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Posts
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How about you take Targeting Drone, slot it with the + perception IO (I'm pretty sure you mentioned you were using webnade as a set mule, why not do the same) If for some reason your acc gets debuffed severely you can run TD for a limited time to over come it, but in the mean time keep your guassians slotted in build up, get your perception, but not run out of end outside of situations where you need a powerful to hit buff.
*edit* Also I'd go maneuvers over assault more damage is good but between AAO and build up, and not quite being softcapped I'd definitely pick the extra defense. -
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Real Scrappers don't use the Concealment pool
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Aww come on, my fire/regen is willing to phase shift to another plane of existence just to kill his target when it tries to run! -
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I grabbed a Shivan + Bio/Chem nuke with some tier 3 reds and took down Tyrant in 1 minute 13 seconds. (This was... years ago) but if the healing nictus was kept on the caster and the debuffs/damage focused on Rommy I could see a 60 second defeat for the 1 AV especially if a shivan, Vanguard and Freedom Phalanx Heavy were involved in addition to nukes. The trick would be more getting the pets to focus on Rommy and not all the pets/ AV nictus floating around.
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You don't get my objections to the claim.
The claim is specifically four Romulus defeats in 60 seconds. With each rez costing approximately 5 seconds (and I'm thinking this is conservative), you're looking at roughly 11-12 seconds per Romulus.
I don't doubt taking down Romulus....I hesitate to call it solo....but it's pretty dubious to claim that you can keep all of the different pets attuned to specifically Romulus, especially through each Rez Stun to pull off a 60 second encounter time.
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Completely misread that then! WhoopsYeah that is pretty far fetched to take down 4 in that time frame. I've been on some pretty wicked teams that have taken him down in under the two minute mark. (I think the original heat loss was just fading) But solo, out of the question. Teamed, with nukes and who knows what else... maybe possible.
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1 minute sounds a bit unrealistic, but I never had a nuke buffed pet army on my side either.
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You think? Without counting any healing by the one Nictus, the damage output required would be somewhere just under 2000 average DPS. Shivans and Heavies can do some pretty high numbers but I'd be pretty skeptical you could luck out enough to get all the pets to focus on just Romulus...and get them out of the way of his Stun, then refocus him, etc. Heck, just him rezzing will cost a total of 15 or more seconds, making this closer to 2500 or more DPS.
OP:
Someone's padding their numbers or pulling yer leg.
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I haven't done this in a while... after the i4 i5 nerfs to Regen I wanted to try and solo an AV again. (on my DM/Regen)
I grabbed a Shivan + Bio/Chem nuke with some tier 3 reds and took down Tyrant in 1 minute 13 seconds. (This was... years ago) but if the healing nictus was kept on the caster and the debuffs/damage focused on Rommy I could see a 60 second defeat for the 1 AV especially if a shivan, Vanguard and Freedom Phalanx Heavy were involved in addition to nukes. The trick would be more getting the pets to focus on Rommy and not all the pets/ AV nictus floating around.
As for the PbAoE damage nictus darkest night + fluffy's darkest night makes it a non threat to just about anything especially with two AoE heals being cycled. -
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I don't know who suggested it first, but I like the idea of giving defenders and inherent click power that builds like domination. Every power you use fills the bar (could even make that secondary powerset thing build the bar quicker), and when full you can use a click buff that grants yourself and the team a tohit, defense, and damage buff. Kind of like rolling the leadership toggles into a 1-2 minute buff.
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That would be pretty awesome actually, kind of fitting and most likely way over powered. Especially if you could perma it like domination. Don't get me wrong, I'd love it! I think it would do well to narrow the gap between how safe a controller makes a team versus how safe a defender makes them.
I'd be a little worried about it stacking though, or how strong it could be if you could perma it like domination. -
/Storm /Rad /Kin are I'd say all top contenders for plant.
Seeds of confusion/roots/ then just crank out the damage through debuffs, buffs or whatever. Creepers, get them perma as soon as possible they are amazing.
For very clicky secondaries like empathy I usually like a more passive control set like Illusion. -
if you want to hunt them in Sirens WP might be your better bet, but I haven't PvP'ed there since i13. For RV I'd go regen.
In RV, tactics + focused acc + perception IO will be the way to go. It will also give you some nice to hit values. Shoot for some global recharge I usually go 50-70% (because of DR) and another 50-90% global acc. That should have you hitting stalkers pretty well. Also, grab webnade. (Targeting drone instead of FA) -Jump + Suppression can make for some easy kills.
Personally I'm not a huge fan of spines anymore, even with the range. I slot my travel powers on my fire/Regen and seem to melt them much quicker than trying to pick off a runner, the DoT's on incinerate and other attacks keeping them out of hide.
Quills I wouldn't mess with, they already have very high AoE defenses -
Because I was bored....
Capped 3212.
111.8 Endurance
4.41 EPS Recovery.
110.2 HP Regen per sec with 1 foe in Range
45.3% S/L defense
47.5% E/N
45.0% F/C
34.2% Psi
73.3% S/L resists
45.9% Psi Resists
30% Global recharge
ED capped damage in most attacks (the important ones at least >95%) and enough acc w/ rage to handle hitting whatever.
(Two empty slots are for the PvP IO procs, +3 defense +3 resists)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Fitness
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(13), Numna-Heal(33), Aegis-ResDam/EndRdx(43), Aegis-ResDam(45), Aegis-ResDam/Rchg(45)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(17), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(36), Empty(36)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9), P'ngS'Fest-Acc/Dmg(9), P'ngS'Fest-Dmg/Rchg(17)
Level 6: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(7), Numna-Heal(7), RgnTis-Regen+(37), Heal-I(46)
Level 8: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 10: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(11), Numna-Heal/Rchg(11), HO:Golgi(13)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(15), Efficacy-EndMod/Rchg(15)
Level 16: Super Jump -- Jump-I(A)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Def/Rchg(19), LkGmblr-Def/EndRdx/Rchg(21)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), P'ngS'Fest-Acc/Dmg(25), P'ngS'Fest-Dmg/Rchg(25)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(36), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(45)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx/Rchg(29)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(31)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(37)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 32: Strength of Will -- S'fstPrt-ResDam/Def+(A), Empty(33)
Level 35: Taunt -- Annoy-Taunt(A), Annoy-Taunt/Rchg(40), Annoy-Taunt/Rchg/Rng(43)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40)
Level 41: Hurl -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Dmg/EndRdx(46)
Level 44: Swift -- Run-I(A)
Level 47: Health -- Mrcl-Rcvry+(A), Numna-Heal/EndRdx(48), Numna-Heal(48), Numna-Heal/Rchg(48)
Level 49: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(50), Efficacy-EndMod/Rchg(50)
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Level 1: Brawl -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Lower on offense because hasten swapped out for Maneuvers, but I don't think much would end up killing this one.
*edit* Doh, 3% Res IO should go in Combat Jumping or whatever defense power instead of SoW. It was late!! -
This is just a build for a WP/Fire I'm working on that I happened to have on hand.
70.7% S/L resists
42.3% S/L defense
45.5% Energy/Neg Defense
44.6% Fire/Cold
28.2% Psi
HP capped.
It's regen is a bit lower (As much more was sunk into S/L defense) but at 7 GM's it would hit 123.2 HP per second.
Recovery is 4.24 but that includes two performance shifter procs.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(3), Aegis-ResDam/EndRdx(5), Aegis-ResDam(5), Aegis-ResDam/Rchg(7)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(46), HO:Nucle(50)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(46), HO:Nucle(46)
Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(9), Numna-Heal(11)
Level 6: Combustion -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(11), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/EndRdx/Rchg(13), Sciroc-Acc/Dmg(17), Sciroc-Acc/Dmg/EndRdx(42)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(25), Numna-Heal(43), DarkWD-ToHitDeb(43), DarkWD-ToHitDeb/EndRdx(43)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45), P'Shift-EndMod/Rchg(45)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 16: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19), LkGmblr-Def/EndRdx/Rchg(40)
Level 20: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(25), S'fstPrt-ResDam/Def+(37), Empty(45)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(34)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Boxing -- Empty(A)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 32: Strength of Will -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(33), Aegis-ResDam/Rchg(33)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), F'dSmite-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40), F'dSmite-Acc/Dmg/Rchg(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42)
Level 44: Hurdle -- Jump-I(A)
Level 47: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(48)
Level 49: Stamina -- P'Shift-End%(A), Efficacy-EndMod(50), Efficacy-EndMod/Acc(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Since there are some PvE builds there for you, for PvP I'd probably go something like this.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(3), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), HO:Nucle(5)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(7), TtmC'tng-ResDam/EndRdx(9), TtmC'tng-ResDam(9), TtmC'tng-ResDam/EndRdx/Rchg(11)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(15), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam(17), TtmC'tng-ResDam/Rchg(17)
Level 6: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(19), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(21), AdjTgt-Rchg(21)
Level 8: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(25), HO:Nucle(25), LkGmblr-Rchg+(27)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(27)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(31)
Level 16: Hurdle -- Jump-I(A), Jump-I(31)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Numna-Heal/EndRdx(33), Mrcl-Rcvry+(33)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(33), P'Shift-EndMod/Rchg(34), P'Shift-End%(34), P'Shift-EndMod/Acc/Rchg(34)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A), Ksmt-ToHit+(36), Krma-ResKB(36)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(36)
Level 26: Disembowel -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(37), Hectmb-Dam%(39), HO:Nucle(39)
Level 28: Aid Other -- Heal-I(A)
Level 30: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal(39), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(40), IntRdx-I(40), IntRdx-I(42)
Level 32: Head Splitter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(43), HO:Nucle(43)
Level 35: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
Level 38: Confront -- Acc-I(A), Acc-I(48), Acc-I(48)
Level 41: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(50), TotHntr-Acc/Immob/Rchg(50)
Level 44: Targeting Drone -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(46)
Level 47: Against All Odds -- EndRdx-I(A)
Level 49: One with the Shield -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Defense means jack unless you can get it to elude/retsu/overload levels.
I've taken my soft capped DM/SD out to RV to mess around and it was pretty much like "What defense?" Most semi competitive people will run builds with 50-80% global acc bonus, on top of whatever to hit buffs the have. (Tactics, focused acc, targeting drone, build up, aim all being common powers in PvP Builds)
Phase shift is nice, but I'd probably stick with the temp phase power from WB since you *need* some way to recover some of your HP on your scrapper. Unless you run with an emp or therm regularly that is, then keep phase.
Just a note, Parry does very close to the same damage as slash/slice (its like 109 base vs 112 and 106 respectively) your main chain anyway will be Headsplitter/Disembowel/Hack.
Powers like webnade and confront can make you a real pain to ranged targets, first taking a way their vertical movement and second sapping their range. Speaking at a fire/regen with no Ranged attack in the open zones, I still manage quite a few kills against kiting ranged builds, mainly because of suppression everywhere.
There may be some places where PvP Io's would serve you better but since mid's doesn't have them I just went without them. -
All that is scrapper.
300
Bonus points at 54 seconds for using point blank shield charge to get some good use out of AAO -
I run a Fire/Mental here for wall farming. The builds I've seen on par with his speed (blueside) are Shield/SS/pyre or Shield/Fire/Pyre tanks. AR/Mental blasters.
One I get into running fast, the spawn can be dropped LTs and all in 10 to 12 seconds. (Including all animation time) BU (or Aim, want them staggered)/Fire Breath/Psi Scream = Dead Minions in the cone (and they are all lined up nice) BLaze blast or ball to take care of anything thats left.
Inspirations also drop inanely fast, I usually just keep my first row open and jam f1 as they drop. -
I'd want a good reason for doing it, but most of my "Wealth" is tied up in things other than influence. Mainly IO's, Salvage, and Merits, so I'd live. Run some level 50 content, still have who knows many toons IO'ed to the teeth and all that.
That and I'd probably take down some crafted Level 53 IO bids and buy up as much as I could at the new lower prices... knowing in six months they'd easily sell for double, triple or who knows how much as more influences is generated within the game.
Also, this. [ QUOTE ]
Just like in real life. The rich would continue to do the things that made them rich and the poor would continue to do the things that made them poor.
[/ QUOTE ] -
Not an expert but my stab at it.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Blaster
Primary Power Set: Psychic Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Psionic Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(42), HO:Nucle(42)
Level 1: Subdual -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 2: Mental Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(37), Apoc-Dam%(39), HO:Nucle(39)
Level 4: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(23), ExStrk-Acc/KB(25), ExStrk-Dam%(34)
Level 6: Psychic Focus -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(7), AdjTgt-EndRdx/Rchg(7), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-Rchg(43)
Level 8: Will Domination -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Plct%(23)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(15)
Level 16: Concentration -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(46), AdjTgt-Rchg(48)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19), RgnTis-Regen+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Drain Psyche -- Theft-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Acc/Heal(42), Nictus-Acc/EndRdx/Rchg(50)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(25), Zephyr-ResKB(48), Ksmt-ToHit+(48)
Level 26: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(27), SprngFt-EndRdx/Jump(27)
Level 28: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(29), Mantic-Acc/ActRdx/Rng(29), Mantic-Dmg/ActRdx/Rchg(31), Mantic-Dmg/EndRdx/Rchg(31), HO:Nucle(43)
Level 30: Assault -- EndRdx-I(A)
Level 32: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(34), Rec'dRet-Pcptn(34)
Level 35: Telekinetic Thrust -- KinCrsh-Acc/KB(A), KinCrsh-Dmg/KB(36), KinCrsh-Acc/Dmg/KB(36), KinCrsh-Dmg/EndRdx/KB(36), ExStrk-Acc/KB(37), ExStrk-Dmg/KB(37)
Level 38: Acrobatics -- EndRdx-I(A)
Level 41: Snow Storm -- EndRdx-I(A)
Level 44: Hoarfrost -- Numna-EndRdx/Rchg(A), Numna-Heal/EndRdx/Rchg(45), Numna-Heal/Rchg(45), Mrcl-EndRdx/Rchg(45), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-Heal/Rchg(46)
Level 47: Hibernate -- Dct'dW-Heal/Rchg(A)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), Krma-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Code:[/color]| Copy & Paste this data into Mids' Hero Designer to view the build |
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-
I've done it on my fire/Mental. I couldn't imagine doing it without Hasten/SS + Stealth IO.
Purples.. learn to love them. There is nothing like having 40-50% global recharge, 45-60% global Acc and a nice bit of recovery added on at level 15. The difference they make (for me at that level) seems huge.
Accolades + Gaea's + Archmage can smooth out any really rough spots you might have. Inspiration load often, burn through them as you need them and if you need to, take a quick 2 minute detour to restock them. On the last run at 1:43 we had 5 people. (I know a lot!) But half the team wasn't set up to stealth so often times I'd be stuck at the end of the mission with Vet TP down, needing to clear 1 or 2 spawns of baddies. Popping a tier 3 purple and tier 3 red makes the job a lot easier and kept us well under the 2 hour mark.
So really, purples, hasten/SS/Stealth IO / accolades / good inspiration management seems to make for the best posi runs. -
Forget which server it was on, but did anyone ever think of just bringing a kin for TP protection? -
[ QUOTE ]
[ QUOTE ]
That was too much fun! Didn't think we would actually break 25 minutes, and with no timer set at the start, had no clue where we were.
After the 20 Min Khan TF we need to go back and shave 5 minutes off that STF time with a prepped run, rather than just a random balanced team.
[/ QUOTE ]
only 5 minutes?! With a prepped team, it should be atleast 10.
[/ QUOTE ]
I'm lazy and like to set my goals low.
How about 7.5 Minutes faster! We could do that. -
That was too much fun! Didn't think we would actually break 25 minutes, and with no timer set at the start, had no clue where we were.
After the 20 Min Khan TF we need to go back and shave 5 minutes off that STF time with a prepped run, rather than just a random balanced team. -
There is an easy formula for calculating recharge. Its around some where. But off the top of my head its a little less than 110% global recharge needed on top of hasten's 70% (With 3 level 50 recharges in hasten) The more slots in hasten the less global recharge you need. But you still need a lot.
*edit* I might be wrong or overlooking something, I just know it shows on mids with my rad/psi having 178.8% Global recharge and hasten recharging in 119 seconds. (With 3 slots in it) -
I've tanked Recluse on my Dm/Shield scrapper. At the time I was loaded with tier 3's Oranges, Purples, and Greens.
However we had a Cold and a Sonic who kept shields on me, but no outside healing. The Sonic shields (not the big bubble) can be replaced by large oranges. (I used the wedding temp and tier 9 when it was up, no Archmage yet) To keep my S/L resistance capped at 75%. The Cold kept me at 75 ish % defense, which could be replaced by a large purple every so often on a soft capped shields. I think you want around 80% defense for him to regularly miss.
I used a summoned bane or whatever I could get near to hit to siphon life as often as possible to keep my HP going up. Greens were there for mainly emergency use.
After the red and blue towers went down I pretty much stopped using Insps. Its definitely doable with no outside support as I had at least half my inspirations left by the time the rest of the team joined in the fight.
Scrapper also had a little over 2200 HP. I'd probably say a Shield, Inv or maybe WP scrapper could pull it off if built right. Worst case, have one inspiration load for the red tower, have another load for the blue tower, after that he should be manageable.
Ghost Widow shouldn't be a problem. Normal to hit check on her heal and hold. Just keep purps coming. Same with Mako and elude. Might take a few trips to SG bases or WW though. -
Doc wounds would be my number 1 choice. If for some reason you already have 5 x 5% recharge bonuses I go for 3 Miracle 3 Numina's for +regen +recovery and +HP. It shouldn't be too hard to max out the stats of healing and recharge between those two sets.
-
[ QUOTE ]
there is no gap to close. i'll say it again, the drop rates for an 8 man team are the same for a solo person runing a non padded mission. each person has the same chance of dropping something the same way they do if they ran a mission solo. the padded mission solo runner has no place in this discussion. get over it.
[/ QUOTE ]
What about the people who choose to not pad missions but go after naturally large spawns that are provided to them throughout the game.You know... Perez Park, Boomtown, the RWZ, the Shadow Shard, the walls in Cimeroa, Terra Volta, Eden, Dark Astoria etc etc... just about any/every hazard zone has them.
Listening could really help here. Yes there *is* supposed to be a gap, 1 person taking them on is doing so at much more risk than 8 people and because of that the reward *should* be greater. I think all people are asking for is... much like an XP bonus is given for teaming after it is divided up, there should be a bonus for drops as well. -
[ QUOTE ]
The next time you do a TF and complain about not getting any drops worthwhile, ask yourself, did the team just want to rush through every mission and skip a lot of mobs that could have dropped something juicy. All those mobs left alone are also a chance for a drop you never took because the team wanted the merits instead.
[/ QUOTE ]
I think you are still missing the problem here. At the end of the day, the speed runner who blazes through the TF, gets the merits then uses the time saved to solo farm, ends up with significantly more loot than the group who clears out the entire TF. All in the same amount of time.
Now they should get more, because in most cases more foes are being defeated per player than in the 8 man team. But "how much more" is what I was getting at. All I'm saying is... the same way teams split XP but get a bonus for teaming, teams should split drops but get a similar bonus for increase drops. No it won't put them on par with the solo farmer clearing 8 person spawns. But it should close the gap somewhat. -
I'm with Lakanna on wanting to see drops in teams fixed a bit. Not saying it has to be as good as farming 6-8 man maps solo, but the gap shouldn't be quite so wide between the solo farmer and team player.
I say this as a solo farmer too.
The gap as it stands is far too wide for me to *want* to team up for normal missions (TF/Trials being the obvious exception) when I could just run them solo. This of course is when I happen to be in the mood to grind for some loot. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
<QR>
Just ran it on Live. The version I tested last week is the one that went live. The story has gaping holes, nothing has any rhyme or reason, and the whole thing is easy with any regular PuG. Only two of us had tried it on Test, everyone else was rookie. Run on Test was 1:47. Run tonight on Live was 0:58. As long as you can deal with the AVs, Reichsman is just a bag of hitpoints.
We had a couple rads, so we actually kept pounding Reichs while the AVs came after us, and they just fell over time. We had him and 3 of the AVs at once, and no big problems. The thunder aoe with the mag 100 stun only hit us a few times. We had a cold for def, which definitely made a difference.
People should be able to run it easy just at 30 minutes after running it once and getting the lay of the land.
The messed up story annoys me so much that I'll probably never run it again. From what I hear the villains story is much more well developed, but the run is hard. As it should be.
[/ QUOTE ]
I was on Kid Kinetics for this run, and yeah it was my first. Live/Test or otherwise. We had a pretty nice set up. Dark, Rad, Cold, Kin for support.
We didn't really speed it, we certainly didn't clear all the mobs. (Wow there are a pile of them, too bad this isn't a 35-50 TF!) But being an addict, did 3 more runs. The next one we came in at 40 minutes. Then tried to speed it hitting 27 and 28 minutes on the next two.
Through it all... I'm really missing the part where this is anywhere near hard for tanks? The nasty attack didn't stun for long when it did hit. It killed a few people here and there but was never enough to really slow the team down.
Then again the teams I ran it with had usually 4 buffers/debuffers and 4 DPS chars.
[/ QUOTE ]
Sounds like a great team if dying didn't even slow them down.
[/ QUOTE ]
Hah! Not quite what I meant, though we did have things like power boosted vengeance and fallout floating around for some of the teams.
What I was trying to get at was, there was never any need to really fall back or regroup. If one or two people went down they were quickly rezzed and brought back into the fight in just a few seconds.