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Posts
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Quote:Thanks for the input. The first set of numbers.....as stated.... is Base damage. Irrelevant for you perhaps but I was putting up the listed base damage as a baseline to compare sets......and base damage means to me unenhanced, non-fury. etc.
These look like non-fury Brute numbers, which are largely irrelevant.
Fury is easy to keep around 70% for most players.
I've never seen SC do 400 on my brutes, it caps near 300 (284 IIRC).
Are you sure this isnt a mistake from mids? I think mids uses the scrapper crit bonus for epics.
I didn't realize that a brute can jump in a start at 70% fury.....which is what I was trying to look at....being generous on the fury I thought. Perhaps I should add a third comparison as sustained damage....assuming the brute staying at 70% the whole time. Although in all honesty, the extra 40% to base damage (in your 70% example) for the brute probably wont make too much of a difference...20-32 pts of damage.
I do not play a brute in normal teaming situations...so it 70% fury a good average to use for TFs and teams? When I use mine in AE is seems to get closer to 90% when surrounded but that AE and probably a better example of using the capped damage....which is where I try to keep both brute and scrapper. Anyone else confirm this 70% average?
I dont know about the fireball. It seems off to me...and why I try not to rely on mids for most things....but I did for base damage here. -
When looking for information on whether to make an electric/shield scrapper or brute, most of what I read said definitely scrapper due to higher base damage....particularly with Lightning Rod and Shield Charge since they are capped for both at 400 %. I made the scrapper and totally dig him for everything. Teaming, TFs, Farming...it's all so much fun.
Recently someone said to me that ELE/SD brutes "destroy" scrappers and that both his friend and mids says so. It got me looking into it again b/c I knew it wasn't right.
In the process....I crunched some numbers and then realized that when I was deciding...I never did see a numerical comparison across the board.
Here goes...hope this helps those trying to decide. I didn't use all of the electric powers AND am using a direct Fire Mastery to Fire Mastery comparison for APP.
Base Damage:
Havoc Punch
82.6 Scrapper
55.1 Brute
Thunder Strike
122.6 Scrapper
81.7 Brute
Chain Induction
82.6 Scrapper
55.1 Brute
Lightning Rod
200.2 Scrapper
133.5 Brute
Shield Charge
113.4 Scrapper
100.1 Brute
FireBall
68.52 Scrapper
37.5 Brute
Burst Damage: I'm trying to make this as fair a comparison as possible....close enough I think. So in this instance, the toon, no fury to start, walks into a big group and fires off their powers. Assume that the powers are enhanced to 95 % damage, buildup is used, Against All Odd has 6 foes saturated and in the case of the Brute, Fury is instantly 50% full (+100% damage)...being generous with fury bar for burst damage.
Havoc Punch
305.62 Scrapper
239.69 Brute
Thunder Strike
453.62 Scrapper
355.40 Brute
Chain Induction
305.62 Scrapper
239.69 Brute
Lightning Rod
740.74 Scrapper
534.00 Brute (capped)
Shield Charge
419.58 Scrapper
400.40 Brute (capped)
FireBall
253.52 Scrapper
163.13 Brute
Differences:
Havoc Punch: 65.94 higher for scrapper
Thunder Strike: 98.23 higher for scrapper
Chain Induction: 65.94 higher for scrapper
Lightning Rod: 206.74 higher for scrapper
Shield Charge: 19.58 higher for scrapper
FireBall: 90.40 higher for scrapper
As you can see, it's a pretty big difference for burst damage...and that's giving 1/2 a fury bar to start.....and only 6 foes saturating AAO. Why the scraper is so much fun on TFs and teaming........walks into a group and goes to town. Now assume that you fire off buildup and hit your big three powers (LR, SC, and Fireball), the scrapper will produce over 300 more damage than the brute....and that does not include the possibility of critical hits in fireball.
Capped Damage: Now you would think that capped damage would favor the brute and extended fighting. Usually to get to capped damage, the brute would have some serious fury built up, perhaps some outside buffs. The Damage Cap is 500% for scrappers and 775% for Brutes and those are inclusive of enhancements, base damage, buffs. So in reality, assuming 95% damage enhanced and 100% for base damage, the scrapper only needs 305% more to cap damage and the brute only needs 580%. BUT.....Lightning Rod and Shield Charge are "Psuedo Pets" and have their own Damage Cap of 400%. Subtract 195% (base & enhancements) from that and you can only buff those powers and additional 205% for BOTH the scrapper and brute. AND you'll notice from the numbers above that both LR and SC on the brute are already capped...and those are the big hitters in the build.
Havoc Punch
413.00 Scrapper
427.03 Brute
Thunder Strike
613.00 Scrapper
633.18 Brute
Chain Induction
413.00 Scrapper
427.03 Brute
Lightning Rod
800.80 Scrapper
534.00 Brute
Shield Charge
453.60 Scrapper
400.40 Brute
FireBall
342.6 Scrapper
290.63 Brute
Differences:
Havoc Punch: 14.03 higher for brute
Thunder Strike: 20.18 higher for brute
Chain Induction: 14.03 higher for brute
Lightning Rod: 266.80 higher for scrapper
Shield Charge: 53.20 higher for scrapper
FireBall: 51.98 higher for scrapper
Again as you can see....at capped damage the Brute slightly out-damages the scrapper in three out of the six powers compared. The scrapper still out-damages the brute with the three big hitters by a significant amount. Now if you factor in the possibility of critical hits for Havoc Punch, Thunder Strike, Chain Induction and Fireball, the scrapper looks even better.
The scrapper has a lower damage cap percentage to hit AND has better damage buffing powers in buildup is 100% vs brute 80% plus AAO is 12.5% per foe while brutes is 10% per foe. So its easier to get to the cap without outside buffing AND their powers hit harder in both burst and capped damage.
Maybe many of you knew this already but in my opinion, the electric/shield scrapper is hands down the winner in damage. This comparison is for damage only.....if the higher resistance cap and hit points is important to you...you may come up with a different choice. -
Thx. I wanted to post some numbers but wanted to make sure all my assumptions were correct. Off I go
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I wanted to check my assumptions in a comparison of Electric/Shield scrappers vs Brutes.
Assumptions:
1. Damage Cap for Scrappers is 500% and that includes base 100% and enhancements.
2. Damage Cap for Brutes is 775% and that includes base 100% and enhancements.
3. Lightning Rod and Shield Charge are psuedo pets and are capped at 400% and that includes 100% base and enhancements.
4. The Damage Cap can be exceeded by Critical Hits for Scrappers (although there are none for Lightning Rod or Shield Charge).
5. The true target Damage Bonus, as shown under Combat Attributes and assuming 95% enhancements, is 305 % for scrappers or 580 % for brutes. And in the case of lightning rod and shield charge...one only needs + 205 % for scrappers AND brutes. -
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Quote:You are joking right? Most of the Energy blasters I've come across in 5 years of heavy play time do not even have hover. 90% my butt.Does any of that matter with the 90% of energy blasters/khelds who know what they're doing with KB? Even a mediocre KB-wielder will know about hoverblasting, or be able to take advantage of a handy corner.
Since the OP started this thread about Energy Blasting, I will add my caveat that I have a lot less of an issue with them specifically. And as mentioned before I dont kick nor reject people on AT. Sure you're gonna get the person who leads with Energy Torrent...over and over again. But there's plenty of things people do that can frustrate others. It seems that most people are less tolerant of scatter vs. the guy who leads of with aoe immob to ensure grouping is impossible.....just b/c they think their containment is more important than anything else.
To be honest, for some reason the storm power set lends to crazy KB mania....sometimes. Kinda like scrapper lock except its KB storm power lock. My personal favorites are the hurricane guy who runs into a spawn thinking his -tohit/-range is the best ever. Or the Gale guy.....who just loves it to death. You know what I'm talking about. But I digress...apologies. -
Well there is definitely 2 schools of thought right here. One which doesn't care what team composition is unless is VERY lopsided (which is where I fall) and one which needs/wants/requires certain components to run certain TFs or tasks. I, for one, would not reject an AT based upon powers although I will be more selective if we have one spot left on a TF and are melee light (or whatever).
That being said.....I DO fall into the camp of very much disliking KB powers. Almost all of them.
In the hands of someone who doesn't understand team play and/or someone who doesn't understand that not everyone has an extra hour to complete a TF, KB powers can be brutal.
I think most "Pros", as you call it, know how to work around non herd and aoe teams but that's not the point. Do you really want to be chasing down foes all mission long, every mission if you are melee? Do you really want to wait on the long recharge of your best/biggest AOE hold and have it minimized due to scattering. Or worse yet, not even use it. Do you really want all of your AOE/Cone powers to become less effective? Do you really want your TFs to be extended...some but large chunks of time...b/c someone is not considerate of their powers in a team setting? Do you really want your AOE radius buffs/debuffs to be alot less useful. You see that many KB powers CAN do ALL of those things. It's a cascading effect to the entire team. -
Umm....That is what I said (poorly I suppose). I dont usually read over the controller forums as often as others. Recently when I did.....I saw alot of love for plant and electric. Thanks for the info on plant....good stuff.
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Agreed. They mesh very well together. To add (a little)....as a brute in smash mode +run speed in ELA is a nice perk too.
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Thx Gavin...I was worrying that people were just going through the motions and not getting their wow quota.
Btw....I totally forgot about Inferno goodness. It NEVER gets old...you are right (first toon in 2004 was fire/fire blaster)
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What toons do you have that have that Wow Factor? Meaning.....what toons were you pleasantly surprised about their performance and/or were more fun than expected? Perhaps even a toon that is so much fun and/or badazz that your other alts rarely get time off the shelf. I understand your fun may be different than mine....but I'd like to hear about yours.
I am in search of the my next "Wow!"
Personally I am totally digging my electric shields scrapper. It was a pleasant surprise to me how much fun AND how much carnage he could dish out. After 5 years of playing....this toon has really brought me back. Two teleport big bang powers is fun....I tell you. Great for teaming, TFs, and soloing. Pure carnage but good in many situations. Alot of times I'd make a toon with a purpose....but then I'd have to give up something to get to my build goal. I just dont see it with Ele/SD. That's part of my wow experience I suppose.
Lately I've been hitting forums I usually don't and see that Plant and Electic doms or trollers have been getting some good press.
Maybe even some late bloomers that many do not know about (or just me). For instance.....my D3 defender was somewhat brutal on boss fights until fully mature (that was before the difficulty slider too). But boy was it a fun toon....and thematic too.
Anyway....thought I'd ask and see if anyone wanted to tell me about their fun/strong/favorite toons that wow'd em. -
If for whatever reason you change your mind.....add one to elec/shield. My scrapper was a game changer for me......revitalized the dulldrumbs. Annihilating a spawn with back-to-back powers of such magnitude is .....fun. My problem now is trying to play other toons after having the AOE greatness of elec/shield.
Since this is your final toon.....you wont have that problem.
**I am also a huge fan of Ice tanks so add 1/2 to Ice/Elec tank.** -
Quote:Ummm.....let's just say this is my last account. I swear (for the sixth time). But I am more of a board lurker than poster.
....either states you've sold a few or you juggle from account to account on the forums. I have 5 accounts and only use this one for the boards. But then again the folks with tons of vested time on these boards truly are the masters of "COH domains or virtual life". Look at me, I've amassed a measly 1000 posts since 05' and I can't fathom the amount of time I've wasted doing that.
tbh....the 7th anniversary is bittersweet. 7 years of fun (with hiatuses) or 7 years of wastefulness.....that's the constant battle I suppose. -
1. Grats to the OP. Sounds like fun.
2. LOL at the those who think it wasn't solo. I mean seriously? Arcanville's point said it best. It was solo'd with incarnate pets. What is so hard about understanding that? Why would anyone come onto the boards and trash someone for one of their personal accomplishments.
3. Boy do I dislike the registered date argument. As someone who has been around since May 2004 and on my 7th account, I cringe when I see someone use the "old-timers" vs new kids argument in a not-so-nice way. -
Quote:I haven't found it either but it certainly sounds like a BS answer. No matter how I look at it.......it's a terrible response.My search-fu is weak on these boards, so if someone can find it great. But I am pretty sure one of the rednames commented on this a while back about why the pets were coded this way. Short explanation, it was a balance issue. If the pets were to remain at ranged they'd be overpowered.
I too hate the AI the pets use, I sometimes find myself fighting to keep them at ranged. When I play my MM it definitely improves my APM, that's for sure.
Oh it's broken......that's balance. OR yes we know it's not so great but if we fix it it will make some overpowered.
Find a better fix then. sheesh. -
Well....please share if there is some advantage to Ice trollers. Having Jack so lame is very frustrating. He used to be a trusted companion.......throwing an ice attack, using his holds, using his sword (without getting stuck).....and back in the day....when you could get three out.....your own personal Ice Army.
Now.....it's just sad. So any help to even the playing field would be helpful. -
Here is an alternate build for you. I went for a little less recharge for better Psi Def, Fire Resistance along with Darkest Night and Aid Self. I use this build for the harder TFs. It does lack that 2nd AOE which is the trade off.
Note that this toon spent most of its time with endurance management but changed once I got the Cardiac Alpha. I recently swapped out +end proc in Stamina and add'l end mod in Energy Absorption for damage proc in Icicles and damage proc in KO Blow.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(3), GftotA-Def(3), GftotA-Def/EndRdx/Rchg(9)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(46)
Level 2: Hoarfrost -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(17), Dct'dW-Heal/EndRdx(46)
Level 4: Chilling Embrace -- EndRdx-I(A), Slow-I(5)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg(21)
Level 10: Taunt -- Taunt-I(A)
Level 12: Icicles -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(13), Erad-Dmg(13), Sciroc-Dmg/EndRdx(15), M'Strk-Dmg/EndRdx(15), Erad-%Dam(36)
Level 14: Kick -- Acc-I(A)
Level 16: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx/Rchg(23), ImpArm-EndRdx/Rchg(23)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), GftotA-Def(31), GftotA-Def/EndRdx/Rchg(31), GftotA-Def/EndRdx(33)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), T'Death-Dam%(34)
Level 22: Weave -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(36), GftotA-Def/EndRdx/Rchg(36), GftotA-Def(37)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(27), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29)
Level 28: Rage -- HO:Membr(A), HO:Membr(37), HO:Membr(40)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Def(33), GftotA-Def/EndRdx(42), GftotA-Def/EndRdx/Rchg(42)
Level 32: Hibernate -- Heal-I(A)
Level 35: Stimulant -- Empty(A)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(43), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Hold%(46)
Level 44: Aid Self -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(45), Mrcl-Heal/Rchg(45), IntRdx-I(50), IntRdx-I(50), IntRdx-I(50)
Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48), DarkWD-ToHitDeb/Rchg(48)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Total Core Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(5), EndMod-I(7)
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Am I understanding this correctly? I've never played an ILL troller.
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I just finished getting the Portable workbench and was excited to be getting 2 extra salvage slots here and there along the way.
So......what badges etc. increases salvage and recipe slots?
I know about the extra 10 slots from Vanguard pack and the slots I received from Field Crafter. What else is there?
What is the maximum slots for salvage and recipes anyway?
Thanks! -
I was leading the Silver Mantis TF today with Lady Mentax and lost internet connection. Apologies. Too bad too, we were rocking and about 1/3 the way through. I'm sure you guys finished easily....wish I was there.
Gonna have to run it later.....still need that drop! -
Was on my first Lambda last night. I did not do Beta so it was all fresh to me. We had just a sliver of life left on Marauder when we failed. It was disappointing but not nearly as bad as the behavior of half of the teams.
I find it funny that people who are SO caught up in success and failure of the TF cannot wait 10, 20, or 30 seconds to give those who have never done it before... some direction, guidance, tips AND then spend the next 10-20 minutes hurling insults at people. Or just wait 20 seconds to regroup before charging off into the two directions.
At one point, one of those throwing insults said "What do you expect, this is an MMO" insinuating that some people are idiots......and I was thinking the same thing...about them. LOL.
This stuff is no big deal but what really bothered me is that the game crashed while exitting.......before I could "make notes" and add some people to ignore going forward. -
Ok....this seems like the place to vent a recent TF. Joined a PUG Renault TF this week.
First Mission (Save Barracuda) - Besides finding and bring Barracuda out, you have to deal with a couple of ambushes. All Longbow.
If you fail this mission (ie Barracuda dies), unlike other TFs, you have to do that mission again. So team was a little scattered and after we got Barracuda, half of the team didn't stay with Barracuda or help escort her out. We got some nasty ambushes and Barracuda likes to get into the thick of it. She died....mission failed....rinse repeat....same mish, same location. I chalked this one up to people not paying attention or people assuming that an escort mish is easy and they'll just kill stuff until the rest of us escort her out.
Second try, same exact result. A few of us mentioned we need to stick together before we got started. Half of team totally disregarded the mission objective AND disregarded our team chat to stick together and get her out. Not to mention, not hanging with team leader or tank.
I swear it seemed like they didn't understand English or they were RPing that they were idiots. It was weird. Sure, I've seem 1 or 2 people go off and do their own thing......but half the team?
After second failure on FIRST mission and 30 minutes of wasted time....one guy logged off without a word. It didn't bode well for the rest of the TF. I explained my frustration and apologized to those who were "normal" and then quit. Just one of those days....bad team and with limited time to play....couldn't waste it. -
I was content with my build and performance but I really didn't want to take Nerva in the first place ....just felt it was necessary for my tight build.
BUT....thanks Streetlight and Dave. With your two suggestions....I tweaked my 2 main rechargeable powers, Energize and Power Sink to free up 3 slots and added those slots to my attacks for better AC, Rech, and End. Nice.
I then decided to go with Spiritual. Cardiac looked nice cause I was sucking end with my attack chain and was very reliant on Power Sink....but now with my three main attacks tweaked and having better end management. And faster recharge on Energize and Power Sink. I should be fine.
Spiritual, even after removing some of the recharge from Streets' suggestion, gives me faster recharge on Energize (Plus better healing & regen) and faster recharge on Power Sink AND Power Siphon.
I decided then that I really didn't need Quick Strike so I added Tactics.....to give me that add'l tohit I wanted in the first place. It may not be a perfect attack chain but Body Blow is recharging in 1.44 secs and Smashing Blow in 2.02.
So faster recharge on everything, better to-hit, good ACC, better healing and all of it only losing only a little over 1% defense. Nice.
Thanks guys.
Here it is.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Electric Armor
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9)
Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(43)
Level 4: Lightning Field -- Sciroc-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(5), M'Strk-Dmg/EndRdx(5), Efficacy-EndMod/EndRdx(37), Efficacy-EndMod/Acc(37), P'Shift-EndMod/Acc(40)
Level 6: Power Siphon -- HO:Membr(A), HO:Membr(7), HO:Membr(17)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), HO:Golgi(34)
Level 10: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13)
Level 12: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 14: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(17)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(34)
Level 20: Energize -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23)
Level 22: Tactics -- HO:Cyto(A), Rec'dRet-ToHit/Rchg(42), Rec'dRet-ToHit(42)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(29)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(27), LkGmblr-Def(27)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Ksmt-ToHit+(31)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), P'Shift-EndMod/Rchg(36), RechRdx-I(36)
Level 38: Power Surge -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39)
Level 41: Repulsing Torrent -- Acc-I(A)
Level 44: Mu Bolts -- HO:Nucle(A), HO:Nucle(45), HO:Centri(45)
Level 47: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 50: Spiritual Radial Boost
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
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Big fan of the Ice/Storm. Was my second toon back in 2004 and was surprisingly sturdy even without the IO sets. Thematically it worked great and the Freezing Rain/Ice Slick combo is sweet. I never did do Artic Air b/c of the endurance issue though.
Since you brought it up Dave, Fire/Storm is a monster. The biggest problem with it was the endurance with Hot Feet running plus other toggles but now....wow. I'll also add that it's a NASTY combo in PvP....or it was. I dont set foot in PvP anymore. Slap a snow storm on someone and they will hate you. I remember when scrappers/tanks used to try to get to me in base raids...LMAO. SNow storm em....let them try to fight through Hurricane .....all the while Imps, Hotfeet, Freezing Rain, LStorm, Tornado would just eat them up. -
I thought I'd come back after I hit 50 and finished my set bonuses. Before all the sets, I definitely noticed an improvement when I increased the defense to about 20% but still felt squishier than most scrappers I've played.
After the set bonuses I feel MUCH stronger. I tanked the ITF a few days ago without problem. This toon now feels liek the energizer bunny putting out nice damage and mitigation along with constant endurance. I am very happy with him now.
Below is my build with a few points as to my direction.
* I took Repulsing Torrent for its looks and nothing else. (I took KM for the animations in the first place).
* I am Alpha shifted now with Nerve for Accuracy. Endurance isn't a concern. Extra recharge would be nice but eeks me out 1-2 secs on the three powers I'd want recharge. Damage would be nice but again, it would eek out a week bit. I went with Accuracy (Nerve) b/c my damage bonus is reliant on me hitting folks and my aura for extra damage and end drain needs to hit as much as possible.. Plus KM is weak for to-hit. So I'd get a greater bump in accuracy (since I'm nowhere near ED) in nine powers and a 1% def bump with the 4th tier incarnate (only first tier now). It seemed like a no-brainer to me.
* I went with Mu PPP b/c it goes thematically with electric armor AND gives fast recharge ranged ST damage plus nice AOE. And they both add to the end draining.
* I did not go with Shadow Meld b/c electric armor and KM is very clickie anyway....having to worry about another power regularly wasn't what I wanted.
* I got him to 40% s/l defense and didn't have to sacrifice too much for powers that I wanted. And have enough recharge, imho. With Nerve 4th tier, I'll get another 1%. I'm happy with it and it seems to be working out very well.
*Power Surge is nice in many circumstances, especially toxic. Although I'm not normally a fan of these types of tier 9, it gets me over the top when I need it.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(45)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg(43)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg(40)
Level 6: Power Siphon -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(7), AdjTgt-Rchg(7), AdjTgt-ToHit/Rchg(9), RechRdx-I(9)
Level 8: Repulsing Torrent -- Acc-I(A)
Level 10: Lightning Field -- Sciroc-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(11), Efficacy-EndMod/EndRdx(11), Efficacy-EndMod/Acc(34), P'Shift-EndMod/Acc(37), M'Strk-Dmg/EndRdx(37)
Level 12: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(17)
Level 14: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(17)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(34)
Level 20: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/EndRdx(40)
Level 22: Kick -- Empty(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(29)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(27), LkGmblr-Def(27)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Ksmt-ToHit+(31)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg(34)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), EnManip-EndMod/Rchg(37)
Level 38: Power Surge -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Mu Bolts -- HO:Nucle(A), HO:Nucle(45), HO:Centri(45)
Level 47: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), HO:Enzym(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
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