Morbid Star

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  1. Morbid Star

    Regen Questions

    1. yes, it is a great pool for scrappers in general, tough stacks well with resilience and weaves def stacks well with DM's -tohit

    2. it is not pointless, mearly it allows you the option of passing on the fitness pool, IMHO health and stam compound extremely well with Regen's regen and recov rates, especially if you plan on runing extra toggles such as Tough and Weave

    !!!. also i would Highly recomend Hasten from the Speed pool, as Regen benifits the most from +rech, the quicker your heals refresh the more surviveable you are
  2. Morbid Star

    DB/SR help

    here's my rework of your build, it keeps everything except elude (switched for CJ) which is basically redundant with soft-cap'd def, moves a few slot's arround, not to be mean, but your slotting for BF sux, BF needs to hit to be effective and this has acc in it now and massive rech, you'll notice that PB is perma with'out rech in it so the endred in it will help end issues, also it's travel-powerless but you can get a Jet-Pack in FBZ anytime you want so that's a moot point, it increases your DDR values, and only uses Tough as a Steadfast mule and way to get Weave, makes full use of Health, and runs at a nice .71/s drain with a sweet 3.42 rec, with 47. (4-8) def






    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blade Rush: Level 50 Mutation Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Medicine

    Hero Profile:
    Level 1: Power Slice
    • (A) Crushing Impact - Accuracy/Damage: Level 50
    • (9) Crushing Impact - Damage/Endurance: Level 50
    • (13) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (13) Crushing Impact - Damage/Endurance/Recharge: Level 50
    • (15) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    Level 1: Focused Fighting
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (3) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (3) Luck of the Gambler - Defense: Level 50
    • (25) Luck of the Gambler - Recharge Speed: Level 50
    • (31) Kismet - Accuracy +6%: Level 30
    Level 2: Ablating Strike
    • (A) Crushing Impact - Damage/Endurance/Recharge: Level 50
    • (9) Crushing Impact - Accuracy/Damage: Level 50
    • (11) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (15) Crushing Impact - Damage/Recharge: Level 50
    • (37) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (42) Achilles' Heel - Chance for Res Debuff: Level 20
    Level 4: Focused Senses
    • (A) Red Fortune - Endurance: Level 50
    • (5) Red Fortune - Defense/Endurance: Level 50
    • (5) Red Fortune - Defense/Recharge: Level 50
    • (25) Red Fortune - Endurance/Recharge: Level 50
    • (29) Red Fortune - Defense: Level 50
    • (29) Red Fortune - Defense/Endurance/Recharge: Level 50
    Level 6: Typhoon's Edge
    • (A) Multi Strike - Accuracy/Damage: Level 50
    • (7) Multi Strike - Damage/Endurance: Level 50
    • (7) Multi Strike - Damage/Recharge: Level 50
    • (40) Multi Strike - Accuracy/Endurance: Level 50
    • (42) Multi Strike - Accuracy/Damage/Endurance: Level 50
    • (48) Multi Strike - Damage/Endurance/Recharge: Level 50
    Level 8: Blinding Feint
    • (A) Mako's Bite - Accuracy/Damage: Level 50
    • (11) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
    • (17) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (17) Mako's Bite - Damage/Recharge: Level 50
    • (39) Adjusted Targeting - Recharge: Level 50
    • (40) Adjusted Targeting - Endurance/Recharge: Level 50
    Level 10: Practiced Brawler
    • (A) Endurance Reduction IO: Level 50
    Level 12: Swift
    • (A) Run Speed IO: Level 50
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (23) Miracle - +Recovery: Level 40
    • (36) Miracle - Heal: Level 40
    • (42) Regenerative Tissue - +Regeneration: Level 30
    • (45) Numina's Convalescence - Heal: Level 50
    • (50) Numina's Convalescence - Heal/Endurance: Level 50
    Level 16: Boxing
    • (A) HamiO:Endoplasm Exposure
    Level 18: Vengeful Slice
    • (A) Crushing Impact - Damage/Endurance: Level 50
    • (19) Crushing Impact - Damage/Recharge: Level 50
    • (19) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (34) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (34) Crushing Impact - Accuracy/Damage: Level 50
    • (39) Crushing Impact - Damage/Endurance/Recharge: Level 50
    Level 20: Stamina
    • (A) Performance Shifter - EndMod: Level 50
    • (21) Performance Shifter - EndMod/Recharge: Level 50
    • (21) Performance Shifter - Chance for +End: Level 50
    • (23) Performance Shifter - EndMod/Accuracy: Level 50
    Level 22: Quickness
    • (A) Run Speed IO: Level 50
    Level 24: Dodge
    • (A) Gift of the Ancients - Defense: Level 40
    • (31) Gift of the Ancients - Run Speed +7.5%: Level 40
    • (46) Luck of the Gambler - Recharge Speed: Level 50
    Level 26: Sweeping Strike
    • (A) Multi Strike - Accuracy/Damage: Level 50
    • (27) Multi Strike - Damage/Endurance: Level 50
    • (27) Multi Strike - Damage/Recharge: Level 50
    • (37) Multi Strike - Accuracy/Endurance: Level 50
    • (40) Multi Strike - Accuracy/Damage/Endurance: Level 50
    • (43) Multi Strike - Damage/Endurance/Recharge: Level 50
    Level 28: Lucky
    • (A) Gift of the Ancients - Defense: Level 40
    • (31) Gift of the Ancients - Run Speed +7.5%: Level 40
    • (43) Luck of the Gambler - Recharge Speed: Level 50
    Level 30: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    Level 32: One Thousand Cuts
    • (A) Multi Strike - Accuracy/Damage: Level 50
    • (33) Multi Strike - Damage/Endurance: Level 50
    • (33) Multi Strike - Damage/Recharge: Level 50
    • (33) Multi Strike - Accuracy/Endurance: Level 50
    • (34) Multi Strike - Accuracy/Damage/Endurance: Level 50
    • (46) Multi Strike - Damage/Endurance/Recharge: Level 50
    Level 35: Evasion
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (36) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (36) Luck of the Gambler - Defense: Level 50
    • (37) Luck of the Gambler - Recharge Speed: Level 50
    Level 38: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (39) Gift of the Ancients - Defense: Level 40
    • (50) Gift of the Ancients - Run Speed +7.5%: Level 40
    Level 41: Agile
    • (A) Gift of the Ancients - Defense: Level 40
    • (43) Defense Buff IO: Level 50
    • (50) Gift of the Ancients - Run Speed +7.5%: Level 40
    Level 44: Weave
    • (A) Red Fortune - Defense/Endurance: Level 50
    • (45) Red Fortune - Defense/Recharge: Level 50
    • (45) Red Fortune - Endurance/Recharge: Level 50
    • (46) Red Fortune - Defense/Endurance/Recharge: Level 50
    • (48) Red Fortune - Defense: Level 50
    • (48) Red Fortune - Endurance: Level 50
    Level 47: Aid Other
    • (A) Recharge Reduction IO: Level 50
    Level 49: Aid Self
    • (A) Recharge Reduction IO: Level 50
    ------------
    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Sprint
    • (A) Run Speed IO: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 5.81% Defense(Smashing)
    • 5.81% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 8.63% Defense(Melee)
    • 8% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 62.5% Enhancement(RechargeTime)
    • 39% Enhancement(Accuracy)
    • 5% FlySpeed
    • 145.6 HP (10.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 14.3%
    • MezResist(Sleep) 4.95%
    • MezResist(Stun) 4.95%
    • 13% (0.22 End/sec) Recovery
    • 32% (1.79 HP/sec) Regeneration
    • 5.36% Resistance(Fire)
    • 5.36% Resistance(Cold)
    • 2.5% Resistance(Psionic)
    • 35% RunSpeed
    ------------
    Set Bonuses:
    Crushing Impact
    (Power Slice)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Focused Fighting)
    • 10% (0.56 HP/sec) Regeneration
    • 15.1 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Crushing Impact
    (Ablating Strike)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Red Fortune
    (Focused Senses)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Multi Strike
    (Typhoon's Edge)
    • MezResist(Sleep) 1.65%
    • 0.95% Resistance(Fire,Cold)
    • MezResist(Stun) 1.65%
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
    Mako's Bite
    (Blinding Feint)
    • MezResist(Immobilize) 3.3%
    • 20.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    Adjusted Targeting
    (Blinding Feint)
    • 2% DamageBuff(All)
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Miracle
    (Health)
    • 2.5% (0.04 End/sec) Recovery
    Crushing Impact
    (Vengeful Slice)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Gift of the Ancients
    (Dodge)
    • 2% (0.03 End/sec) Recovery
    • 7.5% RunSpeed
    Luck of the Gambler
    (Dodge)
    • 7.5% Enhancement(RechargeTime)
    Multi Strike
    (Sweeping Strike)
    • MezResist(Sleep) 1.65%
    • 0.95% Resistance(Fire,Cold)
    • MezResist(Stun) 1.65%
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
    Gift of the Ancients
    (Lucky)
    • 2% (0.03 End/sec) Recovery
    • 7.5% RunSpeed
    Luck of the Gambler
    (Lucky)
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Multi Strike
    (One Thousand Cuts)
    • MezResist(Sleep) 1.65%
    • 0.95% Resistance(Fire,Cold)
    • MezResist(Stun) 1.65%
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
    Luck of the Gambler
    (Evasion)
    • 10% (0.56 HP/sec) Regeneration
    • 15.1 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Combat Jumping)
    • 2% (0.03 End/sec) Recovery
    • 7.5% RunSpeed
    Gift of the Ancients
    (Agile)
    • 2% (0.03 End/sec) Recovery
    • 7.5% RunSpeed
    Red Fortune
    (Weave)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
  3. been trying to figure out why the arbitrary number of 24, and the best i can comeup with is that since you can slot enh's of plus three to your level, and SO's start at lvl 22 for 25's and enh's can only be combined twice, at lvl 24 you could have all your enh's at 25++, but i'm still unsure as to the actual thematical reasoning of why stop there, just that i understand why the actual number now...

    anyways, if you do go with regen which has the easyest time of any set, in the early lvl's, do not skip Hasten, IMO it's a must for any regen,

    toggle and forget can get boring or frustrateing sometimes but alot peeps seem to be all hyped up about it, which is why regen get's often overlooked
  4. actually, the best smash/lethal survivability for any level goes to Invulnerability , as for primary, i'm a strong advocate for Dark Melee and all its wonderfully useful utilities
  5. Quote:
    Additionally, we also conducted a mini-proliferation pass on the Ancillary and Patron Power Pools, adding 5th powers to most Pools and adding Blaze Mastery for Scrappers. This has been something which people have been asking for since Fire primaries and secondary's were given to them.
    i'd say wait till i16
  6. Quote:
    Shields: I have never experienced this set.
    All the more reason to experience the pure awesomeness that is Shield Defense
  7. out of the options you list ... for a first time, you'd have the easiest time with DM/WP, ... DM provides the tools for most anything you'd need, and combined with WP's toggle-up and go and its smooth learning curve, you'll feel pretty powerful the whole way through,... there's really no bad power set combo's amongst scrappers ... so you can't really go wrong with any choice ...
  8. i have to agree with Umbral on this and say ... What ?
  9. Morbid Star

    JFA Redux

    shouldn't it be

    Justice For All 2010

    ???
  10. just wondering on this topic, ... considering all the possibilities, what are the best (non-AE) maps from which contact (lvl-50), for various scrapper power sets ??? stictly speaking, i'm more concerned with the most effecient ones concerning the scrappers sets, such as FA being highly protective towards fire, certain enemy types being more susseptable to certain damage types, ect...

    some of the more popular types are Spines/* , */DA , */FA , ect..., but in general the new diff slider will help to facilitate the ease of farming and any combo's will find add'd effect in certain situations more than others,... so which do you like more than others? , ...

    personally i like the To Save A Thousand Worlds arc from Unai Kemen (Peregrine Island)

    Part 3: Get data from 1st dimension (3 ruptures to catalog)
    Instanced Outdoor [Boomtown] @ Peregrine Island (Portal)

    it's one of the largest maps outdoors, plenty of spawns, glowie required (to NOT click) so no accidental completion, and Freaks tend to yield a higher reward rate and added kill count with their self-rez, but they all have DP makeing kills take a'bit longer , i can see this being a big one for ElM being as how they're weaker to energy damage
  11. basic SO sloting you want 2acc and 3rech (unless your running tactics or FA, then just 1acc will do), ... but if your talking set IO's, then it really depends on what your focus will be, if your planing on farming with it then obliterates are the way to go, but if your looking for an AV solo'ist then you'll want either less to no damage to keep the fuel there (esspecially for AAO) and/or more focus on the end in DC with Pro'Shift or Eff'Adapt for full effect 1on1, or something completely different for PvP, or something focused on the lower lvl IO's (and purps) for exemping (TF runs, AE stories, FB's, ect...),... so without an actual end goal, the answers are really all over the place
  12. Morbid Star

    Karate Kid?

    well with Daniel-san ... out of all the options, of'course MA, but with secondary... obviously DA, FA, ElA, and SD are out ... leaveing Regen, WP, SR, and Inv ... out of those,... Regen doesn't quite fit since Daniel-san wore the scrapes and bruises for quite some time and when he was hurt he stayed hurt, Inv doesn't quite fit cuz Daniel-san got way too hurt to represent that, WP doesn't quite fit being how Daniel-san was pretty screwed when he was surrounded (and saved by Mr. Miagi) which is wp's strength and for similar reasons as why regen wont do as well as another reason why inv wont fit,... so my vote goes for SR, being a late blooming set, it represents how he learns "the hard way" and takes his lump's and learns how to avoid those hits, but when he does get hit he knows he feels it, and doesnt just shrug it off like the others represent you doing
  13. your neglecting alot of potential in True Grit...
    what is the point of 5sloting T'Deaths in Siphon Life ?
    Soul Drain requires a tohit check and you have no acc in it...
  14. [ QUOTE ]
    Poll: Claws vs BD

    [/ QUOTE ]

    i think you mean ...

    Poll: Claws vs DB
  15. i always sell off the insp's from tutorial and play on invin/relentless (challenge lvl 5) from level 2 on up, reguardless of AT,... and i still find it too easy for scrappers (and brutes, and MMs), though a decent challenge for squishy ATs, and useually just tedious for tankers,... not to mention the level ups seem to happen too fast most of the time,... though i'm more the type that enjoys the challenge and likes story content
  16. Morbid Star

    I16 and MA

    [ QUOTE ]
    Not sure if this has been asked, but...

    Given that we will be able to have different animations for some attacks, does this mean will will eventually be able to choose animations for all attacks? For example, a blaster who shoots everything from his eyes, like Cyclops?

    [/ QUOTE ]

    lol, Rain of Arrows or Full Auto out of the eyes?... ROFL
  17. Morbid Star

    Dual Pistols....

    plenty of rednames have stated things as facts only to be proven wrong in later issues
  18. Morbid Star

    Dual Pistols....

    they gave CLAWS, range powers, what makes you think they wont ?
  19. knowing the dev's, i'm guessing it wont be anything all that useful such as a self heal or build up ... i'm thinking it'll be something like ... Defibralate - self rez
  20. well, you have a few options here, but my advice is to go for the leadership line, maneuvers, is great for the extra def toward soft cap, tactics is great on its own and insane with full GSF-C sloted, and assult is amazing when stacked with AAO, you can also take Conserve Power from the body pool to help for any end issues,... also being a BS you can forego any set sloting for melee and focus on range/aoe since parry will easily soft cap melee/lethal ... mako's, sciroc's, and BotZ work wonders for this
  21. yes, because you wont always have greens in your tray to rely on, especially if you want to try the no insp/no temp's route .... and even soft cap'd you will still get hit from time to time, and AV's HURT, ... the only ones that it's advised for to forego the medicine pool are those with a self heal in their power sets (speaking on the AV solo'ist) ... this is one of the many reasons why DM is soo popular, because it can make up for the lack of most things in any protection set, in this example, that being, Syphon Life's self heal component, especially since it's already incorperated in the attack chain, removeing the DPS loss for useing Aid Self
  22. actually, the stealth IO when actived (as by toggleing on sprint) does make you translucent (see through)

    and thanx for the Avatar compliment... been useing that Avatar for almost two decades, and it's always been a perticular favorite of mine
  23. though the new Phased can hit Phased mechanic is pretty fun