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Posts
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Don't forget Red Fortune and its +2.5% to ranged - It's nearly always in my softcap builds.
A couple of those and the Zephyrs, plus Gaussian and the Steadfast unique will get you a lot of the way on ranged, then the Obliterations and a Touch of Death will cover you a lot of the way on Melee.
Consider not softcapping to AoE if you feel too constrained - on my Brute I was able to get an awful lot of +rech +regen and +acc by accepting 35% AoE defense and just softcapping to melee and ranged. -
Here's my build.
Softcapped to Melee and Ranged, decent regen. Except for the uniques and Hamis, which are absurdly expensive, it didn't really cost me that much to slot it over the course of about a week of patient bidding - I'm guessing ~200M inf (basically one lucky gold roll and the inf you naturally get on the way to 50). Depending on luck and patience and inflation since then I'm guessing ~300M inf.
It plays like magic - I easily solo spawns of 52 bosses in AE mishes and have, with insps, done crazy-*** stuff like had my team wipe around me on 2 spawns of 54 bosses and duoed them with the surviving dom, or kowabungaed into the bowl on RWZ raids and survived long enough for the rest of the raid to decide to join me.
If you have a ton of money, replace the Crushing Impact and a Positron with purple sets to help with recharge.
Code:
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Here's my build.
Softcapped to Melee and Ranged, decent regen. Depending on your budget you could skip the LoTG + Recharge (though this will slow you down on a fast-moving farm team) or replce the Crushing Impact and a Positron with purples.
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Sell at the high end of the going price range, then put in a lowball bid for the same recipe. You'll get ~10M free inf AND the enhancement.
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I also thought maybe you could slot enough LoTG in one set to get the accuracy you were getting from touch of the nictus elsewhere, which lets you put the theft of essence proc in dark regen....
Does Mid's treat Enzymes right? Something odd in the way they're described.... -
Thanks Reyne, a lot to think about there. Good to have an opinion from direct experience. I tweaked your build a bit....
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EDIT: Actually you can re-slot Lunge a bit too:
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Just to follow up, here is the current build I'm working from. Any final thoughts before I dive in and respec?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Spines Angel: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Lunge -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(5), T'Death-Dam%(5), T'Death-Dmg/EndRdx/Rchg(7)
Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(7), ImpArm-EndRdx/Rchg(9), ImpArm-ResDam/EndRdx/Rchg(45)
Level 2: Spine Burst -- Oblit-%Dam(A), Oblit-Acc/Rchg(13), Oblit-Dmg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17)
Level 4: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(11), M'Strk-Dmg/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Dmg/EndRdx/Rchg(29)
Level 6: Murky Cloud -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(19), TtmC'tng-EndRdx/Rchg(21), TtmC'tng-EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(43), TtmC'tng-ResDam(46)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(17), GSFC-Build%(19), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(45)
Level 10: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25)
Level 12: Obsidian Shield -- EndRdx-I(A)
Level 14: Swift -- Run-I(A)
Level 16: Dark Regeneration -- H'zdH-EndRdx/Rchg(A), M'Strk-Acc/EndRdx(31), Theft-Acc/EndRdx/Rchg(31), Nictus-Acc/EndRdx/Rchg(31), Theft-+End%(34)
Level 18: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
Level 22: Stamina -- EndMod-I(A), EndMod-I(39), P'Shift-End%(39)
Level 24: Cloak of Darkness -- Ksmt-ToHit+(A), LkGmblr-EndRdx/Rchg(40), LkGmblr-Def/EndRdx(40), Ksmt-Def/EndRdx(42), LkGmblr-Rchg+(42)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(40), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
Level 30: Super Jump -- Jump-I(A)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(46)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(50)
Level 38: Boxing -- Acc-I(A)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45)
Level 47: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(48), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob(50), Enf'dOp-Acc/Immob/Rchg(50)
Level 49: Soul Transfer -- RechRdx-I(A)
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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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[u]Set Bonus Totals:[u]<ul type="square">[*]11% DamageBuff(Smashing)[*]11% DamageBuff(Lethal)[*]11% DamageBuff(Fire)[*]11% DamageBuff(Cold)[*]11% DamageBuff(Energy)[*]11% DamageBuff(Negative)[*]11% DamageBuff(Toxic)[*]11% DamageBuff(Psionic)[*]17.1% Defense(Smashing)[*]17.1% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]4.25% Defense(Energy)[*]4.25% Defense(Negative)[*]4.88% Defense(Psionic)[*]27.4% Defense(Melee)[*]5.5% Defense(Ranged)[*]9.25% Defense(AoE)[*]4.5% Max End[*]48.8% Enhancement(RechargeTime)[*]27% Enhancement(Accuracy)[*]3% Enhancement(Immobilize)[*]5% FlySpeed[*]95.4 HP (7.12%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 5.5%[*]MezResist(Immobilize) 5.5%[*]MezResist(Sleep) 5.5%[*]MezResist(Stun) 9.9%[*]10.5% (0.18 End/sec) Recovery[*]30% (1.68 HP/sec) Regeneration[*]3.47% Resistance(Fire)[*]3.47% Resistance(Cold)[*]1.88% Resistance(Negative)[*]5% RunSpeed[/list] -
I'll do an all-scrap Rikti Raid
I'll bring my spines/dark and I'll handle all the minions and lts so you lot can focus on bosses. :-) -
I hated the compromise on Impale, since the idea of further gimping my single-target damage made me fear having to finish off a boss or something. I played around with it and in exchange for giving up just a little bit of recharge and a little bit of defense, I got Impale slotted sensibly and kept those sweet, sweet Enfeebled Operation bonuses (yay Web Grenade!).
I also gave up a bit more defense by moving a slot from Weave to Throw Spines to get the recharge of Throw Spines right.
Last thing I haven't decided on is whether I should shift out the "Miracle: Heal" in Health for the "Chance for +end" proc in Dark Regen. You'd give up a bit of regen and recovery for the 20% chance at an end bonus every fight....
One other note is that with S/L defense as high as they are, the Ranged and AoE defense are "actually" 30% against S/L foes, which is nice.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Spines Angel: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Lunge -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(5), T'Death-Dam%(5), T'Death-Dmg/EndRdx/Rchg(7)
Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(7), ImpArm-EndRdx/Rchg(9), ImpArm-ResDam(45)
Level 2: Spine Burst -- Oblit-%Dam(A), Oblit-Acc/Rchg(13), Oblit-Dmg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17)
Level 4: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(11), M'Strk-Dmg/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Dmg/EndRdx/Rchg(29)
Level 6: Murky Cloud -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(19), TtmC'tng-EndRdx/Rchg(21), TtmC'tng-EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(43), TtmC'tng-ResDam(46)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(17), GSFC-Build%(19), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(45)
Level 10: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25)
Level 12: Obsidian Shield -- EndRdx-I(A)
Level 14: Swift -- Run-I(A)
Level 16: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Heal/HP/Regen/Rchg(31), Sciroc-Acc/Rchg(31)
Level 18: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(34), Mrcl-Rcvry+(39)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(39), Efficacy-EndMod/Rchg(39)
Level 24: Cloak of Darkness -- Ksmt-ToHit+(A), LkGmblr-EndRdx/Rchg(40), LkGmblr-Def/EndRdx(40), Ksmt-Def/EndRdx(42), LkGmblr-Rchg+(42)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(40), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
Level 30: Super Jump -- Jump-I(A)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(46)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(50)
Level 38: Boxing -- Acc-I(A)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45)
Level 47: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(48), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob(50), Enf'dOp-Acc/Immob/Rchg(50)
Level 49: Oppressive Gloom -- Dsrnt-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]11% DamageBuff(Smashing)[*]11% DamageBuff(Lethal)[*]11% DamageBuff(Fire)[*]11% DamageBuff(Cold)[*]11% DamageBuff(Energy)[*]11% DamageBuff(Negative)[*]11% DamageBuff(Toxic)[*]11% DamageBuff(Psionic)[*]17.1% Defense(Smashing)[*]17.1% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]4.25% Defense(Energy)[*]4.25% Defense(Negative)[*]4.88% Defense(Psionic)[*]27.4% Defense(Melee)[*]5.5% Defense(Ranged)[*]9.25% Defense(AoE)[*]4.5% Max End[*]48.8% Enhancement(RechargeTime)[*]36% Enhancement(Accuracy)[*]3% Enhancement(Immobilize)[*]5% FlySpeed[*]135.5 HP (10.1%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 5.5%[*]MezResist(Immobilize) 5.5%[*]MezResist(Sleep) 5.5%[*]MezResist(Stun) 9.9%[*]14.5% (0.24 End/sec) Recovery[*]20% (1.12 HP/sec) Regeneration[*]3.47% Resistance(Fire)[*]3.47% Resistance(Cold)[*]1.88% Resistance(Negative)[*]5% RunSpeed[/list] -
Thanks for the help.
I guess the focus on melee is right - I was mentally worried about the first opening strike (when a bunch of foes might be at range), but I guess that resistance + dark regen takes care of that, and everything afterwards is melee.
Any thoughts on Hasten? I've heard it argued that it's not really needed for AoE Spines, with Throw -> Burst -> Single target cleanup not really needing the super-recharge of, say, a DM scrapper with a single-target aV-killing focus. That said, I've never ever seen Hasten be a bad idea on a scrapper.... -
With the upcoming difficulty changes, I was thinking of turning my spines/dark into a more viable pure farmer.
I'm having trouble weighing defense again endurance and recharge - any thoughts on this build?
I'm prepared to spend ~600-700M inf.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Spines Angel: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Lunge -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(5), T'Death-Dam%(5), T'Death-Dmg/EndRdx/Rchg(7)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(9), S'fstPrt-ResKB(45), RctvArm-ResDam(48), S'fstPrt-ResDam/Def+(50)
Level 2: Spine Burst -- Oblit-%Dam(A), Oblit-Acc/Rchg(13), Oblit-Dmg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17)
Level 4: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(11), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(17), M'Strk-Acc/Dmg/EndRdx(19)
Level 6: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(19), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-EndRdx(46)
Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(21), Rec'dRet-ToHit(36), Rec'dRet-ToHit/Rchg(45)
Level 10: Impale -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg(23), Thundr-Dmg/Rchg(23), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27)
Level 12: Obsidian Shield -- RctvArm-EndRdx(A), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx(29)
Level 14: Swift -- Run-I(A)
Level 16: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Heal/HP/Regen/Rchg(31), Sciroc-Acc/Rchg(31)
Level 18: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(36), M'Strk-Dmg/EndRdx(36), M'Strk-Acc/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37), M'Strk-Acc/Dmg/EndRdx(37)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(34), Mrcl-Rcvry+(39)
Level 22: Stamina -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(39), Efficacy-EndMod(39)
Level 24: Cloak of Darkness -- Ksmt-Def/Rchg(A), Ksmt-EndRdx/Rchg(40), Ksmt-Def/EndRdx/Rchg(40), Ksmt-Def/EndRdx(42), LkGmblr-Rchg+(42), Ksmt-ToHit+(43)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(40), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- EndRdx-I(A)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45)
Level 47: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(50)
Level 49: Oppressive Gloom -- Dsrnt-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]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)[*]14.9% Defense(Smashing)[*]14.9% Defense(Lethal)[*]4.88% Defense(Fire)[*]4.88% Defense(Cold)[*]14.6% Defense(Energy)[*]14.6% Defense(Negative)[*]3% Defense(Psionic)[*]20.2% Defense(Melee)[*]13% Defense(Ranged)[*]6.75% Defense(AoE)[*]50% Enhancement(RechargeTime)[*]43% Enhancement(Accuracy)[*]4% FlySpeed[*]60.2 HP (4.5%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 1.65%[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 6.05%[*]MezResist(Sleep) 3.3%[*]MezResist(Stun) 7.7%[*]13.5% (0.23 End/sec) Recovery[*]20% (1.12 HP/sec) Regeneration[*]3.47% Resistance(Fire)[*]3.47% Resistance(Cold)[*]4% RunSpeed[*]1.5% XPDebtProtection[/list] -
[ QUOTE ]
For all we know the OP made his choice and has been happily playing his character while we bicker, LOL.
[/ QUOTE ]
Yup. My Elec/SD is fun! Thanks all for all the thoughts. -
A) Footstomp is that good?
B) So you'd be thinking SS/SD?
I assume perma-Rage is the target (don't know a lot about SS) - that's an expensive build.... -
I have a great single target DM/WP brute, but sometimes you want to get on a team and farm something or just generally walk into a pile of foes and have them die.
It looks clear that Elec is the best primary for these purposes, but I'm trying to settle on the secondary....
/Fire /Elec and /Dark are out because I'm coming to prefer def to res
/EA looks good but seems to lack an AoE taunt
/SD seems obvious
But I was wondering whether /Inv might work too. does anyone have an Elec/Inv build? Would be interested to see what can be done with it.
Any thoughts? -
Anyone else seeing Behemoth Overlords only using one melee attack? They seem to spend a lot of time staring blankly at me while I beat the hell out of them with my brute and I was pretty sure I remembered them having a Fire Sword attack, which they don't seem to be using.....
-
[ QUOTE ]
I'd be shooting to soft cap typed defenses. It wouldn't surprise me if I had to back off a little from that, but I'd certainly be trying. The difficulty of the defensive challenge is part of why I'd be settling for the easier attack chain.
[/ QUOTE ]
Hmmm... not sure this is exactly right - Werner, remember that WP is debuffing the ToHit of everything in melee range with RttC, plus DM is of course debuffing the ToHit of everything (i.e. the AV) that you're attacking. 45% defense is almost certainly overkill, and getting to that, in particular on S/L, is a good way to bork the rest of your build since it's so hard.
35-40% defense should be enough to "effectively" softcap you given the ToHit debuff you're laying out, and I'd accept lower than that on S/L since you're also, with Tough, over 50% resisting it. (Plus the massive regen will make you more tolerant of getting hit from time to time).
[ QUOTE ]
I'd probably use Smite -> Shadow Punch -> Midnight Grap -> Smite -> Shadow Punch -> Siphon Life.
[/ QUOTE ]
Or you could replace Shadow Punch with the slightly-inferior Boxing, which opens a slot to grab Hasten and use the better S -> SL -> S -> MG when Hasten is up and bring in Boxing when it's down - almost certainly higher average damage output overall, without getting fussed about perma-Hasten.
Here's what I'm working towards with my Brute. Since Brutes have more HP, he's a bit more reliant on regen and a bit less on Def than I would go with a scrap (I'd definitely push to 35% on Energy and Fire defenses with a scrap). I just did a lvl 34 respec with him and while not everything is precisely right (e.g. Siphon Life won't be slotted right till 50), the build is very, very functional at 34.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
DNWP: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(36)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(19), S'fstPrt-ResKB(36), Numna-Heal(40), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(42)
Level 2: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(46)
Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/EndRdx(5)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(39)
Level 8: Siphon Life -- Dct'dW-Heal/Rchg(A), T'Death-Acc/Dmg(9), C'ngImp-Dmg/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Theft-Acc/Heal(15), Tr'ge-Heal/EndRdx/Rchg(15)
Level 10: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(43)
Level 12: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Def(13), LkGmblr-Rchg+(13)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Rise to the Challenge -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(17), RgnTis-Heal/Rchg(17), RgnTis-Heal/EndRdx/Rchg(19), RgnTis-Regen+(31), HO:Golgi(37)
Level 18: Hurdle -- Jump-I(A)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
Level 22: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(23), Mrcl-Rcvry+(23)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-End%(25)
Level 26: Soul Drain -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg(31)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Dmg/EndRdx(37), C'ngImp-Acc/Dmg/Rchg(37)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(43)
Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), Aegis-ResDam/EndRdx/Rchg(46)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 44: Dark Obliteration -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(45), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(50)
Level 47: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(48), Erad-Acc/Dmg/Rchg(50)
Level 49: Darkest Night -- HO:Enzym(A), HO:Enzym(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]3% DamageBuff(Smashing)[*]3% DamageBuff(Lethal)[*]3% DamageBuff(Fire)[*]3% DamageBuff(Cold)[*]3% DamageBuff(Energy)[*]3% DamageBuff(Negative)[*]3% DamageBuff(Toxic)[*]3% DamageBuff(Psionic)[*]10.5% Defense(Smashing)[*]10.5% Defense(Lethal)[*]9.25% Defense(Fire)[*]9.25% Defense(Cold)[*]6.13% Defense(Energy)[*]6.13% Defense(Negative)[*]3% Defense(Psionic)[*]6.75% Defense(Melee)[*]4.56% Defense(Ranged)[*]6.13% Defense(AoE)[*]4.05% Max End[*]57.5% Enhancement(RechargeTime)[*]25% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]10% FlySpeed[*]314.8 HP (21%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 17.1%[*]MezResist(Stun) 2.2%[*]6.5% (0.11 End/sec) Recovery[*]64% (4.01 HP/sec) Regeneration[*]20% ResEffect(FlySpeed)[*]20% ResEffect(RechargeTime)[*]20% ResEffect(RunSpeed)[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]24% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr /> -
Thanks, that explains it
-
Hey all. I have a scrapper with the Numina and Miracle uniques slotted in Health.
They are not working as described in the stickied guide here.
Specifically, they seem to be active for 120 seconds after each power "activates" (i.e. I zone or log in) and then go away (according to the attribute monitor in-game).
This is consistent and repeatable. I zone, and my recovery is at 3.63 end/sec. 2 minutes later, it has gone down to 3.20. Zone again, and it goes back to 3.63 for 120 seconds, and then falls back to 3.20.
Is this "working as intended" and I misunderstood or is this bugged?
Thanks. -
[ QUOTE ]
You need to 'turn on' Fast Healing and Health.
[/ QUOTE ] Right, duh. Thanks.
[ QUOTE ]
I highly recommend frankenslotting Siphon Life. The enhancement bonuses are significantly more important than set bonuses for this power. For example, slotting for the heal can add 150HP/3 seconds or about 500% regen. That's about as much as a fully saturated RttC provides. 3 common Heal IOs can provide nearly as much regen bonus as your entire secondary when fully saturated. It's just scary how good this power is so be sure to get the most out of it.
[/ QUOTE ]
You're right, good insight -
Very nice Nicro. I may "borrow" from that....
By the way, something is messed up with my Mid's in calculating regen I think.... I get 200% more regen opening some builds than others, which just can't be right. Must be something to do with RttC number of foes. -
[ QUOTE ]
Lottery is a tax on people that are bad at math.
[/ QUOTE ]
Only if the utility function for the asset called "money" is linear. -
Very interesting. I was working towards a more defense than you, at the expense of some regen.... Not sure how to evaluate that tradeoff.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
DMWP: Level 50 Technology Brute
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (3) Crushing Impact - Accuracy/Damage/Endurance[*] (3) Crushing Impact - Damage/Endurance/Recharge[*] (5) Crushing Impact - Damage/Recharge[*] (5) Crushing Impact - Accuracy/Damage/Recharge[*] (7) Mako's Bite - Accuracy/Endurance/Recharge[/list]Level 1: High Pain Tolerance <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (27) Numina's Convalescence - +Regeneration/+Recovery[*] (34) Numina's Convalescence - Heal/Endurance[/list]Level 2: Shadow Maul <ul type="square">[*] (A) Obliteration - Damage[*] (7) Obliteration - Accuracy/Recharge[*] (9) Obliteration - Damage/Recharge[*] (9) Obliteration - Accuracy/Damage/Recharge[*] (11) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (11) Obliteration - Chance for Smashing Damage[/list]Level 4: Mind Over Body <ul type="square">[*] (A) Reactive Armor - Endurance[*] (17) Reactive Armor - Resistance/Endurance[*] (19) Reactive Armor - Resistance[*] (25) Reactive Armor - Resistance/Recharge[*] (27) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 6: Fast Healing <ul type="square">[*] (A) Regenerative Tissue - +Regeneration[*] (31) Numina's Convalescence - Heal[*] (31) Numina's Convalescence - Heal/Endurance[/list]Level 8: Siphon Life <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Endurance[*] (13) Crushing Impact - Damage/Endurance/Recharge[*] (13) Crushing Impact - Accuracy/Damage/Recharge[*] (15) Crushing Impact - Damage/Recharge[*] (15) Crushing Impact - Accuracy/Damage[*] (17) Mako's Bite - Accuracy/Endurance/Recharge[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Kismet - Accuracy +6%[*] (29) Luck of the Gambler - Recharge Speed[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (36) Luck of the Gambler - Defense[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping IO[/list]Level 16: Rise to the Challenge <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (19) Numina's Convalescence - Heal/Endurance[*] (29) Numina's Convalescence - Heal/Endurance/Recharge[*] (31) Numina's Convalescence - Endurance/Recharge[/list]Level 18: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 20: Quick Recovery <ul type="square">[*] (A) Performance Shifter - EndMod[*] (21) Performance Shifter - Accuracy/Recharge[*] (21) Performance Shifter - EndMod/Accuracy/Recharge[*] (23) Performance Shifter - EndMod/Recharge[*] (23) Performance Shifter - Chance for +End[*] (25) Performance Shifter - EndMod/Accuracy[/list]Level 22: Health <ul type="square">[*] (A) Miracle - +Recovery[/list]Level 24: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (43) Endurance Modification IO[*] (43) Endurance Modification IO[/list]Level 26: Soul Drain <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (40) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 28: Heightened Senses <ul type="square">[*] (A) Serendipity - Defense[*] (36) Luck of the Gambler - Recharge Speed[*] (37) Serendipity - Endurance[*] (37) Serendipity - Defense/Endurance[*] (37) Serendipity - Defense/Recharge[*] (39) Serendipity - Defense/Endurance/Recharge[/list]Level 30: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (36) Recharge Reduction IO[*] (50) Recharge Reduction IO[/list]Level 32: Midnight Grasp <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (33) Mako's Bite - Accuracy/Endurance/Recharge[*] (33) Crushing Impact - Damage/Recharge[*] (33) Crushing Impact - Accuracy/Damage/Recharge[*] (34) Crushing Impact - Damage/Endurance/Recharge[*] (34) Crushing Impact - Accuracy/Damage/Endurance[/list]Level 35: Boxing <ul type="square">[*] (A) Accuracy IO[/list]Level 38: Tough <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[*] (42) Reactive Armor - Resistance[*] (42) Reactive Armor - Endurance[*] (42) Reactive Armor - Endurance/Recharge[*] (43) Reactive Armor - Resistance/Endurance[*] (46) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 41: Weave <ul type="square">[*] (A) Red Fortune - Defense/Endurance[*] (45) Red Fortune - Defense/Recharge[*] (45) Red Fortune - Endurance/Recharge[*] (45) Red Fortune - Defense[*] (46) Red Fortune - Defense/Endurance/Recharge[*] (46) Red Fortune - Endurance[/list]Level 44: Gloom <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage/Endurance[*] (48) Thunderstrike - Damage/Endurance[*] (48) Thunderstrike - Damage/Endurance/Recharge[*] (48) Thunderstrike - Accuracy/Damage[*] (50) Thunderstrike - Damage/Recharge[*] (50) Thunderstrike - Accuracy/Damage/Recharge[/list]Level 47: Resurgence <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 49: Super Speed <ul type="square">[*] (A) Celerity - +Stealth[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]10% DamageBuff(Smashing)[*]10% DamageBuff(Lethal)[*]10% DamageBuff(Fire)[*]10% DamageBuff(Cold)[*]10% DamageBuff(Energy)[*]10% DamageBuff(Negative)[*]10% DamageBuff(Toxic)[*]10% DamageBuff(Psionic)[*]8.63% Defense(Smashing)[*]8.63% Defense(Lethal)[*]7.69% Defense(Fire)[*]7.69% Defense(Cold)[*]11.8% Defense(Energy)[*]11.8% Defense(Negative)[*]3% Defense(Psionic)[*]10.5% Defense(Melee)[*]13% Defense(Ranged)[*]12.4% Defense(AoE)[*]40% Enhancement(Accuracy)[*]47.5% Enhancement(RechargeTime)[*]6% Enhancement(Heal)[*]14% FlySpeed[*]174.3 HP (11.6%) HitPoints[*]14% JumpHeight[*]14% JumpSpeed[*]MezResist(Immobilize) 11%[*]MezResist(Stun) 2.2%[*]7% (0.12 End/sec) Recovery[*]50% (3.13 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]14% RunSpeed[/list] -
Mylia, do you have a high-end build you could share - interested to see how you planned it out versus how i am
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Cruising with my new (lvl 25 now) DM/WP, doing Darla Mavis' arc on invincible, I wasn't paying attention and got into a fight with Aurora Borealis - spawning as an even-level hero.
I jumped into the fight solo with just whatever insps I had on hand figuring "what the heck" . Five minutes later I BEAT HER.
No IOs yet, not even all my powers yet, and I'm soloing a Hero with just a handful of tier 1 insps.
Wow this AT is powerful. Very impressed. -
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I was primarily focused on Melee, Ranged, and AoE def, but noticed my psi is pretty high too, is this something I should reslot for to get capped? Will this help in RWZ?
[/ QUOTE ]
No - the game takes the highest of the valid defense types. So, for example, if you get attacked with a ranged psi attack the game first looks at whether your "ranged" or "psi" defense is higher, and then does the rest of its calculations based on the higher of the two.
If your ranged, melee, and AoE are all high, you don't need to worry about typed (i.e. "type of damage") defense.
Also, don't assume the procs are the best thing for sixth slot in a given attack. Especially if you can't afford any LoTG +recharges, you may be better served with a different enhancer that does more to help the recharge time of the attack. That way you'll spend more time firing your better attacks - even if each one does slightly less average damage.
[EDIT: For example, consider how things would work if you took one less attack power than you currently have, and spent the freed-up slots on adding a recharge enhancer to Hasten and getting another +recharge set slotted somewhere. Would you still have a complete (no gaps) attack chain? If so, drop your weakest-DPS attack]
[EDIT again: E.g., how often do you really use Tenebrous Tentatcles? If you dropped it, you could have another Red Fortune set in Agile plus another Recharge enhancer in Hasten]
If you're min-maxing, procs generally are slotted only on the highest-recharge powers in very-high-recharge builds, as that's the only place they help more than just throwing in a Dam/Rech enhancer from another set.