Speed_Force

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  1. Thanks for the replies. They answered all of my questions/concerns.

    Fortunately, my main account (which has most of my characters) has had enough paid time on it over the years to fill up the tier 6 bracket which means that my characters shouldn't have an issue witht he influence cap and puts me reasonably close to being able to have permanent IO access at some point in the future.

    I haven't yet gotten into the Incarnate system (it was introduced after I left the last time) so it's a case of "not really missing something that I never had" but the loss of the IOs was devastating. A couple of characters have literally billions of influence worth slotted into their builds so a couple of dollars a months to reactivate them isn't really too great a price to pay.

    I will have to come up with some way re-open my base though as I have dozens of high value IOs locked up in storage inside.
  2. So I've been gone for about 2.5 years now and decided to log back in after hearing about the Free-2-Play option in the game but need some help with a few things.

    (FYI, I have no problem with spending a bit of cash for some points in the store but I just need to know a bit more about the way things work before doing so .)

    IOs:

    ~All of my IOs are grayed out. I assume because their use is a VIP feature now and while I understand that I need to know if the Devs provided any way for me to remove/swap those (very expensive) IO enhancements out without destroying them in the process for SOs or do I need to purchase multiple respecs in order to salvage all of them?

    ~Is there any way for me to reactivate the IOs on my characters without stepping up to VIP status?

    ~If I purchase IO sets with points from the store will those slot/activate on my Presige acct characters or do those also only work for VIP players?

    Supergroup Base

    ~I am still listed as the leader of my (inactive) supergroup but because I am only at Prestige status I am unable to pay the maintainence fee required to re-open the base. Since the SG was created by me solely for my (large number) of characters to store enhancements, salvage, etc. I need to know if there is some alternative to paying for VIP status in order to re-activate the base and continue using it.

    Character Slots

    ~On the two accounts that I have, one has seven server slots available while the other has only three server slots available. I am guessing that this is due to the difference in total number of months that were paid for originally on each account?

    ~If I buy points and increase the number of accessible character slots I assume that those additional slots become permanently accessible to my Prestige account but do they also increase the total number of slots available if I up my acct. to VIP status for a month or two?

    Influence

    ~I heard that Prestige characters have a lower Influence cap than VIP characters. What is that cap?

    ~If one of my (currently inavtive) characters has/had more influence on him than the prestige character cap allows, what happens to the "overflow" influence?

    Incarnate abilities/content

    ~It is my understanding that all incarnate content and abilities are limited to VIP characters only. Is that correct?


    Thank you guys for any information that you can offer to help clear this stuff up for me.
  3. Quote:
    Originally Posted by Umbral_NA View Post
    I wouldn't suggest attempting to softcap */regen or */wp (unless you're packing a sword primary) simply because the costs to your damage capabilities are enormous. By eschewing every other set bonus and oftentimes taking suboptimal slotting for many of your attacks, you'll get pretty survivable, but your damage is going to be pitiful. If you're going to do that, you might as well just roll a Tanker.
    While I agree that pushing WP to the softcap really isn't necessary, even if you did your damage would still be better than a Tanker.

    I personally push my defenses to 39-40% and my overall damage, while not at the absolute peak of the curve is still more than respectable for solo play, teams, farming and AV killing.
  4. Quote:
    Originally Posted by Da_Captain View Post
    I am at work right now but I will post my build later, MA/WP 45% defense S/L/E/N/F/C with 53% S/L resistance, and about like 10% - 15% resistance on everything else. It really wasn't as expensive as you think it maybe, but I will post it when I get home.
    Since your build, like mine, requires the PvP +Def IO (which currently runs about a billion Influence) in order to hit the softcap, I'd say that it definitely qualifies as being an "expensive" build.
  5. Quote:
    Or are the extra 35 HP really that valuable?
    You can swap to whatever works best for you but on a tanker I like to stack HP bonuses as they increase survivability and overall regeneration. Especially with a Primary like Fire that doesn't have a HP boosting power inherent to the set.

    Quote:
    Originally Posted by Calash View Post
    The +Recharge proc will give you a chance for a 100% recharge increase for 10 seconds. In Foot Stomp this trigger fairly often and is a great addition if you are already working with a recharge heavy build.
    The +recharge buff from the Force Feedback proc is actually only 5 seconds, not 10.
  6. Personally I think that due to the massive Regeneration and -tohit debuff that enemies receive while in melee range that getting a /Willpower build up to about 40% to all typed Defenses is plenty.

    That being said, if you really want to have a /WP character with 45% to all categories (except Psi) then here is one example based off a variation of one of my actual characters...


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Claws /WP - cap: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam(11), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(39), Numna-Heal/Rchg(46)
    Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 4: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(13)
    Level 6: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(13), RgnTis-Regen+(23)
    Level 8: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Acc/Dmg/Rchg(17), Oblit-%Dam(36)
    Level 10: Indomitable Will -- Ksmt-ToHit+(A)
    Level 12: Swift -- Empty(A)
    Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(43)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(37), Numna-Heal/Rchg(37), DampS-ToHitDeb/EndRdx(37), DampS-ToHitDeb(40)
    Level 18: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Rec'dRet-ToHit(21), Rec'dRet-ToHit/Rchg(23)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(25), EndMod-I(36)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(46)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 26: Eviscerate -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(27), C'ngBlow-Acc/Dmg(29), C'ngBlow-Dmg/EndRdx(45), C'ngBlow-Dmg/Rchg(48)
    Level 28: Heightened Senses -- HO:Enzym(A), HO:Enzym(29), LkGmblr-Rchg+(34)
    Level 30: Tough -- ImpArm-ResDam(A), Empty(31)
    Level 32: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 35: Weave -- HO:Enzym(A), HO:Enzym(36), LkGmblr-Rchg+(43)
    Level 38: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/Rchg(46)
    Level 41: Combat Jumping -- HO:Enzym(A), Zephyr-Travel(42), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42), LkGmblr-Def(43)
    Level 44: Maneuvers -- LkGmblr-Def(A), HO:Enzym(45), HO:Enzym(45)
    Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
    Level 49: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Acc/Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    The blank slot in Tough is for the PvP + Defense IO. With that in place, S/L, Fire, Cold, Energy and Dark Defense will all be at or above 45%. Keep in mind that the Debuff provided by RttC also stacks directly with the character's defenses versus enemies in Melee range effectively increasing those Defense totals even further. That is why on my real character, his Defenses are left at the 40% mark.

    Conversely, I do not think that it is possible for a /Regeneration character to be able to get anywhere close to the softcap on all damage types or positions.

    It maybe possible for /Regen to get one positional or Damage category at or near the cap but not all of them.
  7. Quote:
    Originally Posted by _Deth_ View Post
    Like Speed_Force said, people build for def because it works. Nothing wrong with doing something different, but, you can get sick +regen AND softcapped S/L def. Did a little finagling with the build Speed put up.

    It's only the path of the lemmings if people follow blindly. There is an article in the player guides that lays out why defense is the single most important stat for survivability.

    anywho, softcapped S/L, some bonus damage, and higher regen than either of the builds previously listed. No purples.
    However your build loses quite a bit of Defense versus Energy, Dark, Fire and Cold plus some of the ToHit debuff strength from RttC. If all you are planning to tank is S/L enemies then your build will work out just a bit better but against other opponents mine makes the more durable tank.

    And on my build, when you take the tohit debuff from RttC into account, most enemies in melee range would be bottomed out on their chances to hit against S/L there as well..

    40.7% (S/L Defense) + 4.9% (RttC ToHit Debuff) = 45.6% effective defense rating.

    My build also puts the other damage types close to the cap as well.

    F/C 37.1% + 4.9% = 42%
    E/D 37.7% + 4.9% = 42.6%

    Which builds for a more rounded tank IMO.

    While I realize that RttC doesn't help with attackers outside of melee range (or help as much with AVs) in my experience it comes in play for about 80%+ of the attacks being thrown at the tanker.

    I never like having to avoid specific content because my character is more vulnerable to a specific type of damage but that may just be a personal preference.

    I do agree with how you swapped Maneuvers with Combat Jumping. It's much easier on the Endurance Drain.
  8. Well the "application" that I am trying to use it for is to easily test my scrapper's defenses against enemies of progressively higher levels in order to determine what the cut off point is in how much damage he can take vs differing level opponents.

    Being able to just reset a mission in AE is far simpler than running all over different zones and trying to find just the right group of enemies in the numbers I am looking for.
  9. Quote:
    Originally Posted by OblivionX View Post

    Another thing I noticed is there's no end reduction slotted in Foot Stomp. I would personally replace the Damage Armageddon with the Dam/End one, you'll only be losing about 5 points of damage.
    I missed that. Good catch.
  10. Quote:
    Originally Posted by Werner View Post

    I consider about 500 hours of play to be about right to level cap.
    Gah!

    It only took me about six weeks to level my first character to 50th (Maybe about 140-160 hours played total) and that was immediately after the game launched five years ago.

    (Admittedly though, this was back when /Regeneration was godlike and I was able to literally tear through content non-stop).
  11. Quote:
    Originally Posted by Heraclea View Post
    I did not mean to threadjack here with a post about the moral issues posed by the market.

    It remains the case that it is not possible within a reasonable time to meet the prices currently on the market with the influence dropped by defeated enemies in normal play. Specific enhancements needed for set bonuses usually need to be bought with merits. This means that you will end up waiting a very long time in order to build a character that relies on defense bonuses for performance under current conditions to achieve the numbers in your ideal build.
    That's odd, I managed to completely IO out my Claws/WP scrapper within 7-10 days of his hitting 50th Level. Since the build relies upon all of his specific defenses (except for Psi) to be at 40%+ I would say that he qualifies as "a character relying on Defensive bonuses".

    And even though I could have bought everything with Influence I had made from other characters, all of the IOs bought for this scrapper came directly from the Influence and tickets he received running on his own.

    That includes..

    5 sets of Kinetic Combat (4 pcs each for the S/L Bonuses)
    1 Numina Unique
    4 LotG +Recharge IOs
    4 LotG Defense and Defense/Endurance IOs
    1 Regenerative Tissue Unique
    2 sets of Blessing of the Zephyr
    1 set of Reactive Armor
    1 set of Obliteration
    4 Enzyme Exposure HOs

    And probably another hundred million+ worth of additional IOs to fill everything out with.

    And that was with maybe two hours of running missions per day and spending an extra thirty minutes each day cashing in tickets for Recipes and Salvage and selling them at Wentworth's.

    Less than two weeks (of casual play) from hitting 50th to "completed build" does not seem unreasonable to me at all.
  12. Quote:
    Originally Posted by Heraclea View Post
    This is the build I've been using on my WP/DM. This will be relatively easy to make. I did what I could trying to max out the use of the exotic sets that DM will take, and since defense bonus rather than hit points and regen seems to be the path of the lemmings, these sets will not be quite as overpriced as others.
    The defensive route is also the path to greatest survivability.

    This tank will cost more but will ultimately live through alpha strikes and over pulls that would crush what is posted above.

    And since that is what a Tank is supposed to do after all, I think this works out much better...



    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Decent Tank: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Dark Melee
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), S'fstPrt-ResDam/EndRdx(34), S'fstPrt-ResDam/Def+(43), S'fstPrt-ResKB(46)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Dmg/Rchg(39)
    Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), RgnTis-Regen+(7), Heal-I(50)
    Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
    Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(34)
    Level 8: Rise to the Challenge -- DarkWD-ToHitDeb/EndRdx(A), Numna-Heal/EndRdx(11), Numna-Heal(11), Numna-Heal/EndRdx/Rchg(13), DarkWD-ToHitDeb(17)
    Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/EndRdx/Rchg(17), KntkC'bat-Dmg/Rchg(43)
    Level 12: Quick Recovery -- EndMod-I(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod(15)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(45)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal(19), Numna-Regen/Rcvry+(19)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21)
    Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-EndRdx/Rchg(23), RctvArm-ResDam(34)
    Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25)
    Level 26: Siphon Life -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(27), P'ngFist-Acc/Dmg/EndRdx/Rchg(27), Dct'dW-Heal/Rchg(31)
    Level 28: Soul Drain -- GSFC-Build%(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-ToHit/EndRdx(33), GSFC-ToHit(40), GSFC-Rchg/EndRdx(46)
    Level 30: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-EndRdx/Rchg(31), LkGmblr-Rchg+(37)
    Level 32: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(50)
    Level 44: Strength of Will -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(46), Aegis-ResDam(48)
    Level 47: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx(48)
    Level 49: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  13. Depending on the number of enemies the character has in range, it could be beneficial to move a slot from Hasten to Footstomp to accommodate the Force Feedback proc.

    If he will typically be surrounded by less than 5 enemies for a majority of the time then probably not. More than that though and it will probably be worth it.
  14. Yep, listen to him but I can tell you that the one basic rule for DM/Regen is very simple.

    Take Hasten and then slot your character with every +recharge IO and every stackable +recharge bonus you can possibly get your hands on.




    Doing that alone will get you into range of the top 90%+ tier of builds for that powerset combo.
  15. I've seen missions where the enemies were all set to say, level 52 but the minimum level for player characters was around 45th.

    How did the mission designer manage that?
  16. Quote:
    Originally Posted by SunGryphon View Post
    I bet purging trial accounts every quarter or so would free up a lot of names as well.
    Now that is a good suggestion.

    Trial accounts that have been inactive for say three or six months simply lose any and all naming rights associated with the characters.

    Since the owner of the account apparently didn't like the game enough to purchase it, there is less grounds to believe that those players will ever return.
  17. No, that IO works perfectly well in the Stamina power.

    The Performance Shifter Chance for +End IO will check once every ten seconds with a 20% chance of granting 10 endurance back.

    That means that on average it will be giving you 12 Endurance per minute or an average net recovery of 0.2 endurance per second.

    If you had simply placed a straight Endurance Modification IO in the same slot you would see a net gain of only 0.11 endurance per second.

    Thus on the averages it will end up giving better overall Recovery.

    It will also check and potentially grant Endurance when your character is under Recovery Debuffing effects such as from Malta Sappers and can potentially grant you the Endurance even when your debuffed Recovery rate may be locked down at Zero.

    Trust me, its the right choice for that slot.

    With timing Consume's use to help after the Hasten and Rage Crashes your Recovery should be alright. However, if you are still running short, swap out the basic Heal IO in Heath with the Numina +Regeneration/+Recovery Unique. It's expensive but it will increase both your Regeneration and Recovery rate up a bit.
  18. This is how I would modify that build.

    41% S/L defense and 36.3% to all other melee.

    Still has a lot of recharge but now it should be able to handle the alpha stike from a Boss farm at the Agro cap.

    And yes, keep the 3rd slot in Hasten.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Capt. Fusion: Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(31)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 2: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(11), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResKB(13)
    Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal/EndRdx(17)
    Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 8: Consume -- Oblit-%Dam(A), Oblit-Dmg(23), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(33)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), Krma-ResKB(29)
    Level 12: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(31)
    Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(31)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)
    Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 24: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(40)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
    Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37), RechRdx-I(37)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
    Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(43), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Armgdn-Dam%(45)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
  19. Quote:
    Originally Posted by BrokenPrey View Post
    I'm with you when I think of a Cheap build it would look something more like this. It has mostly cheap IO and very few rare IO in the build. It can run the Attack chain of Incinerate/Scorch/Cremate/Scorch. Now I didn't look at the number so I don't know how long you can run the chian, so you might need to get the +recovery IOs in there. This build is not the best there is a lot of stuff I would like to do different but it is cheap and should be able to solo an AV.
    Yep, that is a cheap build...




    Should run about 85-125 million to build it depending on the patience of the person playing.
  20. Quote:
    Originally Posted by Santorican View Post
    Here is a relatively cheap build, no purples or pvp ios
    I wouldn't call that build "cheap".

    Even though it may not have purple or PvP IOs it still has 5 LotG +Recharge IOs , the Regenerative Tissue, Miracle and Numina Uniques and a BotZ - Knockback.

    Those nine IOs alone will set the OP back about 900 million influence.

    That along with all the rest of the IOs needed puts the final total over a Billion Influence or you can run TFs and Arc and buy them with Merits.


    Here is a bit more budget friendly version of that build.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire Jerk: Level 50 Natural Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Medicine

    Hero Profile:
    Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(11), RedFtn-EndRdx(11)
    Level 2: Cremate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
    Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Def(17)
    Level 6: Swift -- Run-I(A)
    Level 8: Agile -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(19), S'dpty-Def/EndRdx/Rchg(21), S'dpty-Def(21)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(31)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
    Level 16: Dodge -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27)
    Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(19), Numna-Heal/EndRdx(31)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(33), P'Shift-Acc/Rchg(45), P'Shift-EndMod/Acc(50), P'Shift-EndMod(50)
    Level 22: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 24: Quickness -- Run-I(A)
    Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(46)
    Level 28: Lucky -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def(29), Ksmt-ToHit+(37), Ksmt-Def/EndRdx(37)
    Level 30: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39), AdjTgt-Rchg(40)
    Level 32: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg(42), RechRdx-I(48)
    Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(42)
    Level 38: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(50)
    Level 41: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(43), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(43)
    Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), S'dpty-Def/EndRdx(48), S'dpty-Def(48)
    Level 47: Aid Other -- RechRdx-I(A)
    Level 49: Aid Self -- Dct'dW-Heal/Rchg(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    All in all about 300-350 million.

    I did leave the BotZ KB IO (70 million inf) in because of the set bonus and another 100+ million is tied up in the Numina Unique, the one "luxury" IO I put into it.

    If you can live with roughly 42% AoE Defense, then the build is perfectly runable without them and it should cost between 125-200 million to build (depending on how patient you are.)

    The BotZ and Numina IOs can be the last things added once it has matured and earned a bit more Influence.
  21. Back to the OP's question...

    While SR is very easy to get a character to the softcap with and has a nice global recharge buff the lack of any sort of Heal in the set is a weakness.

    If you don't mind using inspirations to solo A/Vs then a tray full of greens will more than compensate for that.

    If however you are trying for the "No Inspiration" A/V kills then I agree with the others above that either a lot of regeneration or taking the Medicine pool is required.

    Personally I don't like Aid self for a Solo character because you need to take two powers from the pool in order to get it and it has a really long activation time. However since you specified "Cheap" then it would be the easiest way to go.
  22. Quote:
    Originally Posted by Ironblade View Post
    Fixed that for you.
    Quote:
    It actually all comes down to this...

    They got there first.. but then they left... but could still come back..

    You did not... but you just as easily could leave tomorrow...

    So the names will be left alone...

    And you can just find something else to name your new character instead...


    Fixed your "fixing"...

  23. It all depends on your build and how you slot it.

    If you take Tough, Weave, Maneuvers, Hasten, etc and build for crazy levels of +recharge then yes, you will need Stamina.

    If you don't take a ton of extra toggles and keep the recharge down a bit them probably not.
  24. Quote:
    Originally Posted by Rodion View Post
    Of course, you can still fight +5 enemies and get the experience that you got before. It's just that the highest-level players on the team will be fighting +4 enemies instead of steamrollling even-cons.

    As others have said, this won't stop PLing: the devs are also adding features that will actually help farmers and PLers (the ability to select your team size and apparently some new difficulty options that haven't been announced yet). It'll just make it a lot more interesting.
    Overall this patch will be a

    +1 for Farmers

    -1 for Power Levelers

    Yes, people could still attempt to PL in the manner you describe but the speed in which someone can go through +4 mobs is so much slower than an even con that it will be a massive downgrade in the amount of XP/minute that the lower level character is getting.

    My bet would be that the new "sweet spot" will be to fight enemies set two levels higher than the main character and thus three levels above the side kicked one.
  25. Yes, WP with Softcapped defenses (or close enough to them that the Debuff from RttC can do the rest) is a very hard to kill build.

    I've been on several (bad) teams farming bosses where my character was the only one left standing (even the tanks dropped) after a bad pull.

    Surrounded by Higher level bosses, he just kept on "soloing" them until the rest of the team got back into the instance.

    Frankly, unless you are attacked by enemies with massive tohit bonuses or that have defense/regeneration debuffing powers, a /WP character at the Defense softcap is nearly unkillable.