Norty_Morty

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  1. a) Yes.
    b) Yes.

    Also, -def debuffs help it hit more reliably.

    -Morty
  2. Sonic/Sonic - 3
    Dark/Sonic - 9

    -res from Tar Patch AND Sonic attacks?
    Yes Please.
  3. We are happy to announce The Goonies - Defiant Heroes Super Group has a new,
    easy-to-remember address for our forums!

    Please update your bookmarks to:
    chogoonies.net
    (notice, no longer .com)

    Also keep an eye out here for some fun upcoming events sponsored by your friends and brothers-in-arms,
    The Goonies!

    -Morty
  4. Ok This is looking more balanced and closer to the ideal.
    Have MaxHP almost capped (and over if you count TaskForce Accolade)
    A nice healthy dose of Recharge and Accuracy to boot.

    What do you think?

    Level 50 Mutation Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Force Mastery

    Hero Profile:
    ------------
    Level 1: Ice Bolt Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(3), Entrpc-Dmg/Rchg:35(7), Entrpc-Dmg/EndRdx/Rchg:35(13), Entrpc-Heal%:35(15)
    Level 1: Electric Fence Acc(A)
    Level 2: Charged Brawl C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(3), C'ngImp-Dmg/EndRdx:50(13), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/EndRdx:50(33)
    Level 4: Ice Blast Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(15)
    Level 6: Hurdle Jump-I:50(A), Jump-I:50(42)
    Level 8: Freeze Ray G'Wdw-EndRdx/Hold:50(A), G'Wdw-Acc/Hold/Rchg:50(9), G'Wdw-Acc/EndRdx:50(9), NrncSD-Acc/Hold/Rchg:30(34), NrncSD-Hold/Rng:30(34), NrncSD-Acc/Rchg:30(45)
    Level 10: Havoc Punch C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(11), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/EndRdx:50(34)
    Level 12: Combat Jumping Jump-I:30(A), Jump-I:50(40), LkGmblr-Rchg+:50(50)
    Level 14: Super Jump Jump(A)
    Level 16: Health RgnTis-Regen+:30(A)
    Level 18: Bitter Ice Blast Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(19), Decim-Dmg/Rchg:40(19), Decim-Acc/EndRdx/Rchg:40(23), Decim-Acc/Dmg/Rchg:40(23)
    Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Acrobatics EndRdx-I:50(A)
    Level 24: Hasten RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
    Level 26: Aim AdjTgt-EndRdx/Rchg:50(A), AdjTgt-Rchg:50(27), AdjTgt-ToHit/Rchg:50(27), Rec'dRet-Pcptn:20(31), AdjTgt-ToHit/EndRdx/Rchg:50(39)
    Level 28: Thunder Strike Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Acc/Rchg:50(29), Sciroc-Acc/Dmg/EndRdx:50(33), Rope-EndRdx/Stun:50(33), Rope-Stun/Rng:50(37)
    Level 30: Build Up AdjTgt-EndRdx/Rchg:50(A), AdjTgt-Rchg:50(31), AdjTgt-ToHit/Rchg:50(31), AdjTgt-ToHit/EndRdx/Rchg:50(40)
    Level 32: Stimulant EndRdx(A)
    Level 35: Aid Self Mrcl-Rcvry+:40(A), Mrcl-Heal:40(36), Numna-Regen/Rcvry+:50(36), Numna-Heal:50(36), Heal-I:50(37), IntRdx-I:50(37)
    Level 38: Shocking Grasp C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(40), C'ngImp-Acc/Dmg/Rchg:50(42)
    Level 41: Power Sink Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/EndRdx:50(42), Efficacy-EndMod/Acc/Rchg:50(43), Efficacy-Acc/Rchg:50(43), Efficacy-EndMod:50(43)
    Level 44: Personal Force Field Ksmt-ToHit+:30(A), RedFtn-Def:30(45), RedFtn-Def/EndRdx/Rchg:30(45), RedFtn-Def/Rchg:30(46), RedFtn-Def/EndRdx:50(46), RedFtn-EndRdx/Rchg:50(46)
    Level 47: Temp Invulnerability ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(48), ImpSkn-EndRdx/Rchg:30(48), ImpSkn-ResDam/EndRdx/Rchg:30(48), ImpSkn-Status:30(50), S'fstPrt-ResKB:30(50)
    Level 49: Force of Nature Aegis-Psi/Status:50(A)
    ------------
    Level 1: Brawl Acc(A)
    Level 1: Sprint ULeap-Stlth:50(A)
    Level 2: Rest RechRdx(A)
    Level 1: Defiance
    ------------
    Set Bonus Totals:
    +8,5% DamageBuff
    +6,75% Max Endurance
    +48% Enhancement(Accuracy)
    +51,3% Enhancement(RechargeTime)
    +126,5 (10,5%) HitPoints
    +Knockback (Mag -4)
    +MezResist(Confused) (Mag 30,3%)
    +MezResist(Held) (Mag 27,5%)
    +MezResist(Immobilize) (Mag 44%)
    +MezResist(Sleep) (Mag 29,7%)
    +MezResist(Stun) (Mag 27,5%)
    +MezResist(Terrorized) (Mag 27,5%)
    +4% Recovery
    +48% Regeneration
    +1,26% Resistance(Fire)
    +1,26% Resistance(Cold)
    +2,52% Resistance(Energy)
    +5,65% Resistance(Negative)
    +3% Resistance(Psionic)
    +5% RunSpeed
    +2% Debt Protection

    | Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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    |-----------------------------------------------------------------------------|

    -Morty
  5. o0! accolades! indeed. (smacks head)
    Back to the drawing board

    Can easily fit in a bunch of recharge with counting the accolades in.

    I DO like the idea of having 3 ranged and a ST hold, would have to give up a HUGE damage attack to do it though, and Bitter Freeze Ray takes FOREVER to fire

    -Morty
  6. hmm something like this here Jakal?

    Not quite 126% regen, but close.
    Also got to slot Aim, Buildup, Combat jump and Hurdle.
    Was upset I had to give up so much on those in the other builds.

    Hero Plan by Mids' Hero Designer 1,30
    http://www.honourableunited.org.uk/mhd.php

    Mortal Element - health: Level 50 Mutation Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Force Mastery

    Hero Profile:
    ------------
    Level 1: Ice Bolt Acc/Dmg(A), Acc/Dmg/Rchg(3), Acc/Dmg/EndRdx/Rchg(7), Hold%(13), Dmg/EndRdx(15), Acc/Dmg(43)
    Level 1: Electric Fence Acc(A)
    Level 2: Charged Brawl Acc/Dmg(A), Dmg/EndRdx(3), Acc/EndRdx/Rchg(13), Acc/Dmg/EndRdx/Rchg(17), Acc/Dmg(33), Stun%(40)
    Level 4: Ice Blast Acc/Dmg(A), Acc/Dmg/Rchg(5), Acc/Dmg/EndRdx/Rchg(5), Hold%(7), Acc/Dmg(15), Dmg/EndRdx(40)
    Level 6: Hurdle Jump(A), Jump(50)
    Level 8: Freeze Ray EndRdx/Hold(A), Acc/Hold/Rchg(9), Acc/EndRdx(9), Acc/Hold/Rchg(34), Hold/Rng(34), Acc/Rchg(45)
    Level 10: Havoc Punch Acc/Dmg(A), Dmg/EndRdx(11), Acc/EndRdx/Rchg(11), Acc/Dmg/EndRdx/Rchg(17), Acc/Dmg(34), Stun%(40)
    Level 12: Combat Jumping ToHit+(A), Rchg+(50), Jump-I(50)
    Level 14: Super Jump Jump(A)
    Level 16: Health Regen/Rcvry+(A)
    Level 18: Bitter Ice Blast Acc/Dmg(A), Acc/Dmg/Rchg(19), Acc/Dmg/EndRdx/Rchg(19), Hold%(23), Acc/Dmg(23), Dmg/EndRdx(39)
    Level 20: Stamina EndMod(A), EndMod(21), EndMod(21)
    Level 22: Acrobatics EndRdx-I(A)
    Level 24: Hasten RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Aim ToHit/Rchg(A), ToHit/Rchg/EndRdx(27), Rchg/EndRdx(27), Pcptn(31)
    Level 28: Thunder Strike Acc/Dmg(A), Dmg/EndRdx(29), Acc/Rchg(29), Acc/Dmg/EndRdx(33), EndRdx/Stun(33), Stun/Rng(37)
    Level 30: Build Up ToHit/Rchg(A), ToHit/Rchg/EndRdx(31), Rchg/EndRdx(31)
    Level 32: Stimulant EndRdx(A)
    Level 35: Aid Self Rcvry+(A), Heal/EndRdx(36), Heal/Rchg(36), Heal/Rchg(36), Heal/EndRdx(37), Heal/EndRdx/Rchg(37)
    Level 38: Shocking Grasp Acc/Dmg(A), Dmg/EndRdx(39), HO:Nucle(39), Dmg/Rchg(42), Acc/Hold/Rchg(42), EndRdx/Hold(46)
    Level 41: Power Sink EndMod/Rchg(A), EndMod/EndRdx(42), EndMod/Acc/Rchg(43), Acc/Rchg(43), EndMod(46)
    Level 44: Personal Force Field Def/EndRdx(A), Def/Rchg(45), ResKB(45), DefBuff-I(46)
    Level 47: Temp Invulnerability EndRdx-I(A), ResDam-I(48), ResDam-I(48), Psi/Status(48)
    Level 49: Force of Nature ResDam/Def+(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Stlth(A)
    Level 2: Rest Empty(A)
    Level 1: Defiance



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    -Morty
  7. Right on. Thanks for the advice guys.

    Ok, well it was a fun project just to SEE what kind of defense a blaster could get.
    Now that you guys put it like that though, I see the error of my ways.
    Defense is so borked in PvP, it would indeed be a waste.

    Sooo.. off to work on another build.

    Ahh and yes, my heroes are on Defiant. Gimme a shout!

    -@Morty
  8. Very nice build there Git_Elfling. I can see we have VERY different play styles.
    Bet you can really tear into the mobs with that frost breath, ice storm AND blizzard!
    Like to see you in action sometime. Gimme a shout @Morty.

    Ok yes, I agree it is rather pointless to spend so much just to shorten the time you would be mezzed.
    I pretty much scrapped that idea, although the regen was nice.
    Then again, like you say Death_Badger, 100% regen is still not all that much.

    The idea with Ranged defense on a blapper is that I hardly EVER get hit mele by more than 1 foe.
    Pick a Hard Target, hold, slam em to the ground and make a fast kill, then range a few and move in on the next.
    So... I'm mostly getting hit by ranged (or AoE).

    If things start getting so hairy that I'm being pummeled by mele attacks;
    Personal Force Field + heal, then buff up and start over.
    It just seemed to me the ranged attacks would be doing me the most harm.

    A blapper with massive mele defense would only get a marginal benefit.
    Some mele hits geting through that defense, PLUS all ranged attacks = you eating carpet.

    OR, maybe I'm thinking about this all wrong?
    WOULD it be better to have good mele Defence?
    *Or is defense on a blapper just a waste and better spent on recharge/damage?*

    -Mory
  9. Just for interest, here is the build maxed out for Mez Resist and Regen:

    Hero Plan by Mids' Hero Designer 1,30
    http://www.honourableunited.org.uk/mhd.php

    Set Bonus Totals:
    +6% DamageBuff
    +3% Defense(Smashing)
    +3% Defense(Lethal)
    +3% Defense(Fire)
    +3% Defense(Cold)
    +3% Defense(Energy)
    +3% Defense(Negative)
    +11,8% Defense(Psionic)
    +3% Defense(Melee)
    +6,75% Defense(Ranged)
    +8% Defense(AoE)
    +25% Enhancement(Accuracy)
    +5% Enhancement(Heal)
    +3% Enhancement(Immobilize)
    +7,5% Enhancement(RechargeTime)
    +3% Enhancement(Slow)
    +140,1 (11,6%) HitPoints
    +MezResist(Confused) (Mag 36,7%)
    +MezResist(Held) (Mag 44,4%)
    +MezResist(Immobilize) (Mag 42,7%)
    +MezResist(Sleep) (Mag 40%)
    +MezResist(Stun) (Mag 41,1%)
    +MezResist(Terrorized) (Mag 36,7%)
    +2,5% Recovery
    +106% Regeneration
    +3,13% Resistance(Negative)
    +3% Resistance(Psionic)


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    |-----------------------------------------------------------------------------|
  10. Looking into IO sets for an up and coming Ice/Electric Blaster, I had started with a build maxing out health regen and mez resistance.
    THEN, after reading THIS thread on the US forums I started working on ranged defense.

    36.6% Defense to Ranged attacks! Can imagine that coming in very handy for a blaster.
    I DO like to work in-close and personal, but they are usually held before I move in.

    Keep in mind, I do play PvP on occasion, and want to maximize the build for it, without giving up too much PvE usefullness.

    Question is:
    I will be giving up over 100% health regen,
    (From 266% in Res(Mez) build down to 162% for this Def(Ranged) one)
    and I am wondering if it is worth it?
    Will the ranged defense give me as much benefit as that insane regen rate? Or maybe better to go for a mix of the two?
    Maybe someone has a completely different idea?

    Now for the build! Please be mercilessly brutal in picking apart every little thing.

    Hero Plan by Mids' Hero Designer 1,30
    http://www.honourableunited.org.uk/mhd.php

    Def(Ranged) Blapper: Level 50 Mutation Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Force Mastery

    Hero Profile:
    ------------
    Level 1: Ice Bolt Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Electric Fence TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(7), TotHntr-Acc/EndRdx(9), TotHntr-Immob/Rng(9), TotHntr-Acc/Immob/Rchg(11), TotHntr-Dam%(11)
    Level 2: Ice Blast Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 4: Charged Brawl Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(21)
    Level 6: Hurdle Jump-I(A)
    Level 8: Freeze Ray EoCur-Acc/Rchg(A), EoCur-EndRdx/Hold(23), EoCur-Acc/EndRdx(23), EoCur-Hold/Rng(25), EoCur-Acc/Hold(25), EoCur-Acc/Hold/Rchg(27)
    Level 10: Havoc Punch Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(31)
    Level 12: Combat Jumping Jump-I(A)
    Level 14: Super Jump Jump-I(A)
    Level 16: Health Mrcl-Rcvry+(A)
    Level 18: Bitter Ice Blast Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
    Level 20: Stamina EndMod-I(A), EndMod-I(34)
    Level 22: Acrobatics EndRdx-I(A), EndRdx-I(34)
    Level 24: Hasten RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
    Level 26: Aim RechRdx-I(A)
    Level 28: Thunder Strike ExStrk-Dmg/KB(A), ExStrk-Acc/KB(36), ExStrk-Dam%(36), Sciroc-Acc/Dmg(36), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dmg/EndRdx(37)
    Level 30: Build Up RechRdx-I(A)
    Level 32: Stimulant EndRdx-I(A)
    Level 35: Aid Self Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(37), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(39), Numna-Heal(39), Numna-Regen/Rcvry+(40)
    Level 38: Shocking Grasp Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
    Level 41: Power Sink RechRdx-I(A), RechRdx-I(43), EndMod-I(45), EndMod-I(50)
    Level 44: Personal Force Field RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 47: Temp Invulnerability S'fstPrt-ResDam/Def+(A), EndRdx(48), Aegis-Psi/Status(48), Aegis-ResDam/EndRdx(48), ImpArm-ResDam(50), ImpArm-ResDam/EndRdx(50)
    Level 49: Force of Nature RechRdx-I(A)
    ------------
    Level 1: Brawl Acc(A)
    Level 1: Sprint ULeap-Stlth(A)
    Level 2: Rest Heal(A)
    Level 1: Defiance
    ------------
    Set Bonus Totals:
    +12,5% DamageBuff
    +3% Defense(Smashing)
    +3% Defense(Lethal)
    +3% Defense(Fire)
    +3% Defense(Cold)
    +10,5% Defense(Energy)
    +3% Defense(Negative)
    +3% Defense(Psionic)
    +3% Defense(Melee)
    +34,9% Defense(Ranged)
    +3% Defense(AoE)
    +30% Enhancement(Accuracy)
    +6% Enhancement(Heal)
    +1,5% Enhancement(Held)
    +5% Enhancement(Immobilize)
    +5% Enhancement(RechargeTime)
    +12% FlySpeed
    +99,4 (8,25%) HitPoints
    +12% JumpSpeed
    +MezResist(Confused) (Mag 21,7%)
    +MezResist(Held) (Mag 36%)
    +MezResist(Immobilize) (Mag 32,1%)
    +MezResist(Sleep) (Mag 20%)
    +MezResist(Stun) (Mag 21,7%)
    +MezResist(Terrorized) (Mag 21,7%)
    +8,5% Recovery
    +22% Regeneration
    +1,26% Resistance(Fire)
    +1,26% Resistance(Cold)
    +3,13% Resistance(Negative)
    +3% Resistance(Psionic)
    +17% RunSpeed


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    -Morty
  11. Wey hey guys n gals, many thanks for the kind words, and many more for all the great teaming that helped teh Hamster along his way!

    More of the Good Stuff to come too... I am planning on slotting him out with IO sets.
    First though, there's this much neglected Blapper over on Defiant...

    And Big Gratz to teh Sandwitch himself for YET ANOTHER 50!
    Good goin' bro! Dominator next?

    Happy Hunting!
    -Norty Morty
  12. News flash! Coming to you LIVE from the free underground press:

    Ladies and gentlemen, we are happy to report another great achievement in the life of a super villain!

    That's right, the infamous FullMeltClearStone has reached the prestigious level of fifty!
    You will be hard pressed to find a more ferocious, mean-hearted Stone Brute in all of the Isles.

    Heroes beware. Villains for that matter if you wander into a PvP zone unprepared.

    If you happen to see this Granite Gargantuan about, make sure to check out his impressive list of set bonuses.
    It's enough to make the great Arachnoid Lord take notice.

    Good one on ya Stoney. It has been an honor seeing you pass me up yet again.
    We'll all be looking forward to your next 50.

    -Morty
  13. Please join me in a hearty GRATZ for our favorite (or most hated) Union MasterMind!

    That's right, 8ngaHroSndwch has made it to 50!
    While best known for his amazing PvP abilities, he is also a darn good PvE player and it has been a pleasure seeing him lvl through his infamous career.

    Keep on munchin' them Heroes there Sandwich.

    -Morty
  14. Yah hmm never had much probs with enough slots.. not had full hammi-o's though lucky buggers! heh heh
    biggest prob is deciding if that 6th one acc, damage or endredux.
    Rad/Rad IS a very tight build till later lvls though.
    At first I had a COMPLETELY different build (till 30 or so respec)

    -Morty
  15. Good point there Shanon. Have seen a lot only slotting 2x endredux in EF. Will test that.
    Spamming Neutrino Bolt though.. only did it (and brawl) 'till I got Neutron Bomb
    (aka Green Slimeball o Death), after that I just tooo busy.
    If I use NBolt then it for runners...
    A Blaster gets them before I'm in range, or a fast Scrapper 1-shots them.

    Full concurrence with Irradiator: there are tons of situations where you will WANT that 2nd acc.

    Thanks for the kind words PrivatDancer, but I'm really not that great at PvP, not with my rad/rad anyway.
    Will meet you in the arena with my Ice/Elec Blapper though

    -Morty
  16. Enervating Field = 3x endredux
    Rad Infection = 1x endredux 3x to-hit debuff
    and YES! stamina! 3x endmod
    btw.. acro is hungry.. consider 2x endredux

    way I play I just get by from mob to mob maybe popping a blue if have used Lingering Rad twice.
    Got 1x endmod in the aoe's.

    -Morty
  17. I find 3x endmod in AM is very useful for myself too.
    (Mortal Decay, lvl 50 rad/rad Def)
    (Moral Decay, lvl 37 rad/rad Corr)

    Cosmic Burst is NOT to be skipped. with 1 disorient you can perma-stun a boss.
    Plus the awesome (and FAST) single target damage.

    Also, don't forget Irradiate is a HUGE defence debuff. (28% for Defenders un-enhanced?)
    I don't have any -def in Rad Infection because of Irradiate. (2 slots free for endmod in AM)
    That -def also jives VERY well with Choking Cloud. (CC = good reason for 3x endmod in AM)

    I skipped the nuke. For the in-close AoE nightmare that Rad/Rad can be, toggle drop = OUCH.
    Agreed: for in-close fighting Combat Jump + Acrobatics = golden.

    Also fully agree, that stupid cone is worthless, plus knock back? Oh come ON! No thanks.
    Don't find much use for a snipe either (athough it IS the coolest sound in the game).

    Have a fire/dark Corr lvl 19:
    What my rad/rad WANTS to be. Talk about AoE NIGHTMARE!

    Just my 2 inf.
    -Morty
  18. [ QUOTE ]
    [ QUOTE ]
    but against a +7 boss

    [/ QUOTE ]Why on earth were you fighting a +7 boss?

    [/ QUOTE ]

    Well, it's not a regular occurrence
    Mostly to show him what an empath can really do for you, and as a test.
    Bragging rights if it works too. heh heh

    Thanks for the advice about NoFuture. I'll definitely check that out! Putting together attack chains.. hmm interesting. Guess that DOES need to be taken into account.

    [ QUOTE ]
    To be fair a +7 boss is outside the bounds for most calculations... against +7s the scrapper's attacks will be working at only 8% of their "normal" effectiveness. Powers tail off very quickly against anything over +5, if the boss was even slightly lethal damage resistant then the Scrapper could have a VERY hard time doing enough damage to kill its natural regen rate.

    [/ QUOTE ]

    Nice mini-build there Mael, and very good advice / ideas.
    My scrapper friend found it very interesting read. Maybe he'll post here soon.

    Ok, now that I think about it, my old Katana friend that killed +7 bosses (with help from my empath) might have done that back before ED and definitely before the defence changes.
    That being the case, guess I kinda set up my new Katana friend for failure, but hey, he was safe, just couldn't hardly hurt that boss. (for reasons you so eloquently elucidated).

    I think he tried slotting 3x damage now to test out, so we'll run by that boss again and see how it goes.

    Thanks again for the input!
    -Dread (aka Morty)
  19. Been looking for info for a friend with a Katana/Regen scrapper (lvl 40 now).

    We have been discussing the dis/advantages of slotting attacks for recharge or damage.
    Told him standard like 2xacc 3xdam 1xrecharge (no endredux needed for Regen I guess)

    NumberCrunchers needed... Can anyone suggest a good formula to work out his Damage Per Second/Minute with both slotting schemes?
    Or basic opinions on the Advantages / Disadvantages for each from those more experienced?

    I'm thinking he'll be better off with 3x damage, but am VERY curious if maybe his 2xrecharge and 1x or 2xdamage is actually better (with 2xacc being constant)

    I KNOW he using way more end his way, but he don't mind that. He does have good survivability, but against a +7 boss (with my empath helping) it would have taken him FOREVER to kill. Seen Katana scrappers do it in under 20 min with empath backup.

    I call upon the infinite geekdom of those more knowledgeable.
    Yours is the superior.

    -Dread (aka Morty)
  20. [ QUOTE ]
    [ QUOTE ]
    Can this be true? I have a Rad/Rad and I've never noticed the end recharge factor in AB being THAT good.

    [/ QUOTE ]
    You wouldn't be going and confusing AB with AM, or vice versa, would you now?

    [/ QUOTE ]

    DOH! dyslexia strikes again. Thanks for catching that Syn.
    Yes, of course AB has a better end regen than RA.

    I'll just go stand in a corner now and study my acronyms.
  21. [ QUOTE ]
    ... the END boost is better than base of RA ...

    [/ QUOTE ]

    Can this be true? I have a Rad/Rad and I've never noticed the end recharge factor in AB being THAT good.

    Never realy thought of slotting a health in there. I might just give it a try. Can imagine it would help the tankers more that way.
  22. [ QUOTE ]
    [ QUOTE ]

    The plus side of Radiation is that most blasts have an automatic accuracy bonus (and secondary -res),


    [/ QUOTE ]Rad has -def, sonic -res.

    [/ QUOTE ]

    Ahh! Of course you're right.
    They have secondary -defence. Easier to hit the effected villans for a short period.
    I stand corrected. Thanks for catching that.
  23. Just my personal experience here.
    While Irradiate (Rad Blast) has an incredible debuff attached, it will get you a lot of agro (PBAoE), not too fun for an empath.

    The plus side of Radiation is that most blasts have an automatic accuracy bonus (and secondary -res), cheap end cost, quick reload times (blast a bit and still get the next heal / buff off in time) and let's not forget the Goodness that is Cosmic Burst! Keeping a boss chain disoriented is Big Fun.

    Neutrino Bolt, Cosmic Burst and Proton Volley have served my Emp/Rad very well through 37 levels.
    You might consider swapping the snipe for the cone, but there's that aggro problem again. Still, I'd take the cone, or even Neutron Bomb over the end 'Nova' grade power.

    Can't say anything about Energy, but Rad can be very good for an Empath.