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Posts
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Toggles don't always detoggle during full end crashes, if you get a recovery tick fast enough. Since Hibernate would speed up your recovery to the point that you get... two ticks per second, I think? I believe it'd stay up. Never tried it, though.
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1 billion? That's small potatoes. Make it 10 billions, with a trusted third party (to whom we'd both give 10 billions before agreeing to the bet, as to make sure the loser doesn't back out) and a set of rules laid out in the open, and I might consider taking that bet.
@Rad- Personally, I don't give a damn about tickets, so my definition of clearing would be "kill all 6 ambushes and the groups near them, click glowie". Basically just the first room, as showed in my vids above.
I will say that I took a look at those "fire cyborg" farms (I don't do PUG farms), and it seems rather poor. I picked the top one and highest rated, and it starts with the wrong map layout - abandoned tech lab, which is performance heavy, with double doors making you lose time and ambushes split onto three different objects/hostages rather than two. It doesn't work well and I can see this map taking closer to 4 minutes, due to the sheer inefficiency of it all. If all "fire cyborg" farms are like this one, I wouldn't accept a 3 minutes bet on these. Farming on a weak map is as slow as farming on a weak build. -
Oh, so that tiny vein pulsing on your forehead means you're having fun? Gotcha.
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It is pretty slow, unless the specific map you're using is the worst ambush farm ever. Standard times for the fire ambush map are in the 3 minutes range. 6 minutes is what a non-farming alt with some AOE power should be able to get.
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I think FE weakens other powers... I mean, the more I play with FE, the less I want to play any other secondary.
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If I read your post correctly you don't mind using insps, so my advice would be to use insps proactively instead of reactively. Keep your defense at 45% before you even engage a spawn, or even 50-55% as to have a buffer against debuffs, and you shouldn't have much of a problem. I know you're saying you're at 80% with DA, but I doubt you're actually at that value when cascading defense failure happens. Most likely you jump in, and debuffs start piling in while you're still building defense with DA.
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This might be overkill, but I find it too funny not to share, given his posting. iMidget Prefection's ingame bio :
"This My builds > Urs. Probly the best AE farmer u'll every see. fire ambush +4x8 in 6 minutes. lvl 1 - 50 solo farming takes 23.5 runs at +4x8 fire ambush farm. About 4 or 5 ticket cap and 333,000ish prestige idk about influ forgot to check that"
That character was an elec/fire/fire brute, by the way. Admittedly not a fire scrapper, but if he's proud of taking 6 minutes to clear a fire ambush, I feel it's safe to assume none of his times are going to be competitive on any alt. -
Quote:While it is technically the third most active everytime I log in based on the server list, it's still pretty much dead during afternoons, at GMT time zones. I transferred a few characters from Freedom to make room last year - whenever I log on them and do a /search (not just from zone, clicking once after the window is open, I know about that), I never get more than 30-40 hits on either side. During the exact same time of the day on Freedom, there's usually about 200 players per side.
Infinity is consistently one of the most active servers. -
Recently, I've seen people using a "Statesman farm" ; basically a mission in the new Maria Jenkins arc where you get Statesman as an ally. I'm not quite sure of the specifics, done the arc but never bothered to enter a farm to see which mission they actually use (there's multiple ones where Statesman helps you now).
I doubt it's as efficient as normal farming with a dedicated AoE alt if you're any good at it, but it might be useful for lower damage characters (or people who don't want to focus as much on the game). -
Quote:I never turned on Ultra Mode. For me, these rooms will lag (15-20 FPS or lower, can drop down to single digits if there's lots of action) on x1 solo at 320x200 with all settings turned to lowest, while old COH maps stay at a constant and smooth 60 FPS (capped by vsync) on teams of 8 at 1680x1050 with most settings on High (FSAA x2, AA x4, no depth of field/bloom/desaturation, particles at ~10000, no physics, no fancy shadows or water).
It's due to Ultra Mode.
It's a fairly drastic performance difference, arguably magnitudes bigger than the improvement in eyecandy from old maps to newest maps. I'd have no complaints if turning all the graphic options down would actually keep FPS at a reasonable number (60 is great, but even 30-40 would be acceptable), but that's just not the case for me. The game is most of the time completely smooth, and lags to a crawl in very specific scenarios in which fiddling with options will do next to nothing.
This has been my experience on various computers with widely different processing power, by the way. When you experience graphic lag in this game, reducing options to lowest might get you a ~100% improvement in your FPS... But going from 10 to 20 is still pretty bad. It just doesn't seem to have much scalability to start with, and the newest stuff always seem to lag more than what came before. The only solution seems to upgrade again and again. -
Quote:Heresy!
getting rid of poisonous ray -
When I did the calculations for my own build (DB/inv scrapper vs brute), the brute needed 87 Fury (not "eventually 87 Fury", but "all the times 87 Fury starting at mission entrance before the first hit") to break even. So, even before the Fury nerf and Alpha slot, I gave up on that idea.
I really, really wish the brute would deal more damage, because with invul going brute is such a tremendous boon on an IOed out build. Dull Pain can boost you to 2800-2900hp rather than the 2400hp scrappers get stuck at. S/L can go up to 80% with Cardiac and the PVP IO, and sturdies or Unstoppable can boost everything to 90%.
The incarnate abilities sometimes favor scrappers, sometimes favor brutes. Alpha is a mixed bag ; Musculature is definitely better for scrappers, but Cardiac allows lots of previously tight on end brute builds to become fantastic. Spiritual is about as useful for either AT (maybe a little more for brutes on some combos, due to caps). Nerve is... Lol, nerve.
With I20, as far as I can tell brutes will get more out of Destiny (self buff) with their caps again - an invul brute running the very rare Barrier could be at 85% S/L res all the time and 90% most of the time ; or going with the +regen one, would regen faster than an invul scrapper thanks to the additional HP. Lore (pets) can arguably be easier to use on brutes than on most scrappers, thanks to the better aggro control. Judgement is IMHO either a tie or a winner for scrappers, because scrappers are more likely to use Musculature. Interface seems not too relevant compared to the awesomeness from the other slots, as little as it helps I'd say both ATs get the same out of it. -
Yes, I've got the exact same problem. Generally, all the "new" mission maps suffer from worse performance - and the newest it is, the worse it gets. Longbow maps (COV release) decrease FPS a fair bit for me, whereas tech labs (I1, I think?) are perfectly smooth, despite the maps looking almost the same. That new warehouse room you're talking about is definitely the worse I've ever seen.
I just assume it's poor (if any) optimization and that there's nothing to do about it, except build a ludicrously powerful computer, or get through the mission as fast as possible. -
EM's AoE is bad, and its ST damage is OK at best. Other powersets can get similar or greater damage without the massive health penalty EM implies.
The -health is often downplayed, but it's essentially like losing ~200% regen. Obviously, it will matter much more on builds like Invul, Shield or SR than Willpower or Dark Armor, but it's there. -
I've got a bunch of characters with old fitness, simply because I don't play them all that much. I may get around to respec them one day, just as I might delete them to make room for a new alt instead. For me, playing the game is having fun, not a grind. I can see why it wouldn't make sense for someone who consider the same thing an essentially tedious activity, but after all these years I still can't see what's the point of playing a game you don't enjoy just for the reward.
Honestly, the difference in power between most combos is much wider than the difference between inherent fitness or old fitness. If I cared that much about only playing the absolute best thing possible, I'd delete 99% of my character roster! -
As already said, FM/WP is better on brutes, for the reasons stated. Also worthy of note is GFS was slightly reduced in base damage when ported to scrappers - that is, it still does more than the brute version, but less than the AT mods should account for ; so it's a better power on a brute.
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AVs were turned off. Even without ambushes I doubt I have the DPS to defeat a +4 AV in any reasonable amount of time.
Edit: or maybe I could, seeing as he has no resistances and I used insps. Either way, I would have needed to be faster during the rest of the mission as I was pretty close to run out of time already.
I used DB/inv, which isn't anywhere near what I'd consider optimal for that kind of stuff, but it's my favorite character. I think if I could pick any scrapper powerset combo to do it, I'd go with a DM/SR with extreme recharge - fighting with Elude up and being able to only carry sturdies and respites. -
^ oO
I had no problem hitting anything there on my DB/inv, save for the nemesis lieuts at ent after they stacked a few vengeances, without popping yellow insps, on x8. Didn't see end draining at all either, although the vanguard debuff that lowers your end by 50 gave me lots of trouble as my build is tight on end.
I did use tons of defensive insps (lucks, sturdies, respites) and despite that, die a lot - but the OP didn't mention "no deaths" as a rule, just completion ; if you think scrappers should be able to tank groups of level 54 hard bosses and never fall down, I think you have high expectations. :P
The sheer strength of the mobs forced me to think more than usual, I finally settled with aggroing as many KoAs as possible so I wouldn't get too many vanguards aggroing on me. For me even insp spam wasn't enough, so in that sense it's a good challenge - better than the rest of the game, as it doesn't require artificial, "tie-one-hand-behind-your-back" kind of rules.
Found it somewhat disheartening than even against foes that most would consider "defense busting", stacking defense was still the most efficient strategy due to how low the scrapper res cap is. I bet using similar powersets on a brute, I would have performed way better.
I gave up after 1 hour and 20 minutes, right after making Aeon (the final AV, I think... I hope!) come out, not because I couldn't finish, but because by that time I was bored. Might give it another go.
Edit : just completed it with 15 minutes left on x8. Of course, I completely forgot about the completely stupid default settings for screenshots in CoH, and took a picture with the UI off, so you'll have to take my word for it. And if you don't, I don't care, I got a bagel.
My general strategy was to lure the vanguard ambushes into the top left room, away from everything else ; I also took out lieuts first, bosses next and the named guy triggering the ambushes last, so I could control the pace. For Aeon I just hit him as hard as I could, then lured the arachnos patrons way far, and took the glowie while they were busy running towards me (still had aggro from them so only two or three rikti suits tried to hit me while I was clicking, and thankfully failed). -
Comparing the difference between a mind dom and a mind controller to a fire dom and a fire controller is definitely misleading, in my opinion. Mind doms get more duration and stronger mezzes, lose nothing. Fire doms get less damage (no containment for Hotfeet, RoF and Char) and that damage isn't as significant because the secondary is damage oriented (a lower % of your overall output). Mez protection helps significantly, yes, and controllers can get IW - which I swear by on a fire/cold, don't really need anything else from other epics on that combo.
Quote:On the contrary, illusion on doms would be so good I'm afraid we'd hardly see other powersets played, much like when Shield scrappers had a bugged shield charge. You build Domination with your secondary attacks first and foremost so I really can't agree with your concern ; besides, Illusion has SW, Blind and Deceive as fastrecharging controls. The ability to deal close to blaster damage with PA protecting you is rather valuable ; you name yourself mind/fire as a great combo to do solo feats, illusion/fire would be the next step up from that.Illusion is great on controllers but it would never work as a dominator set since it doesn't build domination. Some powersets are more suited to the strengths of certain ATs than others. -
Pretty cool.
When I planned to do the STF on a melee character, I was thinking about Hover/Jetpack on a second build, and epic ranged attacks slotted for range, hopefully timing whatever ranged AOEs I'd get just right to kill the repairmen. If you can position yourself far enough it doesn't seem like Recluse can hit you. Another option would be to mix it up - taunting LR for the -range, throwing one attack on the tower, but that'd probably be incredibly tedious as soon as you get below 50%hp on towers.
All of that being complete theorycraft and extrapolation from experience on teams, I never got around to actually try it.
Even if you end up using temps, I think a solo STF would be by far the most impressive thing a melee character has ever done in this game. -
Desactivating all tohit buffs, I'm at ~110% accuracy against +4s on my powers. It's really just to fight defense buffs / tohit debuffs that I do that, I simply refuse to see a Deflected on this character.
That, and all I use this character for is to run a lot of half-PUG TFs with a rule of thumb of "whoever replies yes first gets in the team". Sometimes all that tohit is the difference between everyone hitting Posi/Citadel through their T9s or nobody hitting them and a team wipe.
I can't say I notice it while I play the character, because, well, I hit! It's when I do the same tasks on other characters that I see how big of a difference it sometimes make (in these admittedly very few specific situations). -
I am actually softcapped without the Glad IO - I have Mask Presence turned off in Mids because it shows the unsuppressed defense rather than the combat one... Or at least I thought it did, now I see that you can change that in the options. Nice! Back to the IO, it's just there because. Probably stupid, widows are the kind of character that need it less than anyone. I put it there a while ago and never took it out.
Personally I'm a Tactics junkie (and TT:L too, by extension). I like hitting, hate missing, and I find the buff really adds up against high defense foes. One thing I like about Widows is just how much tohit you can stack, to the point that AVs popping defense T9s are barely more than a blip on the radar, if at all. I can agree that Maneuvers+Assault would probably be a smarter choice overall, I just like what I have for my niche uses.
Hecatombs in FU are there mostly for the proc, and to a lesser extent for the slightly better bonuses than a CI set. FU being typically the first attack I'll use, I like having the proc there because I end up using that power more than anything else.
I think you raise very valid and important points in regards to my build, that is one could get nearly the same efficiency for a lot cheaper. I'd definitely advise to remove the glad IO, slot a CI set instead of Hecatomb, and generally downgrade the purple sets to the equivalent normal +recharge set (apoc => decimation, arma => obliteration, unbreakable constraint => 4 basilisk gaze + 1 dam/mez HO).
Villain Plan by Mids' Villain Designer 1,92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Swipe- (A) Crushing Impact - Accuracy/Damage
- (7) Crushing Impact - Accuracy/Damage/Endurance
- (7) Crushing Impact - Damage/Endurance
- (9) Crushing Impact - Damage/Endurance/Recharge
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense
- (50) Kismet - Accuracy +6%
- (A) Crushing Impact - Accuracy/Damage
- (11) Crushing Impact - Accuracy/Damage/Endurance
- (11) Crushing Impact - Damage/Endurance/Recharge
- (13) Crushing Impact - Damage/Endurance
- (13) Crushing Impact - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (5) HamiO:Enzyme Exposure
- (A) Decimation - Accuracy/Damage
- (15) Decimation - Damage/Endurance
- (15) Decimation - Damage/Recharge
- (17) Decimation - Accuracy/Endurance/Recharge
- (17) Decimation - Accuracy/Damage/Recharge
- (A) Hecatomb - Chance of Damage(Negative)
- (19) Hecatomb - Damage/Endurance
- (19) Hecatomb - Damage/Recharge
- (21) Hecatomb - Accuracy/Damage/Recharge
- (21) Hecatomb - Accuracy/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Crushing Impact - Damage/Endurance
- (29) Crushing Impact - Accuracy/Damage/Endurance
- (29) Crushing Impact - Damage/Recharge
- (31) Crushing Impact - Damage/Endurance/Recharge
- (31) Crushing Impact - Accuracy/Damage/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (33) Basilisk's Gaze - Recharge/Hold
- (33) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (33) Basilisk's Gaze - Endurance/Recharge/Hold
- (34) HamiO:Peroxisome Exposure
- (46) Damage Increase IO
- (A) Luck of the Gambler - Recharge Speed
- (50) Winter's Gift - Slow Resistance (20%)
- (A) Endurance Reduction IO
- (A) HamiO:Cytoskeleton Exposure
- (46) HamiO:Cytoskeleton Exposure
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (23) Defense Buff IO
- (A) HamiO:Membrane Exposure
- (25) HamiO:Membrane Exposure
- (25) HamiO:Membrane Exposure
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (27) HamiO:Enzyme Exposure
- (A) Coercive Persuasion - Confused/Endurance
- (34) Coercive Persuasion - Confused
- (34) Coercive Persuasion - Contagious Confusion
- (36) Coercive Persuasion - Accuracy/Confused/Recharge
- (36) Coercive Persuasion - Accuracy/Recharge
- (50) Coercive Persuasion - Confused/Recharge
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Armageddon - Chance for Fire Damage
- (36) Armageddon - Damage/Endurance
- (37) Armageddon - Damage/Recharge
- (37) Armageddon - Accuracy/Damage/Recharge
- (37) Armageddon - Accuracy/Recharge
- (A) Decimation - Accuracy/Damage
- (39) Decimation - Damage/Endurance
- (39) Decimation - Damage/Recharge
- (39) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Accuracy/Damage/Recharge
- (A) Malaise's Illusions - Accuracy/Recharge
- (40) Malaise's Illusions - Endurance/Confused
- (40) Malaise's Illusions - Confused/Range
- (42) Malaise's Illusions - Accuracy/Endurance
- (42) Malaise's Illusions - Accuracy/Confused/Recharge
- (A) Apocalypse - Chance of Damage(Negative)
- (42) Apocalypse - Damage/Endurance
- (43) Apocalypse - Damage
- (43) Apocalypse - Accuracy/Damage/Recharge
- (43) Apocalypse - Accuracy/Recharge
- (A) Interrupt Reduction IO
- (A) Interrupt Reduction IO
- (48) Numina's Convalescence - Heal
- (48) Numina's Convalescence - Heal/Endurance
- (48) Numina's Convalescence - Heal/Recharge
- (A) Recharge Reduction IO
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 1: Brawl- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (45) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - EndMod/Accuracy
- (3) Performance Shifter - EndMod
- (3) Performance Shifter - Chance for +End
- (45) Performance Shifter - EndMod/Recharge
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Set Bonus Totals:- 10,5% DamageBuff(Smashing)
- 10,5% DamageBuff(Lethal)
- 10,5% DamageBuff(Fire)
- 10,5% DamageBuff(Cold)
- 10,5% DamageBuff(Energy)
- 10,5% DamageBuff(Negative)
- 10,5% DamageBuff(Toxic)
- 10,5% DamageBuff(Psionic)
- 6% Defense(Melee)
- 6% Defense(Smashing)
- 6% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 11% Defense(Energy)
- 11% Defense(Negative)
- 6% Defense(Psionic)
- 12,25% Defense(Ranged)
- 6% Defense(AoE)
- 4,5% Max End
- 6,5% Enhancement(Confused)
- 118,75% Enhancement(RechargeTime)
- 51% Enhancement(Accuracy)
- 5% FlySpeed
- 132,52 HP (12,37%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 12,1%
- 19% (0,333 End/sec) Recovery
- 68% (3,649 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5,04% Resistance(Fire)
- 5,04% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Crushing Impact
(Swipe)- MezResist(Immobilize) 2,2%
- 12,05 HP (1,125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Combat Training: Defensive)- 10% (0,537 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Strike)- MezResist(Immobilize) 2,2%
- 12,05 HP (1,125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Tactical Training: Maneuvers)- 10% (0,537 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Subdue)- MezResist(Immobilize) 2,75%
- 12,05 HP (1,125%) HitPoints
- 2,25% Max End
- 6,25% Enhancement(RechargeTime)
(Follow Up)- 4% (0,07 End/sec) Recovery
- 2,52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Indomitable Will)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Indomitable Will)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Lunge)- MezResist(Immobilize) 2,2%
- 12,05 HP (1,125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Dominate)- 2,5% Defense(Energy,Negative), 1,25% Defense(Ranged)
- 2% (0,035 End/sec) Recovery
- 7,5% Enhancement(RechargeTime)
(Combat Jumping)- 7,5% Enhancement(RechargeTime)
(Combat Jumping)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Foresight)- 10% (0,537 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Mask Presence)- 10% (0,537 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Confuse)- 4% (0,07 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2,5% Defense(Energy), 2,5% Defense(Negative)
(Psychic Wail)- 4% (0,07 End/sec) Recovery
- 2,52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Telekinetic Blast)- MezResist(Immobilize) 2,75%
- 12,05 HP (1,125%) HitPoints
- 2,25% Max End
- 6,25% Enhancement(RechargeTime)
(Aura of Confusion)- 2,5% (0,044 End/sec) Recovery
- 2,5% Enhancement(Confused)
- 2,5% DamageBuff(All)
- 6,25% Enhancement(RechargeTime)
(Gloom)- 16% (0,859 HP/sec) Regeneration
- 32,13 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Aid Self)- 12% (0,644 HP/sec) Regeneration
- 20,08 HP (1,875%) HitPoints
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20,08 HP (1,875%) HitPoints
- 2,5% (0,044 End/sec) Recovery
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Code:Quite a bit different than what you're looking for, obviously. I was going for a ST "specialist", mostly using the character to TF with friends, situations in which there's always enough AOE damage.
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I don't like Spin and haven't it so won't post my build, but I have a mixed melee/ranged fortunata (and to give credit where it's due, got the idea from LuxunS who talked about this here) and it works very well. With inherent fitness you don't have to make significant sacrifices, and with so many different powers you can slot a bunch of different sets and get to really high recharge.
It's extremely nice to be able to switch from full melee to full ranged at will... Albeit the ease of use with ranged attacks make it so I end up being ranged more often than not, despite the melee DPS being theorically higher (not so much for me when moving from mob to mob).
The only problem I have with it, and it's a minor one, is there's so many click powers, and I have only so many fingers. Tough to find a balance for hotkeys and such.