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Posts
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Joined
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Good luck to Ms. Cat.
Concentrated Awesome, Fire/SR scrapper (heavily IO'd, no purples, 3 LotG +rech, no Hasten)
Ran (8) Borea Missions, all Rikti caves, +1/x4/Bosses as it was the first time I'd taken her out in some time. Should definitely have run with bigger spawns to maximize AoEs.
Defeats infl: 4,977,280
Vendored recipes/SOs infl: 1,074,576
8 SOs
33 common salvage
8 uncommon
1 rare
9 Common IO recipes
1 Uncommon: Crushing Impact D/E
0 Rare
1 Ultra Rare: Soulbound Allegiance triple
Thanks Cat! -
Quote:/Regen scrappers flourish with loads of recharge, to get Reconstruction and Instant Healing back faster, and the perma-hp boost of Dull Pain. Not precisely sure what you mean "neglect" to regen, but Reconstruction and Dull Pain should be ED-capped for Recharge and Heal.Okay, I recently leveled to 50 with my scrapper, and I'm having a bit of a problem picking a build for him. Primarily, here's what I want:
To be able to solo large groups of mobs and kill them quickly.
To be able to not only SURVIVE, but survive with a majority of my health intact.
To somehow incorporate super jump with my build, as it's a fun power and I have lots of nice enhancements with it.
Here's the problem:
I've specced so that I do nice amounts of AoE damage, but with lots of neglect to my +regen. I'd almost prefer to be able to survive any battle than to kill mobs instantly, but both would be nice. Just about every build I've found is telling me to go and get Tough/Weave, but these are toggle abilities and are very endurance heavy no matter how I slot them and this I don't like. How necessary IS tough/weave to my survival? I'd rather spend those slots on pimping out some regen abilities so that I don't even need much +res.
What I have:
I have 5/6 of the Mako's bite set on my lunge attack, which is 6 slotted. I've also 6 slotted ripper, throw spines, and I believe spine burst, but I was told to not slot out fast healing because it isn't great. Is this true? I also have 1 of the Numina's Convelescance set for a healing ability, and plan on getting the rest.
Finally, I picked weapon mastery for my epic power set because caltrops are very good I've heard for large groups and I like the web grenade as an alternative for Impale cooling down.
Any and all help would be GREATLY appreciated, I made it this far to 50, now please help become a beast with this character.
To reduce some incoming damage you can build for positional (melee/ranged/AoE) defense (somewhat at odds for building for recharge, if you're not well-monied and can't supply recharge through LotGs/Purples). Things like putting the sixth Mako's in Lunge (3.75% to ranged defense), slotting a Steadfast Res/Def (in Tough 3% def to all positions), and grabbing other sets with defense bonuses (Obliteration or Eradication in PBAoEs--both of which are end-costly, not a great idea for Quills; 6 Thunderstrike in Impale--another 3.75% to ranged), and of course Weave (maxing out at about 6% def to all positions).
You shouldn't have that much in the way of endurance problems if you have both Quick Recovery and Stamina, though perhaps you don't.
I wouldn't consider Weapon Mastery the best Epic set for survival (the Web Grenade saves you a little melee damage from enemies and debuffs some recharge, but IT DOESN'T HURT THINGS; Caltrops' fear gives you time to regen).
If I were to rebuild my Spines/Regen, with CJ/SJ, Hasten (for the recharge), and Kick/Tough/Weave, I would do it by leaving Barb Swipe and Confront off from the primary, Revive and Resilience from the secondary, and grab Body Mastery as the Epic. Here you could get Conserve Power (for some end troubles), Physical Perfection (especially to slot the Performance Shifter Proc), and Energy Torrent, which would be one of the biggest boons to your survival (used as opener for knockdown), as well as a fairly-wide cone with faster recharge and almost as much damage as Fireball/Exploding Shuriken. You would then have one power choice left for your discretion. -
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Softcapped to all positions:
Fire/SR scrap
DM/Shield scrap
To two positions:
FF/Energy def
Ice/Kin controller
Planned:
WP/DB tank to some typed
Crab to ranged
Fortunata to ???
and probably more as rolled -
A group of people did this before, 2 or 3 years ago, though my memory of the reports on the boards is fuzzy. Angry Healers? Something about the characters were linked to self-hating rage, and no, the PUGgers didn't notice.
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I also use it as a self-heal on an FF/Sonic. Howl-Repulsion Bomb-Siren's Call to open on spawns, and any damage taken in response to the Howl is nearly always cured, because multiple prockings are common.
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Quote:
Also, can someone tell me the correct formatting code type to use in Mid's export options so I can post the actual build in readable form in my post (instead of using the data chunk that folks import into their Mid's)? I've tried all the ones available in my i16-updated Mid's, and none of them seem to work...
The "universal codes" one works. -
Quote:Thanks for the comments.I don't think that the ranged cap is worth what you are giving up to get it. A great advantage to Ninja/Storm is that you can slot all 4 pet auras. 10% Def and 20% resist to all is nothing to sneeze at.
Freezing rain is a great Proc power. i would recommend the -res from Achilles heel and at least a dmg proc or 2.
I'm not exceedingly wealthy villainside (only one lvl 50, ~400 million inf total) and haven't learned my way around the market, though I suppose I could. I imagined that all the pet auras would be quite rare/expensive, and wasn't sure how much I wanted to invest in this guy. I do have bids out on Achilles proc recipes, for leveling, but they are kind of miserly and haven't filled.
I assume both Quick Recharge Pet auras must go in Tornado.
Am I right that Oni and Genin have initially 7% def (all positions) and the Jounin 14%?
Quote:You are gonna want more than a single end redux in the pet upgrades. especially for when you need to use then during combat. -
The build mostly looks good, I'd say, with a few minor modifications.
I suspect the DodgerTA build took the concealment pool to slot more LotG +recharge IOs. (IO set bonus mules, rather than for actual power usage.)
You have basically three power slots you can play around with--to replace the Concealment pool powers. (Invisibility could be used for stealthing missions, but not much else. Grant Invisibility is very nice for teammates and adds a smidge of defense, but the end cost is immense.)
You might:
a) Keep Stealth--it can be very handy for setting up RI if that's your typical opening move.
b) Add all the Radiation Emission powers:
EMP, Fallout, Mutation
I suppose it's polite to rez somebody after using their corpse as a bomb, but not necessary.
c) Grab Electron Haze for more AoE:
This is your most damaging attack, *but* it has significant drawbacks for a Rad/Rad.
-Very narrow cone (hard to use if in the middle of a spawn)
-Unreliable knockback
-Very slow animation
d) Add Leadership powers:
Assault is made 30% more effective by EF.
Both Tactics and Maneuvers are a bit redundant with RI, but RI won't always be up.
Vengeance makes for a nice 1-2 punch with Fallout, though costs 3 powers to get.
Slotting Issues
Lingering Radiation needs accuracy, especially since it's the one of the best ways for you yourself to keep critters in the toggle fields.
You can snag two slots from Health (don't need 'em, you've got a self heal!).
Neutrino Bolt's damage slots only add about 7 hp of damage per IO. They can probably reallocated elsewhere (like to max out damage on Cosmic Burst, and get a Endrdx/Stun/Rech in there--though it looks like you'll only have 3 slots to add there at the moment if you keep the endrdx in Choking Cloud.) -
Quote:Yes it will. In a radial fashion. Diminishing the effectiveness of your other AoEs. Unless you use your Stone Cages, negating EQ for 10-12 seconds. Slot EQ with 2-3 IOs of recharge, or maybe sneak in a bonus or two with some of the defdebuff sets.
Earthquake: I am not sure how to slot this power. I was initially thinking I would slot 4 Kinetic Crash for some KB protection, then slot a Lady Grey chance for neg, and an Achillies Heel chance for res debuff. This seem ok? Will the 1.65KB cause nasties to go flying like the little clockwork I was tossing around?
Quote:Holds (Fossilize, Ice Arrow, Volcanic Gasses, EMP Arrow): I was thinking Lockdown sets for the ranged Defense. Might it be better to Franken-slot these powers to maximize the effects? -
Quote:How is the mako pool treating you anyway? I've never used the ol' fish powers before.Quote:The existing character is lvl 23 and had been in mothballs for a while
Quote:. /Storm keeps them alive long enough for them to shred their targets.
Quote:On Smoke Flash:
Is it skippable? Sure, if you must. It's more damage, really.
*I was actually on a team two days ago where the team leader said, "Wait for the hurricane" when I afk'd for a moment. -
Quote:Maybe we have one of the roots of your endurance problem here. While the individual blasts are anemic, and the AoEs even have pretty small numbers, you can still contribute useful damage to a team or when soloing larger spawns.As a defender your job isn't to devestate an area... especially with Dark Blast, the best that you can offer a team is to defend them, AoE's -Acc and Soft mitigation is a super way to boost the def you give the team from Manu's and Steamy mist.
Very simplified math assuming a level 50 even con opponent, the application of Freezing Rain, no missing, an average of procking, and pretending that the dark blasts are instantaneous (their DoT certainly lessens their value somewhat).
Damage per cone cycle:
115.83 (your build)
195.65 (my, not even maxed damage build)
If you hit 10 critters, you do 1158 or 1956 points of damage total, not bad for slightly over three seconds of animation time. More than many lesser scrappers will do in the same window on a team (though of course your damage will drop drastically with the ST blasts in between cone cycles).
Soloing, vs. minions (430 hp), it will take 5 applications of my cones to kill them. Using your damage, it will take 8 applications, with slower recharge and costing a whole lot more endurance.
Each pairing of DB and Gloom does about 260 dmg, so one Lt (855 hp) can be dispatched with the single target blasts just before the 3rd cycle of the cones. With i16, there's no point in soloing fewer than 10-spawns unless their mezzes are too dangerous.
Slotting to enhance -tohit is okay, cutting ~10% incoming hits for 10 seconds, but redundant in cases where you can use Hurricane.
Quote:The basic bonus you get from steamy mist is 5% Defense and 20% Resistance, by slotting the way I have you now get the best resistance possible from it (30.3%) and bonuses that stack onto it's defense, fully slotted for defense you would get 5% up to 7.49% the Proc from steadfast is greater then that in itself.
Your sig is amusing. -
Since a Ninja/Storm thread just started, any thoughts on this particular build?
The existing character is lvl 23 and had been in mothballs for a while, but I finally got it out to push to Hurricane/"SO-lvls" to see if the least ninjas' tissue-like qualities might be lessened. I'm not sure if I'll actually get the motivation to put the IO love into the fella.
Questions about it:
Is it foolish to give up Smoke Flash? I'm not great at directing the Ninjas; this is my first MM to get to the second pet. (I have Smoke Flash now, but it doesn't seem to be advantageous enough for its end costs.)
I realize that soft-capped ranged def+ Hurricane is usually overkill.
Tornado and Lightning Storm might be Frankenslotted instead, for more rech/endredux.
Any critiques or comments on foolish or better slotting?
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Flight
Power Pool: Presence
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Call Genin -- BldM'dt-Acc/Dmg:30(A), BldM'dt-Dmg/EndRdx:30(3), BldM'dt-Acc/EndRdx:30(3), BldM'dt-Acc/Dmg/EndRdx:30(5), BldM'dt-Acc:30(5), BldM'dt-Dmg:30(7)
Level 1: Gale -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(9), ExStrk-Dam%:20(9)
Level 2: O2 Boost -- H'zdH-Heal/EndRdx:40(A), Dct'dW-Heal/EndRdx:30(7)
Level 4: Snow Storm -- EndRdx-I:40(A)
Level 6: Train Ninjas -- EndRdx-I:30(A)
Level 8: Swift -- Flight-I:30(A)
Level 10: Steamy Mist -- DefBuff-I:40(A), S'dpty-Def/EndRdx:40(11), S'fstPrt-ResDam/Def+:30(11), RedFtn-Def/EndRdx:40(13), S'fstPrt-ResDam/EndRdx:30(15), RctvArm-ResDam/EndRdx:40(15)
Level 12: Call Jounin -- BldM'dt-Acc/Dmg:30(A), BldM'dt-Dmg:40(13), BldM'dt-Dmg/EndRdx:30(17), BldM'dt-Acc/EndRdx:30(17), BldM'dt-Acc/Dmg/EndRdx:30(19), BldM'dt-Acc:30(19)
Level 14: Health -- Empty(A)
Level 16: Freezing Rain -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(31), ShldBrk-Acc/Rchg:30(33), ShldBrk-DefDeb/EndRdx/Rchg:30(33), RechRdx-I:30(33), UndDef-Rchg/EndRdx:30(34)
Level 18: Maneuvers -- RedFtn-Def/EndRdx:30(A), GftotA-Def/EndRdx:40(21), S'dpty-Def/EndRdx:30(45)
Level 20: Stamina -- P'Shift-EndMod:30(A), P'Shift-EndMod/Rchg:30(21), P'Shift-EndMod/Acc/Rchg:30(27), P'Shift-Acc/Rchg:30(29), P'Shift-EndMod/Acc:30(31), P'Shift-End%:30(31)
Level 22: Hurricane -- DarkWD-ToHitDeb:30(A), DarkWD-ToHitDeb/Rchg:30(23), DarkWD-ToHitdeb/Rchg/EndRdx:30(23), DarkWD-ToHitDeb/EndRdx:30(27)
Level 24: Hover -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(25), Flight-I:30(25)
Level 26: Oni -- BldM'dt-Acc/Dmg:30(A), BldM'dt-Dmg/EndRdx:30(34), BldM'dt-Acc/EndRdx:30(34), BldM'dt-Acc/Dmg/EndRdx:30(36), BldM'dt-Acc:30(36), BldM'dt-Dmg:30(36)
Level 28: Fly -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(29)
Level 30: Provoke -- Mocking-Taunt:30(A), Mocking-Taunt/Rchg:30(37), Mocking-Taunt/Rchg/Rng:30(37), Mocking-Acc/Rchg:30(37), Mocking-Taunt/Rng:30(39), Mocking-Rchg:30(39)
Level 32: Kuji In Zen -- EndRdx-I:30(A)
Level 35: Tornado -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(39), C'Arms-Dmg/EndRdx:30(40), C'Arms-Acc/Dmg/Rchg:30(40), C'Arms-EndRdx/Dmg/Rchg:30(40), C'Arms-+Def(Pets):30(42)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(42), Thundr-Dmg/Rchg:30(42), Thundr-Acc/Dmg/Rchg:30(43), Thundr-Acc/Dmg/EndRdx:30(43), Thundr-Dmg/EndRdx/Rchg:30(43)
Level 41: School of Sharks -- TotHntr-Acc/Rchg:40(A), TotHntr-EndRdx/Immob:40(45), TotHntr-Acc/EndRdx:40(45), TotHntr-Immob/Acc:40(46), TotHntr-Acc/Immob/Rchg:40(50), TotHntr-Dam%:40(50)
Level 44: Knockout Blow -- Lock-Acc/Hold:40(A), Lock-Acc/Rchg:40(46), Lock-Rchg/Hold:40(46), Lock-EndRdx/Rchg/Hold:40(48), Lock-Acc/EndRdx/Rchg/Hold:40(48), Lock-%Hold:40(48)
Level 47: Shark Skin -- EndRdx-I:40(A)
Level 49: Spirit Shark Jaws -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(50)
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Quote:From experience with other Storm Summonings more than MM. Hurricane should be close to the debuff cap, at least.By the way, how do you herd thngs with /storm and generally make it effective against multiple foes? It sounds challenging.
The push: If any spawns are near a corner you aim to get the spawn clumped there. Sliding a bit side to side in ever-decreasing arcs works for most of the spawn. Helpful tools: Snow Storm, Swift, Hurdle+Combat jumping, immobs from the Patron Powers. (Superspeed is okay for this, but the slightly unpredictable suppression makes it trickier. I haven't learned well how to Hover-push yet, but some people are good at it.) Freezing Rain, Lightning Storm, and perhaps Tornado as the finishing move, using the Hurricane to hold the critters in the corner. If any of the Patron immobs have -kb (fairly sure Soul Tentacles does not), always let a Tornado fly.
The pull: make the pets stay. Eat a purple inspiration and perhaps a lavender, depending on the mezzing capabilities of the spawns. Run into a room (usually a big one, or one with crappy corners) and tag everything with the hurricane. Run back behind cover and cast Freezing Rain at a place with a suitable backstop, where your pets are waiting.
Below: Questions about my own theoretical Ninja/Storm final build. -
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Quote:What he said. A few things to aid in the judgment:Roll at low levels, and you can get valuable low-level stealths and Zephyr -KBs. Wait and you can get LotGs and other stuff. It's really a judgement call.
Just in case you don't know it: http://paragonwiki.com/wiki/Gold_Roll
If you want to earn the most, and you're rolling below 35-39, you should probably hold off til level 30+ to get the capped Basilisks and Eradications and a few others.
Zephyr/Basilisk/Eradication/Theft of Essence/Shieldbreaker/Cloud Senses start at 10 and all have 30 million+ pieces. As the Goat said, there is some dross competing, though a lot of the mezzes are fairly rare. Due to the weighting, if you roll any of 10-29 you'll get lots of Pounding Slugfest/Tempest proc/Pulverizing Fisticuffs/Salvos/Impervious Skin/Kismet Cs, which while not worthless, are not gonna earn tons, and probably will require crafting.
Stealths start at 15 and are very rare in the low levels now as the weighting is much against them.
Miracle and the Kinetic Combats start at 20 and LotGs at 25. -
Quote:Ha! I appear to have the reverse disorder. I often sell a rolled/found crafted 40 and buy the exact recipe at 39, thinking, you could've spent 40 million but now you've only spent 15....I bid on max level recipies because I refuse to make even negligible compromises on my build for mere cost reasons. I think it would gnaw away at me, "you could have had 0.1% better fire and cold resistance, but NO, you had to grab the recipe from the bargain bin." Yeah, I recognize that's more of a mental disorder than a good buying strategy.
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Quote:I assume the questions are for me. Some people like to exemp with set bonuses. The end redux/recharge/acc/dmg would of course be better if the IOs are 50s.Few Questions before I post a build for you
Why is the whole build made from lvl 35 IO's?
Quote:Why is Maneuvers and Weave not slotted for full Def on a Def buld?
Quote:Why is it slotted so that if you activate Snow Storm your Recovery is 2.89 but drain is 2.12 !!!
Can you say "ouch!" em no, your too tired.
I also hate Snow Storm, so it gets no slotting love. (If things are stunned and immobilized and rained on, they don't need -rech/-speed so much. For fliers it's good.)
Quote:...
Perma Lightning Storm
Interesting options in your build, but... countering questions:
Why no damage in AoEs, the biggest source of damage a defender brings? Why gimp that?
Why no recharge bonuses? Dividing up Absolute Amazement loses you its sweetest bonus. Skipping the fourth DWD for a plain ToHit Debuff is really weird.
Why not slot Steamy mist for defense and resistance? It's range is shorter than Maneuvers, but each SO's-worth of def gives the team one more % of def to all.
Why not max recharge in Freezing Rain? This is an unforgiveable sin in a storm defender. For a laughable damage enhancement and Detonation's set "bonuses"? -
Quote:Wer reitet so spaet durch Nacht und Wind?
My Mind/Cold character is ElfKing (ErlKing from the famous poem was taken, but Elf is the translation of Erl).
Es ist der Vater mit seinem Kind
Er halt den Knaben voll in den Arm
Er fast ihn sicher, er halt ihn Warm!
(From memory, so maybe a bit rusty...) -
Quote:I dig Tornado* too, but something had to go with your stipulations. I wouldn't forgo the double stun of storm/dark, since you can disorient bosses with only a little danger to your soft-capped self. I've used life drain as part of a single-target chain vs. LTs/Bosses soloing a Rad/Dark, but it had the advantage of Hasten + AM perma'd for an extra 100% recharge. Plus I always aggro a lot of crap with AoEs/Hurricane as a defender, so a self heal that doubles as an okay attack is dandy. Swift I find helpful for herdicaning.drop dark pit/thunder clap/life drain, and pick up tornado, force of nature, and conserve power. I love tornado too much to let it go. I don't use it often, but I love having it around for AVs or if there is a controller on the team. Definitely gonna take health over swift for numina/miracle uniques.
One quick additional note--a damage proc in the AoEs will probably over the long term be more effective than a plain old damage enhancement. The average damage is slightly more and it's upfront rather than DoT...
*Have you tried Waterspout villainside? -
Definitely a final, not a leveling build--just threw the powers down without thinking about the order. This gives you softcapped ranged def and 35% AoE def and Hurricane and Tentacles can keep melee away, as well as add -tohit. You could probably easily give up some ranged def for a little recharge (about 23% as is) or slightly better frankenslotting in places. ~65% S/L resists and ~30% F/C/E. The end usage isn't terribly friendly with all the toggles running; you could potentially trade Power Boost for Conserve Power.
Had to give up Tornado and Torrent.
If you'd like slightly more team friendly, you can reallocate the slots in Weave to Maneuvers and trade Gale for O2 Boost.
You can also grab some fancier IOs for better performance (Hurdle for Health and grab the Miracle proc and/or a LotG +rech in Weave, of course).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Gale -- Acc-I:35(A)
Level 1: Dark Blast -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(3), Thundr-Dmg/Rchg:35(3), Thundr-Acc/Dmg/Rchg:35(5), Thundr-Acc/Dmg/EndRdx:35(5), Thundr-Dmg/EndRdx/Rchg:35(7)
Level 2: Gloom -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(7), Thundr-Dmg/Rchg:35(9), Thundr-Acc/Dmg/Rchg:35(9), Thundr-Acc/Dmg/EndRdx:35(11), Thundr-Dmg/EndRdx/Rchg:35(11)
Level 4: Snow Storm -- EndRdx-I:35(A)
Level 6: Steamy Mist -- S'dpty-Def/EndRdx:35(A), GftotA-Def/EndRdx:35(13), GftotA-Def:35(13), Aegis-ResDam/EndRdx:35(15), Aegis-ResDam:35(15), Aegis-ResDam/Rchg:35(17)
Level 8: Freezing Rain -- Achilles-DefDeb:20(A), Achilles-DefDeb/Rchg:20(17), Achilles-ResDeb%:20(19), ShldBrk-Acc/EndRdx/Rchg:30(19), RechRdx-I:35(21), RechRdx-I:35(21)
Level 10: Dark Pit -- Stpfy-KB%:35(A), Stpfy-Acc/Rchg:35(33), Stpfy-EndRdx/Stun:35(33), Stpfy-Acc/EndRdx:35(34), Stpfy-Stun/Rng:35(34), Stpfy-Acc/Stun/Rchg:35(34)
Level 12: Hurricane -- DarkWD-ToHitDeb:35(A), DarkWD-ToHitdeb/Rchg/EndRdx:35(45), DarkWD-Rchg/EndRdx:35(48), DarkWD-ToHitDeb/EndRdx:35(48)
Level 14: Combat Jumping -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(23), Zephyr-ResKB:35(23)
Level 16: Tenebrous Tentacles -- Posi-Dmg/EndRdx:35(A), Posi-Dmg/Rchg:35(25), Det'tn-Dmg/EndRdx/Rng:35(25), Det'tn-Acc/Dmg/EndRdx:35(27), TotHntr-Acc/Rchg:35(27), SipInsght-Acc/Rchg:35(29)
Level 18: Thunder Clap -- Stpfy-Acc/Rchg:35(A), Stpfy-EndRdx/Stun:35(29), Stpfy-Acc/EndRdx:35(31), Stpfy-Stun/Rng:35(31), Stpfy-Acc/Stun/Rchg:35(31), Stpfy-KB%:35(33)
Level 20: Super Jump -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(36), Zephyr-ResKB:35(36)
Level 22: Swift -- Run-I:35(A)
Level 24: Hurdle -- Jump-I:35(A)
Level 26: Night Fall -- Posi-Dam%:35(A), Posi-Acc/Dmg/EndRdx:35(36), Posi-Dmg/EndRdx:35(37), Posi-Dmg/Rchg:35(37), Posi-Acc/Dmg:35(37), RechRdx-I:35(39)
Level 28: Stamina -- EndMod-I:35(A), EndMod-I:35(43), P'Shift-End%:35(46), P'Shift-EndMod:35(46)
Level 30: Maneuvers -- EndRdx-I:35(A)
Level 32: Lightning Storm -- Ruin-Acc/EndRdx/Rchg:35(A), Thundr-Dmg/EndRdx/Rchg:35(39), Entrpc-Dmg/EndRdx/Rchg:35(39), Dev'n-Acc/Dmg/EndRdx/Rchg:35(40), Thundr-Dmg/EndRdx:35(40), Thundr-Dmg/Rchg:35(40)
Level 35: Life Drain -- Nictus-Heal/HP/Regen/Rchg:35(A), Theft-Heal/Rchg:30(42), Thundr-Acc/Dmg/Rchg:35(42), Thundr-Acc/Dmg:35(42), Thundr-Dmg/EndRdx/Rchg:35(43), Dev'n-Acc/Dmg/EndRdx/Rchg:35(43)
Level 38: Boxing -- Acc-I:35(A)
Level 41: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(46)
Level 44: Weave -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/EndRdx/Rchg:35(45), LkGmblr-Def:35(45)
Level 47: Power Build Up -- RechRdx-I:35(A), RechRdx-I:35(48)
Level 49: Temp Invulnerability -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam:35(50), Aegis-ResDam/EndRdx/Rchg:35(50), RctvArm-ResDam/EndRdx:35(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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Quote:The character wasn't using attacks. Empathy/(Archery, incidentally) is the only character I've considered not getting Stamina on besides a /Kinetic, though it's only in the mid-20s. Running two toggles, keeping up 3+ Forts, and some Clear Minds, and using AoEs, I've rarely felt the bite of the blue bar. There is no way this was a case of end troubles.I'll also point out that the Positron TF happens PRE-STAMINA. Using their endurance on things like Clear Mind and Fortitude might not have been the best course, depending on circumstances. Empathy can be pretty heavy on endurance.
How can Fortitude not be considered a good use of endurance, anyway? Or CM vs. the CoT in the TF? -
Fighting on a team with 3--count'm--3 Earth controllers using Purple Crystal theme, Green Crystal theme, and Leopard Print Lava theme.
Teammate, "Incoming!"
Me, as all three trollers have hit them with Stone Cages, "I don't see an ambush, all I see is modern art." -
I do like the idea of Cloud Senses (or perhaps Siphon Insight) in Fearsome Stare. I'd been looking for places for those sets, and that one doesn't sacrifice too much. Pretty close to perma-fear/debuff on even-cons, or higher with more recharge.
For the OP: why not go all the way with Lockdown (and be able to frankenslot attacks for damage) to six slots. Does a Dark/ really need an extra slot in Health? Why not put Stupefy in Dark Pit (enough accuracy if you have bonuses, I'd think) instead of Howling Twilight?
In my experience, for some of the more fun tactical content (ITF, e.g.), it's rather nice to have the high personal defense because Fearsome Stare can get one spawn, Fluffy might grab another, but Darkest Night takes a loooong time to activate when it's needed in a hurry. -
Quote:It's not closed: You must get addicted to IOs!Yup! well as long as i know i wont be broken, an can tear thru those mobs im good to go. now time to go make a cool costume an concept. consider this topic /closed
4 Suggestions:
a) Frankenslot (mix sets according to what characteristics you want enhanced) Followup to make it way more useful. One example that gives +77 acc/+94 dmg/+93 end/+93 recharge (and +15 hp to your build at 50):
Level 8: Follow Up -- Mako-Acc/Dmg/EndRdx/Rchg:40(A), Mako-Acc/EndRdx/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:50(13), C'ngImp-Dmg/EndRdx/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(15), T'Death-Dmg/EndRdx/Rchg:40(15)
This will enable you to double stack it much of the time, though with more recharge it can be double-stacked nearly all the time. Plus it would be doing "regular" (i.e., ~195%) damage each time you used it.
b) I can't export your build, but a quick re-creation says you have 36.6 def to all positionals. If you add a Steadfast res/+def IO to Tough, this bumps it to 39.6 to all.
c) Six-slot Focused Accuracy and put in the full Gaussian's set, giving you +2.5% to all positions, leaving you at 42.1 def to all. (Not to mention a smidge more footspeed, damage, recovery, and 25 more hp.)
d) at 42.1, then you must go all the way and softcap! All this would require is a slotted Maneuvers (giving up some power) or six-slotting one of your single target attacks with Touch of Death (melee), one with Mako's Bite (ranged), and Spin or Eviscerate with five Scirocco's (AoE). Usually this will give you better stats for the powers involved than you have with plain IOs (Touch of Death's acc being an exception). With your excellent DDR (defense debuff resists) you will be very, very survivable.
Most of these recipes will cost about 1-2 million if you plan ahead. Gaussian's Rech/End is pretty rare and usually expensive; the Steadfast can be 5-6 million; a couple of the Touch of Deaths/Makos/Sciroccos will usually run you 5 million+. (Hint: don't buy lvl 40 Touch of Deaths. Always buy recipes.)