Mercator

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  1. Mercator

    Ice/Ice blaster

    Looks fairly solid to me.

    I run a similar build on my ice blaster. I don't use Shiver at all, but I use Hover to maintain range and a healthy application of holds and blasts. But I don't much fight large packs and probably can't hike my difficulty above x3 safely.

    Question for you though, you skip a power at 41 and 49. Why not move Blizzard and Weave down a level and leave 47/49 for empty choices.

    and then if you're looking for defense, Ice Armor is pretty good and Snow Storm is an excellent -slow toggle, though it does have the advantage of pissing of everyone in a crowd.
  2. Just my two-cents on your build above, Twilight.

    I'd swap Hurdle for Swift. Not a lot of call for jumping when you can fly.
  3. Mercator

    Help with Mids

    Forgot to tell you, the BotZ options are losing some of their power with I17.
  4. Mercator

    Bs/sd

    You need to use the option at the bottom "Official Forums (vBulletin)". Took me like, five edits to find it my first time.
  5. Mercator

    Help with Mids

    You're right, it does seem fun.

    Ultimately that's the the goal of any game, fun. I can't speak for how high you can kick your missions, but I'd think it's a solid approach

    One question. Was it your intention to slot Thunderous Blast for Endurance Drain instead of Damage?

    That is your Nuke after all, and in many cases, slotted for damage can flatten a whole mob and seriously soften the boss(s). And as a Nuke, it'll leave you drained and unable to recover for a period. So if you don't kill everyone, then you're eating a couple blues to clean up the leftovers.

    Anyways, I do think it'd be a blast to play. I like how you slotted SHocking Bolt (a hold) for damage as a third single target blast for your rotation.
  6. Mercator

    Help with Mids

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(40), Thundr-Acc/Dmg/Rchg:50(40), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(43)
    Level 1: Electric Fence -- Acc-I:50(A)
    Level 2: Ball Lightning -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Acc/Rchg:50(3), Efficacy-EndMod/Rchg:50(3), Efficacy-EndMod/Acc:50(39)
    Level 4: Charged Bolts -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Dmg/EndRdx/Rchg:50(17)
    Level 6: Hover -- Zephyr-Travel:50(A), Zephyr-ResKB:50(7), EndRdx-I:50(7), EndRdx-I:50(9)
    Level 8: Swift -- Flight-I:50(A)
    Level 10: Havoc Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(11), Mako-Dmg/Rchg:50(11), Mako-Acc/EndRdx/Rchg:50(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13), Mako-Dam%:50(15)
    Level 12: Hasten -- RechRdx-I:50(A)
    Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-ResKB:50(15)
    Level 16: Health -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(45), Numna-Heal/Rchg:50(46), Numna-Heal/EndRdx/Rchg:50(46), Numna-Heal:50(46), Numna-Regen/Rcvry+:50(48)
    Level 18: Tesla Cage -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(19), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(21), Thundr-Acc/Dmg/EndRdx:50(21), Thundr-Dmg/EndRdx/Rchg:50(27)
    Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(34), Efficacy-EndMod/Acc/Rchg:50(37), Efficacy-EndMod/EndRdx:50(39)
    Level 22: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(25), GSFC-ToHit/EndRdx:50(25), GSFC-Build%:50(27)
    Level 24: Lightning Clap -- FrcFbk-Dmg/EndRdx/KB:50(A), FrcFbk-Rechg%:50(31), FrcFbk-Acc/KB:50(31)
    Level 26: Voltaic Sentinel -- EndRdx-I:50(A)
    Level 28: Thunder Strike -- FrcFbk-Rechg%:50(A), FrcFbk-Dmg/KB:50(29), FrcFbk-Dmg/EndRdx/KB:50(29)
    Level 30: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel:50(31)
    Level 32: Thunderous Blast -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(33), Efficacy-EndMod/Acc/Rchg:50(33), Efficacy-Acc/Rchg:50(33), Efficacy-EndMod/Acc:50(34), Efficacy-EndMod/EndRdx:50(34)
    Level 35: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-EndMod/Rchg:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc:50(37), Efficacy-EndMod/EndRdx:50(37)
    Level 38: Shocking Grasp -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(48), Mako-Dmg/Rchg:50(48), Mako-Acc/EndRdx/Rchg:50(50), Mako-Acc/Dmg/EndRdx/Rchg:50(50), Mako-Dam%:50(50)
    Level 41: Shocking Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
    Level 44: Charged Armor -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam/Rchg:40(45)
    Level 47: EM Pulse -- EndMod-I:50(A)
    Level 49: Surge of Power -- EndMod-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run


    Your totals come out to:
    38.1% Ranged Def
    26.6% En/Ne Def
    1.3% S/L/F/C Def
    1.9% Psionic Def
    2.5% Melee/AoE Def

    29% S/L/En Resistance

    2.98 End/s
    210% Recharge
    +13.5% Damage
    +28% Accuracy

    12 KB Resistance
    9.9% Hold Resist
    48.4% Sleep Resist
    6.6% Immobilize
    5.5% Fear Resist
  7. Mercator

    Bs/sd

    It might be that I don't understand the requirements in fighting AV's, but I would think you could drop Parry and move those slots someplace more useful. It seems you're slotting a lower defense set for some kind of global accuracy bonus that you could easily get with more LoTG in any one set.
  8. Mercator

    Bs/sd

    Reposting of the OP's original item, for clarity.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    . : Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Mako-Dam%:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(7), Mako-Acc/Dmg:50(7), Mako-Dmg/EndRdx:50(9), Mako-Dmg/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(11)
    Level 1: Deflection -- LkGmblr-Rchg+:50(A), ImpArm-ResDam:40(15), ImpArm-ResDam/EndRdx:40(17), Ksmt-ToHit+:30(48), Ksmt-Def/EndRdx:30(50)
    Level 2: Slice -- Sciroc-Acc/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(3), Sciroc-Acc/Dmg:50(3), Sciroc-Dmg/Rchg:50(5), Sciroc-Dmg/EndRdx:50(5)
    Level 4: True Grit -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(11)
    Level 6: Battle Agility -- LkGmblr-Rchg+:50(A), RedFtn-EndRdx:50(13), RedFtn-Def:50(13), RedFtn-Def/EndRdx:50(40), RedFtn-Def/EndRdx/Rchg:50(40), RedFtn-EndRdx/Rchg:50(42)
    Level 8: Parry -- Mako-Dam%:50(A), Mako-Acc/EndRdx/Rchg:50(15), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(19), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Acc/Dmg:50(43)
    Level 10: Active Defense -- EndRdx-I:50(A)
    Level 12: Hurdle -- Jump-I:50(A)
    Level 14: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(48)
    Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17)
    Level 18: Whirling Sword -- Sciroc-Acc/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(21), Sciroc-Acc/Dmg:50(21), Sciroc-Dmg/EndRdx:50(23), Sciroc-Dmg/Rchg:50(23)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(25), P'Shift-Acc/Rchg:50(25), P'Shift-EndMod/Acc/Rchg:50(31), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod:50(34)
    Level 22: Against All Odds -- EndRdx-I:50(A)
    Level 24: Build Up -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(34), GSFC-ToHit:50(37), GSFC-ToHit/Rchg:50(39), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-Rchg/EndRdx:50(40)
    Level 26: Disembowel -- Mako-Dam%:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(27), Mako-Acc/Dmg:50(27), Mako-Dmg/EndRdx:50(29), Mako-Dmg/Rchg:50(29), Mako-Acc/EndRdx/Rchg:50(31)
    Level 28: Super Speed -- HO:Micro(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), GftotA-Def:40(37), GftotA-Run+:40(43)
    Level 32: Head Splitter -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-Dmg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Rchg:50(48)
    Level 35: Shield Charge -- Oblit-%Dam:50(A), Oblit-Dmg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Rchg:50(50)
    Level 38: Boxing -- Amaze-EndRdx/Stun:50(A), Amaze-Stun:50(39)
    Level 41: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(42), ImpArm-ResDam/EndRdx:40(43), ImpArm-ResDam:40(45)
    Level 44: Weave -- LkGmblr-Rchg+:50(A), RedFtn-EndRdx:50(45), RedFtn-Def:50(45), RedFtn-Def/EndRdx:50(46), RedFtn-EndRdx/Rchg:50(46), RedFtn-Def/EndRdx/Rchg:50(46)
    Level 47: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 49: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
  9. Ah, thank you. As the wiki says and as it has always been.

    <takes Team Teleport off the list>
  10. So, before I invest in some powers and find out the hard way that things don't work the way I think they should or would I wanted to ask.

    Teleport is a activate and target power. You teleport to said target where you can then repeat the process.

    Assemble the Team is like Summon Friend, but for the whole team at once.

    What is Team Teleport like?
  11. If you don't mind picking over Issue notes one by one, Paragon Wiki is a solid source.

    I've also been gone a while, but things i've noticed:

    TF's give you merits now, instead of a choice for reward, longer/more challenging TF's give more merits. These merits can be used on purchasing specific recipes, salvage, inspirations or even Enhancements or used for a random Recipe roll.

    You'll get prompted to auto exemplar/sidekick to a team who's leader is high/low-er than you.

    TF's will auto exemplar you to there highest level, but you'll still have access to powers from five levels higher. Nice for us running 50's in something low like Positron.
  12. My suggestion would be to drop Elude. If you're achieving soft cap then just about all it'll do for you is give you a reason to burn blues when it crashes.

    Unless you're specifically fighting foes that do a ton of -def

    I had some trouble with the Praetorian clockwork, but nothing I couldn't handle with unorthodox strategy.
  13. So, the more I consider it, I like the idea of Willpower over Super Reflexes. But I keep crossing the same questions when trying to plan a build.

    SR pursues the soft cap. What does Willpower chase? Is it good right out of the box or should I be investing into Tough/Weave? Do I need to stack more defensive options like Combat Jumping or Hover? Do I slot RttC for healing, acc debuff or both?

    I did a sample build, assuming Ninja Run for travel. But without a clearer picture I'm unsure of how to pursue those last four picks.

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    I deeply appreciate your time and assistance. In reading the scrapper boards i've gained a small insight into some things I might never have discovered otherwise.
  14. So then it comes down to powers. Is Kat/WP a combination that mandates Divine Avalanche? Or can I focus on powers that kill?

    I've come to enjoy scrapping with /SR as feel I can reasonably tackle any foe some with more attention to my inspirations than others. I don't fear Psychic attacks or large packs.

    I'm looking for something I can reasonably hit x4 and x6 missions in, that doesn't falter to a particular foe or weakness.
  15. Can someone illuminate me on their experience with Willpower? I'm considering a kat/wp scrapper after I complete my bs/sr. I'm concerned that Willpower will feel stiff, tough but easier to hit. Potentially softer in some fields as it lacks considerable defense to smashing/lethal.

    The recovery aspects would further lead me to believe it's like a halfway set between SR, Regen and invulnerability.

    So really, any feedback or assistance would be appreciated.
  16. Actually you helped a ton. I'm sorta vague on design philosophy around these parts. I get certain concepts fairly well but i'm out of practice in terms of how to achieve them.

    I've gotten what I feel is solid footing on the defense soft cap idea and what I would need on my build to achieve it. It was looking at the end costs on FA and your other comment on Tactics that got me looking at Leadership and thusly, the two following builds:

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    Both are virtually identical until 38. The second follows the Weave/Body Mastery path, the first visits Leadership for Maneuvers and Tactics before hitting Body Mastery.

    I moved a couple of slots on the Leadership build, to patch up a deficiency on Melee Def. Comparatively, i lose a little defense across the board, but I gain two toggles to help out any potential teammates. The upside is the Leadership variation is lighter on the end usage but all of .18 end/s.

    If anything, it's two builds for my two options ingame. One for solo work, to make me nigh unstoppable (I do get stopped. I have some Carnies that suffered for proving it.) And another for the late game TF/Team Operations.

    All in an attempt to do one thing well, Kick *** and Look Good Doing It.

    Following that idea, I got to thinking about Ninja Run as an alternative to SS and the mental exercise "What would I take instead?"
  17. On two characters now, i've single-handedly witnessed drones that seemingly can dodge anything and take longer to kill because of their magical dodge.

    So the quest, insane defense i'm just not able to overcome with inspirations, or some inherent "ha ha, you mised me" I just have to suffer through?
  18. Mercator

    Best Scrapper?

    While i'm rather fond of the BS/SR i'm leveling, i've seen some impressive numbers in the Rikti Pylon results thread from Dark Melee/Shield Defense.

    Several people all posted dps in the 200's.
  19. Quote:
    Originally Posted by Werner View Post
    Doable with the right slotting, yes. It feels strange to get all the way to Tough and not take Weave on a defense-based character, but yeah, Maneuvers and Tactics could be a better choice on some builds.
    Could you maybe clue me into the philosophy or idea of what some of those builds might be?
  20. And then there's something I hadn't considered.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Midnight Mask - softcap attempt: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- (A)(3)(3)(5)(5)(7)
    Level 1: Focused Fighting -- (A)(13)(13)(15)(15)(17)
    Level 2: Slice -- (A)(7)(9)(9)(11)(11)
    Level 4: Focused Senses -- (A)(17)(19)(19)(21)(21)
    Level 6: Agile -- (A)(48)
    Level 8: Hurdle -- (A)
    Level 10: Practiced Brawler -- (A)(23)
    Level 12: Hasten -- (A)
    Level 14: Super Speed -- (A)(23)(25)
    Level 16: Dodge -- (A)(50)
    Level 18: Health -- (A)(25)(27)(27)(29)(29)
    Level 20: Stamina -- (A)(31)(31)(31)(33)(33)
    Level 22: Quickness -- (A)
    Level 24: Build Up -- (A)(50)
    Level 26: Disembowel -- (A)(33)(34)(34)(34)(36)
    Level 28: Lucky -- (A)(50)
    Level 30: Kick -- (A)
    Level 32: Head Splitter -- (A)(36)(36)(37)(37)(37)
    Level 35: Evasion -- (A)(39)(39)(39)(40)(40)
    Level 38: Tough -- (A)(40)(42)(42)(42)(43)
    Level 41: Weave -- (A)(43)(43)(45)(45)(45)
    Level 44: Focused Accuracy -- (A)(46)(46)(46)(48)(48)
    Level 47: Physical Perfection -- (A)
    Level 49: Conserve Power -- (A)
    ------------
    Level 1: Brawl -- (A)
    Level 1: Sprint -- (A)
    Level 2: Rest -- (A)
    Level 1: Critical Hit
    Level 2: Ninja Run


    This is my current build. I hadn't considered Leadership pool until I saw Werner's comment and then I got to thinking. Could I drop Weave in favor of Maneuvers, pick up Tactics instead of FA and have a lower resulting end drain - while still maintaining the defensive edge provided by Weave.
  21. With the Guassian set having a build up proc that works on toggled options, I would believe it'd have more effectiveness in Focused Accuracy over Build Up.

    If I see the math properly, that'd be like 2 Build Ups instead of one every 40s that would 'occasionally' proc, put you at damage cap and wear off 10s later.

    I am right, right?
  22. I've been running Kaspersky for months now, at work and at home. It's a little paranoid, but otherwise rock-solid.
  23. Quote:
    Originally Posted by GavinRuneblade View Post
    The more people who think like you the less valuable the investment will be. The more who think like Ethric, the more valuable the investment will be. I try to get at least one leadership power on almost every character for this exact reason. Sure I mostly solo, but in teams, it makes a difference.

    And I have been on a team with 5 people running multiple leadership powers. It is very nice.
    And you're absolutely right.

    I never saw many (if any) people with Leadership when I was last blasting heavily. And among the many TF's I joined, I saw a lot of people. That might have changed recently and certainly, it could be worth a respec to invest into a constant damage buff.

    But then, it's also a personal mandate to pick up leadership on all the support characters I have. Anything and everything to make my teammates better.
  24. Quote:
    Originally Posted by Postagulous View Post
    I'd like Willpower.
    And i'd like an ala-carte system wherein you select a Primary set, a Secondary set and then an "Inherent" such as Defiance or Gauntlet. Then the game could allocate your hp and damage based on your Inherent function.

    Then we could have a Trick Arrow/Archery tank, or a Mental Control/Empathy blaster.