Seigi_no_Akuma

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  1. Quote:
    Originally Posted by Shizuniza View Post
    Some "WTF are you slotting like this for" comments?
    More like WTF are you trying to achieve with this build? Widows play like scrappers (specifically like claws/SR), so keep that in mind when planning.

    Power picks:
    Skip poison dart - if you really want a ranged attack, choose mental blast.
    You will need swipe for a flowing single-target attack chain.
    Medicine pool is garbage, tough+weave has better value.
    You shouldn't need elude.
    You won't be using gloom.

    Slotting:
    Use Mako's and touch of death in melee attacks for defense bonuses, not as much ToD since combat training already gives quite a bit of melee def.
    Slotting just 5 IO's from a purple damage set is more cost effective since the bonus from the 6th is mostly unneeded.
    Defense powers need at least 3 slots - you want at least 45% total defense to all positions.
  2. I don't know about HoB, but I have the proc in Bullet Rain, and it works with all ammo types. The same applies to Empty Clips with Achilles' Heel.
  3. Those are large desk lamps, placed so that they're facing opposite directions and overlap a little bit.
  4. There's a few ceiling light fixtures that work for this. I think the hanging lamps are the easiest tools to use when stacking down.

    Just place one or more below each other like this:

    You can use only 1 if you want, just keep dragging the same one below itself.

    Then, when you get the desired height, place the top stair below the hanging lamp and work your way down.


    Place each fluorescent light below the one before and then drag it out while keeping your mouse away from other lights.



    You can drag ceiling items around at the placed height as long as you look down and keep your cursor from touching other ceiling items or room borders.

    And here's something I'm currently working on that uses them:
  5. I was considering choosing the medicine pool, but the activation time and redraw turned me away. For x8 missions, medicine would be perfect, but for tests of DPS like AVs and Pylons, passive survivability is more favorable.

    I'll try a test build and see if the activation time is really as bad as I think it is.
  6. I'm trying to make my Night Widow build more survivable for long fights, such as soloing Rikti pylons and AVs. Pure defense isn't reliable enough, so I figured I should try adding more regeneration and HP.

    Here's an experimental build I made that's similar to my current build; I replaced dart burst and eviscerate with dark obliteration and summon widow and also moved some slots around. There's only a 3 hp/sec and 33 hp difference, though.

    Is it worth trying to go for even more regeneration/+hp? would have to sacrifice a chunk of recharge. I was also thinking of buying the Panacea unique and slotting it in health.

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Widow Experimental: Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Swipe -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/EndRdx:50(5), C'ngImp-Dmg/EndRdx/Rchg:50(5), Mako-Dam%:50(7)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+:50(A)
    Level 2: Strike -- GS-Dam/Rech:50(A), GS-Dam/End/Rech:50(7), GS-Acc/Dmg/End/Rech:50(9), Mako-Dmg/Rchg:50(9), Mako-Acc/Dmg/EndRdx/Rchg:50(11), Mako-Dam%:50(11)
    Level 4: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(21)
    Level 6: Mental Blast -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(21), Apoc-Acc/Rchg:50(23), Apoc-Dmg/EndRdx:50(23), Apoc-Dam%:50(25)
    Level 8: Follow Up -- GS-Dam/Rech:50(A), GS-Dam/End/Rech:50(25), Mako-Dmg/EndRdx:50(27), Mako-Acc/EndRdx/Rchg:50(27), Mako-Acc/Dmg/EndRdx/Rchg:50(29), Mako-Dam%:50(29)
    Level 10: Indomitable Will -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(31)
    Level 12: Lunge -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(31), Hectmb-Acc/Rchg:50(31), Hectmb-Dmg/EndRdx:50(33), Hectmb-Dam%:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(33)
    Level 14: Spin -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(34), Armgdn-Acc/Rchg:50(34), Armgdn-Dmg/EndRdx:50(34), Armgdn-Dam%:50(36), Oblit-%Dam:50(36)
    Level 16: Tactical Training: Assault -- EndRdx-I:50(A)
    Level 18: Slash -- GS-Dam/Rech:50(A), GS-Dam/End/Rech:50(36), GS-Acc/Dmg/End/Rech:50(37), Mako-Dmg/Rchg:50(37), Mako-Acc/Dmg/EndRdx/Rchg:50(37), Mako-Dam%:50(39)
    Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
    Level 22: Foresight -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(40), GftotA-Run+:40(40)
    Level 24: Mental Training -- Run-I:50(A)
    Level 26: Mind Link -- HO:Cyto(A), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(42)
    Level 28: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(42), Zephyr-ResKB:50(43)
    Level 30: Mask Presence -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(43), LkGmblr-Rchg+:50(43)
    Level 32: Placate -- RechRdx-I:50(A)
    Level 35: Tactical Training: Leadership -- EndRdx-I:50(A)
    Level 38: Smoke Grenade -- DampS-ToHitDeb/Rchg:50(A)
    Level 41: Soul Tentacles -- GravAnch-Immob:50(A), GravAnch-Acc/Immob/Rchg:50(46), GravAnch-Acc/Rchg:50(46), GravAnch-Immob/EndRdx:50(46), GravAnch-Hold%:50(50)
    Level 44: Dark Obliteration -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Knock%:50(48)
    Level 47: Summon Widow -- S'bndAl-Dmg:50(A), S'bndAl-Dmg/Rchg:50(48), S'bndAl-Acc/Dmg/Rchg:50(48), S'bndAl-Acc/Rchg:50(50), EdctM'r-PetDef:40(50)
    Level 49: Assault -- EndRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Heal-I:50(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- RgnTis-Regen+:30(A), Mrcl-Heal:40(13), Mrcl-Rcvry+:40(13), Numna-Heal/EndRdx:50(15), Numna-Heal:50(15), Numna-Regen/Rcvry+:50(40)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(17), P'Shift-EndMod/Acc:50(17), P'Shift-End%:50(19)
    ------------
    ------------
    Set Bonus Totals:
    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 5% Defense
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3.938% Defense(Fire)
    • 3.938% Defense(Cold)
    • 3.625% Defense(Energy)
    • 3.625% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 4.875% Defense(AoE)
    • 92.5% Enhancement(RechargeTime)
    • 67% Enhancement(Accuracy)
    • 5% FlySpeed
    • 212.84 HP (19.87%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 12.1%
    • 30% (0.526 End/sec) Recovery
    • 84% (4.507 HP/sec) Regeneration
    • 10.08% Resistance(Fire)
    • 10.08% Resistance(Cold)
    • 12.5% RunSpeed




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  7. Actually, the pet Blood Widows have eviscerate and spin, so you could take them and still be considered pure BW. I think what makes a BW is the lack of psychic powers (or very weak psychic powers); instead, they rely completely on physical training and weapons in combat. You would have to skip mind link to be pure BW, though.

    Summoned Blood Widow info from City of Data: http://tomax.cohtitan.com/data/power...rs_Blood_Widow
  8. I'm currently working on a full renovation of my hero SG base, and I will gladly advertise the Real World Heroes charity.

    @Seigi no Akuma
    1stMI on Freedom
  9. I've noticed enemies fly much faster since the change to fly speed. Was that intentional?

    With how often enemies tend to run away, the ones with flight are a real PITA especially since they don't have to deal with travel suppression.
  10. A defensive support empath works in the early levels, but later on when almost everyone has a good understanding of their character, heals won't be needed very often. With this in mind, it's a good idea to take a few powers from your secondary.

    Heals should be slotted with 3 heals, 3 recharges or 2 recharge 1 endurance reduction.

    Fortitude - slot 3 defense, 3 recharge. Use this on tanks and scrappers early on, squishies later level, or just use it on whoever seems to take a lot of aggro.

    Clear mind - slot 1 or 2 recharges. Keep this on people without mez protection, basically the ATs without a personal survivability set.

    Auras - slot 3 recharge, 2 endmod/heal, 1 end reduction. Use this in battle when people are losing hp and endurance. Using it before combat usually wastes its duration since most people are just mentally slow.

    Adrenalin boost - 3 recharge, 2 heal, 1 endmod. Use this on incompetent tanks or blasters with nukes or anybody with huge endurance issues.

    Also, make sure to take hasten and the leadership toggles, and slot stamina early.
  11. I think you'll have to leave gloom out of your melee attack chain and add in swipe if you want optimal DPS. Using any attack that's not part of the Widow Training/Night Widow Training powersets will cause claw redraw. Although, the redraw time might not hinder the DPS too much in this case; you'll have to check your build and do the DPS calculations.
  12. Seigi_no_Akuma

    New Aura Preview

    So what happened to the sparks aura? Female widows had access to it on the Arachnos costume since i18 launch. I just checked the tailor a couple minutes ago, and they still have snow and the pre-release alpha/omega auras but no sparks anymore.

    I really hope all of those auras become available in i19, and the pre-release alpha/omega auras should have been available with the current ones.
  13. I used to have a claws/SR scrapper, but now that I have an IO'd night widow, I don't think I'll ever play that scrapper again. DPS on widows is really something - I soloed a rikti pylon in around 10 mins. Plus, widows don't require much to softcap; I only need a set of Zephyrs to softcap range+AoE (melee is at 55%), and combat jumping is the only pool power that gives extra defense. I frankenslotted my most-used attacks to maximize endurance reduction, since widow attacks do use a very large amount compared to how quick they are.

    I've only played a widow and have only seen banes in action. From my observations, banes are better suited for burst damage, since their attacks are a bit slow. Also, banes have fewer powers that give defense, so more defensive set bonuses are required to softcap.

    I forgot to mention that banes can potentially stack up a -80% resistance/-100% toxic resistance on a single target.
  14. Quote:
    Originally Posted by LuxunS View Post
    If you have the inf to throw around, melee fort is the best option.
    In this case, switching between claw attacks and mental blasts will cause redraw, and the OP wants to avoid redraw, so I don't think that would be the best option for OP.
  15. Quote:
    Originally Posted by Frosticus View Post
    Seems like a decent build. However, the damage potential with all the pets in play is nearly twice what it is without and venom grenade is so good on teams I could never be without it.

    Should be a pretty potent toon though.
    Yeah, I really wanted to fit venom grenade in to have a potential total of -80% resistance debuff, but I couldn't see any way that would be possible with my power choices. If only I could take build up at level 4 (or a power pool)....

    Do you have a build with venom grenade and the pets that you would be willing to share?
  16. I disabled the suppressible portion of defense from cloaking device to get a more accurate view of the defense totals. I think Mids shows the correct percentage in the info tab but factors in the suppressible portion in the totals tab. I don't know for sure if enhancements affect the unsuppressed portion -- that was one of the powers that had me doubtful about my defense totals.
  17. Well, I'm glad to know that a soft-capped, perma-hasten bane build with shatter armor is possible, but just to make sure, are the numbers right on this build?

    Should have 46.3% melee, 47.9% range, 45.7% AoE.
    I've been wanting an uber bane spider as my villain main for melee damage, so if this looks good, I might just go for it. Otherwise, I'll make a brute of some sort.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- 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%(9)
    Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7)
    Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
    Level 4: Mace Beam Blast -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(15)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(17)
    Level 12: Pulverize -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(19), Hectmb-Dam%(23)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
    Level 16: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
    Level 18: Shatter -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(29)
    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(39), P'Shift-End%(46)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
    Level 26: Tactical Training: Assault -- EndRdx-I(A)
    Level 28: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(39), ShldBrk-Acc/Rchg(40), ShldBrk-DefDeb/EndRdx/Rchg(40), ShldBrk-Acc/EndRdx/Rchg(40), ShldBrk-%Dam(43)
    Level 30: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
    Level 32: Crowd Control -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dam%(37), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 35: Poisonous Ray -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(36), Apoc-Dmg/EndRdx(37), Apoc-Dam%(37), Achilles-ResDeb%(39)
    Level 38: Placate -- RechRdx-I(A)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Shatter Armor -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46), RechRdx-I(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48), RechRdx-I(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), HO:Cyto(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    ------------
    ------------
    Set Bonus Totals:
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 11.8% Defense(Smashing)
    • 11.8% Defense(Lethal)
    • 9.56% Defense(Fire)
    • 9.56% Defense(Cold)
    • 4.88% Defense(Energy)
    • 4.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 16.1% Defense(AoE)
    • 81.3% Enhancement(RechargeTime)
    • 64% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 10% FlySpeed
    • 148.6 HP (13.9%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 5.25%
    • MezResist(Immobilize) 9.65%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 17% (0.3 End/sec) Recovery
    • 66% (3.54 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 5% Resistance(Negative)
    • 10% RunSpeed




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  18. That does look pretty nice. I might use a modified version of that, too.
  19. I was messing around with an idea to recreate my purpled rad/psi defender as a dual pistols/rad corruptor, mostly for aesthetics. I already have the corruptor at level 50 with generic IOs and will be switching sides on one of the characters in order to transfer the rares.

    The build will be more for AoE offense than my defender, and against single hard targets, the attack chain will be: dual wield, executioner's shot, dual wield, piercing rounds, repeat.

    Would an attack chain that includes pistols be better for DPS than the planned one? Also, are there any changes I should make to increase passive survivability without sacrificing too much recharge (keeping perma-hasten)?

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Envenomed Justice: Level 50 Magic Corruptor
    Primary Power Set: Dual Pistols
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Dual Wield -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11)
    Level 2: Empty Clips -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(15), Achilles-ResDeb%(15)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), P'Shift-EndMod/Rchg(19), P'Shift-End%(19)
    Level 6: Swap Ammo
    Level 8: Radiation Infection -- HO:Enzym(A), HO:Enzym(21), HO:Enzym(21), Achilles-ResDeb%(23)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(23)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(27), P'Shift-End%(29)
    Level 22: Executioner's Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31), Range-I(33)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 26: Lingering Radiation -- P'ngTtl-Acc/Slow(A), TmpRdns-Acc/Slow(34), TmpRdns-EndRdx/Rchg/Slow(34), RechRdx-I(34), RechRdx-I(36)
    Level 28: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(50), FrcFbk-Rechg%(50)
    Level 30: Piercing Rounds -- RechRdx-I(A), AirB'st-Dmg/Rchg(37), Det'tn-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dam%(39)
    Level 32: Hail of Bullets -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dam%(42)
    Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Rchg+(43)
    Level 38: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
    Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45)
    Level 44: Web Envelope -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(46), GravAnch-Acc/Rchg(46), GravAnch-Immob/EndRdx(46), GravAnch-Hold%(48)
    Level 47: Vengeance -- LkGmblr-Rchg+(A), HO:Membr(48)
    Level 49: Acrobatics -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Scourge
    Level 2: Ninja Run
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 2.25% Max End
    • 81% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 92.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 100.4 HP (9.37%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 2.75%
    • MezResist(Terrorized) 2.2%
    • 22.5% (0.38 End/sec) Recovery
    • 36% (1.61 HP/sec) Regeneration
    • 12% Resistance(Fire)
    • 12% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 10% RunSpeed


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  20. Quote:
    Originally Posted by Fire_Minded View Post
    I find the amount of shield users a bit annoying.The main draw to shields is the Alpha Strike power called Shield Charge.Which dont get me wrong,i think its a great power,but makes horrible players decent,and the added power from Agenst All Odds,makes a bad,or half way decent player a God.

    Then throw Fire Melee or Lightning Melee into the mix,and there pretty much unstoppable in missions and farms....unless there net fails or the game crashes on them,causing there death...(Crosses Fingers)
    Jeez, you sure sound a bit butthurt. You probably shouldn't look at what people can do with willpower or super reflexes either then. Just because a number of people have good builds with shield defense doesn't mean everyone with that power set is good. If you actually tried a shield character, you'll find out that it's actually not as great as you believe it to be without IOs.
  21. Hey, I'm in Texas too, and a good 3 inches or so of snow came down right before Christmas. It lasted a full day, too, but yeah, driving in the stuff isn't so great.
  22. Fire/kin controllers are still the fastest farmer, especially when IO'd and played by a competent player, so yeah, it is kind of an unfair comparison.

    If your scrapper friend is solo farming, he should turn the "no bosses when solo" option on for better speed. Otherwise, he'd spend a lot of time waling on bosses for a while, since spines isn't that great for single target.

    As for the build, throw spines isn't getting enough recharge. That's the main power I use when solo farming. To maximize its effectiveness, your friend should use throw spines first right before jumping into the middle of the mob.

    When duo with your fire/kin, you guys should stick together and let him soak up a full fulcrum before attacking. Sometimes you'll be going fast enough that you won't need to use flashfire, and if you're good on recharge you can open with fulcrum shift instead. That way your friend will always be at damage cap, and you can focus on your AoEs.
  23. Biggest thing I noticed was the stray purples here and there - seems like a waste to me.

    Also, your damage auras are overslotted; moving them to lunge and impale will help your single target troubles. Although, you'll lose out on some of that melee defense if you do.

    I went for pure recharge on my spines/dark. Looking back, I'd say it wasn't such a good idea, but oh well... perma-hasten builds can be fun sometimes, even though I trade off survivability. My single target attack chain is ripper - impale - repeat.

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  24. I guess I'll bring my empathy defender as usual - Devoted Healer.
  25. MP5k and Vz61 Skorpion - both are movie classics as akimbo guns.