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Quote:I am curious on this as well, thoughts?TA/Water is what I've been planning for my first WB character (sadly, the name Archerfish is taken on Virtue) but one thing is a possible snag. If you put down OSA (which does Knockdown) and then drop Geyser (which does Knockup) on top of it to light it... wouldn't the combined effects knock everything out of the slick? Or would it? I'm a bit fuzzy on how that'd work.
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Quote:One thing I worry about with the build you posted is the lack of endurance gain. As a guide I used your build, switched some slots and powers around but got a bit of a better endurance gain. Now, to be fair I did use the Shield Wall proc to hit 75% s/l resist but you could forgo that and toggle on tough but have less endurance gain. Also, I break the rule of 5 in Mind over Body but I really wanted the extra psi def/resistance.For "sturdy" I'll direct the OP to the build I posted in the thread linked to above:
http://boards.cityofheroes.com/showp...37&postcount=4
This is a hovering toon with soft-capped ranged def, respectable psi mitigation, via def and resists (usually a huge gaping hole for Sonics) and hard-capped s/l resists.
There is more than one way to skin a cat and I have no doubt other builds shown have extreme survivability. Personally, this has proven to be my toughest squishy and would be in the upper tier of my non-squishies too.
Build Below:
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Sonic_Sonic_SonicRemedy: Level 50 Natural Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Sonic Barrier -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(5)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9)
Level 2: Sonic Haven -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(11), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(13)
Level 4: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(21)
Level 6: Howl -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(23), SDefendersB-Dmg/EndRdx/Rchg(23), SDefendersB-Acc/Dmg/EndRdx(25), SDefendersB-Acc/Dmg/EndRdx/Rchg(25), SDefendersB-Rchg/Heal%(27)
Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(27)
Level 10: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(29), SW-ResDam/Re TP(33)
Level 12: Sonic Dispersion -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(29), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(31)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33), Zephyr-ResKB(33)
Level 16: Boxing -- Empty(A)
Level 18: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(34), ImpArm-ResDam/Rchg(34), ImpArm-ResDam/EndRdx/Rchg(34)
Level 20: Weave -- GftotA-Run+(A), GftotA-Def(36), GftotA-Def/EndRdx(36), GftotA-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(37)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Run+(37), GftotA-Def(37), GftotA-Def/EndRdx(39), GftotA-Def/Rchg(39)
Level 24: Tactics -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(39), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(40)
Level 26: Clarity -- EndRdx-I(A)
Level 28: Vengeance -- LkGmblr-Rchg+(A)
Level 30: Amplify -- GSFC-Build%(A)
Level 32: Liquefy -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(42), Cloud-Acc/Rchg(42), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/EndRdx/Rchg(43), Cloud-%Dam(50)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(43), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(45), Stpfy-Acc/Stun/Rchg(45), Stpfy-KB%(45)
Level 38: Dominate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 41: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(48), Aegis-Psi/Status(50), ImpArm-ResPsi(50)
Level 44: Fly -- EndRdx-I(A)
Level 47: Afterburner -- LkGmblr-Rchg+(A)
Level 49: Sonic Siphon -- Acc-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(15), Efficacy-EndMod/Acc(15), Efficacy-EndMod/Rchg(17)
Level 50: Cardiac Core Paragon
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Quote:Looking at this idea made me tingle so I simulated TA/Water with TA/Arrow and the build looks like it could be very, very niceTrue, but close to blaster level nuke damage in two powers (OSA + Steam Spray) for a defender seems very right.
Then Sprinkle in Whirlpool, Water Burst and Geyser.
I don't know how much damage that is, but somewhere along the lines of tricked out blizzard before you start putting in additional damage sources like pbu, aim, soul drain, etc. Without a crash. -
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Quote:I bow to you on that as I did forget it! I will add that to itIndeed, awesome breakdown Sonic..
However...
Sorta surprised that for Beam you didn't mention the -res, too. It comes late on a def, true, but in a high recharge build (which is what ya get for most Emps) you could probably perma stack, or at least close to perma -40% res on a target, when needed.. -40% res isn't anything to sneeze at when added to all the other goodies. It's technically a cone, too, but in my experience, a second target getting hit isn't to be relied upon. -
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Whoops, I must have misclicked there. Good Catch! Could have sworn that's what I did XD
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From personal experience of running with you rangle, you were doing smashingly. Also, I think dark will do better for you then some than it did for me. Especially with the soul drain, em the glorious soul drain
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Quote:Something to think of is where one does good, two do better. The buffing portion of this game is about being sexy as heck on a team even while by yourself but the game breaking things you can do on a team with others. Stacking debuffs is especially true especially when considering how much an AV can resist said debuffs. Here is a good page on that: http://paragonwiki.com/wiki/ArchvillainReally?
I looked those powers over and figured they were skippable: Namely, I'm gunning for resist debuffs to help a league (team) melt hard targets faster, while at the same time buffing/healing them.
HE seems like it's mainly -regen. And doesn't a rad to that much, much better? I'm not sure how much -regen 500 percent even IS, to tell ya the truth.
Same thing with forge: It's a good to-hit bomus and a smal damage bomus. Seems like a kinetic puts that FAAAR in the shame. And Forge is single target, isn't it?
I'm perfectly willing to be schooled on this topic, I just don't see the added heft those powers lend the team.
However: Mace mastery? huh? (looks) OOOOOOhhhhhhhh! Scorpion shield is freakin amazery!
(makes changes)
That -500% regen becomes 65% against and Av. Now, since there is no way to boost -regen aside from more -regen. Also, due note that Heat Exaustion is another -500% regen debuff. -
Quote:Fury is nice but doesn't get you anywhere near your damage cap on its own. Brute damage cap is 775% - 100% for staring base so 675%, now if you account for max fury 200% then you get 475%. Now, assuming an average of 95% for slotting you get 380%. So you still have 380% but if you assume the more average of 150% fury then you really have 430% still let to fill up.I know there are a couple of general thread going on about this, most specifically the one in the AT and Powers --> General Discussion, here: http://boards.cityofheroes.com/showthread.php?t=290488
But, since Brutes have the Fury mechanic, which affects our dmg cap, and I am admittedly a noob when it comes to understanding the numbers behind it, I wanted to ask here what some of you are choosing as your Hybrid Tree if you are going Assault.
My thinking is that if you are ever close to the dmg cap and/or you have slow attacks that will make it difficult to maintain stacks, that the Doublehit tree would be more effective. If you are a fast-attacking set that doesn't approach the dmg cap, the +DMG boost tree would be better.
I am Staff/Ela, so I am guessing the +DMG tree will be more effective (although I am currently using the Doublehit one, because I find it more interesting). Before I go T4, though, I want to figure out if I am leaving a lot of dmg on the table because of my choice.
Does Fury put most Brutes close to our DMG cap, or no?
As for better, thats something I can't think of to decide but I would say +dmg because the affects are more stable and doublehit is meant more so for when your at damage cap. Thats just my opinion though. -
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Cosmic Wasp_Sonics Version: Level 50 Magic Defender
Primary Power Set: Thermal Radiation
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Warmth -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 2: Thermal Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 4: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(17)
Level 6: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25)
Level 8: Power of the Phoenix -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(25), Posi-Dmg/EndRdx(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29)
Level 10: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
Level 12: Cauterize -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34)
Level 14: Thaw -- ResDam-I(A)
Level 16: Fly -- EndRdx-I(A)
Level 18: Forge -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(36)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37), LkGmblr-Def/Rchg(37)
Level 22: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 26: Heat Exhaustion -- RechRdx-I(A)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Melt Armor -- RechRdx-I(A), HO:Endo(40), RechRdx-I(42)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43)
Level 38: Weave -- LkGmblr-Rchg+(A), GftotA-Def(43), GftotA-Def/EndRdx(45), GftotA-Def/Rchg(45), GftotA-Def/EndRdx/Rchg(45)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), GftotA-Def(46), GftotA-Def/EndRdx(46), GftotA-Def/Rchg(46), GftotA-Def/EndRdx/Rchg(48)
Level 44: Shout -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(48), SDefendersB-Dmg/EndRdx/Rchg(48), SDefendersB-Acc/Dmg/EndRdx(50), SDefendersB-Acc/Dmg/EndRdx/Rchg(50), SDefendersB-Rchg/Heal%(50)
Level 47: Hover -- LkGmblr-Rchg+(A)
Level 49: Afterburner -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), Mrcl-Heal(19)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21)
Level 50: Spiritual Radial Paragon
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Here is a suggestion for a build for ya. Couldn't load your main build so I assume you were going for S/L soft cap as well as perma hasten. If not, maybe you can get some ideas from this build -
Awww shucks, Psylenz and Nethergoat, you two can make a guy feel awesome.
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Well, most of the secondaries have additional effects that help your team in one manor or another. Below I list each and how they can help you:
Sonic Attack- This is my personal choice of secondary. While its effects do little in the way of defensive mind they definitively help out the offensive mind. With each sonic attack you stack -res on your targets causing your team to do more and more damage. Not to mention you get a very nice st mez for protecting your team or causing more damage to be taken by the enemy. Its also a very quick attack set from personal experience so you don't get locked up in attacks when you need to pop that quick heal or buff on a friend in need.
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Radiation Blast- This is a fun in your face type of blast set. A lot of your powers tempt you too get in close on enemies. Not such a bad thing really cause if your in close your melee friends are in range of your heal aura. Now, the -def is not to be taken lightly either. Stacking -def is nice for a team that has trouble hitting the target. Additionally if you stack enough you can keep even some of the most annoying enemies from dodging your attacks.
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Psychic Blast- This is what I feel is a classic combination for empathy. Psi is pretty decent cause its hardly resisted but when it is you will know. In addition you have a fair amount of tools to keep enemies under some control. You have a sleep, and immobilize, a knock back, and a stun. Not to mention most powers are causing -recharge which means they will have to wait even longer to launch their next attacks. All in all a veritable toolbox of win.
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Ice Blast- This set, at first glance, is similar to psychic with its -recharge. However, that's where that ends. Where psi was a toolbox, this is more of a powerhouse in my personal opinion. You get a sexy single target attack chain which is sure to keep enemies from running too far or attacking too often and a nice AoE that can help drop the minions quick in a group and keep them from attacking your buddies. Now, you even have 2 mag 3 holds although arguably only the first one is worth taking but YMMV and really I encourage you to experiment with all the powers.
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Fire Blast- What can I say but massive carnage. You can seal someones would with one set and cause them with the other. So one thing to keep in mind with this set is that dead enemies cause no harm and this sets good at knocking down all the pins.
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Energy Blast- While I little to no experience with this set I am always in awe of those who can handle it well. The great thing about this set is its largest annoyance factor. Knockback. Now, for some that is a nasty word but I absolutely love the chaos that it can cause. While enemies are flying the can't keep attacking! Not to mention its fun to turn your enemies into popcorn. With enough practice you can even hover above your foes and turn that knockback into a knockdown or if you need to stave off a group in and emergency you can keep em bouncing in a corner.
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Electric Blast- Not a bad set overall. You get a pet that can't be killed and attacks for free and with the levels of recharge you need for empathy hes easy to keep out even if you fall and pick back up. You also get a nice little hit and run hold. Another fun tidbit is its nice to stack with friends who do -recovery and -end to keep them blue bars down.
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Dark Blast- Such a sexy, sexy powerset. Not to mention its great for slotting potential. Now, all of the attacks in the set do -tohit which is kinda like +def for your team cause your making it harder from them to hit you. Additionally you get two very sexy cones. Night Fall for massive -tohit and Tenabrous Tentacles with nice -tohit but an immobilize that will still allow for enemies to be pushed and bounced. All in all very sexy and easily paired with emp/. You even get a self heal that does fair damage too.
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Dual Pistols- A very nice set that is also very flashy! Whats best is you get to choose your secondary effect with Swap Ammo! Want less damage against your team? Switch to Toxic Bullets. Need more damage? Switch to Incendiary Bullets. Want to slow your foes? Switch to Cryonic Bullets. Need to drop some defenses? Use Normal Bullets. Its nice to make yourself useful in nearly every situation. You only suffer from a small lack of range which is dealable. You also get a nice little stun/hold power as well. Lastly, your nuke.... its crashless.
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Assault Rifle- This is a nice set that just makes you feel awesome. The lower levels focus more on Knockback control to keep your enemies on their butts and the later levels bring you some much needed damage. Top that off with another crashless nuke that will be up even more than Dual Pistols. Did I mention crashless nuke?
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Archery- This is another nice set like Assault Rifle. However, most of the powerset focuses on pinning down your opponents by dropping their HPs to 0. As for the set it gets an inherent accuracy bonus so you hit more often. Now, it does have to good tools. One is a target aoe knockback and the other is a single target stun. Both great powers to use to help protect you and the team. Oh, and it has another CRASHLESS NUKE! <~~Love These
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Beam Rifle-This set is a lot of fun, is very flashy, and has a veritable toolbox hidden behind its Disinigration mechanic. Additionally it also has some very nice slotting options. The biggest boon to your team is that ninja 200% - regen hidden in the powers. Not to mention that you will keep your main targets health dotting as well as the targets it spreads too. Not to mention, if you have any other beamers on the team they can benefit from your desinigration effects to. You also have stuns, knockbacks, and -def to name a few other tools in the set. Also, slap me if I said this before but..... Crashless... Nuke! On an extra note to add more to the tastiness that is Beam you also get -res from piercing beam! Thanks to Madadh for pointing that tid bit out.
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Water Blast
To be fair, I will hold any judgement till this is off of beta. However, all I can say at the moment is Muwhahahahah!
Now, these are all based on my opinion and YMMV. However, I hope that this little review of each helps you out some in your decision. If you stay /Dark, awesome! If you choose something else, awesome! -
I will toss my hat in for /ELA and /Fire I am actually playing up a Staff/Dark. Will have to see what happens with these two since they are so end heavy. Its a nice build with softcap s/l/m and a 2.63/s end gain after my accolades. Only thing I am debating is on Cloak of Fear. Never really used it but was thinking it might be nice....
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Quote:Mind blow... good day sir.... gettin' to 50?
Well, now you have.Brawling Humiliator (Pinnacle) is now a 50. Using Brawl/ Will Power/ Energy Mastery. Woot.
Brawl was the only, and will be the only, directly offensive power used. And he soloed the Alpha slot missions to boot.
/oh, he's got a mace, but he just holds it when he fires off Build Up.
//It looks cooler when he does that but still baps them in the face.
///All Solo and street sweeping too. No missions, no teams. But he's 50 now, so that rule goes bye. He'll team and mission now.
////Well... Have to admit the two teams for badging, no XP for Adamastor and Jurassik.
/////And I gotta say he did no XP tip missions to go Vigilante, which really wasn't worth it.
//////I gave the loot and the Inf gained during those away, so they really didn't count for anything.
///////Oh yeah, that one ITF attempt. Didn't work out. Ditto gains given away. -
Hmm, guess my burtes too smashy to care but IIRC it is supposed to suppress. May want to report that one as a bug or ask a local GM on that.
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Do note that the taunt area is suppressed while cloaked. So unless an enemy with high perception sees you or you begin attacking you will still be stealthed.
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Well, I don't have a x/EA scrapper but I have my x/EA brute which is soooo much fun to play now with the changes.
To answer your first question you can still sneak up on mobs but once your stealth is broken your aura will keep them looking at you with its -recharge/+recharge effects.
As for skippable powers, well all of them are so lovely I do not know why you would skip them. However, if you must choose Energy Protection is one but still not really as its a source of slow and toxic protection and a great spot for a Steadfast proc.
Really all the powers in it are beast now, especially since we have that sexy energize heal. Not to mention that between that and energy drain you should little to no endo problems or bouncing blue bars.
Got a fair build for a TW/EA scrapper if you ever want one -
Here was one attempt for you as well. Saw this thread and couldn't help but try.
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Quote:What I used to do, but I chose the permanent mez protection, I would fire it off then power build up and farsight, that way since the buff duration of farsight is 120s, I could us it as a timer since all that recharge makes it come back so darn quick. Even still you will want to do your clarion>pbu>farsight anyhow and since its 120s recharge its on a perfect timer with only minor seconds before recast. A suggestion, cast your clarion, wait about 10 to 15 seconds then pbu>farsight and you won't even have the downtime between it.Thanks for looking it over, I like your suggestions. Burnout is indeed likely to get the boot. I took it to try it out, but at the time I didn't realize the +rech on Chrono lasted much longer than all the other effects. With that +50% recharge basically perma and all the other +rech I chose, Burnout is a wasted pick. I'll likely keep it for now (I am only level 30) in order to play with it a bit in the 30s, but Assault does seem the better choice all around.
PBU and Farsight having about the same recharge is pretty important. Gaussian's is nice for the defense, but I also like every bonus the set gives (the damage buff is kind of wasted since I didn't get a bunch of other +dam, although switching to Assault will help). -
Quote:Lol, it was void, if i may make a few suggestions. If you are aiming for softcap for incarnate conent which if I am not mistaken is 59% then gratz as you have reached that. Now, having said that I feel there are some powers were you could trim the fat.It's the Vorpal Judgement (and the Clarion also affects the D numbers, so watch that too and PBU, of course).
-Switch burnout out for another power. Assault is a good choice, add some damage and placate resistance to you and your teammies.
-Power build up feels way to overslotted. I understand that was for the 2.5% defenses and I couldn't even begin to elaborate on where to put the extra slots aside from your T1 blast or and additional slot in Distortion Field for the Lock Down proc.
-Times Crawl can live with 1 Accuracy IO. Free that slot up for another power.
-Interesting slotting for Farsight, my suggestion is 1 LOTG Rechage and 3 Membranes
If I took a stab at adjusting the build the build below would be my suggestion.
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Anyhow, thats just my suggestion, either way it should be a fun build -
Something strange is going on with your build, for some reason its showing base 30 to all defenses with nothing slotted or on?! Was this build using a modified db?