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I haven't got time to look at the build at the moment, but my DB/WP is the only character I have made that I don't feel actually needs Hasten. You can chain BF > Attack Vitals with only about 30% global recharge and the Sweep combo doesn't need any more than that either, so you might want to look to see if Hasten is wasted.
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I have the exact same problem, I started with a tank, moved to (and love) scrappers and can't enjoy either a brute or stalker.
Imho stalkers are too different in how they play, and I hate attacks like AS that take ages to animate (Plus I actually hate all the AS animations themselves) so I don't think they are a good match to scrappers/tanks as you might think.
Brutes on the other hand are affected by fury, which is a mechanism that some love, but I personally hate, and it might be this that gets to you too. What I hate about fury isnt the fact that you need to always keep moving (Though I do dislike it whenever i make a cup of tea and have to build it all over again) but it is that you do sod all damage until you get it high. I personally find them the worst hybrid of tanks and scrappers that the devs could have made, though I know my opinion doesn't match up with most peoples, you could well be in the same boat as me. -
Although I think Laevateinn was right that you can't softcap defence, get capped DDR and perma-hasten without the PvP 3% defence IO I have created a build using it that hits all 3 targets. It is about 6billion more expensive then my planned build and not really worth it, but just in case someone cares here it is:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Lightning Rose: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(15)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(13), S'fstPrt-ResDam/Def+(13)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), RedFtn-Def/EndRdx(7)
Level 4: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), GA-3defTpProc(46)
Level 6: Hurdle -- Jump-I(A)
Level 8: Thunder Strike -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg(9), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(15)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(17), HO:Membr(27)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(17), LkGmblr-Rchg+(19), LkGmblr-Def(19), Zephyr-Travel/EndRdx(37)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(31), Zephyr-Travel/EndRdx(39)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(46)
Level 22: Jacobs Ladder -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(25), Armgdn-Dam%(25)
Level 24: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit(40), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40)
Level 26: Phalanx Fighting -- LkGmblr-Def(A)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(31), LkGmblr-Def(31)
Level 32: Lightning Rod -- Oblit-%Dam(A), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg/Rchg(37)
Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
Level 41: Char -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(42), UbrkCons-Dam%(43)
Level 44: Fire Blast -- Apoc-Dmg/EndRdx(A), Apoc-Dam%(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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Quote:I didn't necessarily mean looking for purple sets, anyone can stuff a build full of sets without thinking what good it is doing.TMost of the time I see a build with a list full of "Ultimate X Bonuses" I just think, nice, but they could've done far better with less influence spent. Sure, purples are good, but they don't really offer the kind of bonuses quite a few powersets benefit the most from: Defense. It really saddens me when I see a Shield or SR Scrapper or something similar with an abundance of purple sets, but only a few or no Defense bonuses at all.
But there is something in me that likes reading through set bonus lists to see what kind of build someone has gone for, so I would give someone credit for building for defence if that was a good idea for their toon, whereas having a set bonus list as long as your arm but without focus I would know isn't min/max'ed. -
I think I can probably count on one hand the number of times I have seen someones set bonus' list and thought 'wow' (Outside of my SG). And I would think unless that happens they are probably not a min/max'er, so it seems fairly rare to me.
I think even the percentage of those that actually bother with IO sets at all is fairly low, nevermind those who can get the best out of them. -
Can combat Jumping and Combat Flight be active at the same time? Because your mids build has them both on at once, I think your real ranged defence is 41.7%.
How to get that up to 45%:
Swap the -KB IO to a BoTZ-KB IO. Expensive but does save you a slot.
Drop all 5 Impervious Skin status resistance IO's.
Drop the Aegis Status resistance too.
Use those slots to put a full Numina set into either Essence Boost or Reform Essence and job done.
Then use the remaining slots to get some slots into the other heal.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Quasarflame: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Gleaming Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(36)
Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A)
Level 2: Glinting Eye -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
Level 4: Gleaming Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 6: Shining Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(13)
Level 8: Essence Boost -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(43), Numna-Regen/Rcvry+(45)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(11)
Level 12: Proton Scatter -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(33)
Level 14: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(37), GSFC-Build%(39)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod/Rchg(21)
Level 22: Luminous Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(34)
Level 24: Reform Essence -- Numna-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(46), Mrcl-Heal/EndRdx/Rchg(50), H'zdH-Heal/EndRdx/Rchg(50)
Level 26: Conserve Energy -- RechRdx-I(A), RechRdx-I(31)
Level 28: Thermal Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx/Rchg(29)
Level 30: Quantum Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 32: Dawn Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Dmg/Rchg(40)
Level 35: Photon Seekers -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(46), ExRmnt-+Res(Pets)(46)
Level 38: Light Form -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/EndRdx/Rchg(43)
Level 41: Kick -- Acc-I(A)
Level 44: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 47: Weave -- GftotA-Def(A), GftotA-Def/Rchg(48), GftotA-Def/EndRdx(48), GftotA-Def/EndRdx/Rchg(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(5)
Level 10: Combat Flight -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11)
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Edit: There are a few more changes I would make (I think) but they would add cost so I avoided things like LoTG's. The BoTZ -KB is the only additional big cost in this build really. -
I think for farming or normal missions you can afford to miss the defence cap, even at 34 with just normal SO's I have been running on -1/x6 with absolutely no difficulty whatsoever. But I do plan on running this on the ITF quite a lot and for that I think capped defence and defdebuff resistance are also going to be important for me.
But I am definately looking forward to how much of an AoE beast this will be, it is already humbling my DB/WP for AoE damage, and that toon has been IO'd to the teeth. -
What are the opinions on swapping Chain Induction for Havok Punch?
I think it will help with my single target attack chain (And remove a large pause) at the expense of an AoE that may not see much use, but I am not sure. -
Quote:I only ever bothered about DPA as well, but your use of an 'anchor' power is a very good idea and will help me a lot when working out my chains.I only ever bother with DPA. DPS is too variable in its real applicability to make a viable metric with which to choose powers.
My general method is to first find an "anchor" power (generally the longest recharging and hardest hitting power) that the entire attack string will be based around (occasionally I find myself having to design an attack string with 2 anchors, which only really happens with low recharge builds that are using AoEs to fill in time). After that, the problem becomes generating the most efficient use of time to fill in the time for the anchor power to recharge. Sometimes this includes finding another "anchor" power for the internal attack string and other times it is simply alternating or cycling other powers, depending on recharges and animation times. To determine whether a wait is necessary, all you have to do is compare the DPS of the string with the wait to the DPS of the string without. Most of the time it's actually pretty obvious whether a wait will be beneficial or not.
I did tend to order the powers by DPA and just chain them together filling in the gaps with fillers, but using your method will make calulations easier I think. -
I only just used LR in a mission for the first time today and it already seems up pretty much every mob! I dinged 35 for SC just as I logged off but haven't had chance to use it yet.
By 37 I should know well enough if I need to go for Fireball or not. -
I am only 33 at the moment so no I can't
But the way I see it is that I will only use either SC or LR per mob.
So I would go into a mob and then SC>Chain>Fireball>Thunderstrike, then move mobs for LR>Chain>Fireball>Thunderstrike.
Using both SC and LR in one mob would leave me with not much to do for a while, which is ok on some maps but not others. I could be wrong on this, and when the TF difficulty levels are fixed that might change, but for now doing TF's against white/yellow mobs it should hold true.
I am already planning in my head that Fireball might be overkill (Or I might have to SC>LR in the same mob) and Body Mastery might be a better epic pool, but I love the damage on Fire Blast (Since my single target damage isn't the best) so I am still not sure. -
I am not sure which build gave me the inspiration for this one since I have done nothing but look at builds all morning, but this is what I have so far:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Lightning Rose: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(13), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResDam/EndRdx(17)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(5), RedFtn-Def(7), RedFtn-Def/EndRdx(7), RedFtn-Def/EndRdx/Rchg(19), RedFtn-EndRdx(19)
Level 4: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21)
Level 6: Hurdle -- Jump-I(A)
Level 8: Thunder Strike -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg(9), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(15)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(27), HO:Membr(46)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(39), LkGmblr-Rchg+(39)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(31), Zephyr-Travel/EndRdx(39)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod-I(29)
Level 22: Chain Induction -- Hectmb-Dmg/EndRdx(A), Hectmb-Dam%(23), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(25), Hectmb-Acc/Rchg(25)
Level 24: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit(40), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40)
Level 26: Phalanx Fighting -- LkGmblr-Def(A)
Level 28: Grant Cover -- LkGmblr-Rchg+(A)
Level 30: Maneuvers -- DefBuff-I(A), LkGmblr-Rchg+(31), LkGmblr-Def(31)
Level 32: Lightning Rod -- Oblit-%Dam(A), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg/Rchg(37)
Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(46)
Level 44: Fire Blast -- Apoc-Dmg/EndRdx(A), Apoc-Dam%(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
I was very loathe to drop Jacobs Ladder, but bit the bullet in the end and hopefully this build will be good enough. Though if anyone can find me that last .1% AoE defence I would appreciate it -
Quote:I would still look carefully at the build in regards to what you plan on doing mid fight other than standing around not getting hurt. I don't think there are enough active use powers in the build to get any kind of attack chain going.PrincessDarkstar: Yeah, i know the mire's are pretty end heavy, but I was thinking of using it just before a boom when i would have ample bodies to recharge with. The idea was to spend the most tanking time in human form actually as it would get the best overall defense/resist when Eclipse was up and switch to lobster when mezzed to break it.
If you fitted in provoke/challenge that would change though, and you could properly tanktroller then. -
Thanks for that, I was under the impression it was possible and that I was just doing something very wrong with my build so I guess I will have to lower my goals.
I don't really feel safe dropping the AoE defence, but I think maybe I could drop the ranged defence if that will let me get perma-hasten. Though I think actually I will just go with lower recharge.
Back to build browsing then to find the one I am most happy with -
Hi again all,
I have been searching the boards for a while now for an Elec/Shield/Fire build that I am happy with and although I have found several good ones something just isn't sitting right with me.
The main problem I think is that when I take Hasten on a character I really really like it to be perma, and I don't feel like I can get close enough to that goal without sacrificing either the defence caps, or good def debuff resistance.
The below build is an example of one that I can up with (I must have 10 different builds both found and made), sacrificing <1% defence for a bit more recharge than I can normally find, but still not enough:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Lightning Rose: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(42)
Level 1: Deflection -- LkGmblr-Rchg+:50(A), DefBuff-I:50(31), DefBuff-I:50(31)
Level 2: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(9), Erad-Dmg/Rchg:30(9), Erad-Acc/Dmg/Rchg:30(15), Erad-Acc/Dmg/EndRdx/Rchg:30(17), Erad-%Dam:30(42)
Level 4: Battle Agility -- LkGmblr-Rchg+:50(A), DefBuff-I:50(29), DefBuff-I:50(31)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(17), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Acc/Dmg/EndRdx/Rchg:50(21), Oblit-%Dam:50(46)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(13), Zephyr-Travel/EndRdx:50(13), Zephyr-ResKB:50(15)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Health -- Numna-Heal/EndRdx:50(A)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(23), P'Shift-Acc/Rchg:50(34), P'Shift-EndMod/Acc:50(37), P'Shift-End%:50(40)
Level 22: Chain Induction -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(23), Mako-Dmg/Rchg:50(27), Mako-Acc/EndRdx/Rchg:50(27), Mako-Acc/Dmg/EndRdx/Rchg:50(29), Mako-Dam%:50(43)
Level 24: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(25), Zephyr-ResKB:50(25)
Level 26: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 28: True Grit -- S'fstPrt-ResDam/Def+:30(A), Heal-I:50(50)
Level 30: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(39), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-Rchg/EndRdx:50(39), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(40)
Level 41: Char -- Lock-Acc/Hold:30(A), Lock-Acc/Rchg:30(42), Lock-Rchg/Hold:50(43), Lock-EndRdx/Rchg/Hold:50(43), Lock-Acc/EndRdx/Rchg/Hold:50(46), Lock-%Hold:50(50)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46)
Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Maneuvers -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Does anyone have an Elec/Shield/Fire build that is defence capped and has perma-Hasten that they are willing to share?
Or can you convince me it isn't necessary and/or possible?
My budget for this toon isn't unlimited, so no PvP IO's, but it is large enough for as many purples and uniques as you can fit in. The things I don't really want to sacrifice are the defence caps and the debuff resistance, the recharge I can sacrifice as long as I have enough attacks and sombody can convince me the build is about as good as it can be. I don't really care about being able to exemp down or whatever, just being as good as possible at level 50.
Thank you in advance -
I was going to say that some of Shadow Cloaks defence is supressed in combat but that I didn't know how much but then I realised you haven't actually got that many human attacks, so I assume you will use human form to Alpha with Gravatic Emination > Gravity Well before going into Dwarf and using Stygian Circle/Eclipse/Dark Extraction as and when they are up?
If so I would slot Black Dwarf a bit better, maybe save 2 slots from Shadow Cloak and put them into Black Dwarf to help on the endurance (Since Black Dwarf Mire eats end like nothing else and stamina wont help you in Dwarf form).
The build itself looks very survivable, but I would consider how you plan on playing and just make sure you have the powers that are going to let you play the way you want. -
If you click toggle fly on in mids and go to View Totals > Misc Buffs you can see Fly speed there. Even with 2 IO's you are slightly over the cap.
-
Personally I would make my first blaster one of the more survivable ones, getting killed a lot while you are still learning can be frustrating.
So I think Ice is good for that, and so is /Mental.
I don't know how well Ice/Mental goes together though. -
Is there a particular aim for the build?
There are a few things I might consider changing so is it just you want to put one slot somewhere and are happy with the build otherwise? Or would bigger suggestions be welcomed too?
One thing I noticed for example was if you swap your KB protection from a Karma to a Steadfast protection and put it in Temp Invuln you will get some more recovery. I know you don't really need any but the more set bonus' the better imho. I just noticed a 2nd KB protection IO too, and I think that is overkill.
Also you are over the flyspeed cap so can drop a slot from Fly.
I would then use 2 slots to 5 slot Psychic Focus and get another 5% recharge. And 1 slot I still don't know what to do with! Maybe a chance for build up IO in one of the ST attacks?
But if you want bigger suggestions I am happy to help. Another example being swapping the Ragnarok in Repulsion Bomb and the Posi Blast in Psychic Scream around, so you get more recharge in Psychic Scream which I imagine you will use more often.
Edit: I also looked at your single target attack chain and it seems to me you will use Psionic Dart a lot more than Mental Blast so the Armageddon proc would be better off there so it has more chances to proc. I might be wrong depending on how you play but it is worth watching what powers you use most for that kind of thing. -
/Thermal of /Pain will work well.
They both have buffs and heals which are needed to keep the pets alive. /Thermal has resistance shields which I think work best with Zombies, and I don't know /Pain well enough to say much about that.
But /Poison doesn't have enough of a heal to be much use, though I think when you get Noxious Gas (I think thats the name) it might bloom, but I think it works best with Thugs since you only have one melee pet to heal with that set. -
I think /Cold is the dev's way of making up for /FF. By the time they realised /FF needed changing there were probably too many people using it to make such big changes, so they just created a new set.
I can't wait for a Bots/Cold -
I agree, the in game description of the maths for similar procs is very poor and should be made clearer. Or they should have just reduced the bonus/chance to proc and got rid of the supression so it was still clear for everyone.
On the other hand though this is an online game, so it follows that everyone has internet access. So at least the information is on these forums, some games have no such information at all. -
Quote:You do know that most MM's are borderline overpowered right?Actually, I looked into it, and in the last patch they made it so pets are NEVER affected by recharge bonuses on their powers.
That's right, FF IO bonus wouldn't effect them. Nether does speed boost, Accelerate Metabolism, anything.
I have no idea why they wanted to make MMs offense (Pets) even more screwed on buffs than other characters (seeing as ours require more buffs to get an equivalent boost compared to other ATs).
But now we can't effectively increase our attack rate at all.
Way to go Devs. Best move ever.
~Murphey
I think as long as the MM can buff/debuff at an increased speed that will be good enough, and that is how it works at the moment.
I know it might not seem fair, but I don't think it is bad enough to complain about. -
The procs in the knockback set will only work on pet powers with a KB component. Someone else will correct me no doubt but I think the T1 pets have 2 KB attacks, the T2 pets 1 and the T3 pet 1. The none KB attacks won't benefit from the proc.
Having said that it is still a good proc to use, but only once you have maxed the acc/dam and taken care of their defences through the pet uniques.
The chance for +100% recharge proc is junk, despite it sounding great. It would have a chance to proc on every power with a KB component as above, but has a period of supression, so once it goes off it can't proc again for a set period of time and doesn't work out very much. You can probably tell that by looking at the value on the BM.
Once upon a time it didn't have that period of supression I think and was in nearly every build going, but that got nerfed