Santorican

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  1. Quote:
    Originally Posted by Moonlighter View Post
    I would love to hear your experience with an IO'd out Regen that doesn't have Parry since I can't get my Regen to perform like my other characters. But I went recharge all the way, and I just get decimated by big spawns. I haven't gone full out defense yet, but on paper (err Mid's) I just can't seem to get a build with high enough melee defense to really compare to some of my other scrappers.

    And I am well aware how well regen can do when paired with Parry or DA.
    For what kind of scrapper? I have a Fire/Regeneration build with around 25% defense to melee and ranged and it's helped out tremendously.
  2. Quote:
    Originally Posted by ClawsandEffect View Post
    I like Fire/Regen.

    But, then again, I just like Regen in general. No redraw issues when you click a heal, and QR early makes you an engine of destruction much sooner than other sets.

    Granted, other sets will pull ahead in the late game, but I have gotten some ridiculous survivability out of regens, even without Divine Avalanche/Parry. My main's passive regen is high enough I seldom need to click a heal, and with my experience in trial and error with the set I can do it right the first time this time around.
    Not to mention if you decide you want to go PvP on occasion you have a great chance of surviving. Good luck doing that with shields in PvP lol
  3. Welcome back! I would definitely look through the forum and read about invulnerability changes. I don't really know too much on which guides to read lol. What server are do you play on?
  4. Santorican

    DM/?

    It took me a long time to make that build, close to 6 months, so it wasn't an over night thing lol. You can do it!
  5. With Inventions almost anything can be made great. I'd like to see a comparison farm run of a Fire/Fire/Pyre and a Fire/Shield/Pyre using SOs and see who lasts the longest against +0 x8. Any takers?
  6. Quote:
    Originally Posted by Moonlighter View Post
    I disagree. It's Against All Odds that really kicks it over the top. That paired with Shield Charge is wonderful, but without Shield Charge the damage due to AAO would still put shield on top for any set without decent AoE output.

    And it's not Shield Charge that pumps /Shield builds to solo pylons in the five minute range.
    Full saturated AAO won't give you more then 70% damage bonus, where as Fiery Embrace gives you a full 125% if you have Fire as a primary. I can assure you that without Shield Charge, Shield Defense wouldn't be as popular as it is.
  7. Santorican

    DM/?

    This is the build that I am going to respec into possibly soon. I wish it had more passive regeneration and defense debuff resistance without losing any recharge but I don't think I can change anything without sacrificing recharge.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Saint November: Level 50 Natural Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- 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(5), T'Death-Dam%(7)
    Level 1: Deflection -- HO:Cyto(A), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(9)
    Level 2: Battle Agility -- HO:Enzym(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(11), LkGmblr-Rchg+(13)
    Level 4: True Grit -- S'fstPrt-ResDam/Def+(A), Panac-Heal/EndRedux(13), Panac-Heal/Rchg(15), Panac-Heal/EndRedux/Rchg(15), Panac-Heal(17), Panac-Heal/+End(17)
    Level 6: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(19)
    Level 8: Siphon Life -- HO:Golgi(A), HO:Golgi(21), HO:Golgi(21), HO:Nucle(23), HO:Nucle(23), HO:Nucle(25)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(25), HO:Membr(27)
    Level 12: Swift -- Run-I(A)
    Level 14: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(19), Zephyr-Travel(27), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29), Ksmt-ToHit+(31)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(33), P'Shift-Acc/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(34)
    Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(34), P'Shift-End%(34), P'Shift-EndMod/Acc(45)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(37)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
    Level 28: Tough -- GA-3defTpProc(A)
    Level 30: Weave -- HO:Enzym(A), LkGmblr-Rchg+(31), LkGmblr-Def(45)
    Level 32: Midnight Grasp -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(40), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(42), Hectmb-Dmg/EndRdx(42)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
    Level 38: Against All Odds -- EndRdx-I(A)
    Level 41: Ring of Fire -- Acc-I(A)
    Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(46), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(48)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    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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  8. Santorican

    DM/?

    It looks good, next I'd really try and get the Atlas Medallion, it will help with your endurance.
  9. Honestly the only reason why Shield shines is because of Shield Charge. If Shield Defense didn't have Shield Charge it would be an average power set, but I'm assuming.
  10. Santorican

    Nemesis?

    Nemesis suck, they eat me a live when I solo +2 x8. I usually kill the bosses first then SC and hope to God there aren't any left lol.
  11. Santorican

    DM/?

    it isn't letting me open it for some reason...
  12. I made a pretty cheap Elec/SD build that is floating around here in one of the Elec/SD threads.
  13. Quote:
    Originally Posted by New_Dark_Age View Post
    I have pondered this question ever since taking my level 42 Ice/EM tanker out of hiatus. The most recent opinions regarding Energy Melee have been negative. I have seen numberous post recently either advising that a player not take Energy Melee or claiming that the downgrade has greatly weakened the set. When I looked at the overall perspective , I could not see how simply doubling Energy's Transfer activation time and decreasing the stun in TF would severely weakend the set, except in the case of Brutes who benefit more from fast attacks. While EM has no doubt been weakened, I still find it powerful against single targets. I am a heavy hitter man who loves powers like KO blow , ET, TF, Seisimic smash so while slower I still find EM quite satisfying. Unfortunately, I find myself weaker in teams.

    My Tank is quite durable but I am continueously outshown by all other sets because of their greater AOE attacks. I jump into a crowd and hit Whirling Hands then they jump into a crowd and hit Foot Stomp, Lightning Rod/Thunder Strike , Tremor, Combustion/Fire SWORD Circle and make me look like a chump. I then quickly become the secondary tanker/scranker for the team. I just cant contribute enough AOE when compared to others. I do have Taunt toggles but often the mob is dead so quickly that I might a well leave them off. This would be even worse for some other sets like WP and Invul.

    Energy Melee lost some of its strength with the recent downgrade but it received nothing in return. Its very low AOE damage was not increased in any way. I understand that Whirling Hands is a Tier 5 Power and therefore probably should not match a Tier 9th like Foot Stomp or Lightning Rod. Nevertheless the developers should ponder this question as well.

    There is another factor; Scrappers getting Energy Melee. If they do and Energy Melee is not changed at all, then why would anyone roll a EM tanker ? Playing a Scrapper would play more to EM's strengths so there is no logical reason to make an EM Tanker other than having that prestigous Tanker symbol by your name. While some may nitpick me on reasons to roll a Tanker, it is not the point. As far as effectiveness goes , there would be no reason to choose an EM Tanker over an EM Scrapper...unless of course there was more AOE in the Tanker EM similar to how Fire Melee has 2 AOE powers for Tankers and only 1 for Scrappers.

    The solution of giving EM more AOE would be simple, change Total Focus to an AOE like Thunderstrike where it still does Extreme damage to the target but only does moderate damage to enemies around the target. Another solution which would be more controversial is to decrease the damage of Total Focus and change it to an AOE while maintaining only one Extreme damage attack, Energy Transfer and then reinstalling the original faster Energy Transfer animation or speeding up its current animation so the single target damage is not reduced by too much from losing the extreme Total Focus. The end result of the latter change would be slightly less single target damage and significantly greater AOE damage.

    I myself believe that Energy Melee should have its AOE increased, especially for Tankers who need it most for Arggo control. With its current weak AOE potential, I believe it is an inadequate primary compared to other primaries for maintaining arggo and if Scrappers are giving Energy Melee, there would no reason to play an EM tanker unless some improvement occurs. Since Tankers should not have more damage than Scrappers, AOE improvement is the best way.

    How would you answer this question ?
    Yes Energy should get more AoE damage, will it? Probably not
  14. Santorican

    DM/SD tweaking

    O I guess I miscalculated, you probably won't be able to tell the difference between 44.2 and 45%.
  15. Quote:
    Originally Posted by Werner View Post
    Fire/Fire for getting lots of opportunities to use Rise of the Phoenix.
    That made me lol
  16. Quote:
    Originally Posted by D-Void View Post
    After having searched the scrapper forums, I've found a surprising dearth of FM/FA threads, but far more /SD, /Reg and /WP pairings. Though I love the thematic coherence of going FM/FA/Blaze, I'm getting the impression that it's not really a good synergy.

    I'd be interested in knowing: what's your preferred secondary for Fire Melee, and your reasons. Extra points for rationales as to why /FA seems to get skipped over.

    Thanks in advance!
    Fire Melee has no secondary debuff effect like other primaries.

    Fire Armor is resistance based secondary with an average heal.

    Pyre Mastery offers more AoE damage.

    Combine all those three and you have a recipe for a lot of AoE damage but not a whole lot of damage mitigation. You'll find yourself taking on a lot of damage due to producing so much AoE damage.
  17. Santorican

    DM/SD tweaking

    You're about 2% under the ranged defense cap so I'd work on fixing that. Unfortunately you will lose recharge doing that, 5% to be exact. I'm not sure how much more regeneration will help you considering you're healing at around 260 hp every 6 seconds. Good build overall. Here are the changes I did to give you higher ranged defense

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  18. It was pretty wicked, I had to transfer back, I forgot I had a few empty slots and had to reslot them lol
  19. Yes then it won't kill LTs alone but that is what other attacks are used for. Throw Spines, Spine Burst, and Build up won't kill +2 LTs in one chain either.
  20. Quote:
    Originally Posted by Fiery-Enforcer View Post
    No, the reason I was saying that as a bad point is because SC and LR are both on a long recharge so you can't consistently use them where as you can TS and SB very often to wipe out mobs. While, you can SC + LR a mob to wipe them out, but then that leaves the next mob with not so stellar AoE, as to why I suggest picking up an epic AoE blast for some extra damage.

    Just my personal preference, I'd rather have consistent AoE damage rather than burst AoE damage. As to why I prefer a SS/Fire or SS/Shield Brute to a Elec/Shield Brute villain side.
    I don't know what kind of enemies you're facing but build up and lightning rod alone destroys everything but a boss in an 8 man spawn. So you must be doing something wrong in your playstyle
  21. Quote:
    Originally Posted by Silverado View Post
    AoE defense is way too underrated and neglected
    The only time I've ever needed AoE defense was when I was fighting +4 Rikti and a Pylon. Unless you're doing something that extreme all the time then sure go for AoE defense, if not stick with Ranged.
  22. Holy crap is it always this full on Freedom!? This makes Virtue look like a snooze fest!
  23. The dirty deed is done, what is a good time to log on for action in RV on Freedom?
  24. Best way to learn...is to lose...a lot
  25. I guess I'm transferring my pvp characters to freedom.......time for the hurting