo (Sharkhead Isle), Bust up the dockworker's strike.
Level: 25 - 29, Contact: Archmage Tarixus (Sharkhead Isle), Offer soul of Akarist.
Level: 30 - 35, Contact: Hard Luck (St. Martial), Steal Artifact from Tavaris.
Level: 30 - 35, Contact: Timothy Raymond (Nerva Archipelago), Eliminate Kit'Vul.
******************************
+ Marshal (+5 Endurance)
Paragon of Vice - Defeat all Arachnos personel, Contact: Willie Wheeler (Cap au Diable), Level: 15 - 20
Annihilator - Defeat the Heroes in the Recluse's Strike Force to earn this badge.
The Mongoose - Defeat 50 Snakes to earn this badge.
The Next Big Thing - Zone: Mercy Island, Badge Info: -1215, 239, -152
Weapon Inspector - Zone: Warburg, Badge Info: -768, 144, 0
Arachnos Rising - Plaque, Sharkhead Isle 762, 32, -373, St. Martial 456, 33, 1230, Warburg -1038, 100, 816, Grandville 1724, -459, 1514, Grandville 2764, -340, 794
+ High Pain Threshold (+10% Health)
Bad Luck - Steal Artifact from Tavaris. Contact: Hard Luck (St. Martial), Level: 30 - 35
Gangbuster - Defeat 200 Marcone Family Bosses.
Spider Smasher - Defeat 200 Arachnos Wolf Spiders to earn this badge. (Rogue do not count)
Deathless - Pay off 1,200,000 debt.
Locked and Loaded - Zone: Nerva Archipelago, Badge Info: 3286, 126, 3644
Freak of Nature - Zone: Sharkhead Isle, Badge Info: 1227, 90, -2183
Technofreak - Plaque, Cap Au Diable: 923, 21, -1422, Cap Au Diable: 2345, 3, 1544, Cap Au Diable: -2428, 224, -932
+ Born in Battle (+5 Endurance, +5% Health)
Exterminator - Eliminate Kit'Vul. Contact: Timothy Raymond (Nerva Archipelago), Level: 30 - 35
Pirate - Trap 10 ghosts in Port Oaks.
Lanista - Badge Info: Win 1 single gladiator match.
Siren's Song - Spend a total of 5 hours in Siren's Call to earn this badge.
Unbreakable - Take 10,000,000 points of damage to your base hit points.
Primal Instinct - Zone: Nerva Archipelago, Badge Info: 2305, -110, 798
Triumphant - Zone: Warburg, Badge Info: 228, 274, 32
Swashbuckler - Plaque, Port Oakes: -3113, 207, -1550, Nerva Archipelago: 3796, 12, 7727, Bloody Bay: 605, 0, -150, Siren's Call: -942, -157, 200
+ Invader (+5% HP)
Global Threat - Atlas Park (Mayhem Exploration) 5-10
King Maker - Kings Row (Mayhem Exploration) 10-15
Road Raged - Skyway (Mayhem Exploration) 15-20
Tyrannical - IP (Mayhem Exploration) 20-25
Steel Worker - Steel Canyon (Mayhem Exploration) 25-30
Talon of Talos - Talos (Mayhem Exploration) 30-35
Brickhouse - Brickstown (Mayhem Exploration) 35-40
Anarchist - FF (Mayhem Exploration) 40-45
Gate Crasher - PI (Mayhem Exploration) 45-50
+ Force of Nature (+Endurance, +Accuracy)
Reformed - Defeat 1000 Longbow (any)
Impounder - Destroy 200 vehicles in Mayhem Missions.
Outlaw - Defeat 1000 Paragon Police Department members (PPD)
Vandal - Destroy 25 Fire Hydrants, Newspaper Vendors, Pay Phone Booths, and Mailboxes in Mayhem missions.
Safecracker - Destroy 10 Vault doors in Mayhem Missions.
Firebug - Complete 10 Arsons in Mayhem Missions. Only the person who completes the Arson gets credit.
Hero Slayer - Defeat 100 of any "signature" hero. Freedom Phalanx, Vindicators, WISDOM, or Paragon Heroes.
+ Demonic (Eye of the Magus, +Def/+Res)
Soul Taker - Offer soul of Akarist. Contact: Archmage Tarixus (Sharkhead Isle), Level: 25 - 29
Coldblooded - Defeat 200 Helfrosts or Hordeling Lashers.
Overlord - Zone: Grandville, Badge Info: 1356, -441, -597
Forged by Hellfire - Zone: Sharkhead Isle, Badge Info: 1971, 64, -193
Lorekeeper - Plaque, Cap Au Diable: -1711, 0, -1108, Mercy Island: -907, 100, -378, Port Oakes: -1545, 35, 1946, Sharkhead Isle: -827, 0, -410
+ Megalomanic (Vanguard, +Mez Duration)
Crystal Keeper - Ice Mistral's Strike Force. Contact: Ice Mistral, Level: 35 - 40
Strikebreaker - Bust up the dockworker's strike, Contact: Lorenz Ansaldo (Sharkhead Isle), Level: 20 - 25
Man in Black - Defeat 100 Shivans
Last Stand - Zone: Recluse's Victory, Badge Info: 1081, 0, -135
Triumphant - Zone: Warburg, Badge Info: 228, 274, 32 -
[ QUOTE ]
I did wonder about slotting Hide to be honest. Not like me to follow a guide so blindly. I'm going 1-6 again anyway so can reslot as need be.
So at levl 3 and 5 would you advise spreading those four slots evenly across my attacks (Strike and Slash)? Then I can 6 slot AS?
[/ QUOTE ]
It's really up to you. You'll probably end up slotting those early attacks later on anyway. It's normally fairly hard to irrevocably gimp your build before level 20 or so... and that's what respecs are for!
[ QUOTE ]
I had been focusing on Accuracy. Seems less whiffing is more important than slightly more damage.
[/ QUOTE ]
That's my view on it too!
[ QUOTE ]
I did realise I was starting out of Hide but then 'scrapping' the mobs down after that. At least the ones I couldn't one shot but I figured this would become less the norm and I'd be more and more one-shotting then re-hiding, in which case slots on the other ST attacks would be wasted.
Is this not the case then? Can I expect to be 'scrapping' with the other attacks all my career?
[/ QUOTE ]
Pretty much. The problem is that you'll rarely come across one lone LT or Minion in missions, they tend to travel in groups of 3-6 solo and up to 10-12 in teams. Once you attack one, the rest of that group will see through your hide unless you can 'lose aggro' (by running away until they lose interest or using Placate, etc).
[ QUOTE ]
Also, I found trying to attack, then rehide, to be a bit of a pain. If solo I could run away (only if in danger) and rehide but in groups it seems the time it took me to rehide and re-strike from hidden negated any extra damage so I just ended up attacking from hide and then just 'scrapping' the mob to death. Is this mostly the case, or should I be trying to rehide in groups as much as possible?
[/ QUOTE ]
See above, generally in groups you'll find most people dislike Stalkers who keep running away to hide and re-Assassin's Strike because it either (i) leaves the other squishier toons with the aggro (ii) is worse damage-per-second than if the Stalker simply cycled an attack chain and used Placate.
Generally, AS the first (biggest) enemy, and scrap the rest of the mob. Placate is used to Critical instead of re-hiding. Rehiding between groups of enemy mobs is perfectly fine though, and playstyle will differ wildly if you solo or happen to get into a Stalker team/duo!
[ QUOTE ]
Any tips on rehiding? What effects how fast it happens? Is it related to LoS or being attacked? Is there a set amount of seconds for hide to re-kick in?
[/ QUOTE ]
5 seconds or so after you've last attacked/been damaged by an attack you will rehide (if you keep Hide ON). This is not related to line of sight and can't be enhanced by slotting... other stealth powers (like power pool "Stealth") won't reactivate if you're under the effect of a debuff, but Hide will.
[ QUOTE ]
Would it be massively expensive to get level 30 inventions? How early can I use them?
[/ QUOTE ]
It's not TOO expensive to oufit a toon with level 30 IOs if you use the Consignment House/Black Market, maybe 1-2 million inf. And you can slot any enhancement at -3 to it's level... so can use a 25 SO at level 22. -
I'm not quite sold on the whole idea of stocking up on IOs before level 25/30 (when they are about the same strength as SOs and can realistically be left slotted until you hit 50), but if you have the inf, go for it!
Generally I'll get low-level DOs in order of priority... Accuracy, then Endred/Damage, then Resist/Def/Heals. -
I wouldn't bother slotting Hide, at least not early on. The base defence it gives is quite sufficent for PvE.
Slotting Damages into Assassin's Strike is pretty important, but realistically you won't see much difference until level 12 (when you can slot level 15 Dual-Origin enhancements) and again at 22 (level 25 Single-Origin enhancements) which are respectively 2x and 4x as powerful as the starting "Training Enhancements".
I'd normally stick with either using no enhancements or only accuracy enhancements until level 12. With i9 you may be better off skipping SOs entirely and kitting yourself out with level 30 Inventions (since you won't have to replace them you won't keep paying more-and-more inf on SOs every 5 levels!).
Assassin's Strike is usually a good opening attack, but you'll find yourself using other attacks to finish foes off. Assassin's Strike does crazy damage when hidden, but most other attacks do 2x normal damage too! -
Depends on your playstyle really.
+ Teleport is pretty much unbeatable for escaping.
+ Leaping is probably the best for following another toon around the zones.
+ Fly is useful to be able to avoid caltrops and assassin strike other fliers.
+ Super Speed is a good "autofollow" tool
For Sirens Call, Heroside tends to have more -jump/-fly powers so if you only have SJ or Fly you're likely going to have the pleasure of being webnaded + caltropped into submission by the occasional /dev blaster.
I found I got by reasonably well with only SuperJump and the temp power flight packs though. -
[ QUOTE ]
[ QUOTE ]
It's worth noting that regen doesn't really benefit from the "+Healing" set bonuses since reconstruction grants toxic resistance (therefore the Healing portion of the power can't be buffed or debuffed).
[/ QUOTE ]
But doesnt +heal affect reconstruction and dull pain?
[/ QUOTE ]
For Reconstruction, see your above quote!
For Dull Pain, honestly... I'm not sure. But you have over 700% regen and Dull Pain is more of a +max HP tool than a Heal. I doubt that you'd notice a difference, even if you stacked a large amount of +Healing set bonuses.
Although DP is a very potent heal I'd be very wary of using it in-combat at low HP since it takes 2-3 seconds for the Heal to actually kick in. The Upshot is that on a regen scrapper (with no resistances to speak of) you'll almost never see the full Healing effect of Dull Pain... because if you waited that long to activate it you'd be dead by the time the heal portion actually hits you!
To my mind therefore it makes much more sense to strive for +HP and +Regen than +Healing on a Regen scrapper. I've gotten Maelwys an IO'ed build that grants 742% Regen, +175.7 (13.1%) HitPoints and the ability to overlap Dull Pain while Hasten is up... that'd serve me far better than a few extra points of Healing in DP.
A "Traditional i6/i7 Build" maxxed-out /regen has about 577% regen and 20% extra HP from accolades... which equates to about 80 HP every 2 Seconds. The IO'ed build I've been planning for Maelwys (with accolades) would give 742% regen with 33.1% extra HP, which equates to about 90 HP returned every 1.5 Seconds.
In the space of 6 seconds, you'd therefore be looking at the difference between regenerating 240HP (SOs) and 360HP (IOs). So you could argue that with ios, regens become about 50% (240 x 1.5 = 360) more survivable.
(This isn't counting Reconstruction though, and the HP Cap will be reached when Dull Pain is up, so it's less than 50% extra survivability in practice. Though the +50% Mez Resistance from IOs nearly makes up for that!)
-
[ QUOTE ]
Ok..... Ive really changed the build now going on the advice you guys have given me.
Tell me what you think... Also any ideas on how to squeeze any more regen set bonus out of this build would be very welcome
[/ QUOTE ]
I had a quick look... Took Hurdle instead of Swift for stacking with Superjump/CJ, otherwise it's the same power picks that you took in the above build with a slightly tweaked ordering. Ramped up the +regen a good bit and took the mez resistance IOs to help you stand up to mez effects with only integration's protection.
It's worth noting that regen doesn't really benefit from the "+Healing" set bonuses since reconstruction grants toxic resistance (therefore the Healing portion of the power can't be buffed or debuffed).
Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
Max Regen: Level 50 Mutation Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
------------
Level 1: Hack Dmg/EndRdx(A), Dmg/Rchg(3), Acc/EndRdx/Rchg(5), Acc/Dmg/EndRdx/Rchg(7), Acc/Dmg/Rchg(9), Acc/Dmg/EndRdx(15)
Level 1: Fast Healing Heal(A), Heal/EndRdx(40), Regen/Rcvry+(40), Heal(46)
Level 2: Reconstruction Heal(A), Heal/Rchg(3), Heal/EndRdx/Rchg(5), Rchg(7), Heal/EndRdx/Rchg(9)
Level 4: Quick Recovery EndMod-I(A), EndMod-I(11), EndMod-I(11)
Level 6: Assault EndRdx-I(A), EndRdx-I(13)
Level 8: Parry HO:Nucle(A), HO:Nucle(15), HO:Nucle(19), HO:Membr(36), Def/Rchg(37), Def(37)
Level 10: Build Up HO:Membr(A), HO:Membr(13), HO:Membr(37)
Level 12: Combat Jumping ToHit+(A), Def(43), Rchg+(43)
Level 14: Super Jump Jump-I(A)
Level 16: Integration Heal(A), Heal/EndRdx(17), Heal/EndRdx/Rchg(17), Heal(40), Rcvry+(46), Regen+(46)
Level 18: Tactics EndRdx-I(A), EndRdx-I(19)
Level 20: Dull Pain Heal(A), Heal/Rchg(21), Heal/EndRdx/Rchg(21), Rchg(23), Heal/Rchg(23)
Level 22: Hurdle Jump-I(A), Jump-I(50)
Level 24: Health Heal/EndRdx(A), Heal/Rchg(25), Heal/EndRdx/Rchg(25), Heal(43)
Level 26: Disembowel Dmg/EndRdx(A), Dmg/Rchg(27), Acc/EndRdx/Rchg(27), Acc/Dmg/EndRdx/Rchg(31), Acc/Dmg/EndRdx(34), Acc/Dmg/Rchg(36)
Level 28: Stamina EndMod-I(A), EndMod-I(29), EndMod-I(29)
Level 30: Instant Healing Heal(A), Heal/Rchg(31), Heal/EndRdx/Rchg(31), Rchg(34), Heal/EndRdx/Rchg(39)
Level 32: Head Splitter Acc/Dmg(A), Dmg/EndRdx(33), Dmg/Rchg(33), Acc/Rchg(33), Dmg/Rchg(34), Acc/Rchg(36)
Level 35: Resilience Status(A), Psi/Status(39)
Level 38: Hasten RechRdx-I(A), RechRdx-I(39), RechRdx-I(42)
Level 41: Focused Accuracy HO:Cyto(A), HO:Cyto(42), HO:Cyto(42)
Level 44: Laser Beam Eyes Acc/Dmg(A), Dmg/EndRdx(45), Dmg/Rchg(45), Acc/EndRdx/Rchg(45), Acc/Dmg/Rchg(50)
Level 47: Moment of Glory Def(A), Def/Rchg(48), Def/EndRdx/Rchg(48), RechRdx-I(48), Def/Rchg(50)
Level 49: Super Speed Run-I(A)
------------
Level 1: Brawl Acc-I(A)
Level 1: Sprint Jump-I(A)
Level 1: Critical Hit
Level 2: Rest RechRdx-I(A)
Copy & Paste this data chunk into Mids' Hero Designer to view the build.
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;:0')[$7B97/U/(1G)_]#R4I$RH`
Set Bonuses:
+7% DamageBuff
+1.25% Defense(Energy)
+2.25% Max Endurance
+13.8% Enhancement(RechargeTime)
+205.9 (15.4%) HitPoints
+MezResist(Confused) (Mag 50%)
+MezResist(Held) (Mag 50%)
+MezResist(Immobilize) (Mag 63.8%)
+MezResist(Sleep) (Mag 50%)
+MezResist(Stun) (Mag 50%)
+MezResist(Terrorized) (Mag 56.6%)
+3.5% Recovery
+104% Regeneration
+3% Resistance(Psionic)
Totals: 724% Regeneration, 238% Recovery (Constant) -
Petselect_name SHOULD be working... I was using it via binds yesterday evening.
I generally use the numpad... 0-6 for selecting them, 7/8/9 for attack/goto/heel, "." for STAY:
[u]Main Binds:[u]
numpadenter "bind_load_file c:\Games\coh\mm\all.txt"
numpad1 "bind_load_file c:\Games\coh\mm\alpha1.txt$$petselect_name Alpha 1"
numpad2 "bind_load_file c:\Games\coh\mm\alpha2.txt$$petselect_name Alpha 2"
numpad3 "bind_load_file c:\Games\coh\mm\alpha3.txt$$petselect_name Alpha 3"
numpad4 "bind_load_file c:\Games\coh\mm\delta1.txt$$petselect_name Delta 1"
numpad5 "bind_load_file c:\Games\coh\mm\delta2.txt$$petselect_name Delta 2"
numpad6 "bind_load_file c:\Games\coh\mm\assault.txt$$petselect_name Epsilon 1"
subtract "powexec_name Equip Robot"
add "powexec_name Upgrade Robot"
numpad0 "powexec_name Aid Other"
[u]Sample File: (alpha1.txt)[u]
numpad7 petcom_name "Alpha 1" Attack
numpad8 petcom_name "Alpha 1" Follow
numpad9 petcom_name "Alpha 1" Goto
decimal petcom_name "Alpha 1" Stay -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Haha, but my <insert AT here> can beat your <insert opposing AT here> because of <insert specific situation or counter to a power here>.
[/ QUOTE ]
AAh yes, but my <insert AT here> has <insert specific counter to the counter> and would pwn your [censored].
[/ QUOTE ]
Ahha haaaa, but if I just eat <insert inspiration here> then I would pwn you! Also my dad is bigger than your dad.
[/ QUOTE ]
You can eat all the <insert inspiration here> you want you <insert random trashtalk here> !! My uber <insert AT name and combo here> can wtfpwnj00r <insert AT and powerset hetr> with the uber <insert IO set name here> and the insanely uber <insert another IO set name here>.Hahaha now u know!
Also my <insert random pennis pennis codename here> is bigger than yours and my <random dad> can beat your <random dad> any time!
[/ QUOTE ]
S.T.F.U. N00b!
(and yr <random dad> too!)
Also, plz don't kill me- I'm just farming pillboxes... -
[ QUOTE ]
I can't remember where, but I had gotten the impression similar but not identical bonuses like that were applicable. If not, then the whole build is out of whack as it has 5 sources of +5%, 5 sources of +7.5%, 5 sources of 3.75%, and 4 sources of 6.25% Recharge Enhancement.
[/ QUOTE ]
I make it 10 sets of 5% Recharge?
Maybe you're using an old value for Red Fortune? I make it 5% not 3.75%.
[ QUOTE ]
Recharge time should actually vary within a range of times.
[/ QUOTE ]
Only with Hasten cycles. -
[ QUOTE ]
I got Elude down to 240.7 seconds with this Dark Melee/Super Reflexes Build. Highly Unconventional though. I'd never play it that's for sure.
[/ QUOTE ]
I make it 252.7 seconds with that build.
You appear to have forgotten the "no more than 5 identical set bonuses" rule... -
[ QUOTE ]
[ QUOTE ]
i agree the invention system is the best thing to happen to CoX since i joined but my only worry is how long b4 ppl inviting u teams (high lvl) start asking if u have got these bonuses? its hard enough now bein a INV gettin invited to a STF..
[/ QUOTE ]
Try being an Ice Tank. Apparently a team that one of my friends was on tonight refused to believe that it was even possible to do the STF with an Ice Tank (OK, I died a bit, but we still did it).
[/ QUOTE ]
The only bit I see that would be "too tough" for an ice tanker would be tanking recluse before the yellow tower is destroyed. But with enough sturdies (or a Sonic Defender) and a dedicated Empath, I don't see a problem. -
I'm almost sure it's 3 minutes... INV tanker unstoppable is certainly 3 minutes.
After attempting to put together a perma-elude build in Mid's Planner, I can't get close. The maximum I can tease out of one scrapper using set bonuses seems to be +105% Recharge on a Spines/SR. Combined with Quickness this is enough to get "perma Hasten", but leaves Elude with a recharge of 254.8 seconds.
Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Speed
Power Pool: Presence
Ancillary Pool: Darkness Mastery
Copy & Paste this data chunk into Mids' Hero Designer to view the build.
--------------------------------------------------------------------------
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6OD&Y87>KT0Y=V:7%_\#P!ICI0`` -
I think Team TP as a travel power might be pushing it a little, but you can certainly roll staminaless with /energy regardless of your primary. Energy Drain is where most of the End comes from though, not conserve power.
Consider carefully what you'd be giving up though... Health is now arguably more important than Stamina for slotting some of those lovely +regen/+recovery set IOs into!
I don't see why you'd have any problems running Leadership providing you slot sensibly and spam Energy Drain.
I've a Bot/Traps staminaless MM that has TP-Self for a travel power. It's usable with an Endurance Reduction IO, but I'm not 100% sure if a melee toon would find it spammable. My first toon (Katana/Regen scrapper) used the TP pool for travel and made a good job of it, but he had stamina and quick recovery...
I like the jump pool on my melee toons TBH. Combat Jumping is too useful a positioning-tool for me to pass up, and it DOES stack a bit with defence builds.
You'd probably want Jump with /Nin for acrobatics (or Knockback protection IOs). /Energy could use pretty much any travel pool without a problem, but it'll suffer a lot without taking Aid Self. -
[ QUOTE ]
3)It removes the stunned part of using an awaken.
[/ QUOTE ]
Worth mentioning: It's a BIG reduction in stun duration which helps vs. EMs in PvP... but ever since the mez protection nerf resilience has not *quite* eliminated all of the mezzle from wakies.
The resistance increases (so duration gets shorter) as you level up... but at level 50 with resilience, you'll still see 2-3 seconds of disorientation after using an awaken. -
Personally, I would probably go Energy/Nin. Reasoning would be that it is one of the best choices for PvP, and it isn't a slouch in PvE (either teaming or soloing).
However you've said you already had one to 31 which you deleted, and I think I can hazard a guess why... it's ALL ST damage. Which despite my regularly-stated views on, you don't seem to have much PvE love for...
I'd say you'll likely be happiest fooling about with a Claws/Nin or Claws/NRG.
One thing to watch for though is that Energy is typed defence whilst Nin is positional, this makes Nin slightly more effective since you don't need to worry about whether an attack is energy, smashing or psi damage, etc.
Nin also gets the uninterruptable heal, Caltrops/Powder and Clicky Mez protection. All Energy gets is unlimited End... I rolled an EM/NRG stalker before my EM/Regen and disliked him for being too much of a "one trick pony".
Realistically you don't need to worry so much about End these days with all the IOs available anyway.
Hammerfall has a Claws/Nin that he doesn't grumble too much about... I'm sure there's a few other regulars lurking nearby that can offer advice too... -
Energy Melee/Regen ftw!
...That is all.....
Seriously? If 'AoE damage = Team friendly', you're going to be hard pushed to find a compatible Stalker build. You've already narrowed them down, but /nin might be worth a second look for the AoE placate and Caltrops.
My EM/Regen Stalker actually performs very well on teams, but it's mainly due to EM's top two attacks which do nearly all of their damage regardless of "Hidden" status, which means I can stay and scrap with the Brutes when other Stalkers would need to wait for placate to recharge (or run away to rehide!) -
[ QUOTE ]
Can it also be done on an INV scrapper?
[/ QUOTE ]
Yes, but you'll be gimping yourself a bit more than a regen, since you'll miss out on some of the -endurance that a IO build would provide... and you would also need to take a few of the global "recharge speed" IOs.
--------------------------------------------------------------------------
Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
------------
Level 1: Slash Acc/Dmg(A), Dmg/EndRdx(3), Acc/Dmg/Rchg(3), Acc/Dmg/EndRdx(5), Dmg/EndRdx/Rchg(5), Acc/Dmg/EndRdx/Rchg(37)
Level 1: Resist Physical Damage ResDam-I(A)
Level 2: Slice Acc/Dmg(A), Dmg/Rchg(7), Acc/Dmg(7), Dmg/EndRdx/Rchg(9), Acc/EndRdx(9)
Level 4: Temp Invulnerability ResDam/EndRdx(A), ResDam/EndRdx/Rchg(34), ResDam(34), ResDam/EndRdx/Rchg(37)
Level 6: Dull Pain Heal/Rchg(A), Heal/Rchg(11), Heal/Rchg(11), Heal/Rchg(13), Heal/EndRdx/Rchg(13), RechRdx-I(42)
Level 8: Parry HO:Nucle(A), HO:Nucle(15), HO:Nucle(15), Def(17), Def/Rchg(23), HO:Membr(43)
Level 10: Hurdle Jump-I(A)
Level 12: Combat Jumping Rchg+(A)
Level 14: Super Jump Jump-I(A)
Level 16: Unyielding ResDam/EndRdx(A), ResDam/EndRdx/Rchg(17), ResDam(43), ResDam/EndRdx/Rchg(43)
Level 18: Health Heal(A), Heal/EndRdx(19), Regen/Rcvry+(19), Heal(40), Rcvry+(40), Regen+(45)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Build Up HO:Membr(A), HO:Membr(23), HO:Membr(40)
Level 24: Hasten RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Disembowel Acc/Dmg(A), Dmg/EndRdx(27), Acc/Dmg/Rchg(27), Acc/Dmg/EndRdx(29), Dmg/EndRdx/Rchg(29), Acc/Dmg/EndRdx/Rchg(46)
Level 28: Stimulant EndRdx-I(A)
Level 30: Aid Self Rchg(A), Heal(31), Heal/EndRdx(31), Heal/Rchg(31), Heal/EndRdx/Rchg(46), IntRdx-I(50)
Level 32: Head Splitter Acc/Dmg(A), Dmg/Rchg(33), Acc/Dmg(33), Dmg/EndRdx/Rchg(33), Acc/EndRdx(34)
Level 35: Invincibility Def/EndRdx(A), Def/Rchg(36), EndRdx(36), Def/EndRdx/Rchg(36), Def(37), Rchg+(46)
Level 38: Unstoppable ResDam/Rchg(A), ResDam/Rchg(39), ResDam/Rchg(39), ResDam/Rchg(39)
Level 41: Focused Accuracy HO:Cyto(A), HO:Cyto(42), HO:Cyto(42)
Level 44: Conserve Power RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Energy Torrent Acc/Dmg(A), Dmg/EndRdx(48), Dmg/Rchg(48), Dmg/Rng(48), Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Super Speed Run-I(A)
------------
Level 1: Brawl Acc-I(A)
Level 1: Sprint Jump-I(A)
Level 1: Critical Hit
Level 2: Rest RechRdx-I(A)
Copy & Paste this data chunk into Mids' Hero Designer to view the build.
--------------------------------------------------------------------------
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BQ-U/-=FLR^G_'1G-K?TIB`<IW_TFW8<^@Z-?*@WNR>U="F=PXL#?`OWDG__D"S%5$0=%HG>EW(JH(\(
=,2?ZC^]MU#4RVP[7+*TJ\*M%M^.'/5OUV:]+X9E:/ZI&RD/E)LJ/9SSEQ?_`42H$I(` -
It's actually fairly simple to get perma-dull-pain now without giving up too much of your normal slotting enhancement bonuses. You don't even need to take the Presence Pool...
However like most builds that rely heavily on high-level IO set bonuses, it won't work when exemplared. So if you plan on using it to PvP, you'll mostly be sticking to the arena and RV.
Sample build for a BS/Regen, with "perma Dull-Pain" and optimum ClickyHeal/AttackDamage enhancement %s:
Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
Perma Dull Pain: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
------------
Level 1: Hack Acc/Dmg(A), Acc/Dmg/EndRdx(3), Acc/Dmg/Rchg(3), Dmg/EndRdx/Rchg(9), Dmg/Rchg(11), Acc/EndRdx/Rchg(37)
Level 1: Fast Healing Heal(A), Heal/EndRdx(39), Heal/Rchg(40), Heal/EndRdx/Rchg(40), EndRdx/Rchg(40), Regen/Rcvry+(46)
Level 2: Slice Acc/Dmg(A), Dmg/Rchg(11), Acc/Dmg(13), Dmg/EndRdx/Rchg(13), Acc/Rchg(15)
Level 4: Reconstruction Heal/Rchg(A), Heal/Rchg(5), Heal/Rchg(5), Heal/Rchg(15)
Level 6: Quick Recovery EndMod-I(A), EndMod-I(7), EndMod-I(7)
Level 8: Parry HO:Nucle(A), HO:Nucle(9), HO:Nucle(19), Def(23), Def/Rchg(37), HO:Membr(37)
Level 10: Hurdle Jump-I(A)
Level 12: Combat Jumping Rchg+(A)
Level 14: Super Jump Jump-I(A)
Level 16: Integration Heal(A), Heal/EndRdx(17), EndRdx/Rchg(17), Heal/Rchg(19), Heal/EndRdx/Rchg(43)
Level 18: Health Heal(A), Heal/EndRdx(39), Heal/Rchg(39), Heal/EndRdx/Rchg(42), EndRdx/Rchg(43), Regen+(50)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Build Up HO:Membr(A), HO:Membr(23), HO:Membr(43)
Level 24: Dull Pain Heal/Rchg(A), Heal/Rchg(25), Heal/Rchg(25), Heal/Rchg(34), RechRdx-I(36)
Level 26: Disembowel Acc/Dmg(A), Dmg/Rchg(27), Acc/Dmg/Rchg(27), Acc/Dmg/EndRdx(31), Dmg/EndRdx/Rchg(34), Acc/EndRdx/Rchg(36)
Level 28: Instant Healing Heal/Rchg(A), Heal/Rchg(29), Heal/Rchg(29), Heal/Rchg(36)
Level 30: Hasten RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Head Splitter Acc/Dmg(A), Dmg/Rchg(33), Acc/Dmg(33), Dmg/EndRdx/Rchg(33), Acc/Rchg(34)
Level 35: Revive RechRdx-I(A)
Level 38: Stealth EndRdx-I(A)
Level 41: Focused Accuracy HO:Cyto(A), HO:Cyto(42), HO:Cyto(42)
Level 44: Laser Beam Eyes Acc/Dmg(A), Dmg/EndRdx(45), Dmg/Rchg(45), Acc/EndRdx/Rchg(45), Acc/Dmg/Rchg(46), Acc/Dmg/Rchg(46)
Level 47: Energy Torrent Acc/Dmg(A), Dmg/EndRdx(48), Dmg/Rchg(48), Dmg/Rng(48), Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Super Speed Run-I(A)
------------
Level 1: Brawl Acc-I(A)
Level 1: Sprint Stlth(A)
Level 1: Critical Hit
Level 2: Rest RechRdx-I(A)
Copy & Paste this data chunk into Mids' Hero Designer to view the build.
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L8*.U8BNN?A\<M2_?9OU5,S.UV4:AKU@]U[0G^K%'\UVNPOAID"'`U<5EQ?_`5\U*^\` -
It's nothing to do with the end user's line bandwidth.
Or even (probably) the EU CoH server itself.
It's to do with the performance of backend servers through which all ISPs route. Like those of "level3".
The backbone that handles internet traffic within the EU is awful compared to the link between the EU and US.
To test this for yourself, Do two "pathpings" to the main CoH EU server (206.127.144.132) one early in the morning and one at about 6-7PM. Then compare them.
You'll note how the connection times and packet loss increases dramatically whenever everyone's on in the evening. It's these servers which are causing problems across the EU, and in the UK in particular.
The last few hops before the CoH server are located geographically closer to that server (Germany) and the one 2-hops before the end is a Tiscali-owned server which has a history of bad performance. -
Meh. If the recent double exp lag-fest has shown us anything, it's that the EU server infastructure can't handle a "decent sized community" all being online at once.
I really wish that the EU would get around to upgrading their downright awful internet backbone.
The country-to-country "pipes" are bogged down with traffic on a GOOD evening... the UK telephone network's power crisis and the fact that a sizable portion is still built on centuries-old copper wiring doesn't help matters.
(For starters, anything with the word "Tiscali" on it should be ripped out and melted down for scrap metal!) -