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How about this rendition numbers lady?
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Violet Rumble: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5)
Level 1: Focused Fighting -- SW-Def/EndRdx(A), SW-Def/Rchg(7), SW-Def/EndRdx/Rchg(19), SW-Def(21), SW-ResDam/Re TP(21)
Level 2: Focused Senses -- SW-Def/EndRdx(A), SW-Def/Rchg(25), SW-Def/EndRdx/Rchg(25), SW-Def(27)
Level 4: Cobra Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 6: Agile -- S'dpty-Def(A), S'dpty-Def/Rchg(33), S'dpty-Def/EndRdx/Rchg(33)
Level 8: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(13), GSFC-ToHit/EndRdx(36), GSFC-Build%(45)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Crane Kick -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/EndRdx(19)
Level 14: Combat Jumping -- GftotA-Def(A), GftotA-Def/Rchg(37), LkGmblr-Rchg+(39)
Level 16: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(23), LkGmblr-Rchg+(23)
Level 18: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dmg/Rchg(39), Mako-Dam%(40), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/EndRdx(40)
Level 20: Super Jump -- Jump-I(A)
Level 22: Quickness -- Run-I(A)
Level 24: Aid Other -- Numna-Heal(A), Numna-Heal/Rchg(48)
Level 26: Dragon's Tail -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(29), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(31)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Def/Rchg(31), LkGmblr-Rchg+(33)
Level 30: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
Level 32: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dmg/Rchg(34), Mako-Dam%(34), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/EndRdx(37)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 38: Boxing -- Acc-I(A)
Level 41: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), GA-End/Res(42), GA-3defTpProc(42)
Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(48)
Level 47: Focused Accuracy -- EndRdx-I(A)
Level 49: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50), P'Shift-End%(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- RgnTis-Regen+(A), Mrcl-Heal(31), Mrcl-Rcvry+(43), Numna-Heal/EndRdx(46), Numna-Heal(46), Numna-Regen/Rcvry+(48)
Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(46)
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Quote:Good question. I know you can make radically different builds that would be much better, particularly offensively. I don't have a hard and fast rule here, but I'm looking for a build that is a zero-compromise defensive build that *also* has good if not the absolute best offense.
Let me switch to Santorican's build for an example. Defensively it has slightly less regen (378% vs 388%) and slightly less health (142.5% vs 145.5%). I'd consider that in the ball park for comparison purposes if I get something worthwhile out of it. What I get is primarily slightly higher recovery (3.88/s vs 3.49/s) and somewhat lower toggle burn rate (1.01/s vs 1.12/s). The net result is higher net endurance for offense: 2.87/s vs 2.37/s. So from a marathon perspective, this is definitely a better build.
However, it also really skirts the line on defense: 45.2/45.0/45.3 (m/r/a). that's low enough that any significant amount of debuff will bring this build off the soft cap, particularly for ranged which makes it a significantly weaker build in terms of +DEF. It also has less damage buff (+11.5% vs +17%) and slightly lower damage slotting for three attacks (Storm Kick, Cobra Strike, and Dragon's tail although its negligable in the case of CS). It does have significantly higher recharge - 82.5% vs 57.5% but I don't know at a glance if that will make up for the damage loss (which would require an attack chain analysis).
Overall, I'm going to have to say that in terms of endurance management, its a superior build, but its also defensively weaker and probably not offensively stronger (the recharge edge probably washes against the lower damage strengths although that's a guess). I personally wouldn't consider it a better build overall, although that's a qualitative judgment.
What I'm looking for is something with at least some defensive cushion against debuffs (say, 46% to all or better, although if someone finds a 45.93% build I'm not going to quibble if it delivers in other areas), has a lot of health and regen (but that's negotiable) has at least the normal nominal bells and whistles you'd expect from an MA/SR build (meaning: at least *some* recharge buff), and doesn't sacrifice too much offense from the build I posted.
Bonus points if you can do it while keeping most or all of the primary and secondary powers I took, although again that's somewhat negotiable. Losing Dragon's tail or several single target attacks completely would have to be justified with something extraordinary in my opinion, though, because part of the intent of this build was to see if I could build a less laser-focused build that only took like three attacks and had a ton of recharge to compensate, which is how a lot of offensively focused builds are constructed. This is something you could actually level up, gaining performance with every level of play.
It also was intended to demonstrate what inherent fitness will buy you, although that's a secondary issue to whether the build can be improved upon. Plus, I'm genuinely curious to know what the Scrapper, err, min/max community can do here. I think I did a pretty good job on this build, but there's a lot of min/maxers out there that are at least as good as I am in optimizing builds, and I want to see if there are tricks that can be played here that I just haven't thought of yet.Quote:Just to elaborate on this point, the DDR cap is 95%. Which means basically slotted highly enough (which both our builds are) incoming debuffs get reduced by a factor of 20. But with defense debuffs generally being in the -7.5% to -20% range, that means through DDR those debuffs would be between -0.375% and -1% defense. So I think an SR build that really wants to go for soft-cap based high-level survivability should have at least 1% insurance against debuffs. By going all the way up to 48% I have a build that can tolerate a bit more than -60% resistable defense debuffs. That puts me into Cim and Vanguard territory.
Now, granted these builds both don't rely purely on defense: both have basically perma-dull Pain (the old school version that wasn't enhanceable for +health) and almost as much regen as a regen scrapper, but I still think the debuff buffer is important especially for a build that specifically builds for survivability, which these do.
Having said that, recovery is, as high as my version goes, a definite weakness of both builds. Not just because of the burn rate, but also because the attacks themselves are not highly slotted for endurance reduction. And where my build might close the gap with yours a little is with Storm Kick. Most MA builds will be cycling Storm Kick about as often as possible. Yours burns 5.3 end per cast, mine burns 4.21 per cast (the burn rate for the other attacks are not too different from each other). Because yours has higher recharge, its hard to compare straight across but if we assume Storm Kick is used about once every five seconds or so, mine ends up burning about 0.2 eps less than yours. That's 40% of the 0.5eps edge your build has on mine in a straight up recovery/toggle burn comparison.
The only thing that will take more time than I have at the moment to analyze are the attack chain differences which could be significant because your build has +25% more recharge. That may or may not create a material offensive gap. Maybe some other number cruncher with a bit more time will answer that question for us. -
From my understandings is that you can have both patron and epic power pools...
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Anything/Shield is god like with massive damage and excellent survivability
Katana/Dark can be almost impossible to kill
Anything/Willpower is CoH on easy mode -
Are there any secondaries or primaries that you don't like?
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Okay I made a few changes, you're not nearly as far passed the soft cap but I figure with having capped DDR a few decimals of loss of defense won't kill your character. You have a little less hp and regen but more recovery and lower endurance usage and more recharge.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Violet Rumble: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5)
Level 1: Focused Fighting -- SW-Def/EndRdx(A), SW-Def/Rchg(11), SW-Def/EndRdx/Rchg(19), SW-Def(21), SW-ResDam/Re TP(21)
Level 2: Focused Senses -- SW-Def/EndRdx(A), SW-Def/Rchg(11), SW-Def/EndRdx/Rchg(25), SW-Def(25), Ksmt-ToHit+(27)
Level 4: Cobra Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 6: Agile -- S'dpty-Def(A), S'dpty-Def/Rchg(33), S'dpty-Def/EndRdx/Rchg(33)
Level 8: Focus Chi -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Crane Kick -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/EndRdx(19)
Level 14: Combat Jumping -- GftotA-Def(A), GftotA-Def/Rchg(37), LkGmblr-Rchg+(39)
Level 16: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(23), LkGmblr-Rchg+(23)
Level 18: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dmg/Rchg(39), Mako-Dam%(40), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/EndRdx(40)
Level 20: Super Jump -- Jump-I(A)
Level 22: Quickness -- Run-I(A)
Level 24: Aid Other -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(42), Numna-Heal(48)
Level 26: Dragon's Tail -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(29), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(31)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Def/Rchg(31), LkGmblr-Rchg+(33)
Level 30: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
Level 32: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dmg/Rchg(34), Mako-Dam%(34), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/EndRdx(37)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 38: Boxing -- Acc-I(A)
Level 41: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), GA-End/Res(42), GA-3defTpProc(48)
Level 44: Weave -- HO:Enzym(A), HO:Enzym(45), LkGmblr-Rchg+(45)
Level 47: Focused Accuracy -- EndRdx-I(A)
Level 49: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50), P'Shift-End%(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- RgnTis-Regen+(A), Mrcl-Heal(31), Mrcl-Rcvry+(43), Numna-Heal/EndRdx(46), Numna-Heal(46), Numna-Regen/Rcvry+(48)
Level 1: Stamina -- EndMod-I(A), P'Shift-EndMod(45), P'Shift-End%(46)
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Keep Ice Sword, its a great attack Frozen Fists on the other hand isn't all that great. I'd say its a great build for the good price but you're making too many concessions in order to get to the soft cap. for instance you didn't take Freeze Ray, big no no, its a fast animating mag 3 hold that can perma hold bosses with two applications.
I'd highly recommend taking combat jumping as well as maneuvers so that way you can use less set bonuses for defense and slot other powers accordingly. -
I can't open the build using the data link can you post the data chunk please?
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No you're not, I don't care how good a player is there are certain challenges where even with an infinite amount of time you will fail without the right team. Like a MoSTF I would NEVER do with a Fire Tanker. I don't care how well built or how many billions of influence or how well that player can play his character there is still a huge inherent weakness compared to all of the other tanker secondaries.
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Quote:LOL CS that attack is cruising for a nerfingI think he meant Melt Armor.
And I always interpreted burst damage as being "amount of damage in one hit", and Head Splitter does hit harder than Golden Dragonfly. Not by much, but it does hit harder.
If you're talking about "amount of damage in X time span", then yes, Katana wins. But in that case you're not talking about burst damage, you're talking about DPS. Broadsword is still one of the best sets for amount of damage in ONE hit. I think Greater Fire Sword might beat out Head Splitter, and I haven't seen Concentrated Strike at high levels yet, but I know Head Splitter deals more than Golden Dragonfly and Eagle's Claw. -
Not to mention there's nothing worse for a shield user than to annihilate their own AAo fodder.
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Quote:katana can do more burst damage than broad sword and scrappers don't have access to shatter armor.Burst damage I am going with BS/Fire I am just seeing that BU + FE + Headsplitter, Disembowel or Burn delivers a brutal amount of damage. No to mention my use of achilles procs then on top of that I plan to get Shatter Armor.
But this strategy at this point is nothing more than one or two devastating hits every minute -
They don't but Great Fire Sword does a crap load of damage on its own.
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I'd much rather have Dark/Shield due to its much higher survivability than Electric's massive AoE output but then again I am biased
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Hardest hitting? Burst damage I'd have to say not many things can beat Greater Fire Sword boosted with Build up and Against All Odds, so yes /shield lol.
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You are insane if you don't take MoG.
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Villain epic pools don't provide any resistance for scrappers. The only other way I can think of is through set bonuses, but you'd probably be better off going with positional defense.
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Quick change would be to slot all of your regeneration buffing healing unique enhancements into health, if I remember correctly, slotting them there will net you more passive regeneration.
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Hey, you can't add APPs and PPPs to a build at the same time, that is lame-o-roni!
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Nice! Now if only I can get Leandro's patch to work! :X
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I have to reinstall this on my comp and I can't get it to work, it keeps saying there is an error in the data base
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I just had a really great idea for an I19 build. I'll be going villain side to pick up shadow meld
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Nicro is right, you will not be able to run that chain. You're 30% short on recharge.