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Boot Camp became not an option once I realized that the graphics performance in OSX was superior. So if anyone has gotten this working in a similar way or has tried, I'd really appreciate some feedback.
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Just an FYI; the Mac client performance is awful. I get much better performance on higher settings with no lag running the Windows client in Boot Camp. On my Mac not only does the client crash regularly, but even at lowered settings I get severe lag.
The lag is particularly bad in the Vanguard base in the RWZ. My Mac client ends up looking like a slide show where the Windows client under Boot Camp on the same machine has no lag in that area with higher settings. Losing performance under Boot Camp using the Windows client shouldn't be your concern. -
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op wants old regen?
hrm.
i used to two box my dm/regen with an ff defender back before issue 1. talk about disgustingly overpowered.
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Why would this be any different than two boxing a /Shield or /Invuln with an Empathy defender and being disgustingly overpowered? -
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The worst possible thing that I can think of as a non-melee focused squishy is having a newb shielder standing next to me with a taunt aura running thinking he's saving me by granting me 13% defense.
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Good point. My Blasters' main defense is MOVEMENT. The last thing I want is some scrapper with a taunt aura chasing me around and yelling at me to stop so that they can give me an insignificant little buff.
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Mids is incorrect, GC is just under 14% def to others at base (scrappers) and around 23% def to all slotted up. Thats serious mitigation no matter how you look at it and is far from insignificant. You can see how effective it is on the mission with all the freak tanks at the end, if the tanks (of the hero variety) ventured outside the radius of my GC their HPs started to fall at an alarming rate.
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The power's failing is it's radius, not it's defense bonus. -
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Shield Defense is great when IO'd to the gills. And even without, it's pretty darn good combined with some extra mitigation, like the swords or Dark Melee. But overall, in average hands on an average SO build? I can at least understand the argument that's it's a bit lacking in mitigation. But then, shouldn't it be? It has a big damage buff. Your mitigation is killing the enemy faster.
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Agreed with everything you said. While leveling with no set bonuses Shield *felt* around the same as my /Fire scrapper in terms of mitigation. Since the set is damage oriented that's as it should be IMO. I don't see the need for a gratuituous 3% defense bump in either case. -
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3% more defense for the Scrapper would make this a power that was not only taken by every sheilder but slotted up as well. Instead of a power that gets taken at level 49, the base slot gets an LotG +7.5 stuck in it, and it only gets turned on if the scrapper is specifically playing a scrapfender or needs the extra debuff resistances.
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Shield Defense is already very powerful in the hands of an expert; the last thing in the world it needs is an easier time capping defense with a gratuitous 3% extra defense. That's *three* positional set bonuses that can be swapped out for recharge. SD needs no help and I'd prefer if Castle wasn't re-examining the set because I suspect if he did there would only be woe. With soft cap, a passive hit point and resistance buff, and a built in AoE knockdown the set already has better mitigation than my SR and the damage bonuses of AAO combined with a Hastened Shield Charge brings the set to be the best scrapper set IMO already. Can you say 6 minute pylons? Yeah...
As for Grant Cover, the team never gets the bonus because they are never in range while I am up front absorbing the alphas. The only squishie who should ever get the bonus would be the Dark/Rad or similar healer who has to run right up to the tank to do their AoE heal and they will get it only briefly as the heal goes off and they retreat back to range. If it had any kind of reasonable range I might take it on theme scrappers who didn't need the power slot to tweak out the build. -
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Unless you plan on routinely going solo against Pylons and AV's (in particular doing so without using inspires) then yes you can do without Aid Self. And if you do then I'd be asking why you have or want all 3 aoe's in such a solo focused build.
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Um, I solo giant groups where the AoE is great all the time. Although I don't personally care for Ripper and don't have it, it would certainly be useful for Cimer wall grinding, RWZ grinding, and other big spawn solo opportunities.
AoE is not just for groups anymore. -
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So, I'm getting close to finishing out the last few IOs in my build...and I'm thinking of dropping aid self. This'll let me pick up Combat Jumping (slap a LotG in it), and Eviscerate (giving me all 3 claws multitarget attacks). It will also move me from 45/46/46 m/r/aoe defense to 51/48/48 defense if I 6 slot evis with Obliteration.
So, an extra cone, extra defense to stay soft capped despite def debuffs, 12.5% global recharge, and a good amount of increased mobility in combat in exchange for Aid Self. Once I get the last 4 enhancements I need, I'll be at 323% regen. You guys think this is enough regen to survive without Aid Self?
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Yes. The only challenges in game you might have issues with are self imposed "no inspiration" extreme challenges like the Rikti Challenge (although with Shockwave you probably won't have an issue) and soloing AVs without greens. -
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Unlikely that mission xp will be added - they want incentive for people to use the dev arcs/tfs.
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Oh, with a 4 person minimum I will be running this. IMO all arcs except Statesman and Recluse should be able to be started with 4.
Actually I wish TFs could be started with any number of people; even solo; with a warning that it is designed for more. If I want to try to duo an arc why force me to bother people with filler spam? -
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more options for Ma which is primarily used for aoe farmign anyway, so who cares.
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As a counter opinion, we use MA primarily for story arcs and doing that has brought 5-6 of my friends back to the game. Playing through our own story arcs and seeing what other people have done is very cool and continues to be so. Changes to make this better are awesome.
The change to allow Dev's Choice missions to provide tickets is particularly good for this, as right now playing them seems like punishment since the rewards aren't as good as tickets. Alternately dev's choice arcs could give out mission XP. That would also bring them up to par.
I am not saying "This issue seems light" isn 't a valid opinion. I just think completely writing off MA because some players use it for farming isn't fair. It is, in my opinion, the most interesting and daring system added to any MMO to date despite (or perhaps because of) it's flaws. -
~ A level 50 taskforce with a minimum of 4 is awesome! Thank you very much. Having a lower minimum means I will run it *much* more often, and quite frankly I find 8 players in the same mission to be generally less fun than 4. (Haven't had time to run it yet.)
~ The costumes are just okay. I am spoiled by the awesomeness of Cyborg and Arcane costumes I guess. My disappointment is that they lack new and cool shoulders and the boots are gloves are disappointing. Also, I like the design of the vines pattern but I don't generally consider a new costume pattern to be the same as a new costume like Ulterior.
(I always look for new boots and gloves because I like slightly larger boots and gloves like the spiked buckle boots and the Large boot option tends to look like moon boots.)
~ The ability to set mission levels and have characters auto level up is awesome! This makes grouping so much easier. Thank you.
"Why is Requiem standing over in the corner scratching his head?"
"I don't know, he's visiting the Freakshow for poker?"
"Shut up and go with it."
~ The new filters seem cool, although I am disappointed that I will still get hundreds of "5 star" missions rated by 1 person with no way to filter them out. Still, the keyword options should be better.
~ The ability to play Dev's Choice missions and getting tickets is full of win. I love making ticket rolls and Dev's Choice was likw nerfing the arc.Maybe we will see more arcs added to Dev's Choice now?
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My biggest problem finding good arcs on live is when I sort or filter by 5 stars or 4 stars I get dozens of arcs as I scan page to page that are 5 stars and have only been rated by one person.
Can we get a way to filter out arcs by number of people who have rated them? Seeing all the 4 or 5 star arcs that have been rated by at least 5 or maybe 10 people would be great. -
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So I guess its safe to say that a scrapper player isn't necessarily in love with brutes lol?
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Actually I'll probably be leveling a handful of Two Pistol characters.
<makes John Woo double pistol motions>
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You have too much defense; you don't need the extra defense sets.
First, you have no attack chain. You can't weave together your attacks in a smooth chain, even when Hasten is up. You need to pick up either Crippling Axe Kick or Thunder Kick. I guess you could go with:
Storm Kick, Eagle's Claw, Storm Kick, Crane Kick, LBE, Storm Kick, EC repeat...
Laser Beam Eyes will really kill your DPS. Although it looks cool so if you want it for style then that's great. If you keep it at least add a slot and put in a chance for -20 Res Debuff.
The best MA chain is actually SK > CK > SK > CAK. With the money your are going to spend there is no reason you can't achieve this.
For defense pick up Combat Jumping. It gives you vertical movement, costs virtually no endurance, and brings all your defenses up to 45. Then you can replace the 2 Touch of Death, Red Fortune, Scirocco's Dervish, and Reactive Armor with better sets. You can also drop the last slot off Stamina since neither Acc/Rech nor the set bonus helps you.
Your 45% in each comes from:
~ All toggles 4 slotted, preferably with Luck of the Gambler. You could add an extra slot for a cheaper build and go with 5 Red Fortunes.
~ Passives 3 slotted, preferably with Impervium Armor Def, Def/End for the set bonus and one generic defense.
~ Focus Chi with Gaussian's.
~ Tough with Steadfast Res/Def and Res/End for the set bonus.
~ Combat Jumping 3 slotted with Def.
That gets you to 45% defense in each. You can then concentrate on other slot bonuses and getting down the SK > CK > SK > CAK chain. -
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Basically, I'm not a fan of the fury mechanic. I accept it as a necessary evil, but given the choice, where concept would function for either AT, I would rather not deal with fury.
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This.
Although honestly the biggest reason I don't play redside a lot is I don't want to duplicate all the work of creating a supergroup, getting tons of Prestige/Infamy, creating an entire superbase, filling all the bins with spare salvage and IOs, having to grind both sides of the game for resources to outfit lowbies, and then get screwed by redside Black Market.
If I could ultimately cross villains over and add them to the existing supergroup I'd probably add Brutes, Corrupters and Masterminds to my repetoire; err after I max out my character slots on my home server since I am full. -
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This actually brings up another question. Is it worthwhile to do AE missions at low levels? I've been avoiding them, figuring that I could use the influence from invention salvage to be able to afford DO's and SO's. Since AE missions don't drop those (just tickets), is it worth it to do them? Or should I just stick to contact-generated missions instead?
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First, if you are going to use the AE missions to level from 2 to 10 search on Hellions and do arcs that don't include custom groups. Many of these arcs say thay are intended for low level in the mission description. If the arcs have bosses those will downgrade to Lts. at Heroic difficulty. Even custom Lts. in that level range really can't do much with the chain knock down of Air Superiority.
Avoid any custom groups. If you run into something bigger for some reason (someone added an EB to the arc) then just leave the mission and look for another one. The missions themselves aren't faster; in fact without the mission XP reward they are actually less efficient. But the travel time savings is enormous.
Salvage is back down right now, but bronze recipe rolls in the 10-15 range often produce Steadfast Res/Def, Karma +ToHit, and various Knockdown protection IOS which sell for 5-10 million? One hit on those and the character is set for a long time. If you need salvage the common salvage random rolls are cheap, and you can always spend 540 tickets for a Pangean Soil for an easy million influence. -
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I had all my chains built and began working on the new DPS calculations when I realized I had made a rather serious flaw in chain building logic.
I had slotted every attack 1acc/1end-red/1rec-red/3dam.
However, none of us would do that if dropping a dam for a recharge would tighten up our chains.
So... I'm starting all over tomorrow on the chains and adjusting all 14 of them to tighten them up.
This means that when I am doing the DPS calculations, instead of the easy .9908 (using lvl 50 basic IOs) across the board for damage, I'm going to have to keep track of the slotting for each attack.
While this will add a great deal of time to the final work, I feel that this is the correct way of going about it.
Especially when considering that with level 50 basic IOs, the loss of 15.76% damage enhancement means a gain of 40.92% recharge reduction enhancement when changing from 1/1/1/3 to 1/1/2/2 slotting.
Followup, Blinding Feint, Buildup, Soul Drain and Rage will all have 3 rec-reds.
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If you are going with such high recharge, I would assume someone has at least Frankenslotted the chain?
Let me suggest this as a base line fore melee:
5 Focused Smite set and a Smashing Haymaker Dam/End/Rec. Every single recipe is between 5000-25000 and cheaper than buying standard IO recipes from the university. None use rare salvage.
Acc 61.54, Dam 95.97, End 60.59, Recharge 78.90
To customize you can either swap to a Smashing Haymaker Dam/Rech to tweak Recharge up to 83.03 or even regular Recharge IO to tweak recharge to 93.77 and damage down to 86.30. That's for Follow Up or other attacks where high recharge is better than damage. -
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Well slotting at lvl 8 really does nothing for the power, TO suck. Your not going to get good Def number till SO and that is at lvl 22. Till lvl 22 your pretty much a blaster with all melee attacks
Edit to add more: Nothing as change in the past 2 years to make Scrapper wearker. It just might be /SR. /SR doesn't do a lot a lower lvls and it is a late bloomer. When you get to the later lvls you will love /SR
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Actually with the inherit The ToHit bonus that low level characters get, slotting Accuracy into attacks is the best bang for your buck. If you have extra slots then throw end reduction into your attacks as well. -
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I realize that the official version is that with the advent of invention enhancements, enemies are not stronger, nor are archetypes weaker. However, since I've come back after a two year hiatus, it seems that this is not right. When I was playing before, I could solo up through level 12 or 15 with my Scrapper without dying more than maybe once or twice. It was challenging, but it was still relatively easy. Also, I could avoid slotting until reaching 12th at least.
Since returning, I've rolled a new Scrapper, and even at level 8, I'm finding pinks and yellows in all my missions, and they are hitting way more often than they should, in my opinion. I'm using an MA/SR Scrapper with Focused Fighting, Focused Senses and Combat Jumping. All three of these powers claim that they reduce your chances of being hit, and all three are slotted with Defense Buffs. And yet, it seems to me that my opponents are either not missing at all, or only missing every fourth or fifth time. Also, groups seem to be larger, even in Kings Row.
Am I missing something? I freely admit that I may need a better strategy, as it has been a couple years, but I'm surprised that even by level 8, I've needed to slot everything, and I've still died 4 times by this point. Can someone give me some advice?
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SR starts slow, and it is compounded by the fact that at your levels of defense the enemies will get lucky hot streaks several times a mission. Worse, the combination of FS and FF eat lots of end pre-Stamina. If you stick to it SR is great in the long run. It does start slow though.
Martial Arts is not only endurance hungry, but if you hit smashing resistance foes early (like trolls) it can be a real pain.
I suggest you do the following:
CoH now has the feature to right click inspirations in your bar and, if you have three of the same kind, change them to one of a different kind. This gives you the ability to constantly tweak you inspiration tray to get greens and blues. This will give ypu a constant trickle of green inspirations.
As much of a pain as it is, visit your contacts often to refill on inspirations.
Although you might respec out of it later, I suggest picking up Air Superiority from the Flight pool at level 6. You don't have redraw. Not only does this attack recharge fairly quickly to fill your attack chain, but the mitigation from the constant knockdown is really really good until your defenses mature later on.
Avoid any mission that involves Vahz.
One thing I find useful and go to Atlas and visit Architect Entertainment. When searching through the missions search on the keyword Hellions and look for some decent low level mission arcs. You can level to 10 pretty well and it's faster mostly because you have no travel time.
I tend to actually go with Focused Fighting and Agile instead of FS because the end usage is so bad and Agile is free. FS has better defense, but my defense is irrelevant when the detoggle sound from lack of endurance hits. -
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Turning Focused Accuracy on in Mid's gives you a consumption of 1.03 end. I'm playing with an IO build which has Fighting. Using just Weave plus my other SR toggles gets me .75 end consumption.
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I believe Mid's doesn't have the reduced endurance version of FA which was brought down close to Tactics endurance use when it was nerfed.
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Add Tough, and it hits around 1.02 because I use it to mule some Steadfast.
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Keep in mind you don't have to run Tough to benefit from Steadfast. The resistance is nice, but against foes that don't do S/L you can click it off.
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Another benefit I find from the Fighting pool is Absolute Amazement in Boxing.
That's 10% more recharge at 5 slots, and some recovery too! I don't have the To Hit, but my global accuracy is very high.
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If I went Fighting it becomes much much easier to cap so I might be able to sacrifice the slots into Boxing for this set.
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I put the 5 Hecatombs in my Storm Kick as well, and the 6th has a common end IO. My Crane Kick, and Storm Kick have 5 Crushing Impacts, and the Mako Quad. Of these attacks Storm Kick has over 74.97% end reduction with the Crane/Crippling attacks at 85.71% (The recharge in those two is also 85.71%). Your current build as posted has 54% in Storm, and only 39% in Crane/Crippling. That's going to hurt in a fight lasting several minutes. My Eagle's Claw mule's ToD as well. My Dragon's Tail is 5 slotted for Armageddon. I think Hasten has a 2-3 second downtime.
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Keep in mind that the build I posted should be good for end use since it has no toggle use outside of SR.
Assuming you don't have Aid Self, it brings me back to the original question. Could you pull off a Werner and fight an AV with no inspirations? I'm not suggesting that's the end-all-be-all game experience, but I'm curious. Because with Aid Self I can do that if I play it right, although my DPS is currently too low to make it fun.
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I found adding hit points beyond 130% (accolades included) to be a chore while trying to keep other things up. MA misses out on a ranged purple set which has really sweet bonuses. Oh, and if you could find the room adding a Regenerative Tissue unique would give your regen a significant boost.
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This build is so tight that my soft cap drops below 45 is I move any defensive slots at all, and EC and DT need 6 for the melee bonus. So the Regen slot would have to come out of my attacks.
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These are some of the things I plan for my MA/SR once I get done leveling my BS/SD. I hope the ideas help.
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They do. Thanks it gives me lots to think about.
I have run several hundred (at least it seems that way) Fighting versions of this character. I guess the question is this:
If I run Fighting/Medicine, it is very easy to cap and it frees up a lot of slots to concentrate on Regen and extra hit points. But is there any decent attack chain in a non Hasten MA propped up only with Quickness? -
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Doesn't Dominate cause redraw?
[/ QUOTE ]Redraw does affect DPS now? Gah.
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Except for Spines which didn't, IIRC, get a redo of animations to remove the baked in redraw. -
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Hi Moonlighter!
My personal opinion on the matter is that it's not required but you will be able to do more, more reliably with it.
What you said in you're original post is very important though.
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I kept thinking to myself "Wow what I could do if I didn't need to take take Aid Self."
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What are you giving up to take Aid Self? What are your goals with your build?
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I want the build to be able to do as much as possible; to have as much breadth in the game as possible.
My current build (not the one I designed above) is a Leadership based build. The lack of DPS is more scrapper envy than a real detriment to the build, although taking 18 minutes to take out a pylon kind of sucks. The reason I am changing it is that I can't fix the endurance problems. I don't remember having Endurance issues with all the IO slotting but somewhere in my constant tweaking I really killed my endurance efficiency. Now I can barely take out EBs in my own missions without running low on blue.
The reason I love this build is no extra toggles.
Goals:
~ DPS to take down most AVs and Pylons. The more the better. I have given up on soloing Dominatrix, Nemesis and other phase and regen AVs.
~ Survive an AV toe to toe unless they get a lucky third hit before Aid Self recharges (when I need to kite.) This is not only for soloing, but because my friends generally enjoy squishies.
~ Endless endurance unless some drain/debuff effect lands.
~ Rikti challenge completed with no inspirations, and it would be nice to finish it without spending an extra 12 minutes kiting.
~ Keep Dragon's Tail in the build. A lot of my high end builds skipped it to fit in Conserve Power or some other power needed for the above goals.
~ A serviceable PvP build. With Aid Self my MA/SR does... well in zone PvP. And by well I mean I have fun and win duels one on one with some other PvP builds; masterminds, stalkers, doms, and occasional Brutes. As wonderfully decadent as my DM/SD scrapper is in PvE, boy does he suck in PvP.
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Solo a pylon? You'll do fine! I never solo pylons with Aid Self. The goal is speed. Aid Self tanks your DPS.
RWZ Challenge?
You're good without it, if you play SMART and have other tools at your disposal.
Solo AVs?
You'll do fine. On many AVs you can get away without it if your regen is good, but again, you have to play SMART.
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Yes, yes, yes. I've done all that on various incarnations of this character. I'd like to do it faster of course. I know Aid Self tanks my build's DPS, but since MA has no ranged so does kiting while I wait on Regen.
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Solo two AVs?
...could be tricky. I've not heard of it being done yet but that doesn't mean it hasn't been done or that it's impossible.
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No. Or rather I would attempt that on my DM/SD or my Claws/Invuln before my main.
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For my concept there is absolutely no reason to skip it. It meshes very well with my tech theme and backstory. It also allows me to push the character into scenarios I would NOT survive without it.
But it may be different for you.
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I'm a natural scrapper with a touch of "borrowed" Crey tech so the theme works great for me.
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It really just depends on how far you want to try to take your survivability, at what point you feel you can stay alive well enough, and what sacrifices you feel you are making to take the power.
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Basically I want to see how far I can push Martial Arts in a non-Shields build.
I just wanted to see if other scrappers saw any tweaks or tricks I could use to swap in extra Health, Regen, Recharge, or Damage and remain soft capped.
If I could change this build I would:
~ Make Hasten truly perma. The 12 second downtime will be painful. I might change out EC for TK so I can have a chain with no gaps during the down time but I'd love to squeeze out the extra recharge.
~ Add another proc or two into the attacks. Damage is damage. If I could slot the Mako's a little to tank Recharge a bit for another proc and still fit the attack chain (I am looking at CAK since it has more recharge than it needs) I would do that.
~ Add more Health. I am a little light, especially without Tough.
Another option entirely is someone finds a semi-decent attack chain for MA that doesn't require Hasten that's better than my SK-TK-CK-SK-TK-CAK chain. I'd be overjoyed with 170 DPS without Hasten. -
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Seems like a solid build to me...
I just don't see myself playing a defense set (SR or Shields) without having Tough -> Weave in the build.
Hmmm
Let's try this again...
I just don't see myself playing any scrappers without having Tough -> Weave ...
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Well, since I'm soft capped Weave is not useful.
So the question is can I give up Tough. 17% to S/L is nice, but Aid Self is better? I guess that's the question I am asking. I just can't see doing some of the stuff I do without an on demand heal, or rather the things I do would take much longer if I had to kite until my health rose above the one hit kill point.
Oh and the nice thing I like about this build is it is very end friendly with *no* extra toggles over SR except CJ. My current build is a Leadership build with ~31% global damage and I am having End troubles.
Oh and all of my other 50 scrappers have Tough/Weave. -
This is what I am looking at for my Hasten / Aid Self build.
~ The attack chain with Hasten up is SK > CK > SK > CAK.
~ Eagle's Claw is a mule for ToD for the melee defense. (I can use it in PvP.)
~ Hasten has a 12 second downtime, and the non-Hasten attack chain is annoyingly incomplete during this time. I could shore it up by replacing EC with TK and lose EC for PvP.
~ The Regen is pretty low but I has good Aid Self usage. I would like to have a higher Health total but any slot changes kill my 45% defense cap.
~ I don't know that the last +Recharge in Agile is doing enough to warrant the 60 million, and I could replace it with a Kismet ToHit.
Comments?
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: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- Hectmb-Dam%(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(37), DefBuff-I(46)
Level 2: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
Level 4: Agile -- LkGmblr-Def/Rchg(A), LkGmblr-Def(7), LkGmblr-Rchg+(13)
Level 6: Swift -- Run-I(A)
Level 8: Crane Kick -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dam%(9), Mako-Dmg/Rchg(9), Mako-Acc/Dmg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40), DefBuff-I(46), DefBuff-I(46)
Level 12: Practiced Brawler -- EndRdx-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(40)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Numna-Regen/Rcvry+(17), Numna-Heal(50)
Level 18: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dmg/Rchg(19), Mako-Dam%(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/EndRdx/Rchg(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Quickness -- Run-I(A)
Level 24: Aid Other -- Heal-I(A)
Level 26: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(27), Mrcl-Heal/EndRdx/Rchg(27), Mrcl-Heal/Rchg(34), IntRdx-I(48)
Level 28: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: Dodge -- DefBuff-I(A), DefBuff-I(39), LkGmblr-Rchg+(43)
Level 32: Eagles Claw -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
Level 38: Lucky -- DefBuff-I(A), DefBuff-I(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Focus Chi -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(45), AdjTgt-Rchg(45), AdjTgt-EndRdx/Rchg(45)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]16% DamageBuff(Smashing)[*]16% DamageBuff(Lethal)[*]16% DamageBuff(Fire)[*]16% DamageBuff(Cold)[*]16% DamageBuff(Energy)[*]16% DamageBuff(Negative)[*]16% DamageBuff(Toxic)[*]16% DamageBuff(Psionic)[*]6.88% Defense(Smashing)[*]6.88% Defense(Lethal)[*]5.94% Defense(Fire)[*]5.94% Defense(Cold)[*]5.94% Defense(Energy)[*]5.94% Defense(Negative)[*]10.9% Defense(Melee)[*]11.9% Defense(Ranged)[*]11.9% Defense(AoE)[*]52.5% Enhancement(RechargeTime)[*]51% Enhancement(Accuracy)[*]5% FlySpeed[*]145.6 HP (10.9%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 13.8%[*]MezResist(Stun) 2.2%[*]20% Perception[*]11.5% (0.19 End/sec) Recovery[*]64% (3.58 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]5% 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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|D2FB0375D6F744|
|-------------------------------------------------------------------|</pre><hr /> -
[ QUOTE ]
I'm sure you could get close to those numbers.
My current live build goes as...
374% regen
133% HP (without the TF Accolade)
39.9% aid self 7.84 recharge
190+dps (without hasten)
But then again I'm using Claws, might be a bit harder to get to with MA.
[/ QUOTE ]
Nice. No I am no where near those numbers on live. My non-Hasten chain with MA is currently:
SK > TK > Crane > SK > TK > Crippling.
With a 31% damage increase, one Epic Proc and the rest Mako's Procs.
The damage is terrible. Hasten would be a substantial increase, but I am wasting a lot of attack time on Aid Self and some on Practiced Brawler.
Also without Hasten my Focus Chi up time is terrible.
My Hasten build with Aid Self doesn't have Weave or Manuevers (or the +3% in Tough) so a lot of those slots are devoted to getting up my Melee defense.