Syntax42

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  1. Syntax42

    MA/SR Build

    Quote:
    Originally Posted by Willowpaw View Post
    Forgot to mention, I also planned this out with the high possibility of defense debuffs in mind, so it would seem that getting up nicely over the softcaps would be desirable, if that actually provides a buffer of sorts against debuffs.
    Super Reflexes has 95% defense debuff resistance just by enhancing your powers. The average defense debuff does 7.5%. After DDR, that is only .375%. The odds of TEN mobs attacking you and landing a hit all at the same time to debuff you for 3.75% are less than one in ten trillion. At most, a buffer of 1.5% is needed so you can reach the incarnate soft-cap for trials with one inspiration.


    Looking at your newest build, you underslotted your defense toggles, which means you need set bonuses to make up for that. Stealth should not be slotted better than Focused Fighting and Focused Senses because it has a lower base value. Dodge is also over-slotted and the enhancements should be in a power with a higher base value.

    Are you aware that the Numina and Miracle uniques are proc120s, which means you have to use the power they are slotted in just to get the buff from them for 2 minutes?

    The epic/ancillary pools contain some nice powers to add to any build. Consider adding one to make up for your lack of AoE attacks, or simply add to your recovery and regeneration.

    Attack chains are important, and can contribute more DPS than simply pressing buttons as they recharge. Boxing should never be part of your attack chain and should only be slotted as a mule power if you are desperate for a certain set bonus. The best attack chain for Martial Arts is attainable without purples on a MA/SR build. I think the thread is probably still on the first page. If you don't feel like investing in recharge sets, at least look at the base damage per activation times in the Powerset Comparison window in Mids'. That can tell you if an attack is good or not. Thunder Kick is not a good attack.


    I developed a Super Reflexes template that gets to the soft-cap efficiently and leaves plenty of room for adding recharge set bonuses. It can be adapted to work with any primary power set, and lets you customize everything the way you want, except for the core powers that are already in place. Just try to put the set bonuses somewhere in the build when you change it to MA.

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  2. I think you should change your goals. Aim for 32.5% defense to all positions (with DA on if you want). That will leave more room for recharge bonuses so you can do more DPS, and you won't feel like AoEs clobber you. After all, your job as a Scrapper is to do damage. At 32.5% defenses, you will survive just fine and you can use one small inspiration when you need to be soft-capped.

    Most of my builds for characters with little or no defense built in to the armor only went to 32.5% and they worked out quite well. You can find macros or keybinds on the forums to make it so you automatically combine inspirations into purples just by pressing your movement keys.
  3. Syntax42

    MA/SR Build

    The long forum export is annoying because it uses so much space. Scrolling past everything to find a data chunk gets even harder when you have several people in the same thread posting with long forum exports. Use the short forum export and include the data chunk. Don't include the set bonus totals or set bonuses summary either. Nobody is going to try to do all the math by hand.

    Your build is missing a data link and data chunk. We can't load it into Mids to look at it efficiently. When you export a build, the right side of the export window should have "Official Forums (vBulletin)" selected. The bottom part should have "Export Data Chunk as well as a Data Link" checked.

    Also, your Mids' is out of date. The current version is 1.942. I believe your Mids' version is missing incarnate slot functions.
  4. Respec trials are rare unless it happens to be the task force of the week. Check the announcements for the weekly strike targets.
  5. Quote:
    Originally Posted by Ghost_Ripper View Post
    After I get Ageless I'll be able to run Manuvers for somewhere around 48 Melee, 50 Range, and 47 AOE.
    Going that far past the soft cap is a waste of defensive sets that could be adding to your recharge bonus. To-hit buffs are too large to protect yourself against them with set bonuses. Defense debuff resistance protects you against debuffs well enough to not need much of a buffer.

    The enemy groups with to-hit buffs have fairly large bonuses. They are so severe that invention sets can't cover the ~50% extra defense required to make any noticeable impact on their hit rate. If you were thinking bosses and +1 to +4 enemies would hit you less, that is wrong. They get accuracy bonuses which are calculated after defense.

    With 90% defense debuff resistance, the average 7.5% debuff will only debuff you for .75%. A defense buffer of 2% is more than enough to prevent cascading defense failure with high DDR because you will only ever have 17 enemies attacking you at once. The odds of ten of them all landing attacks at the same time to debuff you for 7.5% total are less than one in ten trillion.
  6. Take the advice you were given in the game for a grain of salt. A lot of those people didn't know what they were talking about and only gave you opinions with no facts to back them up.

    First, you should realize that you can afford any build you like. Purple sets and PvP sets are probably beyond the effort you want to put into a character, but anything else is in your reach. Any character 25 or over can purchase Luck of the Gambler global recharge recipes for two alignment merits, which sold for over 100 million crafted last time I checked. Obtaining tips goes fast if you can kill level 25ish bosses in Terra Volta. If not, level 20ish mobs can be found in Dark Astoria in fairly large packs, but the bosses that drop tips more often are fairly rare. If you have enough stealth, or a durable character like a Tanker that can run past things, you can run through 5 tip missions in 15 minutes. Do that on a few characters a day and you'll be rolling in billions of INF in a couple weeks.

    Granite Armor from the Stone Armor set is the best single source of survivability in the game. Yes, it suffers from recharge, movement, and damage penalties, but the first two can be overcome with invention sets. If you just want to be unkillable and don't care about your killing speed because you always team with others, nothing can beat the durability gained from Granite Armor.

    Shield Defense is the cheapest set available to Tankers if you want to be somewhat tough to kill. Defense isn't quite as good as resistance, but you can reach 45% defense (the important soft-cap) with one invention set and one inexpensive unique invention. I am referring to the Gaussian's set and a Steadfast Protection 3% defense IO, which would be in many builds. Anything else you put in the build is going to have minimal impact on your survivability.

    Willpower's version of Health and Stamina are actually better than the Health and Stamina given to you for free at level 2.

    Both Willpower and Invulnerability are fairly easy sets to play. They gain most of their defenses early and can tank well very quickly. However, both sets only perform at their best when you add (expensive?) invention set builds, unlike Stone Armor and Shield Defense which can be made to perform at or near their best before obtaining full invention set builds.


    Any set you choose will be able to tank end-game content if you invest enough in it.
  7. Syntax42

    Build help

    Titan Sentinel allows you to extract a build from the game while it is running. Makes it much easier than trying to manually enter the build in Mids.
  8. Syntax42

    Spines/FA

    You can customize the attacks your enemies have. Incinerate is a pure fire damage attack and you can set the enemies to have only that, but the XP and tickets will be reduced. You would have to add some other attacks. I don't feel like looking up all of the fire damage attacks right now, but I'm sure there are plenty of Blaster attacks that are pure fire damage if the Fiery Melee set lacks them.

    Besides, the game only looks at your highest defense category when determining if an attack will hit. If an attack does smashing and fire damage and you have 45% fire defense and 10% smashing defense, only your fire defense will be considered.
  9. Syntax42

    Build help

    The most effective way to stay alive is to add defensive set bonuses. In the case of Invulnerability, you should be striving for 32.5% or 45% smashing, lethal, energy, and negative defenses with 1 target in range of Invincibility, depending on your budget and build goals.

    If this build is for PvP, ignore this post. I don't care for it and I don't know the mechanics behind PvP builds. If it is for PvE, your build has a lot of room for improvement.

    The most effective way to add offensive power is to add recharge bonus so you can use your best attacks more often.

    You do NOT need extra knockback protection. Invulnerability has enough built in to Unyielding.

    Using a mule set in a power (like in Jacob's Ladder) should be avoided unless your build is fairly complete. Call of the Sandman just made it not worth the time to use Jacob's Ladder.

    Impervium Armor is a bad choice of set. Use 4 Reactive Armors instead so you can build up your S/L and E/N defenses.

    You don't need Confront on a Scrapper, unless you are trying to do something unusual with it, like tank Lord Recluse on a regular basis.

    Gift of the Ancients is not a good choice for defensive powers. Just use four LOTGs instead.

    Lightning Clap has an AoE knockback component. This is bad to use on teams because it scatters enemies so that teammates can not use their AoE powers after you scatter them. I wouldn't include AoE knockbacks in most builds.

    Your travel power is taken very late and won't be available if you exemplar to do a task force.

    Unstoppable should not have more than the base slot. It has a horrible crash and probably shouldn't be used in the first place. Unstoppable does make a good mule power for a Steadfast Protection 3% defense, so you can slot Resist Physical Damage better.

    Work on getting your defenses up to what I mentioned in the first paragraph. If you only go for 32.5% defenses, you will need small inspirations for the tougher fights but you will have more room in your build for recharge bonuses. Look at other Invulnerability builds to see how others achieved similar goals.
  10. Musculature adds approximately 35% enhancement to most attacks. Considering you already have a permanent damage bonus (AAO) on top of your ~95% enhancement, Musculature isn't very useful.

    Martial Arts is an endurance hog if you are running the top attack chain. Cardiac could help with that, or you could get the Ageless Destiny. It all depends on how much healing or regeneration you feel like you need.

    As far as the builds go, the resistance difference is insignificant. So is the HP difference. Scrappers are all about offense, and as long as you're soft-capped in both builds, your offense will be the determining factor.
  11. It looks to me like you got that build from a pretty old thread. Stamina is now granted for free, and invention sets add a lot more to a build.

    Try to find a Willpower build on these forums and adapt it to fit with Dual Blades. Just attempt to keep the same set bonuses when you switch the melee set. Post it here and we can help you improve it from there.

    Going along with the ease of importing to Mids', there is no reason to use the long forum export. I find it annoying to scroll past when trying to get to a specific post in the thread. Short forum export is fine, but please include the data chunk also.
  12. Brutes taunt things that they hit with any of their damaging attacks. Scrappers only have taunt in a few auras, so most of them tend to not draw aggro. Taunting is extremely effective at holding aggro from those without taunts.

    It sounds like you weren't sure about what role you would be playing on a team when you chose to make a Brute. What exactly do you want to do? Hit stuff while someone else tanks? Be the most survivable tank in the fight?
  13. The build I posted had all of the defense you need. I thought I made that clear. As Finduilas said, it is a waste to put a Gladiator's Armor on it.

    Mako's Bite is not a useful set unless you're going for the defense bonus. I would slot Crushing Impact in KO Blow since you appear to have room for more 5% recharge bonuses.

    If you move the Steadfast Protection to OWTS and move a slot from KO Blow to Tough, you can fit another 5% recharge bonus in the build.

    Definitely change the order of powers if you're going to level with this build. Other than taking Rage and Shield Charge earlier, make sure you take your defensive toggles as early as possible, too. Phalanx Fighting can wait two levels if it means you get Rage sooner.
  14. Follow-Up's animation time is incorrect in Mids. It is actually the same as a Scrapper's.

    Scrapper crits add an average of 10% damage when fighting anything higher than a minion.

    I posted in a Claws Brute vs Scrapper discussion on this forum recently. I did the math which shows how Brutes come out ahead but I did not include Scrapper crits. Brutes should still win, at least barely.

    The most important thing when examining attacks is damage per animation time. Be sure to turn on Arcanatime in Mids first. You can view the base DPA for attacks in the powerset comparison window, but this does not include enhancements or buffs. A side-by-side comparison can be made with completed builds if you go to the power graph window for each build.
  15. Teaming with more people forces the game to add more mobs to the mission. There is no way around that. The XP is much faster on a team, so don't avoid them, but don't try to be the only person doing everything either.

    Turn off your taunt aura if you are not tanking. If you don't have a survivable powerset, you can do your job better by avoiding aggro and staying alive.

    What you have experienced so far is pretty common. Take Combat Jumping, but plan a build out first. Refer to other builds on the forums before you try to tackle one on your own.
  16. No data chunk and the long forum export makes me a sad panda. Seriously, the long forum export is a waste of space on the page when the short forum export works fine because everyone uses Mids to look at builds. The data chunk is needed because the links don't always work.

    You are using sets that add melee defense when you should be using sets that add typed defense. Touch of Death gives 3.75% melee defense and 1.875% S/L defense for 6 slots. Instead, you should slot Kinetic Combat for 3.75% S/L defense for 4 slots. Obliteration is the rare exception because it adds recharge bonus at the 5th slot.

    Gaussian's is another wasted set on a typed defense user. Two Rectified Reticles are better.

    Impervium Armor is not useful at all. You don't need the psionic resistance. Slot 4 Reactive Armors instead, but don't under-slot the healing in High Pain Tolerance. If you choose to slot 4 Reactive Armors there, put two generic heal IOs in HPT instead of IO sets.

    The Regenerative Tissue IO does not make sense in Rise to the Challenge. A generic IO would be better. RTTC only needs healing enhancement, but a little endurance reduction isn't bad. Debuffing to-hit and the proc are not necessary.

    Focused Burst is a low DPS attack. I suggest you skip it. In Mids, go to window, powerset comparison. On the left, select your power set then "Damage / Anim" to see the base DPS of each attack.

    Physical Perfection is not needed. I suggest you take Gloom so you can make a better attack chain.

    At the very least, try to reach 32.5% defense to S/L and E/N. That puts you one small inspiration (can be bought at vendors) from the soft-cap.
  17. I don't even use IO builds until 47 because I like to slot level 50 IOs. You can get by on SOs or generic IOs until then because Shield Defense is fairly easy to reach 32.5% defenses while leveling. Just use a small inspiration when you need it to soft-cap.
  18. Syntax42

    Spines/FA

    Spines/FA is a fun set, but can feel lacking in damage when compared to a SS/FA Brute. The other issue is the lack of a taunt that leads to enemies running away when their morale breaks.

    That said, if you are determined to play it, there are a couple effective ways to build it. Generally, defense bonuses mean you sacrifice recharge because most sets don't have both.

    If you want to be as survivable as possible, positional defense is the best way to go.
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    If you want to be survivable enough in most content with a bit more offense, S/L and E/N are the way to go. I posted a build with 32.5% to both in another thread.


    If you want to be effective in AE farming, make a second build template just for that. Go for fire defense and recharge only. Don't try to make a build for everything because you will be lacking in one area if you do.
  19. Grant Cover's radius is only 15, which isn't big enough to avoid most AoE attacks. Your Defender friend is better off staying out of range than in it. Besides, Defenders can easily soft-cap to S/L and E defenses thanks to Scorpion Shield. Your job is to hold aggro, not buff others.

    Finduilas hinted at it, but it needs to be said directly. Gaussian's is the most efficient defense per slot set available, after the two 3% defense inventions. It should be in every positional defense build.

    Did you know that taking a travel power without taking other powers in the pool requires the 60-month veteran badge? Also, Flight as a travel power is nearly useless now. You can buy jet packs for almost nothing at a NPC vendor and fly at capped flight speeds. I don't see giving up Hasten worth taking a travel power that has been replaced by nearly-free items.

    I would get rid of Punch in the build. You won't need it with enough recharge. Besides, you are waiting too long to take Battle Agility in the build. Those first ten levels will be a pain without ranged defenses.

    You will need enough recharge to double-stack Active Defense all the time if you want to ignore defense debuffs. Hasten is needed to do this, usually.

    As I mentioned in my other post, the Cardiac Alpha isn't a very good choice. You won't have endurance problems and you need more recharge than anything in order to keep Active Defense double-stacked. The healing bonus affects True Grit and your regeneration.

    You shouldn't need the Kismet 6% to-hit with Rage's to-hit bonus.

    You can get by without Physical Perfection. If you pick up Soul Mastery from Villain side, you can get one of the best single-target attacks available to Tankers (Gloom) and pick up an extra AoE attack.



    The following is a gutted-out and re-made version of your build. It reaches the soft-cap efficiently and slots key powers with the minimum slots. If you take the build and add recharge bonuses, HP bonuses, and recovery bonuses, you can't go wrong as long as you don't make many changes to what is already there. The only power I removed was Maneuvers so you can have Hasten. You may still need to remove Flight.

    Tough lacks slotting because you are at 45.5% defense to all positions with this build. You could frankenslot it with res/end IOs from different sets or go for the 5% recharge bonus. Beware of the rule of 5's for set bonuses though because it is easy to reach 5 of the 5% recharges on a melee build.

    You won't need any more defense than what is here. You will shrug off defense debuffs with this build as long as you put Active Defense on auto-fire and click Hasten when it comes up.


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  20. I'm impressed. It is rare for someone who is asking for help to post such a good build.

    Phalanx Fighting should not be enhanced. The power gives 3.75% unenhanceable defense with no allies nearby. The defense gained with allies near is enhanceable, but it is bad to rely on that to soft-cap, especially if you plan to farm solo. A Kismet to-hit is best there.

    Be sure to turn off the proc in Thunder Strike as it can cause misleading recharge numbers.

    Enhancing Maneuvers might allow you to convert some defense set bonuses to recharge. The more often you can use Lightning Rod and Shield Charge, the better.

    Consider fitting a 5th LOTG global recharge in the build. Grant Cover will be fine at .16 end/s instead of .11 end/s. Or, you may end up putting it in Maneuvers if you enhance it more.

    Here is the build with suggested changes:
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  21. Quote:
    Originally Posted by LSK View Post
    The problem with that is you have to have GR...
    The OP requested advice on Incarnate powers in their first post. You are required to have Going Rogue for that, too.

    From: http://paragonwiki.com/wiki/Incarnate_System
    "A purchase of the Going Rogue expansion is required for players to access the Incarnate System."

    For a choice of Alpha slot, you can't go wrong with Spiritual with almost any powerset combination. It would only be a waste on Masterminds. Musculature isn't bad, but the benefits are minimal (especially with Rage active) due to the way damage buffs are added together. Nerve is probably the most useless Alpha boost because it is fairly easy to reach 95% hit chance. Cardiac is mostly good on endurance-heavy sets like Dark Armor, or sets like Electric and Stone Armor so they can reach 90% resistance in certain categories.

    Interface debuffs have a very small limit per mob, so it doesn't matter what you choose. Reactive is popular for the damage proc, but works better on sets with fast attacks and damage auras. Rebirth would probably be the best Destiny choice if you choose the regeneration route. You won't need endurance badly enough to warrant Ageless. Barrier's defense won't help you and the resistance portion doesn't last long enough. It would be better to take One With the Shield for emergencies where you need resistance. Clarion's status protection is pointless on a Tanker. Judgment and Lore are personal preference. They all function similar and none have a major advantage or disadvantage.

    The above build is good if you're not looking for a top-end build.
  22. Any build that doesn't include PvP IOs or purple sets is affordable for the average player. Some inventions may take a little longer to acquire, but can be obtained in a reasonable amount of time.

    Playing the market is the most effective way to make INF, but it takes a fairly large initial investment and has a lot of risk. Farming is another option, but requires certain powerset combinations and a build to be highly effective.

    The method I suggest for most new players is to obtain INF through alignment merits. Any character 25 or over can purchase Luck of the Gambler global recharge recipes for two alignment merits, which sold for over 100 million crafted last time I checked. Obtaining tips goes fast if you can kill level 25ish bosses in Terra Volta. If not, level 20ish mobs can be found in Dark Astoria in fairly large packs, but the bosses that drop tips more often are fairly rare. If you have enough stealth, or a durable character like a Tanker that can run past things, you can run through 5 tip missions in 15 minutes. Do that on a few characters a day and you'll be rolling in billions of INF in a couple weeks.

    My whole point is that you shouldn't let INF be the limiting factor in your build. If you really want a great build, you can get it in less time than other MMOs take to get end-game gear. You just have to know where to focus your efforts.
  23. The choices you made for most of your sets are far from optimal. What is your goal for the character? If you just want a cheap tank, this build will do. If you want a tank that can run a good attack chain with perma-Hasten while having 95% defense debuff resistance and 45% defense, that can be done but requires a lot of changes.

    The main thing you should do is consider moving your slots around. It looks like you are trying to force an IO set build out of a build that was designed for SOs. If you can't respec, you can use one of your two other builds by talking to a trainer.

    Also, please stop using long forum export and don't include the set bonus totals.
  24. Syntax42

    SS/SD or SS/WP?

    Shield Defense is fine on endurance. It isn't easy-mode like Willpower, but careful slotting and proper endurance management can make it work well.

    Willpower is the better set for overall mitigation in most situations. Shield Defense can survive almost anything in the game, but Willpower will be a lot more forgiving.
  25. Ignoring concept, my preference would be Willpower over Invulnerability for effectiveness. Invulnerability lacks mitigation against non-physical attacks. Sure, it can soft-cap against them, but the resistance and regeneration is almost non-existent. Willpower can get plenty of regeneration to deal with almost anything.