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Posts
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I'm not getting the challenge here so much? Lots of builds have Solo'ed posi. The biggest thing you can do is get Hasten/SS/Stealth IO to stealth most of the thing. Build enough recovery to last in a fight without Stamina (Read Numina/Miracle/Pancea/Purples) and the rest is pretty easy. Claws is probably the best for offense, DM being a close second if you can line up shadow maul's cone well. Plus it has the self heal. I'd say DM/Shields because at that level you have all three positions of defense covered as well as being able to slot 2 3% defense to all IO's
I'd still rather take a purpled out Fire/Energy or Fire/Mental blaster though. -
Pyre would be so great. I'd probably roll up a Fire/SR/Pyre in a second. (Love shields just end up being insanely tight builds for what i want them to do.)
Something like Mu Mastery that brutes get. Two AoE's - Cages (not the best) And Ball Lightning.
Also something that'd be insanely OP'ed giving scrappers something like shadow meld from stalkers soul mastery. Sure wouldn't do much for SR or Shields (in a lot of cases) But it'd be awesome for just about everything else. Especially with high recharge builds on a regen or WP -
Depends on the secondary. On a spines/regen? Maybe. On just about anything else. Nope not really.
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Does anyone else see the hilarity in posting an opinion that you are tired of someone else posting their opinion? Maybe it was just me.
I think I've run into you once or twice in teams Rock, take care out there! -
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I'd say any sort of well built duo is capable of doing just about anything in this game.
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Two soft capped Cold/Sonic's should be able to handle anything but maybe Hamidon and Tower Buffed Lord Recluse. -
I've gotten 5 so far from sweeping the RWZ on my DM/Shield scrap. With 2 to 3 bosses per spawn it seems to be the best chance to pull it off solo. Either that or the shadow shard.
So far Numina Heal/Rech 2 Devastation Chance for holds, Time Space Manipulation Stealth and devastation dmg/rech. Nothing great, but they drop.
To put it in perspective for drop rate, in the same time I managed 3 purples. -
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Hey everybody!!
I recently got my DM/SR Scrapper to 49 over the weekend and did a respec to drop a ton of IOs into it. I have my defenses to all types at 50% + and so far have 77% global recharge. My final build will be at just above 91% global recharge once I hit 50 and can slot some purples. I have the option of droppin some of my defenses into the 46% range in exchange for another 10% recharge for a total of 101% global recharge.
So should I just stick with 91% recharge and 50% defenses or go for 46% defenses with 101% recharge. Will I notice not having that extra defense versus tougher opponents or should I go for the extra rech to up my DPS for AVs and such?
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Do you have hasten? If so 77% global not including quickness will be plenty. Move there rest to +HP bonuses and probably some recovery. If no hasten maybe shoot for that 101% recharge. -
So I have two crafted level 25 LoTG 7.5 + recharges and a level 50 crafted Numina +regen/+recovery red side.
I don't really play red side or care about IO'ing out any characters over there. But I wouldn't mind having them blue side. Would any one be willing for a straight up trade?
It looks like red side the LoTG's are going for about 100 million (Last five sales) And the Numina's is around 50 Million.
Blueside the LoTG's end up costing only 50-70 Million it seems from the past 5 sales, and the Numina's is the same 50 Million.
I'll take level 25-30 LoTG's blue side and whatever level Numina (since red its a 50) -
excellent set mule power, that's about all I got out of it. I rarely ever turn it on because the pace of a blaster doesn't have me standing still long enough for it to tic in most places.
Looks kinda cool though. -
Slotting changed around alittle, a few sets thrown in different places but soft capped while keeping the same recharge and without needing that 600 million 3% def PvP IO
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- RedFtn-EndRdx/Rchg(A), RedFtn-Def(13), RedFtn-Def/EndRdx(13), RedFtn-EndRdx(15), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def/Rchg(19)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(9), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(33)
Level 6: Boxing -- Empty(A)
Level 8: Siphon Life -- Nictus-Heal(A), Nictus-Acc/Heal(11), Nictus-Heal/HP/Regen/Rchg(21), Mako-Acc/Dmg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dmg/Rchg(25)
Level 10: Active Defense -- HO:Membr(A)
Level 12: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(19), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(25)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 20: Swift -- Flight-I(A)
Level 22: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(27)
Level 24: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(29), P'Shift-End%(31), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(46)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-Build%(33), GSFC-ToHit/EndRdx(34)
Level 28: Grant Cover -- LkGmblr-Rchg+(A)
Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-EndRdx/Rchg(36), S'fstPrt-ResDam/Def+(37)
Level 32: Midnight Grasp -- Hectmb-Dmg/EndRdx(A), Hectmb-Dam%(40), Hectmb-Dmg/Rchg(40), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(42), EndRdx-I(50)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(42)
Level 38: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(50)
Level 41: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(45), Armgdn-Acc/Dmg/Rchg(46), Armgdn-Acc/Rchg(50)
Level 44: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(45), RedFtn-Def/EndRdx(46), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(48), RedFtn-EndRdx/Rchg(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
As for no Acc slotted in soul drain from sets alone anything +3 and below I hit with ease. +4's you start to see some misses though it seems like. -
Nice post Mac. Read it all, agree with the main points.
The only thing I do like about the changes is not needing a full tray of break free's to play a squishy in the zones. -
I ended up 3-0-2 (I think, it might have been 4-0-2 I lost track) Didn't get that far against Heroe's Fire tank and couldn't find the right insp load/streak of luck for Trance (Would have been a huge bit of Luck I'm sure)
Was fun though, thanks for puttin it together Slax.
I might have to start working on a spines/regen to maybe AoE some MM's. Naturally he will have phase shift too. :P -
It doesn't changing farming, it just changes the map size you use for the farm and you spend and extra 10-20 seconds zoning in and out for resets.
Is a nuisance at best. Yes it was previously possible to earn near 18 K tickets from a mission, but you had to defeat *a lot* of stuff. Now? You just adjust your map size or even just cherry pick your mobs with the biggest spawns, wipe them out quick for the 750 - 1000 tickets you need, then cash in the completion bonus.
I'll repeat, this doesn't hurt farming, it hurts people who put in defeat all maps into their stories with decent sized maps, as well as most anything that is considered a challenge map. Because now the risk does not match the reward. -
I should be around for this! If I don't forget.
Can I be in the n00b bracket? -
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Heal decay is ballz.
<3 my 400-base-HP heal doing 75 instead, and at a time when the target needs it the most. Travel suppression and heal decay ensure that a skill-less damage spam is all that's required to get a kill.
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My personal favorite is Blaze being more than double the recharge, double the endurance, half the range as fire blast. And doing an whopping 8% more damage (Less I think if none of the DoT's hit). Weighting the balance of powers so heavily on activation time alone while leaving the rest of the stats unchanged is just well... not smart?
I'd issue a warning to all the PvP'ers who are exploiting flurry for its insanely high damage as a pool power. (easily out pacing many core damage powers) that accounts may be retroactively banned. -
I hear its time to start running TF's again. Maybe farm for purples, they should all be 100-120 million a pop by now.
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Gratz DoP! I may even have a blaster still parked in there.
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/t Paragon Hero Neos, Armageddon Tri Plz
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That sucks! I told a friend we'd run it again to see how long we could go without leaving the center of it. Tickets were all well and good, I think it was something like 1000-1500 for the each of us IF we spent the time to kill all those bosses. But there are maps I have run that were ending up yielding ~4000 tickets.
In fact if you just went and killed off the two boxes and boss it was something like 300-400 tickets.
I'd play any map like that, that just has a small room and its like dumping all 10 waves of the TV reactor core trial on you. Was awesome while it lasted, hopefully it won't be the only one with something fun like that. -
Made it through twice on my on my DM/Shield (Unyielding diff) fought through three tier 9 crashes and so far deathless. Used an inspiration here or there if I got an unlucky streak going. Really just a lot of fun.
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Aww ran it once! Was awesome fun, went back for round two and it was gone
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I have a dream that some day, at some point, in some post there will be a player who goes out there and says.
"Yeah I sucked at PvP... I didn't know what I was doing, I tried to impose honor, morals, rules to a system that encourages survival of the fittest. Rather than complaining about being ganked... I joined a SG with an Active PvP interest. Rather than complaining about inspiration use... I started to use them myself"
I have a dream they will say to the masses... "Rather than complaining that my Elec/Kin couldn't kill [X] and was ganked by [Y] I changed my build, play style and even rolled a few new power sets to better round out what I can accomplish in varied PvP situations."
I have a dream they will say to themselves "I recognized that there is no one build that rules them all, there are however some that function better than others in certain situations. I didn't care for trash talking, so I simply turned off broadcast/local chat. I recognize that PvE is a static difficultly ranging from heroic to invincible, where in PvP you have to compete with those who put in the time and effort and effectively raise the difficulty bar. I expect to get out of PvP what I put into it. I expect my ability and success to be reflective of the time invested into the system." -
Can I bring my Fire/EM/Stone tank? Now with quiksand!
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Objective : Shields have its primary mitigation on +defense with lesser values in +HP and +resistance. Given how prevalent -defense effects are in game the set needs a stronger resistance to these effects.
All other tank primaries possess some way to boost/refill their green bar. Combine this with how easy it is to get a defense cascade failure, the set can be very unforgiving.
A source of regen even a small one could go a long ways to bringing the set in line with other primaries.