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Posts
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Thank you Claws, that's exactly what I wanted to know. I don't do transfers often so I've got a pile of them.
I wasn't sure if there was some arbitrary rule on transferring individual characters more than once. -
I want to transfer a character from one server to another using one of my transfer tokens.
The question, is if I'm having second thoughts, can I transfer her back to her original server using a second token? -
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For Secondaries, Willpower, Fiery Aura, or Energy Aura. Both WP and EA are top end performing sets when IOed to the gills, and both function really well on just SO's. FA will give you a lot more damage potential, but can leave you quite squishy. I'm not sure what people do in order to solo +4/x8, (I've never tried, too boring), but my guess is lots of recharge for heals and their best attacks, and then barrier destiny powers.
My personal awesomeness milestone is being able to solo in the Keyes Reactor Trial, never having to pop a green, and never dieing.
For your primary, if you like AoE, my suggestions are Fire Melee or Electric Melee. Fire Melee doesn't have as much, but it has great ST damage, and the best unresisted damage type. Spines gives up too much for its AoE in my opinion. Street Justice is also an awesome pick. Looks cool, sounds bone crunching, and a great mix of ST and high damage, quick recharging AoE's (though they're just a bit smaller on the radius). -
Best DPS chain is Golden Dragonfly>Gambler's Cut>Souring Dragon>Gambler's Cut. Throw in Divine avalanche as you need it for defense, skip sting of the wasp (don't know if you'd want to skip it in the early levels though), and flashing steel if you can't fit it.
Katana is low on the damage until you get to the high end of the level range, so it's a little rough starting out. As for archtype, I can't really say, given I'm heavily biased towards Scrappers over either Brutes or Stalkers.
Most people only slot an Achilles' heel in Gambler's Cut, and use actual damage procs in their others.
Gloom, while awesome on brutes, sucks with weapon sets, because of redraw issues.
Not sure how interface damage works into all of that, but that'd be a question to ask on the Scrapper boards. There are a lot of number crunchers there. -
I'm surprised no one's mentioned Fortunata yet. Great fire and forget team buffs, soft capped defenses, tons of soft and hard control, and damage somewhere between dominators and blasters.
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I just noticed this thread, and I don't know if this has been said before. Back on the first page when you contemplated dropping a slot from weave to get your shield wall, sacrificing the softcap to ranged and aoe, have you considered using Enhancement boosters on the IO's you have in your defensive powers? Setting the LotG's to lvl 55 seems to do the trick.
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When it comes to non-melee toons, I just can't do the ranged attacks, because you look silly firing them in melee, which you do end up in on occasion, even more so if you're a blaster.
My most enjoyable non-meleer has to be my bots/traps MM. I go from letting the tab key telling me who to smash to total tactical placement and targeting priorities. Bots are probably a little hands off, since they're incredibly survivable, but traps is just active enough for that play-style. Also, no frakking buffing allies. -
Oh believe me, I took it already. It's awesome. I was just wondering if it had a viable spot in a single target attack chain, and wasn't just a Dragon's Tail prep.
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Does Eagle's Claw have a place in an optimal single target attack chain? The best chain is widely known, but my question is, even though Eagle's Claw has low DPA in comparison, does it's bonus to crit on the next attack (probably CAK) justify it's use in an optimal attack chain?
If not, how far behind would it be compared to the current ranking chain? -
Quote:The amount of regen you get from slotting Physical Perfection is a drop in the bucket compared to the amount of Regen Willpower already has. Yes, it's still useful, but those slots might be better spent enhancing something else, that will give you a set bonus to defense.About the only thing I find reason to question with in this last section is Physical Perfection. That I'm aware there's no upper cap on Regen and Recovery, yes? If that's the case, then wouldn't having Perfection be a better choice than what's already in the Body Mastery Pool already? I mean, at this point The only choices I have are Energy Torrent and Eye Beams.
And if you're taking the Body Mastery Pool, then yes, PP is probably the best choice, as the attacks don't get you anything extra. Others might suggest dropping PP for something like Maneuvers from the leadership pool.
Again, I'd like to emphasize that this is just my opinion on how to min-max, and a Willpower can be plenty effective without being min-maxed. ^_^ -
A couple things stand out to me.
-You'll want to maximize your healing enhancement in High Pain Tolerance. Max HP and Regen are big factors in Willpower's survival. Minimum 2 lvl 50 Heal IO's.
-Not sure if this is a leveling build or not, but smashing blow should be alot sooner than 24. Put off fast healing, or mind over body. Scrappers have a damage dealing mindset. In the early levels it's better to deal damage than it is to try and protect yourself from damage, because you'll fail at the latter.
Everything else looks fine, but I have a few suggestions if you want to go beyond basic functionality. These are just my opinions.
-Build for defense. Willpower feels a little underwhelming against massive odds, like soloing spawns for 4 or more players, which most scrappers seem to thrive on. Focus on S/L and E/N defenses, as fire and cold are not as common, and You'll probably end up with high 20's to low 30's against the elements with out even trying. I know they're expensive, but sets like Kinetic Combat(4slots), Eradication(4slots), Reactive Armor(4slots), Thunderstrike(6slots), even Rectified Rectical(2slots) and Basilisk's Gaze(2slots) are great additions to a Willpower's survivability, and are a great goal to shoot for if you plan to play this character for a long time. Also a 3% defense steadfast protection is definitely worth it on any character, even one not building for defense, as they are pretty cheap, and even easy to obtain with merits.
-Repulsing Torrent - skip it. It doesn't give you a damage buff during power siphon, its damage is Frak, it doesn't have a -dam effect, and it's knockback isn't even consistant. About the only thing it's good for is PvP, where it's damage is decent.
-Resurgence - skip it. I actually like rezs like Phoenix and Soul Transfer, because they have a period of untouchability. Resurgence will pick you up, and you'll likely go back down before you can get all your toggles back on.
-6 slot your attacks. Thunderstrike's 6th slot bonus still grants extra E/N defense even though it's primarily ranged defense. Kinetic Combats are also a little lacking in terms of overall enhancement, and franken-slotting a lvl 50 ACC/DAM/REC and a lvl 50 ACC/END/REC (any set) in the last two slots really shores it up. Where to get those extra slots? Here's a few powers that you're spending too many slots on. Only my opinion.
-Mind over Body - only needs 4. That endurance enhancement will net you a bigger endurance discount if it's in an attack.
-Rise to the Challenge - You can got with 3 or 4 on this one, but don't waste the 4th on a tohit debuff enhancement.
-Strength of Will - I wouldn't slot this for resistance, I personally only have it two slotted for a steadfast 3% and a gladiator 3%. Yes, grinding out a gladiator 3% with alignment merits was worth it to me.
-Physical Perfection - Willpower sees little return from this power, given it already has Regen up the wazoo and Quick Recovery, and most people will tell you it's not even worth a power choice, let alone slotting it. If you do take it, put a miracle or a performance shifter in it and call it a day.
-Find a place for a Winter's Gift. Willpower has no resistance to secondary effects like end drain and slow resistance. Energy defense will help mitigate end drain in many circumstances, and the 20% slow resistance from a Winter's Gift will go a long way to reducing the headache from caltrops, web grenades, and cold powers in general. Most travel powers are still plenty effective without enhancement, and slotting this IO in there instead is well worth it. -
The problem is that you're using Touch of Deaths and Makos in your melee attacks, which are more for positional defense than type defense. Using kinetic combats will increase your S/L defense significantly over what you have now.
Here's a scrapper build that I had. Most of it can easily be applied to a brute. Remove fly if you like Super Jump, and apply your favorite epic pool in place of blaze mastery.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Maiden Mayhem: Level 50 Natural Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Dmg/Rchg(5), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Dam%(31)
Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(9), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(43)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(19)
Level 6: Power Siphon -- RechRdx-I(A), RechRdx-I(21)
Level 8: Fast Healing -- Heal-I(A), Numna-Heal/EndRdx(21), Numna-Heal(33), RgnTis-Regen+(43), Numna-Regen/Rcvry+(45)
Level 10: Indomitable Will -- Ksmt-ToHit+(A), LkGmblr-Rchg+(36)
Level 12: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Rise to the Challenge -- Heal-I(A), Numna-Heal/EndRdx(23), Numna-Heal(23)
Level 18: Burst -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(25), Erad-Acc/Dmg/Rchg(25), Erad-Dmg(27), Sciroc-Acc/Dmg/EndRdx(27), Sciroc-Dmg/Rchg(29)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(29)
Level 22: Boxing -- Empty(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(36)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(34), LkGmblr-Rchg+(34)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(43)
Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
Level 41: Char -- EoCur-Acc/Rchg(A)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Tactics -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Void Radial Final Judgement
Level 50: Seers Radial Superior Ally
Level 50: Reactive Radial Flawless Interface
Level 0: Wedding Band
Level 50: Musculature Radial Paragon
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(7), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(31)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)
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Set Bonus Totals:- 30.38% Defense(Smashing)
- 30.38% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 16.63% Defense(Energy)
- 16.63% Defense(Negative)
- 6% Defense(Psionic)
- 18.19% Defense(Melee)
- 13.19% Defense(Ranged)
- 6% Defense(AoE)
- 1.8% Max End
- 40% Enhancement(Accuracy)
- 47.5% Enhancement(RechargeTime)
- 4% FlySpeed
- 200.79 HP (15%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Immobilize) 17.05%
- 20% Perception
- 10% (0.167 End/sec) Recovery
- 64% (3.578 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 4% RunSpeed
45% S/L 43% E/N 32 F/C
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Quote:I always felt like Praetoria was faster for me. Shorter storyarcs, but the same amount of arc xp at the end. Shorter travel times. I always feel like I get to 20 alot faster since GR came out.Weirdly, even though Praetoria "feels" slower, I found that any alts that can survive the missions decently seem to level much faster.
I agree on the KM bit - even though the animations aren't actually "that long", somehow the look of them makes them feel even longer.
Having a KM/WP, I will vouch for KM feeling slow to start. I think it's because it's attacks don't hit particularly hard until CS, even though they have decent DPA. Just started a new MA/WP praetorian as my new main (hopefully I can stick with this one!) and she rocketed through the early levels thanks to all the recent MA changes. -
The one thing that keeps me using Muscular is that Judgement powers make use of the damage enhancement.
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So a while ago, MA got some spiffy punches for alternate animations, but I have one major gripe about them:
The left fist goes totally unused.
I understand that a left handed punch isn't a simple mirror of the animation, and is a completely different animation. I know it takes time to make animations. But the alternate super strength animations got left handed punches, how come not MA?!?
Does this bother anyone else? And don't say they did it because of the /shield secondary. I think it would be AWESOME to have an MA use a left handed haymaker, slamming a hellion with the edge of their shield. Ever seen Troy? -
I just finished my latest project, Maiden Mayhem a KM/WP build. She's probably a bit more expensive than what you're aiming for, but I always like having goals to shoot for. It keeps me interested in a character after they hit 50. Oh, and it has the Gladiator Unique in it (thank god for alignment merits!).
Here's her build:
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Maiden Mayhem: Level 50 Natural Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Dmg/Rchg(5), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Dam%(50)
Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(9), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(45)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(19)
Level 6: Power Siphon -- RechRdx-I(A), RechRdx-I(21), Rec'dRet-ToHit/Rchg(48), Rec'dRet-Pcptn(48)
Level 8: Fast Healing -- Heal-I(A), Numna-Heal/EndRdx(21), Numna-Heal(33), Numna-Regen/Rcvry+(45)
Level 10: Indomitable Will -- Ksmt-ToHit+(A), LkGmblr-Rchg+(36)
Level 12: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 14: Boxing -- Empty(A)
Level 16: Rise to the Challenge -- Heal-I(A), Numna-Heal/EndRdx(23), Numna-Heal(23)
Level 18: Burst -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(25), Erad-Acc/Dmg/Rchg(25), Erad-Dmg(27), Sciroc-Acc/Dmg/EndRdx(27), Sciroc-Dmg/Rchg(29)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(29)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(33)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(34), LkGmblr-Rchg+(34)
Level 30: Repulsing Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/EndRdx(46)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(46), LkGmblr-Rchg+(46)
Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(48)
Level 41: Super Speed -- Winter-ResSlow(A)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Physical Perfection -- RgnTis-Regen+(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(7), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(31)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)
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Set Bonus Totals:- 30.38% Defense(Smashing)
- 30.38% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 16.63% Defense(Energy)
- 16.63% Defense(Negative)
- 6% Defense(Psionic)
- 18.19% Defense(Melee)
- 13.19% Defense(Ranged)
- 6% Defense(AoE)
- 1.8% Max End
- 47.5% Enhancement(RechargeTime)
- 40% Enhancement(Accuracy)
- 4% FlySpeed
- 200.79 HP (15%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Immobilize) 17.05%
- 20% Perception
- 10% (0.167 End/sec) Recovery
- 64% (3.578 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 4% RunSpeed
Code:Capped smash/lethal defense, 43% energy/negative, 30's for fire/cold. It takes all the KM attacks because the longer animating ones do sizable damage in PvP, so if that isn't your bag, you can replace them with something else, like your favorite epic pool powers.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1600;784;1568;HEX;| |78DA9D53E96E5241149E0B54648752BAB750A02D2D85962EC625D1A8D5442D8696E| |ED6E215C6722302018CADBF7C001FC1BAFDF01D8C4FE4EE0B183CCB4049F8E74DEE| |F7DD397396EFCC3D933E5E750AF1EA9AD0DC374B7ABD9ECBE66B7AB52A6BD6FB7AE| |3794D2FB9D2BA5190E5505A3F29CA675621C458CB259796252993F78CB26C18F9DC| |F54643CF3F1D6EEFAECA27B25C97C91DA354AA565EC89AEF4EB9286BB2DC48B63E5| |C994AA594BC6D1C151B46F9C849AB35A9576161A745B62A65C1D3B21764AD5E34AA| |BE5B55239FBC51299CE4D27ABD216B2783206B05DE5D9F504FB3476480C2C2B4CE9| |425B26C30C54C42A4442A4EB48D5D692A2A2AD0745ED13898074568822812269A0B| |12EDF9541044695CCBCEB5EC5CC4C9259D794AE53688F621CAACA2CC1CE5E6282F4| |77939AA97A37A39EA0144F5505CD3DC1327531FD3FC1B68C12FE64F8976A1132B77| |62B6720B7DEB1AE60B6D11CD6D038D893DF0B3B19F66FB8BFF544402D4D50EEC385| |40607763F2DA68244D3134C61220DFC5CDC877035E111FB60F16818DA3479B8763F| |D68E88FE2DA24368C2A75AF77D3361D1C1EF4C3F8886BF32BDA4E0D1636E1DD2FA9| |5547F887798CCB0135052032C759CA58EB3D4104BED07BF01F61303DC650E740C29| |2943A7402131FD9668E61DD37B2A31F38156B31F890E20D1882A38E2A5DC137EA63| |E26CE7EE0C336C8CF32B648231659229A5D665A214A5C207A04EE412526C82311E5| |9188F248447924A67824A678242C2026ACC48459CC1C8B49B098048B3904BF49CEA| |E4D0ED0DF9F5F8449B28908ECC4D42F8C8D90290B1857A6380F980FBC925CC794E4| |94292C00B7C74BF409C660411DEFC2557218B5B4AFA199AEA15F9CDB645A271ADF2| |05A3BF3132241E53296F6AD121ACD55D0D2BE9D4D9BB77D7BFEF7F9EC6CA5B36DD8| |0137113200DA367E1D203CC4E5217EE9F8F518218FCBE617674BB1E722EABA84701| |9E10A4200F489D7E869750038109C082E04378207C18BE04718463875B43BFA89B5| |D4696A7C24BF3A4D3132FDEE34DDD5F02CFF749AF8822C741E2F9DE56C9725D5655| |9EEB22C7559CE8EF31F366C1D78| |-------------------------------------------------------------------|
Right now I'm trying to decide which alpha slot would be better for her in the long run. Spiritual Core Paragon would be great for survivability and might increase DPS through recharge, but Muscular Radial Paragon would be a straight up DPS increase as well as more offensive oriented. -
If you have room, I'd take Repulser Torrent for two reasons:
1. The very situational moments when you can throw a whole group into a corner before engaging in melee.
2. PvP It's damage is really good, and it's one of your 2 ranged attacks.
Other than those two reasons, it's trash unfortunately. It's not 100% knockback, it doesn't do -dam, it doesn't add to power siphon, and it has an accuracy penalty. -
Had no problem with ToTing this year on my lvl 50 KM/WP scrapper. Often if I got a trick, I would keep moving until I had 3 or 4 tricks worth before fighting them off. So the lack of power scaling is probably the issue, with lvl 50 appropriate mobs showing up against lowbies.
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Yeah, how about when unyielding was unyielding stance, and rooted you, and rooted, you know, rooted you. Or back when dark armors were mutually exclusive, or when obsidian shield only gave hold protection. Or when healing flames had something like a 5 second casting time. Or back when weapon sets were the worst sets in the game because of their cast times taking draw time into account. Before containment, before criticals, before Defiance, before punchvoke. I can go on...
Glory days my foot. That's why there isn't a demand for that stuff. -
I haven't been seeing my protector bots running into melee on my new bots MM.
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I'm not sure how KM is going to perform in PvP for non-stalkers. Power Siphon isn't going to get you much compared to build up, unless you're beating up on a mastermind in bodyguard mode, since people move around too much for you to get allot of consecutive attacks off.
That being said, the scrapper PvP numbers for kinetic melee look absolutely disgusting, probably adjusted upwards because of the aforementioned difficulty of using power siphon. Then the only problem becomes that power siphon's to hit buff is only 7.5 instead of 20 like build up, making it harder to bypass defense based opponents.
As far as pairing it with a good secondary for PvP? You can't go wrong with regen, and I've always thought that electric would make a good contender as well. For PvE, it lacks the AoE that elec melee has for farming, but it would be pretty disgusting to see a fully saturated AaO + power siphon shield charge. -
Malta, Longbow spec-ops, carnie bosses, dark servants, freak stunner bosses. All of those will drain your endurance like you were a newb right out of outbreak/breakout. The amount of -recovery on debuff powers is absolutely insane, and will shoot way over the bonuses those powers give.
The two ways to avoid end drain are defense, and end drain protection. Energy defense will save you most of the time from malta and longbow, negative defense will save you from the carnie mask debuff, and twilight grasp is ranged only, and I'm pretty sure the freak stunner bosses end drain powers are auto hit.
As for End drain protection, you can't get much better than electric armor. It has almost 200% resistance to -recovery, and almost 100% resistance to -endurance. Both dark armor and fire armor have smaller amounts of resistance to both, and Invulnerable has 25% resistance to recovery only, I think... -
Long story short, Ice armor and Ice melee put huge stacking slows on opponents, making fury from getting hit incredibly low. Hack job solution: Energy Aura was born.
Though I'm willing to bet an Ice brute would generate more fury on a big team than an EA brute. EA has no taunt aura and unsupressable stealth, two things that DO NOT MIX with the brute AT.
Gecko was horrible at designing and balancing powersets, and I'm so glad he's gone on to screw up other projects for other companies, as the recent sets (DB, willpower, shields, KM) have been right on the money for most melee AT's.
If you want Ice Armor for brutes, just hope there are enough people that agree with you, and it will be ported eventually. -
SR: Great if you're making a budget build and you want to soft cap defense, but not much else. I personally avoid it these days.
Ela: Great set to pair with elec melee for theme, as well as combining power sink and lightning field with the end drain properties of your attacks.
Willpower: My personal pick, one of the most survivable secondaries when combined with IO's. Getting near the defense cap in s/l and e/n is not difficult, and you get protection from the exotic mezzes, confuse and fear. It's general lack of defense debuff resistance hurts at times, and without IO's, it's a middle of the road performer in my opinion. No exotic debuff protection like end drain or slows.