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Well here is an Electrical/SD scrapper I just threw together.
(I posted the long form because I doubt that you can open it in Mids unless you modify the database to allow Electrical Melee as an option for scrappers.)
No self heal but I did get the regeneration up to 31 HP/sec.
But other than the need to carry a few greens for emergencies a fairly playable build (especially since it can two shot minions/LTs with Lightning Rod+ Shield Charge)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Elec SD: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Havoc Punch- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance
- (19) Kinetic Combat - Damage/Endurance/Recharge
- (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (3) Luck of the Gambler - Defense
- (11) Luck of the Gambler - Defense/Endurance
- (37) Defense Buff IO
- (43) Luck of the Gambler - Defense/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (3) Luck of the Gambler - Defense
- (11) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense/Recharge
- (A) Eradication - Damage
- (5) Eradication - Accuracy/Recharge
- (15) Eradication - Damage/Recharge
- (19) Eradication - Accuracy/Damage/Recharge
- (31) Eradication - Accuracy/Damage/Endurance/Recharge
- (36) Eradication - Chance for Energy Damage
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Numina's Convalescence - Heal
- (9) Numina's Convalescence - Heal/Endurance
- (9) Numina's Convalescence - Heal/Recharge
- (23) Impervium Armor - Resistance
- (37) Impervium Armor - Resistance/Endurance
- (A) Recharge Reduction IO
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (13) Eradication - Accuracy/Damage/Recharge
- (13) Eradication - Damage/Recharge
- (25) Obliteration - Accuracy/Damage/Endurance/Recharge
- (25) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (48) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (42) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Endurance Reduction IO
- (A) Mako's Bite - Chance of Damage(Lethal)
- (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (21) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Mako's Bite - Damage/Recharge
- (34) Mako's Bite - Damage/Endurance
- (46) Mako's Bite - Accuracy/Damage
- (A) Luck of the Gambler - Defense/Endurance
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (27) Numina's Convalescence - Heal
- (27) Numina's Convalescence - Heal/Endurance
- (31) Regenerative Tissue - +Regeneration
- (A) Performance Shifter - Chance for +End
- (29) Performance Shifter - EndMod
- (29) Performance Shifter - EndMod/Recharge
- (43) Performance Shifter - EndMod/Accuracy/Recharge
- (45) Performance Shifter - Accuracy/Recharge
- (46) Performance Shifter - EndMod/Accuracy
- (A) Damage Increase IO
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Reactive Armor - Resistance/Endurance
- (36) Reactive Armor - Resistance
- (36) Reactive Armor - Resistance/Recharge
- (48) Reactive Armor - Resistance/Endurance/Recharge
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Chance for Smashing Damage
- (39) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (40) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Miracle - +Recovery
- (45) Miracle - Heal
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (50) Kinetic Combat - Damage/Endurance
- (50) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Set Bonus Totals:- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 15.5% Defense(Smashing)
- 15.5% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 16.8% Defense(Ranged)
- 15.5% Defense(AoE)
- 3.6% Max End
- 36% Enhancement(Accuracy)
- 40% Enhancement(RechargeTime)
- 5% FlySpeed
- 210.8 HP (15.7%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 3.3%
- MezResist(Immobilize) 9.9%
- MezResist(Stun) 6.6%
- 7.5% (0.13 End/sec) Recovery
- 64% (3.58 HP/sec) Regeneration
- 5% RunSpeed
- 2% XPDebtProtection
Set Bonuses:
Kinetic Combat
(Havoc Punch)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Deflection)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Battle Agility)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Jacobs Ladder)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 30.1 HP (2.25%) HitPoints
- 2% XPDebtProtection
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(True Grit)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(True Grit)- 2.5% (0.04 End/sec) Recovery
(Thunder Strike)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Thunder Strike)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
(Combat Jumping)- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Super Jump)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Chain Induction)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Health)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Lightning Rod)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Shield Charge)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Weave)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(One with the Shield)- 3% Defense(All)
(One with the Shield)- 2.5% (0.04 End/sec) Recovery
(Charged Brawl)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
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According to Mids, with no Bonus from Follow up ( while still having the +6% tohit from the Kismet IO) The attacks in the chain have the following chances to hit..
Follow up: 112.5%
Slash: 127.6%
Focus: 149.8%
Eviscerate: 158.6%
With Follow up double stacked the numbers change to:
Follow up: 143.9%
Slash: 163.1%
Focus: 191.5%
Eviscerate: 202.7%
The Global accuracy is low but there is additional accuracy enhancement in all of the attacks in the chain from the IOs.
The good thing about Claws (and Dual Blades) is that they essentially allow you to have a state of permanent Build up which helps considerably for both To hit chances and damage.
Once Follow up has double stacked you have a 22.6% global tohit bonus added to the 6% buff from the Kismet IO and the 16% global accuracy set bonuses.
I honestly haven't had any problems with most mobs, including those with a modest defense buff.
If you wanted a little more ToHit Bonus you can swap out the Adjusted Targeting +Recharge IO for a +tohit/+Recharge one instead and that would add up to an extra 2% total tohit mod when Follow up is doubled. -
Well this is a Claws/WP build that comes close to what you are looking for.
The Chain I'd run is:
Follow up - Focus - Eviscerate - Slash
I'm not certain though what the DPS is against single targets but it seems respectable when I've run it.
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), Numna-Heal(31), Numna-Heal/EndRdx(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), Numna-Heal/EndRdx(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), AdjTgt-Rchg(21), AdjTgt-ToHit/EndRdx/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), Sciroc-Acc/Rchg(29), Sciroc-Dmg/Rchg(45), Erad-Dmg/Rchg(48)
Level 28: Heightened Senses -- HO:Enzym(A), HO:Enzym(29), LkGmblr-Rchg+(34)
Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(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 -- LkGmblr-Rchg+(A), Zephyr-Travel(42), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42), LkGmblr-Def(43)
Level 44: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(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
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Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 24.9% Defense(Smashing)
- 24.9% Defense(Lethal)
- 12.4% Defense(Fire)
- 12.4% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 12.7% Defense(Ranged)
- 12.4% Defense(AoE)
- 1.8% Max End
- 35% Enhancement(RechargeTime)
- 16% Enhancement(Accuracy)
- 10% FlySpeed
- 271.1 HP (20.2%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 14.9%
- MezResist(Stun) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 78% (4.36 HP/sec) Regeneration
- 20% RunSpeed
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Quote:I started playing this game within minutes of the servers going live on launch day and had my first 50th level character about 5 weeks later.
My first 50 took nearly 3 years of on and off play, I made that many alts and took them to 35 whilst going back to my main etc it took me years. When I dinged 50 I was so pleased with myself, couple of months later I had a 50 villain and was just as excited.
I remember when the game launched, seeing the odd level 50 hanging around under atlas, everyone around them, talking to them or just hanging out with a high level hero, that was awesome. In my oppnion that died a long time ago and AE nailed that door shut.
It took me about the same amount of time (maybe a little less) to get my second character to 50th as well.
I played those two most often and occasionally a few low level alts on the side. However, after I started a second account I was able to power level another character to 50th on it by two-boxing in about two weeks.
Once Portal Corp was put into the game it made leveling an alt even more trivial as a new character could easily be teleported to Peregrine and leveled to 20+ in an hour or two and to 50th in just a few days.
All the AE has done is sped things up a little bit more. -
Well, my Fire/Fire/Earth Tank is a decent farmer but I wouldn't say that any Tanker would be the best for farming.
My Claws/WP scrapper actually manages to kill things nearly twice as fast and can still survive pretty much everything I've thrown at him so far. Fire/Kin Controllers (when built right) are also farming machines.
But if you really want a tank for farming then I would recommend either Fire/Fire/Earth (Quicksand+Burn is very nice) or Fire/SS (Rage for permanent damage and ToHit Boost + Footstomp for extra damage and mitigation against maps full of mobs). -
Here is the build that my DB/WP character is working towards.
My concept was for a "ninja" but I imagine it should work equally well as a "Jedi".
Strengths:
39%+ Defense to all categories except Psi. Adding in the -5.25% ToHit Debuff from RttC and the character is essentially at the softcap for defense from enemies in melee range.
Very good HP regeneration and End recovery.
42.5% Global Recharge.
No Purple or PVP IOs required.
The +stealth IO in sprint allows the character the ability to "sneak around" if careful while not giving total invisibility to enemies. I feel this makes for a more challenging play style for a "ninja" (or Jedi).
Weaknesses:
Low Global Accuracy bonus (relies on the ToHit Buff from Blinding Feint for it's only real accuracy enhancement.) May need to keep a few yellow inspirations around for enemies with high Defense.
Low Defense Debuff Resistance. However any WP character would have this flaw. Does have high regeneration to help compensate for the weakness.
Missing the One Thousand Cuts attack, so the Sweep combo is unavailable.
Does have some fairly expensive IOs, (Kinetic Combat Rares + LotG Recharge + Miracle, Numina and Regenerative Tissue Uniques).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
DB - Willpower: Level 50 Technology Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(13), Aegis-ResDam(36), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(37)
Level 2: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 4: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(11), Mrcl-Rcvry+(11)
Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/Rchg(42)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(34), Zephyr-ResKB(46), Zephyr-Travel/EndRdx(50)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(43), HO:Enzym(45)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(36), DampS-ToHitDeb(43), DampS-ToHitDeb/EndRdx(43)
Level 18: Hurdle -- Jump-I(A)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Acc/Rchg(34), P'Shift-EndMod/Rchg(46)
Level 22: Health -- Numna-Heal(A), Numna-Heal/Rchg(23), RgnTis-Regen+(23), Numna-Heal/EndRdx(29)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25)
Level 26: Typhoon's Edge -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Rchg(27), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
Level 30: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(34), S'fstPrt-ResDam/Def+(39)
Level 32: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-%Dam(40), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 35: Boxing -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(39), P'ngFist-Acc/Dmg/EndRdx/Rchg(40)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx/Rchg(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 47: Strength of Will -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam(48)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 24.9% Defense(Smashing)
- 24.9% Defense(Lethal)
- 12.4% Defense(Fire)
- 12.4% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 12.7% Defense(Ranged)
- 12.4% Defense(AoE)
- 1.8% Max End
- 6% Enhancement(Heal)
- 9% Enhancement(Accuracy)
- 42.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 256 HP (19.1%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 16%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 2.2%
- 2.5% (0.04 End/sec) Recovery
- 78% (4.36 HP/sec) Regeneration
- 20% RunSpeed
-
Well, in my defense, I started playing CoH the day it launched and it only took me a few weeks to get my first character to 50th even then.
But there is no denying that the AE and double XP weekend sped things up considerably. -
Well, this is the BD/WP Brute I was looking at in Mids.
Even with the nice defense levels he still manages to have 40% global recharge and I think a fairly good attack chain with:
BF-AS-VS-SS-PS
(Maybe adding in Soul Tentacles on every other cycle)
However, I don't have a spreadsheet or calculator that will tell me exactly what that would add up to in overall DPS.
Since this would be my first serious character Red side, I am trying to avoid pushing the budget too far as the character will have to essentially earn his own keep.
This looks to be a reasonable build for that with the idea that the more expensive IOs will have to be added in slowly as funds permit.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
DB WP: Level 50 Magic Brute
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Fitness
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(31), Numna-Heal(34), Numna-Heal/EndRdx(46)
Level 2: Mind Over Body -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/Rchg(27), RctvArm-EndRdx/Rchg(46)
Level 4: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 6: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(31)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13), Numna-Heal(13)
Level 14: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(17), Numna-Heal/EndRdx/Rchg(17), DarkWD-ToHitDeb/EndRdx(37), DarkWD-ToHitdeb/Rchg/EndRdx(37)
Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(40), Zephyr-Travel/EndRdx(48)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 22: Vengeful Slice -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(23), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(40)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(27), Aegis-ResDam(50)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), HO:Enzym(29), HO:Enzym(29)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(37), HO:Enzym(39)
Level 32: Sweeping Strike -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Acc/Rchg(34), C'ngBlow-Dmg/EndRdx(34)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Swift -- Run-I(A)
Level 41: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43)
Level 44: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
Level 47: Health -- Numna-Heal(A), Numna-Heal/EndRdx(48), RgnTis-Regen+(48)
Level 49: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 25.5% Defense(Smashing)
- 25.5% Defense(Lethal)
- 12.4% Defense(Fire)
- 12.4% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 17.1% Defense(Melee)
- 12.1% Defense(Ranged)
- 12.4% Defense(AoE)
- 3.6% Max End
- 18% Enhancement(Accuracy)
- 40% Enhancement(RechargeTime)
- 208 HP (13.9%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 15.4%
- MezResist(Stun) 2.2%
- 5% (0.08 End/sec) Recovery
- 68% (4.26 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 5% RunSpeed
-
Just an update...
My Claws/WP scrapper; Bronze-Tiger, hit 50th over Double XP weekend and now that he is mostly IO'd out is frankly a nasty, nasty, damage dealing machine.
Now to work on the DB/WP version...
-
However, keep in mind that once the enemies run out of melee range and start using Ranged attacks, those bypass the higher level Melee Defense that has been discussed in this thread and count against the considerably lower Ranged Defense attribute.
-
I ran into one of these groups today.
The leader was forming a high level group with the stated purpose of farming lvl 54 bosses but then as everyone enters he fills the last spot with a lvl 29 alt of his on a 2nd acct..
At this point you know there will be hell.
Add to that the group makeup was
50 SD Tanker (Group Leader)
50 WS
50 Scrapper - me
50 Scrapper
50 Blaster (energy attacks no less)
50 PB
29 alt Doorsitting, contributing nothing.
See any problems with that group makeup?
Well I decided to see what they could do even without a controller, defender or healer of any sort... As you would expect, disaster.
The tank kept trying to pull way more enemies than his agro cap would allow and of course the extras would swarm everyone else in the group.
The Blaster and PB kept knocking the mobs all over the place wrecking any chance to try to take them down efficiently and I ended up tanking as many as the Tanker just to try to keep everyone alive.
Needless to say, after the first few pulls people started dropping out of the group rather quickly...
... and get this, when the Tank asked why everyone was quitting and I told him that it was because this was frankly a terrible group for attempting this map, he told me to "F" myself and kicked me from the team..
/facepalm
Some people just don't want to learn... -
Quote:So you are saying that a WP Brute with roughly 40% defense to all damage types (+5% more vs. opponents in melee due to RttC), good S/L Resistance and Regeneration of 65-110 hp/sec is actually the weakest of the IO'd out Defensive sets?On secondaries, WP is by far the easiest and cheapest brute you can have. The bang per buck you get out of WP is phenomenal from the get go. If you really, really plan to push your brute to the edges of performance and IO the crap out of him though, WP's pushable limit (consideing everything the market has to offer and going all out expense wise) is considerably behind other pimped out armor powers. You won't notice this at all unless you are comparing ultimate builds.
Interesting as I would have pegged Electrical Defense and Super Reflexes as having lower overall survivability than the WP Brute I spec'd out above. -
Well, I took a look at Brutes in Mids and decided to see just what I could build.
This looks like an interesting combination.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
DB WP: Level 50 Magic Brute
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Fitness
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(31), Numna-Heal(34), Numna-Heal/EndRdx(46)
Level 2: Mind Over Body -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/Rchg(27), RctvArm-EndRdx/Rchg(46)
Level 4: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 6: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(31)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13), Numna-Heal(13), Numna-Heal/EndRdx(40)
Level 14: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(17), Numna-Heal/EndRdx/Rchg(17), DarkWD-ToHitDeb/EndRdx(37), DarkWD-ToHitdeb/Rchg/EndRdx(37)
Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc(43)
Level 22: Vengeful Slice -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(23), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(40)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(27), Aegis-ResDam(50)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), HO:Enzym(29), HO:Enzym(29)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(37), HO:Enzym(39)
Level 32: Sweeping Strike -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Acc/Rchg(34), C'ngBlow-Dmg/EndRdx(34)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Swift -- Run-I(A)
Level 41: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43)
Level 44: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
Level 47: Health -- Numna-Heal(A), Numna-Heal/EndRdx(48), RgnTis-Regen+(48)
Level 49: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Massive Recovery, Good Regeneration (67-111 Hp/sec), good single target and AoE damage and nearly capped Defense (taking RttC's debuff into account) against all major damage types.
The only flaws I can see are
- The hole in Psi defense (admittedly the least common damage type in the game)
- Weaker defense against attacks at range (but still more defense than a non-IO'd Super Reflexes character)
- A lack of the T9 power: Strength of Will (which I have yet to even put on an action bar on my WP Scrapper)
- and the loss of the sweep combo through not having Power Strike and 1000 Cuts.
Am I missing something? Because this looks like a fairly unbeatable damage machine. -
I'm considering finally playing villain side and leveling up a character to 50 (never made it past lvl 12 before) and since I tend to enjoy scrappers and Tankers most Hero side, the Brute or Stalkers seems to be the best fit for me.
Concerning the Brute..
- How much of a buff can Fury add when maxxed out?
- Does Fury require the brute to be hit or just swung at; ie. does a defensive set like Super Reflexes slow down the rate that Fury builds due to the enemies missing more often?
- Any advise on powerset combinations for a brute that will be playing solo 90%+ of the time, and likes to dive into swarms of mobs. I was considering Electric/WP/Mu as a possibility as well as DB/Dark/SM as my first thoughts.
- Any places, arcs or missions a solo Brute should look at avoiding for one reason or another? -
If it were me I wouldn't do it.
While I might like a character concept, I find that if I don't like the name the character has then ultimately I won't play him.
I've actually spent literally hours trying to come up with a name that I liked that was open in the game.
The only exception to the "no added characters to make a name work" rule for me is to hyphenate the name, like..
Steel-Dragon
Bronze-Tiger
Strike-Force
Etc. and that is only because the use of hyphens in that manner in superhero names is long established (re. Spider-Man). -
Made about 250 million in Inf, mostly from selling common salvage, a few recipes and the rest from just gaining inf from playing.
Not a huge haul, but respectable. -
Quote:And you have no idea what you are talking about as the OP, I and many, many other people have been experiencing the same issues that he has been describing.The problem is either at your end, or between you and their servers. I, and many other people, have been having ZERO problems.
And since I am a network tech, I ran several packet traces and invariably the hang up happens once they hit the NCSoft servers.
So yes, the bottleneck is on the server side, not the client.
Probably an internal networking issue related to insufficient bandwidth for the amount of traffic that double XP weekend generated or inadequate system resources to support the number of instances running. -
Just to be fair, I went ahead and took my WP scrapper's defense up to roughly 39% and ran him around solo on a map set for 8 characters to see what would happen. (essentially letting him take on swarms of enemies on his own).
He definitely took more damage from the mobs when they hung back and used ranged attacks. Enough so that I had to use Greens to survive.
However, if I could manage to get the bulk of the opponents into melee range then the incoming damage leveled out to where the character's regeneration could compensate fairly easily.
This was with RttC 6 slotted with 3 health and 3 -ToHit debuff IOs.
So the concept of using RttC as the last little bit to cap your defense can work, but it's definitely not a guarantee for survival. -
Title says it all.
I haven't been able to play all weekend for more than 10-15 seconds without some form of latency hiccup.
I tolerated this problem when the game first launched but after 5+ years to not have enough bandwidth available to meet customer demand is frankly inexcusable.
Yes I know, "Double XP Weekend!!!!" means more people logging into the game.
It should also mean that someone at NCsoft would realize that and pay for an increase in overall networking capacity to compensate for the added players.
Server: Champion
Time: All Weekend -
Well, this is the build that I was planning on for my DB/WP scrapper.
Similar to yours but with all Defensive categories at 39% or higher.
I didn't want to have a hole in my defenses that I would be concerned with and this way the character is protected fairly equally from all types of incoming damage (except Psi).
I figure between his defenses, the -ToHit Debuff from RttC and the Weaken combo (if needed) the character should be able to be essentially at the softcap to anything thrown at him.
My build also has a little more recharge than yours but loses a bit of accuracy.
At this level it really just comes down to trade-offs.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
DB - Willpower: Level 50 Technology Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(13), Aegis-ResDam(36), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(37)
Level 2: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 4: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(11), Mrcl-Rcvry+(11)
Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/Rchg(42)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(34), Zephyr-ResKB(46), Zephyr-Travel/EndRdx(50)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(43), HO:Enzym(45)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(43), Numna-Regen/Rcvry+(43)
Level 18: Hurdle -- Jump-I(A)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-Acc/Rchg(34), Efficacy-EndMod/EndRdx(46)
Level 22: Health -- Numna-Heal(A), Numna-Heal/Rchg(23), RgnTis-Regen+(23), Numna-Heal/EndRdx(29)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25)
Level 26: Typhoon's Edge -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Rchg(27), Erad-Acc/Dmg/Rchg(36), M'Strk-Dmg/EndRdx(37)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
Level 30: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(34), S'fstPrt-ResDam/Def+(39)
Level 32: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-%Dam(40), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 35: Boxing -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(39), P'ngFist-Acc/Dmg/EndRdx/Rchg(40)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(39), Aegis-ResDam/Rchg(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:Fortunately, you can build a fully functional DM/SR scrapper without needing to buy the Armageddon and Hecatomb purple sets.[ QUOTE ]
Oh ok, thank you very much. I thought it would be very expensive to do so. I will of course get more sets to add recharge and recovery, but softcapping on him is my main priority. Thanks alot!
[/ QUOTE ] When you start adding recharge and recovery is when it gets expensive. The healing uniques, Luck of the Gambler, Hetacomb and Armageddon will easily run your build past the 1 billion influence mark. Close to 2 billion if you bid impatiently.
That brings the cost of the build back down to the 500m - 750m range.
The purple sets add a little bit more but frankly IMO they are not worth what it costs to get them.
Here is a build that should work well for under a billion Inf.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
DM SR: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Shadow Punch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg(5), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(21)
Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(13)
Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(13)
Level 6: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 8: Siphon Life -- Theft-+End%(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(11), Theft-Heal(50)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(37), Ksmt-ToHit+(46), Ksmt-Def/EndRdx(46)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(15), Zephyr-ResKB(15)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
Level 18: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(19), Efficacy-Acc/Rchg(39), Efficacy-EndMod/EndRdx(40), Efficacy-EndMod/Acc(40)
Level 20: Quickness -- Run-I(A)
Level 22: Swift -- Run-I(A)
Level 24: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Numna-Heal/EndRdx(25), Mrcl-Heal(34), Mrcl-Rcvry+(45)
Level 26: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(40), Efficacy-EndMod/EndRdx(46), Efficacy-EndMod/Acc(48)
Level 28: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(29), GftotA-Def/Rchg(29)
Level 30: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
Level 32: Midnight Grasp -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(33), Mako-Dmg/Rchg(33), Mako-Acc/Dmg(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45)
Level 47: Elude -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(50), GftotA-Run+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
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Thanks for the explaination Sarrate. I'm not exactly sure on the deal with defense. Like why is 42.5 % way better than 38%? I always hear people talk like there are certain magig numbers in defense that make a huge difference to survivabilty. I also here people say at a certain point it's just too much defense and a waste. Care to try and explain to a lamen how it works? or maybe just provide a link? Thanks.
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Here's a simple breakdown.
Say 10 enemies are attacking you each swinging at you once every 2 seconds, if they hit they will do 400 points of damage upon each hit.
NPCs in the game typically have a base chance to hit of 50% which means that with no points in Defense or Resistance, a character attacked in the example above should be hit (on average) 25 times and take 10000 points of damage every ten seconds.
If your character has 45% defense against them, then in theory, this translates in the example above to being hit 2.5 times in ten seconds for a total of 1000 points of damage.
If the same character has say, 35% Defense against their attacks then in theory that would translate into being hit 5 times and taking an average of 3000 points of damage over that same ten seconds.
Essentially, for every five percent of defense a character has below the softcap (45%) they will take (on average) a proportionate increase in the damage that they would have otherwise taken.
Ie.
Using the same numbers given in the example above that translates to:
45% = 1000 points
40% = 2000 points
35% = 3000 points
30% = 4000 points
25% = 5000 points
20% = 6000 points
15% = 7000 points
10% = 8000 points
05% = 9000 points
00% =10000 points -
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In addition to the above numbers, I will be taking rise to the challenge's -3.75 to hit debuff into account and will use 42.5 as my target defense number. It is my understanding that AVs softcap at 42.5 anyways. For regular mobs, 42.5 is close enough that RTTC will floor their chances to hit. Even if you desire to reach a true 45% softcap, the slotting options discussed below are close enough to be worth reading.
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An interesting use of an otherwise often forgotten aspect of this power.
A couple of things to note though.
RttC can accept -ToHit debuff IOs so theoretically you can push this power to the point where it is reducing the hit chance of any enemies in range by about 6.27%. That would put the requirements for the Defensive stats at or about 38.73% to equal the effective Softcap.
That having been said, the Flaw in using RttC -Tohit bonus as part of your overall defense is that it is unreliable in many situations.
Even when you are fighting (or trying to fight) most of your enemies in melee range (as most scrappers do) there will always be some enemies who just refuse to cooperate with you. The mob AI practically insures that when you charge into a group that several of then opponents will hang back and attempt to attack you at range which puts them out of reach of RttC and its debuff.
In a 10 enemy spawn, you will typically see 3-5 opponents who will attempt to hang back and all of their attacks against you will be going against your base Defensive values at least until you manage to close with them and put them in melee range.
While I admit that the debuff in RttC can be helpful, for players attempting to "hit the Softcap" it really should not be relied upon as a stable part of a character's Defense. -
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You can have up to five of them in any one build before their bonuses stop applying.
However additional 7.5% bonuses from sets are not counted with the LotG IOs so theoretically you can have up to five of those bonuses as well.
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LotG: +Recharge doesn't count against the rule of 5?
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As I said, LotG 7.5% Recharge bonuses count as their own set and the Rule of 5 does apply to them in that any more than 5 LotG IOs will not apply.
However, as their bonus counts as it's own set, you can also have up to five 7.5% IO set bonuses as well.
And that is not a bug, the Devs have said that that is the way those bonuses are supposed to apply as the LotG is flagged in the system differently form the standard set bonus calculations. -
You can have up to five of them in any one build before their bonuses stop applying.
However additional 7.5% bonuses from sets are not counted with the LotG IOs so theoretically you can have up to five of those bonuses as well.