Neogumbercules

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  1. Throwing together a Thugs/Dark build out of curiosity. How does this one shape up?

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Dark Miasma
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(9), BldM'dt-Acc/Dmg/EndRdx(9), BldM'dt-Acc(11), BldM'dt-Dmg(11)
    Level 1: Twilight Grasp -- Dct'dW-Heal/Rchg(A), Theft-Heal/Rchg(3), Theft-Acc/EndRdx/Rchg(34), Nictus-Acc/Heal(36), SipInsght-Acc/Rchg(36)
    Level 2: Tar Patch -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(7), P'ngTtl-Acc/EndRdx(34), P'ngTtl-Rng/Slow(36), P'ngTtl-EndRdx/Rchg/Slow(37), P'ngTtl--Rchg%(43)
    Level 4: Darkest Night -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitDeb/Rchg(5), DarkWD-ToHitDeb/EndRdx(5), DarkWD-ToHitdeb/Rchg/EndRdx(7)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Howling Twilight -- RechRdx-I(A)
    Level 12: Call Enforcer -- DefBuff-I(A), DefBuff-I(13), BldM'dt-Acc/Dmg(13), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Dmg/EndRdx(31)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def(15), RedFtn-Def/EndRdx(43)
    Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), RedFtn-Def/EndRdx(43)
    Level 18: Gang War -- C'Arms-+Def(Pets)(A), C'Arms-Acc/Rchg(19), C'Arms-Acc/Dmg(19), C'Arms-Acc/Dmg/Rchg(25), EdctM'r-PetDef(25)
    Level 20: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(21), SipInsght-ToHitDeb/EndRdx/Rchg(21), SipInsght-Acc/Rchg(23), SipInsght-Acc/EndRdx/Rchg(23)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Call Bruiser -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(31), BldM'dt-Dmg/EndRdx(31), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Dmg(33)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), RedFtn-Def/EndRdx(45)
    Level 30: Super Jump -- Empty(A)
    Level 32: Upgrade Equipment -- EndRdx-I(A), EndRdx-I(34)
    Level 35: Assault -- EndRdx-I(A), EndRdx-I(39)
    Level 38: Dark Servant -- Theft-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Rchg(40), Theft-Acc/EndRdx/Heal(40), Nictus-Acc/Heal(40), RechRdx-I(42)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42)
    Level 44: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(45), TotHntr-Acc/EndRdx(45), TotHntr-Immob/Acc(46), TotHntr-Acc/Immob/Rchg(46), TotHntr-Dam%(46)
    Level 47: Web Cocoon -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(48), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48)
    Level 49: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50), BasGaze-EndRdx/Rchg/Hold(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Rchg(39), P'Shift-End%(39)
  2. Haven't read through the comments, but the OP makes a good point. MMs definitely need a big overhaul. The problems they present are many, but they badly need it. Some things that stand out as being off about MMs:

    Completely unpredictable and inconsistent "AI"

    IOs do almost nothing for a MMs entire primary

    Weird power choices. Assault bot lays down a burn patch and then immediately follows it up with a massive AoE KB power (as do the drones). This knocks your targets right out of the flames. Mercs do this a lot also. It seems very counter intuitive. Spec Ops control powers take so long to recharge you might see them once or twice per mission and their mag and duration are pathetic.

    Removing recharge enhancement did nothing appreciable to "fix" the AI as claimed and only resulted in a massive nerf not only to MMs, but every pet in the game.

    Wildly varying degrees of power between powersets. Thugs/Traps. Walking ball of awesomesauce. Mercs/FF. ...yeah. Some can effortlessly solo anything. Some can't even get out the front door.

    Level variation between MM and Henchmen makes Henchmen useless on the new Incarnate content. Minions are facing off against +6 EBs and AVs. Even normal mobs 1-shot them. Special battles like Battle Maiden require precise control in an open battlefield. MMs are a burden to a team running this content. Their debuffs are resisted to the point of being useless against the major targets and their minions can't do any damage or take any damage to/from anything. The purple patch makes Henchmen utterly useless in the new TFs.

    Other than a complete overhaul of the pet AI, a one-by-one analysis of every MM primary and the powers the henchmen all use, and bringing back the ability to give them recharge I can really only think of two things to really give MMs the edge they apparently need to be useful in this new end-game stuff.

    Let henchmen inherent IO set bonuses from the Mastermind and make it so the henchmen all spawn at the same level as the MM.
  3. Back when Burn was changed the MM version was broken. Apparently they used the same summoned entity. This resulted in a huge nerf to the power for MMs. Has this been corrected?
  4. Neogumbercules

    FF/Dark Duo

    Like Tex said, one FF/Dark would be enough to floor the enemies chance to hit you. Maybe try something like a pair of Cold defenders? Double Arctic Fog, double Maneuvers and shields/+HP power (forget what it's called) for the both of you. You can both easily cap your defense to everything. After that you can have double sleet. You can both still use Dark Blast, still be defense capped to everything, but you'll bring a lot more useful tools to the table than plain old FFs would. Although the Empathy route Tex mentions would be pretty awesome.
  5. I'm using 2 perf. shifters and a few +recovery bonuses and end isn't an issue anymore. When I get Cardiac it will be a thing of the past. Right now I'm going for capped S/L and 35% E/NE defense.

    Those performance shifters proc constantly. You basically get several procs of +10% endurance every minute when you've got 2 of them running. I can also confirm that it gives you 10% of your enhanced endurance value, not base. For me it's giving me 11.5 end per proc irrc. Just in case there was any confusion on that. I've also never not gained endurance when using Dark Regen with the theft of presence proc. Those procs are all pretty cheap as of yesterday.

    Here's my current build. Not BS, but maybe you can take some ideas from it:

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(34)
    Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-EndRdx(5), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(42), S'fstPrt-ResDam/Def+(46)
    Level 2: Slash -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(34)
    Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-EndRdx(5), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(40)
    Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(43), Oblit-Acc/Dmg/Rchg(50)
    Level 8: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Dmg/Rchg(9), C'ngBlow-Acc/Rchg(25), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(48)
    Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(37), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(42)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(37)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Dark Regeneration -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(17), Theft-Acc/EndRdx/Heal(25), Theft-Acc/EndRdx/Rchg(31), Theft-+End%(46)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(45)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(23), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(40)
    Level 24: Cloak of Darkness -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(46), LkGmblr-Rchg+(48)
    Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(42)
    Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(29)
    Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(37)
    Level 35: Oppressive Gloom -- RzDz-Immob%(A)
    Level 38: Follow Up -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(39), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Rec'dRet-ToHit/Rchg(43), Rec'dRet-ToHit(48)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(45)
    Level 47: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
  6. If you want to kill things quickly then plant/psi/fire or plant/fire/fire Dom is the way to go. Domination (especially perma) turns you into a control machine that a controller can't match. The secondary and APP turn you into a killing machine like you wouldn't imagine.
  7. What I am referring to is the AE vendor. Where you redeem tickets. You can't have that window open at the same time as your recipe list.
  8. That does look very cool. Maybe if I ever unlock that stuff.
  9. Bass Ackwards cool BS/SD costumes got me interested in making a male rip-off version:






    Probably never play the guy, but I like the costume :P
  10. Am I the only one driven insane by not being able to have both the AE rewards window open and your recipe list open at the same time?

    This seems like something that would be easy to implement and it would really help in making sure I know what salvage I'm looking for. Right now I have to open the window, memorize my salvage, get the salvage, close the AE window, look at the next recipe, etc...

    Who's with me?!
  11. Neogumbercules

    AoE Monster!

    Will second Claws/Fire Brute and also suggest Plant/Psi/Fire dom. Massive AoE. Right up there with a SS/Fire Brute but with none of the downsides and A LOT more survivable.

    Attack chain should look like:

    Seeds>Roots>Carrion>Psy Scream *jump in middle of spawn* Drain Psyche>PSW>Fire Ball>Rain of Fire.

    This is Permadom status of course.
  12. I use a plant/psi/fire and I can tell you right now that your playstyle doesn't need to change all that much. Right now you can use wormhole, run in, DP, AoE Immob, PSW, Rain of Fire, Fire Ball and wait for stuff to die. Use PSW when it's back up or jump out to throw the cone attack.

    If money isn't an issue then build for good recharge and PSW will be back as often as you need it. It's not stupidly OP like it was before, but it's still very awesome when you get enough recharge. Grav isn't a set that provides a lot of safety so... that's your biggest problem.
  13. Call me overly cynical, but I really don't think they are gonna devote a lot of time into something that can't be put into a press release from now on...

    Rebalancing the MM pet AI and the Mercs powersets, as much as I want that, is a huge project and probably isn't something they consider a good ROI.
  14. Rather than start a new thread I'll hijack this one. Maybe the OP can use the advice/ideas my build may generate.

    I've never made a fire/kin build before, though I have played one at high levels. I never bothered IO'ing it out because I shifted my interests to other things. Well I'm back now and I wanted to take my turn with the whole F/K craze. My goals with this build are:

    Capped S/L
    Perma-Hasten
    High E/NE/Ranged
    DAMAGE!!
    Won't break the bank

    Now it may seem that this build is ultra expensive, but I actually have most of this stuff, and the stuff I don't I can get doing tips for A-merits.

    I've managed perma-hasten with a single application of Siphon Speed.

    Hot Feet is a little bit low on the end slotting but I plan on having both the Cardiac and Radial Alphas. I can switch between them based on whatever the situation demands.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Opiomorph: Level 50 Science Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5)
    Level 1: Transfusion -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(5), Nictus-Acc/Heal(7), Nictus-Heal/HP/Regen/Rchg(37), Nictus-Heal(40)
    Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(7), LkGmblr-Def(48)
    Level 8: Hot Feet -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Acc/Dmg(11), C'ngBlow-Acc/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-Acc/Dmg/Rchg(17), Erad-Dmg/Rchg(34)
    Level 10: Siphon Speed -- Acc-I(A), Acc-I(31), RechRdx-I(46)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
    Level 14: Flashfire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
    Level 16: Increase Density -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/Rchg(31), RctvArm-EndRdx(31)
    Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(23)
    Level 20: Speed Boost -- EndMod-I(A)
    Level 22: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(23), EndRdx-I(46)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam(37), RctvArm-EndRdx(40)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(46), ExRmnt-Dmg/EndRdx(50)
    Level 35: Transference -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Acc(36), P'Shift-EndMod/Rchg(36), P'Shift-Acc/Rchg(36)
    Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Seismic Smash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45)
    Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(27)
  15. I am the laziest marketeer ever. About 6 months ago I actually worked towards hitting 2b on one of my characters. Once I did that I gave 1b to a Hero alt (this was before GR came out) and basically sat on the money. This was on two characters who made their riches back in the days of severe AE exploiting (Boss farms/etc.). I'm not proud of it, but it was fun so meh. Anyway, they were both kitted out /Shield characters. One a SS/Shield Brute and one a Fire/Shield Scrapper. Defense capped, decent recharge, all the fixings.

    Since then I just played the game normally. I usually do high-end TFs and have gotten lucky with a couple of purple drops, some merit rolls, and some good AE rolls. Thanks to that, across multiple characters I accrued about a billion, maybe a bit more, of assets/liquid outside of the 2b I was already sitting on.

    Now since I have no desire to simply make loads of INF for no reason, I only marketeer when I'm working on a build I need to fund. When I need to do that, I work on a basic formula that has -never- let me down.

    I find an in-demand (as Fulmens described above) recipe that sells for significantly less than the crafted variant

    Buy the recipe for about the average "last 5"

    Get -ALL- salvage from AE. Trust me, this will save you lots of money. Actually, it'll earn you money because you're getting inf for defeats. In one run of a standard City Map 02 style farm you'll have enough to buy 2 rares and any of the uncommons you need. Spend the rest of bronze/silver rolls and hope for something good.

    Craft your recipe, sell the crafted enhancement for double/triple/whatever.

    Just as an example, last week I bought a Gravitational Anchor Immob/Recharge for 65m, crafted and sold it for 120m.

    The big warning I will give you is not to go overboard on crafting the same thing too often. Mix up your recipes now and then so you don't kill your own niche.

    Oh! And don't buy on the weekends. If you want to make a killing, hold on to your big items till Thursday night or Friday and post them up for a bit more than the average. You can also use AE to fill your inventory with rare salvage then post them all up on a weekend night and make a killing.

    As you can see, my strategy usually involves getting as much as possible from AE. It may not be the fastest way, but I actually enjoy it because I get to play my toons and marketeer at the same time. Keeps it from getting boring.

    Crafting purples is big-time stuff, but when you have the money to invest, the payoff is quite large.
  16. Actually, disregard my post up there! I just remembered they changed it a few months ago. It does have staggered damage like LR now. Doh!
  17. Edited out for misreading the question! :/

    Gah edited again. Fail post.
  18. Demons are all about damage. For that, you really need to get up to SO level performance to see it all shine through.
  19. Tough and Weave do benefit the set greatly. Once you can afford the end drain, they will make your a lot tougher. If you don't plan on going for a defense build you could probably get away with skipping Weave.
  20. Quote:
    Originally Posted by Eiko-chan View Post
    Controls. Troller or Dom, I've never seen the appeal that brings people to either of these archetypes. Controlling just doesn't seem to be nearly as powerful as everyone says it is.
    Not to argue your personal preference, but watch a permadom using Plant control going spawn to spawn and you might change your mind! :P

    My picks:

    SS/Fire - Rage crash sucks. Hard. /Fire provides terrible damage mitigation. It's great when you can survive, but squishy and end heavy most of the time. Expect to invest hundreds of millions into one of these.

    Anything/Traps - Traps is a set that has decent debuffing and a good FFG but the powers themselves are badly designed. Long set-up times don't mesh well with fast paced gameplay. Several powers in this set are useless.

    Trick Arrow - Doesn't get a lot of love, but every now and then someone will come along and rant about how great it is.

    /Poison - Great. You debuffed the crap out of one dude.
  21. This is a Claws build I threw together with the help of a couple of posters here in the Scrapper forum about a month back. Gets lot of defense and good recharge. Maybe some useful ideas in here.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(34)
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/Rchg(15), RctvArm-EndRdx(42), S'fstPrt-ResDam/Def+(46)
    Level 2: Slash -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(34)
    Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/Rchg(15), RctvArm-EndRdx(40)
    Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(43)
    Level 8: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Dmg/Rchg(9), C'ngBlow-Acc/Rchg(25), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(48)
    Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/Rchg(40), RctvArm-EndRdx(42)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(37)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Dark Regeneration -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(17), Numna-Heal/EndRdx/Rchg(25), Numna-EndRdx/Rchg(31), Theft-+End%(46)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 24: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(48)
    Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(42)
    Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx(29)
    Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(31)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(37)
    Level 35: Oppressive Gloom -- RzDz-Immob%(A)
    Level 38: Follow Up -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(39), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/Rchg(43)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(45)
    Level 47: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(48), P'Shift-End%(50)
  22. Ah those are some good tips. Thanks. I didn't realize Rectified Reticule comes with S/L. Nice catch. This build looks good. Loses a bit of E/NE defense but that probably isn't a very big deal.
  23. I say invest that money into the build you always wanted! For me it was a Permadom that I just finished about a week ago. Good times and well worth the effort.
  24. Quote:
    Originally Posted by Minotaur View Post
    Wrong, with added wrongsauce and a side order of wrong, unless the market has collapsed in PvP IOs.

    I sold 2 gladiator's armor 3% defs at 4BN each for a 30 merit drop.

    To get that much (267M/2 merits) you have to sell your chosen drop at close to 300M (you pay market fees, I don't), and I don't see that happening (when I did it, the big drops were selling for about 150M so it wasn't close).

    The only thing that occasionally gets close is when kinetic combat dam/ends (a 1 A-merit drop) occasionally spike over 100M.
    Are they really going for that much? Holy smokes. Last I knew they were in the 2.5b range.
  25. I've have no idea why people are having such a hard time killing Trapdoor. When I do the arc I'm usually solo'ing it so I can just blow through -1/1 and get my badge. My usual strategy is to rush down to him, pop a bunch of purple and reds, and kill his ***. When he splits I quickly dispatch the clone and finish the job. I've done this on multiple ATs, most without a single IO, and it's worked every time.

    The Minotaur at the end is harder, IMO.