Shazaym

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  1. Quote:
    Originally Posted by Deus_Otiosus View Post
    Just as a quick point.

    I Like Ghost Widows arc, and as a Scrapper you should be completely fine.

    But just as a tip, you can do any patron arc and it will unlock all of the patron power pools regardless of which patron arc you did.

    Generally speaking, Black Scorpion's arc is the fastest and easiest overall.
    Good to know thank you. Another silly question, if you unlock the PPP on one character, does it then unlock for all characters on that same account, or is it a one shot individual kinda deal. Meaning if I had 5 scrappers all wanting access to Mu Mastery, do they all have to convert and run the arc?
  2. Quote:
    Originally Posted by BunnyAnomaly View Post
    From what I see, Shadowmeld lasts 15 seconds and has a 3 second cast time. That would just drive me absolutely nuts to have to constantly reapply. It also isn't permanent... the numbers look great with it up but that is a playstyle that I'll leave to someone eles!

    That, or I'd play a Tank
    Don't forget that the build also has 60+% resist to S/L - so it's not as bad as it look when Shadowmeld is "off". My initial impression is that Shadowmeld is for soaking up the alpha attack of pretty much anything you roll into.
  3. Quote:
    Originally Posted by Lady_Adura View Post
    I definitely have more to think about now though, so back to Mid's
    I'd definitely be interested in seeing what else you can pull out of the bag. I'm still set on keeping super jump as a travel power, but that's really not that hard to slot in. My elec/elec is sitting at 22 now, and loving it so far.

    Got a fire/sd scrapper purpled out, so I might transition all of those purples, miracle, etc.. across once I get this to 50.
  4. Was just playing around, and my moving 1 slot from Lightning field into Build up, and changing the slotting on Build up to a full set of gaussian's you can soft cap your positional defense in range, aoe, and melee!!!!

    Also, if you slot a defense SO into combat jumping that also then softcaps EVERY defense with the exception of psionic (which is left at 43.7%) - ZOMG!!!!!!!!!!!!!!!! Granted you loose a 7.5% recharge, but holy moly what a return!

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

    Click this DataLink to open the build!

    Fulminate: Level 50 Mutation Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Havoc Punch -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11)
    Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(3), S'fstPrt-ResDam/EndRdx(33), S'fstPrt-ResDam/Def+(43), GA-3defTpProc(45)
    Level 2: Lightning Field -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(5), Armgdn-Acc/Rchg(5), Armgdn-Dmg/EndRdx(7), Armgdn-Dam%(7)
    Level 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx/Rchg(13)
    Level 6: Swift -- HO:Micro(A)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(34), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(42)
    Level 10: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(19), TtmC'tng-ResDam/EndRdx/Rchg(25)
    Level 12: Boxing -- HO:Nucle(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Mrcl-Rcvry+(17), Mrcl-Heal(17), Panac-Heal/+End(19)
    Level 16: Grounded -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(29), TtmC'tng-ResDam/EndRdx/Rchg(29)
    Level 18: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(45)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(42)
    Level 22: Energize -- Numna-Heal/Rchg(A), Numna-Heal(23), Numna-Heal/EndRdx/Rchg(23), RechRdx-I(25), RechRdx-I(50)
    Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(33)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Lightning Reflexes -- HO:Micro(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(31), Ksmt-ToHit+(31)
    Level 32: Lightning Rod -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(39), Sciroc-Acc/Rchg(40), Sciroc-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(42)
    Level 35: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod(37), Efficacy-Acc/Rchg(37)
    Level 38: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
    Level 41: Dark Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(48), Apoc-Dam%(50)
    Level 44: Shadow Meld -- LkGmblr-Rchg+(A), HO:Membr(46), HO:Membr(46)
    Level 47: Super Speed -- HO:Enzym(A)
    Level 49: Combat Jumping -- DefBuff-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run



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  5. Holy mother of pearl, I just felt myself salivate, drool, and my nether regions just got wet. 462% regen with near perma-energize (3 sec gap), close to softcapped defense (43.5%) on everything - granted 1.5% deficit does make a bit of a difference - close to perma hasten as you'll probably get giving a 157.5% constant recharge. To cap that all off it also has 61.8% resist on S/L and decent resists on the rest to compliment the defenses.

    If you switched the moonbeam to dark blast, and with the recharge on the build, you get to fire that off every 1.73 seconds.

    My only quibble, and this is purely personal preference, is that I prefer super jump over super speed. I'm sure with a bit of jiggling around I could switch that over.

    So yeah, I just wet my pants, and I can feel my alt-i-tis kicking in again. Hell, I'm gonna go roll one right now!!!!!

    I can see this being fine on solo, teams, and farming. My main question would be how well this would perform against an AV solo or a pylon - think I read somewhere that elec melee has rough time with AV's. Now, I dont know how well founded that is, and I have no proof, but damn who cares with the above numbers
  6. Quote:
    Originally Posted by Fury Flechette View Post
    Made a few changes. Had to lose the Kismet, but the build already has decent accuracy. +62% recharge, soft capped.
    Thanks I can live without the kismet. It's certainly looking viable, so I think I might give it a shot. Just need to make the hero to villain crossover to unlock the Patron pool for Mu Mastery I guess. Shame it takes so long to move over and back again, but it gives me something to do I guess.
  7. No comments? Nothing? Nada Makes me a sad puppy, oh well :P
  8. Played around in Mids this evening, and so far I've managed to come up with the build shown below. Compared to my current build (shown in the original post) it stacks up as follows:

    1) 285% regen vs. original 255% (up 30%) - can't seem to get it higher without loosing defense.
    2) 189% recovery vs. original 192% (down 3%) - but I think the addition of Mu Bolts could potentially make up that difference and then some.
    3) 40% recharge vs. original 30% (up 10%) - assumes hasten toggled off
    4) End drain is the same on both builds.
    5) Managed to keep super jump, and maintain soft capped positional defense (but man was that tough to juggle around).

    Traded Blaze Mastery for Mu Mastery, because you can get to the AOE "ball lightning" by only choosing one pre-req power, which in turn allows me to take GFS for an additional awesome ST attack. It also looks like ball lightning has a higher damage output than fireball, and recharges a quicker - seems like a win win here.

    I'm assuming that Hero side scrappers can take Mu Mastery now, but I could be wrong - I need to go back and check the patch notes to be sure. If not then this might invalidate the build anyhoo.

    Can anybody see any major flaws in this build? Problems? Have I done something really stupid ?? Biggest downside I see is that theres no room to slot additional purples for higher regen, because the moment you try you loose positional defense and there goes the soft cap.

    The build:

    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: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
    Level 1: Deflection -- HO:Enzym(A), LkGmblr-Def(7), LkGmblr-Rchg+(9)
    Level 2: Battle Agility -- HO:Enzym(A), LkGmblr-Def(9), LkGmblr-Rchg+(11)
    Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(19), Numna-Regen/Rcvry+(19)
    Level 6: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(25)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(29), GSFC-Build%(29)
    Level 10: Active Defense -- EndRdx-I(A)
    Level 12: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dam%(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Dmg/EndRdx(33)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(33), Mrcl-Rcvry+(33), Heal-I(34), RgnTis-Regen+(34)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(39), P'Shift-End%(39)
    Level 26: Incinerate -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Dmg/EndRdx(42), T'Death-Acc/Dmg(46)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(45)
    Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), Oblit-%Dam(37)
    Level 38: Tough -- TtmC'tng-ResDam(A), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(45)
    Level 41: Mu Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46)
    Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/Rchg(50), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Dmg/EndRdx(50)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Phalanx Fighting -- DefBuff-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 1: Ninja Run



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  9. My current build, shown below, is based off of the expensive build shown in one of the other threads. I'm reasonably happy with it, because I can farm effectively on +2/8 solo with little trouble; however, I'm wondering if it's at all possible to squeeze out more +recovery / +regen from it somehow.

    I'm still short on a couple of LotG's +recharge, but I'm working on that. This was IO'd on pretty much what I could afford at the time - hence Weave is not optimally slotted as yet. I'm also wondering if it would be better to take Scorch over Fire Sword.

    Ideally I'd love to also have GFS, but there just doesnt seem to be enough wiggle room - granted I could drop my travel power, but I like having it there to be honest (plus it's slotted for postional defense).

    I'm not adverse to changing things up, switching things around, and replacing powers; however, I want to maintain soft capped positional defense, and I would prefer to keep super jump as the travel power. Also not against changing the APP if something would better fit - as much as I like having fireball for the extra AOE.

    Any suggestions are welcome. Price isn't an object at this point, because it will be the ultimate build that I'll work towardsn over the next month or two. This is also a PVE build only, I don't PVP, and don't plan on doing so either.

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

    Click this DataLink to open the build!

    Fire-Shield-Expensive: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(34)
    Level 1: Deflection -- HO:Enzym(A), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(31)
    Level 2: Battle Agility -- HO:Enzym(A), DefBuff-I(7), DefBuff-I(17)
    Level 4: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(37)
    Level 6: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal(11), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(15), Numna-Regen/Rcvry+(17)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Active Defense -- HO:Enzym(A)
    Level 12: Combat Jumping -- DefBuff-I(A), LkGmblr-Def/EndRdx/Rchg(13), Ksmt-ToHit+(50)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(43)
    Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx(34), Heal-I(39), RgnTis-Regen+(50)
    Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(23), Sciroc-Acc/Dmg/EndRdx(23)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc(43), P'Shift-End%(46)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Build%(33), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(43)
    Level 26: Incinerate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(27), Hectmb-Dmg/EndRdx(29), Hectmb-Dam%(31)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(33), TtmC'tng-ResDam/EndRdx(40)
    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: Weave -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Rchg/Hold(42)
    Level 44: Melt Armor -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(45), ShldBrk-Acc/Rchg(45), ShldBrk-DefDeb/EndRdx/Rchg(45), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(46)
    Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Phalanx Fighting -- DefBuff-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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  10. Think that was my recent thread that you were refering to, and my Fire/Shield is now at 50 and slotted out with IO's, and soft capped with positional defense.

    I'm loving that toon, but I really miss the convenience of the WP set. My two main gripes right now, and they are pretty minor, is that with shields you have to manually activate the resistance to holds/sleep/mez etc.. This is the first toon that I've not had hasten on auto, because I find it far more devastating for that not to be up (running a lot of the rikti mission lines atm). Just means I now have to manually hit hasten every min or two, minor inconvenience, but not something that happens with the WP set.

    My other minor concern, even with a pretty expensive decked out IO build is that I just don't feel like my health regeneration during combat is even close to that of a WP build, but this could be something to do with my current build - even so my regen is sitting at 255% (18.6 hp / sec), so it aint shabby. However, when my health dips to the 33% mark, and my green health insps have run out (even with softcapped pos def), I feel less secure than I did with a WP build. Bare in mind here that I'm currently fighting +3/+4 x8 missions solo - so I expect to get clobbered once or twice. Trouble is, if a critter at +3/+4 gets 2-3 hits close together then you're toast, because the regen isn't fast enough to cope. Again, its a minor complaint, and and with the capped defense it doesn't happen often, but it does happen. Granted I could drop to +2/8 and life would most likely be very peachy.

    Anyhoo, rambling again, sorry. End result for me is that I'm very very happy with the combination, it farms way faster and safer than my fire/kin controller, and works equally well for teams and solo play.

    I'm tempted to try roll a elec/shield next just to compare the two, and finish up my fire/wp as well.

    In regards to the incomming "nerf" on the shield charge - I honestly wouldn'y worry about it, fire/shield is a beast and decimates things even without using it.

    I havn't tried soloing an AV with this yet, mainly because I'm taking the time to work on some of the accolades to get some extra HP/end etc.. However, it trounces most things I've thrown at it so far.
  11. Quote:
    Originally Posted by Fury Flechette View Post
    It's AAO and it's a toggle, and it's a magnificent taunt aura as well as a huge damage boost. My shield scrappers don't worry about runners.
    I apologize for being completely dense here When I look at the info for AAO it says that its self +DMG, and foe -DMG, but theres no mention of taunt / threat generation - unless by pure virtue of it being a "debuff" tool it attracts them in. Or is it something that needs to be slotted for? Just not understanding the mechanic of how it works - not saying it doesn't, but I like to know why.
  12. I keep seeing people mention a threat/taunt power when refering to a farming FM/SD build - which power are they talking about - I hate runners.

    The only one that I see in most builds that could come close is the Confront power, but I think thats only single target taunt.

    Am I mis-reading / misinterpreting here, or am I missing something? (which is highly likely, because I've perfected the technique of missing things!)
  13. Quote:
    Originally Posted by Werner View Post
    I'm playing my L50 cheapo leveling-build Fire/Shield these days, and I'm ALREADY feeling the obsolescence of my other characters, at least in the "turn brain off and kill everything" department. I just can't stop killing stuff. Alexei goes almost as fast, but doesn't have a taunt aura, so I get more lame runners. I feel like I should be leveling something, you know, doing something "useful". But it's just so satisfying. I really need to IO him out for real. Eh, I have bids in on the expensive stuff. It'll happen eventually.
    This just makes me plain excited, and is great to hear - mine is now sitting around 43, and gathering / crafting up sets ready for when it hits 47. I've been pretty lucky so far with drops - so I have 3/5 ragnarok's, full set of Mako's, full set of Gaussians, and 3 of the LOTG set. Granted there are still some of the expensive ones still left to obtain, like the Miracle etc.., but overall its looking good for when I hit 47 - hopefully in about 2 days time.

    Havn't been this excited about a toon in a while, so thats a nice refreshing change! Also nice to know that it won't just be lumped as a farming toon, but will be able to participate effectively in anything I want to do with it - for the most part. Rambling now, will stop, must .. go ... level .. some .. more .... <twitch>!
  14. Quote:
    Originally Posted by McCharraigin View Post
    I add my two cents to the Spines idea.

    I have a level 44 Spines/Elec. She is a monster. She eats Rikti and Carnies for lunch and can hold her own in Romanland.

    I have Tough and Body Mastery, never turn FA off, and still have wonderful endurance...err...unless I forget to turn off Ninja Run and fight with it on

    She is a ton of fun

    Lisa.
    I just can't seem to get into the spines powerset. I've tried it, and I don't want to offend anybody, but I just think that the animations and spines in general are just plain ugly. Not saying that its a bad set, just hate the look of it - which for me translates into not being able to enjoy playing it. Which is really the main reason I never even considered the set. Each to their own I guess
  15. Quote:
    Originally Posted by Shred_Monkey View Post
    I'd caution you though... its' going to be hard justifying playing anything else once you have that a fire/shield completely built up. Almost nothing in the game will do more damage, and you'll soon realize support toons are only needed to keep the other support toons alive while the scrappers do all the actual work.
    Not seeing the downside there Got a fire/kin troller (like who doesn't), but so sick of those damn monkeys dying when I take my eye off them. Love my Ill/Rad too, but man that one is so boring to play - fire the perma PA, fire up the radiation and watch. Scrappers just feel so much more "alive" and fun. Really looking forward to getting one IO'd out so I can rip some heads off.
  16. Quote:
    Originally Posted by Whisky_Jack View Post
    Well, looks like you've gone FM/SD which is hard to argue against, I've got one myself.

    Just in case you change your mind and decide to go with one you've got instead at some point, that FM/WP scrapper you have sitting at 34 would also be a prime choice. My main is a FM/WP scrapper that is softcapped to S/L, has solid resists, ungodly regen and recovery, a ST attack chain that will melt faces and an AoE attack chain of FSC, Shield Charge and Fireball thats not too shabby. Oh, and unlike Shielders, I aint getting hit with the nerf bat any time soon and I can wade into a couple full +4/X8 spawns WITH bosses and then go get a sammich and coke.
    Got the FM/SD up to 35 now, so yeah I think it's safe to say that I've chosen. However, I love the WP set, so theres always the chance that I might go back and level that one up as well after this one - just to compare the two. My BS/WP is only SO'd out and that can go into a +4/x8, but it's just so darn slow to plough through a group - hence my new quest to find a meaner faster, and more brutal killing machine.

    Thanks for the link to the build for that FM/WP as well, I'll make sure to save that to disk.
  17. Well based on Werner's clarification on how defense and resistance work together, then I'm starting to rethink that original build. I need to look around a little more on the forums and see if I can find another suitable build that incorporates superjump.

    I'm all for "go all in" or "go home" for damage output - after all, isn't that what being a scrapper is partially about (meaning kicking *** and taking names).

    If anybody has a build that they would like to share in the 1 billion range I would be happy to take a look.
  18. Had a very lucky morning, 2 ragnarok recipes and a soulbound allegiance dropped. That could probably fund another 400-500million, although I would hazard a guess that the ragnarok's would be better kept and used.
  19. Quote:
    Originally Posted by MunkiLord View Post
    Shazaym, I see lots of places that build can be improved, but first I need to know what kind of budget you're working with. Are you ok buying purples, PvP defense IO, etc? Or would you rather not spend six billion on your build? Once you let me know that I can make several suggestions to improve it.
    I have about 400 million at my disposal right now, which granted isn't a huge amount, but should be enough to get the fire/sd running at a reasonable level. If it can farm, solo, and team all very effectively then this will likely become my primary toon; therefore, purples are not out of the question. Couple of things:

    a) I don't PVP - just never could get into that, so this is PVE build only.
    b) Can't stand superspeed, and almost always take superjump.
    c) I liked this build because not only did it have positional defense, but also had the backup of S/L resistance. Not sure if the defense/resistance system works in that way though, so can't say for sure if having defense + resistance is even worth it. Of the two I would prefer the positional defense (like duh)
    d) I need a build that can be built for around 400 million right now, but also an ultimate build to work towards would also be great. I'm not adverse to playing the markets, and could probably get a purple recipe a day farming BM - so influence isn't a huge issue.
  20. Thanks for all the advice - I've started a fire/shield today (yeah my wife rolled her eyes when she saw me costuming another new character).

    The build that I'm leaning towards is one that Effy_On_Malibu posted yesterday on another thread. Does anybody see any major problems with it? He stated that he can do +4/8 with it so it sounds good. I also favor super jump over super speed - never have been able to get the hang of that zooming around on my feet.

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

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 1: Deflection -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3), GftotA-Def(15), GftotA-Def/EndRdx(17)
    Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Rchg+(17)
    Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(5)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(11), LkGmblr-Rchg+(13)
    Level 10: Boxing -- Empty(A)
    Level 12: Active Defense -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), Mrcl-Heal(50)
    Level 16: Against All Odds -- Taunt-I(A)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(27)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(45), P'Shift-EndMod/Acc(45), P'Shift-End%(46)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(50)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
    Level 28: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(39)
    Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(43)
    Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    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(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(40), S'fstPrt-ResDam/Def+(40), ImpArm-ResDam/EndRdx(48), Empty(50)
    Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Rchg+(45)
    Level 44: One with the Shield -- ResDam-I(A)
    Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run



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  21. Thanks Werner, would the Fire/SD have endurance issues? Not overly familiar with SD.
  22. I know there is no "perfect" toon, and all of them have their niche role; however, I'm really trying to pin down a scrapper type that will allow me to do the following:

    a) Allow me to farm BM at +2/8 minimum with relative ease
    b) Be useful to teams, but if it can do 1) then 2) should follow naturally
    c) Solo quest lines for merits

    I currently have the following:

    BS/WP - lvl 50 (SO'd)
    Fire/SR - lvl 48
    Claws/SR - lvl 40
    Fire/WP - lvl 34
    DB/WP - lvl 27
    BS/SD - lvl 33

    So, as you can see I have a problem with alt-itis I like the BS/WP that I got to 50, and I love it for solo missions, but I don't think its the best farming character out there by a long shot. Sure, I can survive +3/8 BM, but it takes **forever** to kill everything - even on +1 it's fairly painful and slow.

    I guess my question is really twofold -

    1) Of the remaining 5 scrappers I have that are not lvl'd to 50, would one of them work really well for what I want to do?
    2) If not, what combination would work well - I'm not against re-rolling a new toon.
  23. I looked around on the forums for a BS/WP build for soloing AV's, but couldn't seem to find one. Looked to me like BS wasn't too popular for that line of work for some reason. If anybody has a BS/WP build saved on mids I would certainly be willing to look at that more. I like the character, and I like willpower.
  24. Quote:
    Originally Posted by BrokenPrey View Post

    DM/SD-If you have the Inf like 2 bill that it is the best. It will have soft capped defense and a heal and does crazy damage. The damage is also not a common Resisted type so you can solo a lot of AVs.

    DM/Sr while doesn't do as good as damage as a Dm/SD it can get to the soft capped a lot easyer. It doesn't cost as much as DM/SD but it is still not cheap. It as the same reason as DM/SD why it is good soft capped Defense with a heal, and a damage that is not common resisted so you can solo a lot of AVs.

    Fire/SR- This is the cheap man AV solo. With Fire/SR you can get a great attack chain with little help. /SR is not hard to soft capped too. So that doesn't take a lot of inf to do. Again it is a damage that is not resisted a lot so you can solo more AVs.
    Appreciate the response, thank you. What AV's would give me trouble with DM/SD or Fire/SR? Which of the two would be capable of soloing the most AV's. Probably leaning more towards the fire/sr of the two, more because while I dont have 2 bil inf right now, its something that would be attainable over time. In the mean time, and as you pointed out, fire/sr would be up and running a lot quicker.

    Guess I will search around to see if I can find builds for both DM/SD and Fire/SR.
  25. Been playing around with scrappers a lot recently, which is something new and refreshing for me because I've mainly played controllers in the past.

    I'm at a point where I have my farming toons sorted and slotted, but I still don't have a viable AV killer. Obvious choice for this role would be a scrapper, like duh no kidding Sherlock. I've got a BS/WP sitting at 50, but it's so end heavy that I'm not sure if it could do the job easily.

    I'm open to rolling another toon (yes I have altitis, and yes this will give me another excuse to feed that addiction). The criteria that I have is as follows:

    1. The only primary that I don't want to use is Spines, and I say that because the pulsing sound effects of the spines really drive me crazy, and I just don't like it graphically. I like blades (kat, bs and db), but I'm still open to claws, dm, fm, and even ma (although from what I can gather ma wouldn't be the best choice).

    2. I want something that can soft cap the defenses (melee, aoe, and ranged)

    3. I would prefer a secondary of SD, SR, or WP. Kinda like the idea of a sword wielding SD purely from a visual standpoint, but I'm really open to any of those three secondaries.

    4. In addition to the soft cap defense I would also like high regen, and enough recharge to make the build AV viable.

    5. Finally, I want super jump as a travel power - which probably plays out well for wanting soft cap defense given that CJ is the pre-req for it. What I really mean here is that I don't really want to sacrifice a travel power to get all of the above.

    Is this viable? If not what do I have to sacrifice and still be a viable AV killer? Anybody have any suggestions with possible builds?

    I'm not too concerned with build costs, because I have toons that I can farm with -especially with i16 just around the corner, so purple builds don't worry me too much.

    Appreciate any help.