Motley_Cruel

Apprentice
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  1. Frankly, you're criticizing the wrong aspect of EM. It does totally competitive single target DPS, on par with a lot of those sets. It just sacrifices to do so, and your AoE is crap. But it certainly does more ST dps than water balloons, crushes BS, slaughters ElM, and certainly can keep up with brute claws and DB, katana, and Axe. Even though you don't like the set, at least lodge legit criticisms, like "the attacks take too long" or "the AoE sucks" or "ET hurts me," but the single target DPS has never been bad on EM
  2. Motley_Cruel

    Fire/SD Tweaking

    My FM/SD is my main, and i've been tweaking and upping his build since shield came out. Try this one on for size. Musculature alpha, sustainable end WITHOUT ageless, maxed attack chain, fireball. He is a monster

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- (A)
    Level 1: Deflection -- (A)(3)(3)(5)(5)(7)
    Level 2: Cremate -- (A)(7)(9)(9)(11)(11)
    Level 4: Battle Agility -- (A)(13)(13)(15)
    Level 6: True Grit -- (A)(17)(17)(19)(37)
    Level 8: Combat Jumping -- (A)(19)
    Level 10: Active Defense -- (A)
    Level 12: Boxing -- (A)
    Level 14: Tough -- (A)(21)(21)(23)(23)
    Level 16: Against All Odds -- (A)
    Level 18: Fire Sword Circle -- (A)(25)(25)(27)(27)(29)
    Level 20: Phalanx Fighting -- (A)(29)
    Level 22: Weave -- (A)(31)(31)(31)(33)(33)
    Level 24: Aid Other -- (A)
    Level 26: Incinerate -- (A)(33)(34)(34)(34)(36)
    Level 28: Aid Self -- (A)(36)(36)(37)(37)(50)
    Level 30: Build Up -- (A)(39)(39)(39)(40)(40)
    Level 32: Greater Fire Sword -- (A)(40)(42)(42)(42)(43)
    Level 35: Shield Charge -- (A)(43)(43)(45)(45)(45)
    Level 38: Char -- (A)
    Level 41: Melt Armor -- (A)
    Level 44: Fire Ball -- (A)(46)(46)(46)(48)(48)
    Level 47: Hasten -- (A)(48)(50)
    Level 49: Grant Cover -- (A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Musculature Core Paragon
    ------------
    Level 2: Swift -- (A)
    Level 2: Health -- (A)(15)
    Level 2: Hurdle -- (A)
    Level 2: Stamina -- (A)(50)
    Level 1: Brawl -- (A)
    Level 1: Critical Hit
    Level 1: Sprint -- (A)
    Level 2: Rest -- (A)
    Level 4: Ninja Run
  3. MOVING BACK to the original topic of discussion, what to pair with DA, I have a crazy answer:

    Energy Melee (gasp!)

    Before you write me off, look at the synergies. Every attack in EM does a stun, stacks with OG. The -hp in ET is negligible thanks to the best heal in the game. EM has a very low end cost thanks to ET's ridiculously nice EPS.

    Also mixing light and dark energy seems pretty badass.

    I know EM is almost certainly the worst set brutes have, but DA makes it seem kinda awesome (or at least does for me)
  4. If we're talking about being consistently softcapped (IE not relying on SATURATED energy drain or invincibility, etc.) which set is easiest to get Incarnate Softcapped?

    I assume it comes down to SR and EA. My gut reaction is that EA is much less slot intensive to get to the ISC, due to sets like aegis, eradication, kinetic combat, and scrappers strike requiring only 3-4 slots while ToD, Mako, etc. take 5-6 generally. I also remember hearing people talking about SR being the easiest set to ISC, so I just would love to hear some arguments for both.

    Also, how necessary is it to be FULLY softcapped? I.E. could SR get away with 59 Melee/Ranged, 45 AoE, and could EA get away with 59 Smashing/Lethal/Energy, 45 Fire/Cold/Neg?

    Also, I mean, which set has to sacrifice less to get there? So for example if SR has to give up more recharge or Aid Self, that would be worse
  5. So my SR scrapper is running the Follow Up>Focus>Slash chain, with purple procs in Focus and Slash, and a -res proc in slash. I'm also running the Musculature alpha. Focus and Follow Up both have an empty slot. should I fill these with normal damage procs or the build up procs, which has the greater impact on DPS?
  6. 17Can I ask WHY you don't want to hit the softcap? Behind an SR Tanker, an SR stalker is the single EASIEST character to get 45 on in the entire game. If it's for RP/concept reasons, that's fine, but if it's cause you're worried about having to make sacrifices, that's just plain wrong. An SR stalker can hit 45 with like 10 slots. I build an SR scrapper that managed to softcap AND slot 217.5 global recharge WITHOUT spiritual.

    I'm all for saying there's no right or wrong way to build a toon, but if you're not gonna get a SR to 45, literally EVERY other secondary is better
  7. As Stalkers are generally Single Target specialists, it would seem like Smoke flash would be a shockingly effective mitigation tool. Way back in the day i feel like it got written off because it doesn't hide you, so it doesn't give you the opportunity for an AS, but looking at it now, it seems like it would essentially function as an AoE sleep, no? So long as you are only attacking a specific target, the rest will stay non aggroed?
  8. Fire/Shield is hands down THE BEST choice. I threw this build together in about 5 minutes. More or less Perma-Hasten, fully end-sustainable without any incarnate stuff, and can run musculature. It does HUGE single target, HUGE AoE, and is an all around beast. I know this because I'm running a build very similar to this one.


    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- SScrappersS-Rchg/+Crit(A)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(5), Aegis-ResDam(7)
    Level 2: Cremate -- Hectmb-Dmg(A), Hectmb-Dmg/EndRdx(7), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dam%(11), EndRdx-I(11)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13), HO:Cyto(15)
    Level 6: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(17), S'fstPrt-ResDam/Def+(50), GA-3defTpProc(50)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(19), Aegis-EndRdx/Rchg(19), Aegis-ResDam/EndRdx/Rchg(21), Aegis-ResDam(21)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(25), Armgdn-Dam%(25), EndRdx-I(27)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A), Ksmt-ToHit+(27)
    Level 22: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(31)
    Level 24: Aid Other -- Empty(A)
    Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
    Level 28: Aid Self -- IntRdx-I(A), Panac-Heal/EndRedux(34), Panac-EndRdx/Rchg(36), Panac-Heal/Rchg(36), Panac-Heal/EndRedux/Rchg(36), Panac-Heal(37)
    Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
    Level 32: Greater Fire Sword -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(40), SScrappersS-Acc/Dmg/Rchg(40), SScrappersS-Dmg/EndRdx/Rchg(40), EndRdx-I(42), SScrappersS-Acc/Dmg/EndRdx/Rchg(42)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
    Level 38: Char -- Empty(A)
    Level 41: Melt Armor -- Empty(A)
    Level 44: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46), Ragnrk-Knock%(46), EndRdx-I(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Musculature Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(48)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  9. Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Electric Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 2: Slash -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(13), Achilles-ResDeb%(15)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 6: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Acc/Rchg(7), Armgdn-Dmg/EndRdx(9), Armgdn-Dam%(9)
    Level 8: Follow Up -- SBrutesF-Rech/Fury(A), SBrutesF-Dmg/Rchg(11), SBrutesF-Acc/Dmg/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19), GS-Acc/Dmg/End/Rech(23), C'ngImp-Dmg/EndRdx/Rchg(27)
    Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(34)
    Level 16: Grounded -- ResDam-I(A)
    Level 18: Focus -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(37), Apoc-Dmg/EndRdx(37), Apoc-Dam%(37)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), HO:Cyto(21)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
    Level 24: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(25), HO:Cyto(25)
    Level 26: Lightning Field -- SBrutesF-Acc/Dmg(A), SBrutesF-Acc/EndRdx/Rchg(39), SBrutesF-Acc/Dmg/EndRdx/Rchg(39), C'ngBlow-Dmg/EndRdx(39), EndMod-I(40)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 30: Energize -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(42), Panac-Heal/Rchg(42), Panac-Heal/EndRedux/Rchg(42), Panac-Heal(43)
    Level 32: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(50), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
    Level 38: Power Surge -- GA-3defTpProc(A)
    Level 41: Lightning Reflexes -- Run-I(A)
    Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 47: Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Superior Conditioning -- EndMod-I(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(34), RgnTis-Heal/Rchg(36), RgnTis-Heal/EndRdx/Rchg(36), RgnTis-Regen+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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    I was trying to get enough recharge to run FU-Focus-Slash, and 45 S/L defense, without making overwhelming sacrifices. Also should be able to fully end-drain every mob. Anywhere I can improve?
  10. Does it operate in the same manner as the force feedback chance for +recharge? if so, it seems like it could be great in Soul Drain
  11. For most sets, I don't like SA nearly as much as the other Telenukes, because it doesn't line up with Build Up. With DM though, since SA lines up with Soul Drain, it seems like the two could make a potent 1-2 AoE punch. Is this worthwhile?
  12. So if the rate of fire is 5 PPM, does that mean any attack with a 12 second or more base recharge is guaranteed to proc?
  13. If, for example, I'm running a Shield character, how necessary is the iSoftcap? If I can get 59 Melee, and 45 ranged/Aoe, is that generally sufficient, or should I aim for 59 M/R and 45 A, or do i really need to get 59 M/R/A for it to be worth it?

    Same for typed def, i figure all that needs 59 is S/L/E, and the rest is fine at 45, no?
  14. In fact, I just mathed it up:

    All attacks have ED capped damage, Smashing Blow has a hecatomb proc.

    AS-CS-BU-BB-SB: 181.98 DPS, 298% recharge needed
    AS-CS-SB-BU-BB-SB: 184.48 DPS, 209% recharge needed

    PLUS that ignores the higher chance for 3 stacks of Assassin's Focus
  15. Does that chain really provide the best DPS? I figure Build Up wastes a lot of dps with its animation time? Wouldn't maybe

    AS-CS-SB-BU-BB-SB

    be better?
  16. What with the new AS, the ATO Proc, and the addition of Assassin's Focus, it seems pretty much every set will have new optimal DPS chains. With this many variables, it seems really hard to optimize, so if anyone thinks they have the math skills to pull it off, I'd love some definitive answers.

    Theoretically a perfect attack chain will:
    Leverage AS as much as possible, while still getting 3 attacks between every AS
    Place its best Damage attack right after AS for the guaranteed crit
  17. Hey folks, I'm thinking this is gonna be my main toon, so I want him to have an awe inspiring build, worthy of sinking the cash into. Any tips or recs are welcome

    Notes:
    1. The hold set in CU stands in for Scrapper's Strike, with the exception of the Purple Proc, which will stay slotted.
    2. I intend to take Rebirth Radial, which is why I left Aid Self out of the build.
    3. Maneuvers is there to help me hit 59% melee defense, the incarnate softcap
    4. I took Spring Attack because I like the look, and it seems like it could help out in the AoE department. I'm sure Fireball is probably a better choice, but I needed conserve power to stay sustainable. Also, conceptually, SA is a much better fit than FB.
    5. The four extra slots can be moved to True Grit and Maneuvers to get me to 51.7 Ranged Defense, in exchange for about 40% regen. Is this worth it to help guard against def debuffs? with 70 percent DDR, i'd be able to absorb one debuff up to about 20% with no fear.
    6. Alternately, those slots could boost up OWtS to cap hp and push res to about 70 percent, making it significantly better. Which of these is the more useful choice?
    7. Assuming we go with number 5, can anyone see a way to get up to 59 Ranged def?

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Scrapper
    Primary Power Set: Street Justice
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Heavy Blow -- (A)(3)(3)(5)(5)(7)
    Level 1: Deflection -- (A)(7)(9)(9)(11)(11)
    Level 2: Battle Agility -- (A)(13)(13)(15)
    Level 4: True Grit -- (A)(25)(45)
    Level 6: Combat Jumping -- (A)(17)
    Level 8: Rib Cracker -- (A)(19)(19)(21)(21)(23)
    Level 10: Active Defense -- (A)
    Level 12: Boxing -- (A)
    Level 14: Tough -- (A)(15)(17)
    Level 16: Against All Odds -- (A)
    Level 18: Spinning Strike -- (A)(25)(27)(27)(29)(29)
    Level 20: Phalanx Fighting -- (A)
    Level 22: Weave -- (A)(31)(31)(33)
    Level 24: Super Jump -- (A)
    Level 26: Shin Breaker -- (A)(31)(33)(33)(34)(34)
    Level 28: Spring Attack -- (A)(34)(36)(36)(36)(37)
    Level 30: Combat Readiness -- (A)(37)(37)(39)(39)(39)
    Level 32: Crushing Uppercut -- (A)(40)(40)(40)(42)(42)
    Level 35: Shield Charge -- (A)(42)(43)(43)(43)
    Level 38: Conserve Power -- (A)
    Level 41: One with the Shield -- (A)
    Level 44: Maneuvers -- (A)(45)(46)(46)(46)
    Level 47: Hasten -- (A)(48)
    Level 49: Grant Cover -- (A)
    Level 50: Agility Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 2: Swift -- (A)
    Level 2: Health -- (A)(23)
    Level 2: Hurdle -- (A)
    Level 2: Stamina -- (A)(48)(48)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 1: Brawl -- (A)
    Level 1: Critical Hit
    Level 1: Sprint -- (A)
    Level 2: Rest -- (A)
    Level 4: Ninja Run



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  18. If I'm selecting this ability with the intention to primarily use it just to make myself more awesome, which is more useful, the HP or the Regen?

    Obviously, any secondary that HP caps is better off with Radial, but it seems like WP would be better with Core. With Def and Res based secondaries, which is stronger? Are the buffs functionally equivalent, or is one a better choice generally?

    Also, with an eye specifically towards my Shield Toons (excepting DM), how obsolete does Rebirth render Aid Self?
  19. I was always under the impression that:

    Clobber>Jawbreaker>Shatter

    was the best Mace chain under 300% recharge, but today i was screwing around and noticed that

    Clobber>Pulverize>Shatter

    does functionally identical dps and saves a power pick. Are my numbers right?
  20. If I'm running a softcapped Shield Defense or SR build, how necessary is a -interrupt IO in Aid Self? The single IO takes it down from 1 sec interrupt to .66 sec, but if I'm softcapped, do I really need to worry about getting interrupted? (Trying to free up a couple slots)

    In this case, the difference in the slot would be the difference between 43.6 AoE def on a shield with the -interrupt, or 45.1 AoE def without
  21. The classic Scrapper/Brute question, but i feel like this time its a little more complex.

    Scrappers do more damage (+damage buffs always are better on a scrapper, but especially when perma'd)
    Brutes get 90 Energy res vs. 75

    I've heard damage auras are better on brutes, will Lightning field make enemies run on a scrapper?

    Because DB has redraw, gloom seems like a non-factor, right?

    What else is different between the two, and how do i choose?
  22. I know I wanna use one of these two toons, but which one is better for single target vs. AoE damage?

    For Katana I would build enough recharge for GD-GC-SD-GC
    For DB, I would forsake recharge and go BF-Attack Vitals

    I figure eschewing Divine Avalanche for now, the DB would be tougher due to the sweep combo and less recharge slotting, meaning more slotting for HP and Regen (in addition to 45% E/N/F/C defense)

    So who does better Single Target DPS?

    Who does better AoE?
  23. I rolled a Kat/WP brute, and he's around lvl 20 now, wondering if I'd be happy rerolling as a scrap.

    Someone sell me in either direction

    Brute:
    More HP
    Higher res cap (not really a factor with WP, outside of maybe under SoW)

    Scrapper:
    More damage
    Golden Dragonfly gets extra crittage

    anything else?