Santorican

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  1. I think someone nice is just playing a very late or very early april fools joke lol
  2. Quote:
    Originally Posted by Silverado View Post
    Acrobatics has hold protection and resistance, enough to protect you against say a Carnie Master Illusionist spamming her ST hold.
    That I did not know, and sounds actually pretty interesting.
  3. Santorican

    KM/SD Build help

    Grant Cover is skippable if you aren't fighting enemies with defense debuff or large groups using defense debuffing powers. I'd really try to keep Grant Cover.
  4. Quote:
    Originally Posted by SOMEonE Nice View Post
    yeah your build isnt better than mine at all and second one -Def debuff on you and your dead...


    What?
  5. Quote:
    Originally Posted by Granite Agent View Post
    What I also liked about Silverado's build was the inclusion of Acrobatics, which I always forget about ... it's a nice attempt to plug the mez hole that even S/L soft cap leaves (though it requires some spare slots).

    I like nuking with Inferno and often find DP gives me enough endo to keep trucking. I get the "enough AOE already" argument, but I still squee like a schoolgirl on teams after Fulcrum + Inferno

    I think what makes the Villain PPP so good is the inclusion of Web Envelope which is a targeted AOE immob -- it just synergizes so well with Rain of Fire, that taking the Sleep / Frozen Armor route seems like you're missing out (IMHO).
    The only mez that acrobatics saves you from is knock back and knock up which can all be cured by knock back protection enhancements. In the build I posted up has 8 points of knock back protection which is enough for about 99% of this game. It saves you a power pick as well.
  6. Quote:
    Originally Posted by Silverado View Post
    I find regeneration very important on these builds since it's the only thing that keeps you alive when you do get hit (you will get hit). Saying that "having more regeneration when you already have high regeneration" is redundant, is like saying that "having more resistance when you already have high resistance" is redundant

    YMMV on Inferno, like I said I don't see a need for it when I can keep spamming the main AoE attacks.
    See there is a huge difference between resistance as your primary source of damage mitigation and regeneration as your source. My example, a regeneration scrapper uses passive regeneration and click heals as its primary source. Losing 30% regeneration won't impact its survivability will as much as losing 30% defense. There comes a point where passive regeneration won't do as much for you as defense or resistances. The only way regeneration alone will save your hide is when you have tons of it, like 1500% regeneration. The disparity between 250% total passive regeneration and 200% is almost negligible.
  7. Yes but SR also gets enough DDR to effectively eliminate any defense debuff.
  8. Quote:
    Originally Posted by SOMEonE Nice View Post
    Take this build and no other....


    You don't have enough recharge in that build to run MG>SM>SL>SM.
  9. Quote:
    Originally Posted by Aaron Islander View Post
    Short version...
    DDR = 95% (dbl stacked)
    Rech = 170%
    Def 3 positional = 41%
    Regen = 270%
    Max HP = 2070
    End = 3.55/1.17

    My attack chain will be MG, Smite, SL, Smite. I can also go SL, Smite if I need the xtra healing.

    Tell if I am wrong. Based on AV soloing after firing SD and saturating AAO on just 1 target, then for the next 30 seconds I am averaging 375 dam/sec. I figure that MG, Smite, SL, Smite is good for 1500 total dam. I get that in 4 sec and can sustain it for 30 sec. Barring things like misses and whatnot, am I in the ballpark?

    I am also not sure how to correctly calculate endurance use. I think I will be behind but not sure. Can anyone tell me if this is sustainable with my endurance?

    Do I have any other glaring holes or things that need to be address?

    Thanks to all the respond.

    Happy Hunting,

    Aaron

    P.S. I take the Gaussians proc out just to see the damage numbers correctly. Put it back in to verify the defense numbers.
    You'd be better slotting for 45% defense to all positions. Quick answer DPS doesn't work that way, it is beyond my knowledge of this game, a good measure is to go fight a Rikti pylon and record the time and use the equation posted in the pylon soloing thread.

    Here is a quick fix to that, you lose 15% recharge but you gain soft capped defense.

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  10. Quote:
    Originally Posted by GavinRuneblade View Post
    I would like SOME -regen resist. It really sucks to be all impressed with myself for sporting 150hp/sec regen then get flatlined to zero by two hits. I have accolades, +hp, +regen, IH and Dull pain contributing on my end, they only need two hits to take it all away completely?

    /em Sadness

    I know -recharge would be more helpful, but I'd still like something.
    I'd like to have both considering those are both how regeneration primarily deals with damage mitigation. I made a thread a while back ago about regeneration needing both recharge and regeneration debuff and slew of people starting making a huge stink about how it doesn't need that.
  11. Quote:
    Originally Posted by Silverado View Post
    This is what I came up with, it has less global recharge but alot more recharge enhancements slotted in the key powers, which is what really counts.

    It also has capped hitpoints and alot more regeneration.


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    The problem that I have with this build is that there isn't Fire Blast or Inferno. Fire Blast is key to a blasters survival when they're mezzed, Inferno I love, but it is skippable of if you have to but with DP you should be able to keep running after you nuke. Also I'm not sure if having more passive regeneration is good considering you already get a metric ton of it with DP, it seems a little redundant doesn't it? Wouldn't you be better off taking those slots and putting them else where?
  12. Quote:
    Originally Posted by Silverado View Post
    With a high enough recharge, you should be using the Blaze>Flares>FireBlast chain, which does more DPS. It uses Blaze more often than the "usual" chain you posted and just as often as Flares. Apoc goes in Blaze because of the enhancement numbers (5 apocs* + a Devastation quad)

    *Skipping the pure Damage enhancement
    What kind of recharge requirements do you need for that chain?
  13. Phalanx Fighting grants you 3.75% defense to all positions and a subsiquent amount of defense with up to 3 allies in melee range. Grant Cover gives your allies defense up to a certain range while also granting you defense debuff resistance(DDR). You'll want as much DDR for your build as possible. The cap is 95% percent.

    Yes I always put all enhancements at L30 because the difference between L50 enhancements and L30 isn't all that much offering you soft capped defenses, most or all of your recharge bonuses to L27.
  14. Quote:
    Originally Posted by Fiery-Enforcer View Post
    I can't view the build at the moment, but if you're slotting Apocs, they should be in Blaze.
    Why would you slot Apocalypse in Blaze? Flairs recharges faster making it better suited for the Apocalypse proc. They both have the exact cast time so I still don't see why Blaze is better suited for the Apocalypse set.
  15. Santorican

    KM/SD Build help

    Usually you should post up a build and then people will critique it and make it better...
  16. Santorican

    Trash Talk

    Quote:
    Originally Posted by Memphis_Bill View Post
    4ndp30pl3c0mpl4n3dwh3n1wr0t3l1k3th1s.
    And you talk to your friends with that mouth? Jeeze
  17. Well look no further, I just swapped out WoC for RoF

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  18. Here is a quick and dirty build I threw together, soft capped defense, good recharge, regeneration, and recovery.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(3), S'fstPrt-ResDam/Def+(5), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/EndRdx/Rchg(7)
    Level 2: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
    Level 4: Battle Agility -- HO:Enzym(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(9), LkGmblr-Rchg+(45)
    Level 6: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11), Numna-Heal(13), Numna-Regen/Rcvry+(13)
    Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 12: Active Defense -- HO:Membr(A), HO:Membr(17), HO:Membr(17)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(19)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(31)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 26: Dark Consumption -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(29)
    Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
    Level 30: Boxing -- Empty(A)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(37)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(40)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42)
    Level 44: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(50)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run



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  19. Quote:
    Originally Posted by Exxar View Post
    Log into lvl 50 claws/SR scrapper. Go to Dark Astoria. Super Speed to spawn. Take position at one end of spawn. Shockwave the mob at the opposite end. Super Speed to next spawn, etc. When tip slots are full, go to Talos and ghost the mishes (set at -1/x1). When all 3 mishes are done, return to DA for the last 2 and repeat the process. If day = 1, log out. If day = 2, get back to DA for the morality mish.

    That's how I do it, and it takes me no more than an hour of total play time, of course spread over 2 days.
    I've tried this, got three tip missions, then went back for an hour and didn't get any. Is that a bug?
  20. Quote:
    Originally Posted by Umbral View Post
    I can recall one substantial buff since the nerfs of bygone dev eras: the MoG change. It used to be a completely useless power that only ever served to assure you of a death a few minutes after you activated it. Now it's one of the hallmark powers of the set that, if people don't take it, we scream at them for it. It's the only one I can really think of, and I'm pretty sure every other set has seen more love since then, but it's unfair to say that the devs have simply left */Regen fallow when they haven't.
    I did forget about the MoG change, and you are right about me being wrong, but also like you pointed out other sets have seen a lot more change than regeneration has and that makes me sad panda.
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    Well, when the game launched, wasn't Regen the most overpowered scrapper secondary with Instant Healing being a toggle?

    Maybe they are afraid that if they buff Regen it will be overpowered again.
    I guess but that still doesn't mean it should be neglected, almost every scrapper secondary has been buffed/changed since their original incarnations, Regeneration however has been castrated and to my knowledge hasn't buffed to compensate for its lackings.
  22. Quote:
    Originally Posted by Nightchill_EU View Post
    I'm trying to achieve the best DPS build possible without having to rely on purples for the moment so I guess that means focusing on global recharge and enough +rec to handle the charge.

    I think maybe the best is if you could "explain" your build (sorry I'm asking much).
    Asking is good! Asking questions means you learn, and that is always good, never be afraid to ask questions lol. Are you saying that you don't want to rely on purple inspirations or purple(superior) enhancements?

    My build is expensive, I will not lie lol. My build has soft capped defenses using only set bonuses while focusing on recharge, and recovery. In its current incarnation it is capable of soloing just about every Arch Villain out there as well as soloing a rikti pylon in around 5 mins.
  23. Quote:
    Originally Posted by AnElfCalledMack View Post
    Well, Quickness, not needing Hamidon enhancements to get capped DDR, and being substantially cheaper to soft-cap would be three reasons to pick SR. Even those of us that do dabble in Inventions can still flinch at putting hundreds of millions of inf into a character, especially if it's an alt.
    True but once you know how to use the market to your advantage price is merely a formality. It might take you a month or two more but the end result would be a character that is superior in just about every aspect.

    Quote:
    Originally Posted by SkarmoryThePG View Post
    And because not every power set goes with Shields.
    That is a good point, and makes me wish BaBs would figure out a way around that issue. I can't imagine how a Katana or Claws/Shield character. Both would probably easily smash the 300dps mark.
  24. Quote:
    Originally Posted by Deganji View Post
    Hey all, first off this isn't a whine, just an honest question to those that are more knowledgeable than me.

    I'm wanting to make a new scrapper and decided on Regen since I already have a Willpower. After playing around with it in Mid's Designer, I'm seeing that they both have the same regeneration. This is with just 50 IOs, not sets. Am I missing something? Willpower would have even higher regeneration with RttC being surrounded by mobs, and has defense, resists, and -regen defense.

    I'm not factoring in Instant Healing, since it's not up all the time. Is that really all Regen has going for it, waiting for IH to be up? Again, I'm not whining or trying to start a fight, I'm just confused.
    In PvP no, in PvE I'd say they're even until you get into large groups because then Will Power will just pull ahead.
  25. Quote:
    Originally Posted by Intrinsic View Post
    I'm not sure of the total extent of the changes you'd have to make for this new build, so I'm just going to throw this idea out for consideration. You might want to hold off on any major changes or expensive purchases until we see how the incarnate system is going to shake out, unless you are absolutely dissatisfied with your blaster and must change it now. Capping defense for blasters can sometimes be a game of inches, and the incarnate slots have the potential to give us a mile.
    Very true, but I'd like to play this character in some low level TFs before I20 comes out lol. So I'd like to probably publish this build soon.