Telperion

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  1. Awesome, thanks 4. That was my hunch, and i'm glad to see it confirmed. I'm not a CoX pvp'er, but if i do decide to do that i'd likely just use the dual build.
  2. I'm playing an elec/nin stalker that's a total blast, and am waffling over how much -KB might be needed for a softcapped PVE /nin build. I figure 4 points would be enough to protect me from anything that sneaks through my defense, but I wanted to ask a second opinion.

    Here's my build, modified from something i found on the boards; I do have the vet award that allows me to take a travel independent of other powers in the pool. Some powers i might fit in earlier for malefactoring, like caltrops. If you have any other build suggestions, let 'em rip.

    Thanks!

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Charged Brawl
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (5) Touch of Death - Damage/Recharge
    • (5) Touch of Death - Accuracy/Damage/Endurance
    • (7) Touch of Death - Damage/Endurance/Recharge
    • (7) Touch of Death - Chance of Damage(Negative)
    Level 1: Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Kismet - Accuracy +6%
    Level 2: Jacobs Ladder
    • (A) Multi Strike - Accuracy/Damage
    • (3) Multi Strike - Damage/Recharge
    • (17) Multi Strike - Accuracy/Endurance
    • (23) Multi Strike - Accuracy/Damage/Endurance
    • (25) Multi Strike - Damage/Endurance/Recharge
    • (25) Recharge Reduction IO
    Level 4: Ninja Reflexes
    • (A) Luck of the Gambler - Defense/Endurance
    • (9) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Recharge Speed
    Level 6: Assassin's Shock
    • (A) Touch of Death - Accuracy/Damage
    • (11) Touch of Death - Damage/Endurance
    • (11) Touch of Death - Damage/Recharge
    • (13) Touch of Death - Accuracy/Damage/Endurance
    • (13) Touch of Death - Damage/Endurance/Recharge
    • (15) Touch of Death - Chance of Damage(Negative)
    Level 8: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 10: Danger Sense
    • (A) Luck of the Gambler - Defense/Endurance
    • (15) Luck of the Gambler - Defense
    • (17) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense/Endurance/Recharge
    Level 12: Placate
    • (A) Recharge Reduction IO
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Kuji-In Rin
    • (A) Recharge Reduction IO
    Level 18: Chain Induction
    • (A) Mako's Bite - Accuracy/Damage
    • (19) Mako's Bite - Damage/Endurance
    • (19) Mako's Bite - Damage/Recharge
    • (21) Mako's Bite - Accuracy/Endurance/Recharge
    • (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (23) Mako's Bite - Chance of Damage(Lethal)
    Level 20: Kuji-In Sha
    • (A) Doctored Wounds - Endurance/Recharge
    • (31) Doctored Wounds - Heal/Recharge
    • (31) Doctored Wounds - Heal/Endurance/Recharge
    • (31) Doctored Wounds - Heal
    • (33) Doctored Wounds - Recharge
    • (33) Steadfast Protection - Resistance/+Def 3%
    Level 22: Hurdle
    • (A) Jumping IO
    Level 24: Health
    • (A) Miracle - +Recovery
    Level 26: Thunder Strike
    • (A) Eradication - Damage
    • (27) Eradication - Accuracy/Recharge
    • (33) Eradication - Damage/Recharge
    • (34) Eradication - Accuracy/Damage/Recharge
    • (34) Eradication - Accuracy/Damage/Endurance/Recharge
    • (34) Eradication - Chance for Energy Damage
    Level 28: Stamina
    • (A) Performance Shifter - EndMod
    • (39) Performance Shifter - EndMod/Recharge
    • (40) Performance Shifter - Chance for +End
    • (40) Performance Shifter - EndMod/Accuracy/Recharge
    • (40) Performance Shifter - Accuracy/Recharge
    • (42) Performance Shifter - EndMod/Accuracy
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Lightning Rod
    • (A) Obliteration - Damage
    • (37) Obliteration - Accuracy/Recharge
    • (42) Obliteration - Damage/Recharge
    • (42) Obliteration - Accuracy/Damage/Recharge
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Obliteration - Chance for Smashing Damage
    Level 35: Blinding Powder
    • (A) Coercive Persuasion - Confused
    • (36) Coercive Persuasion - Confused/Recharge
    • (36) Coercive Persuasion - Accuracy/Confused/Recharge
    • (36) Coercive Persuasion - Accuracy/Recharge
    • (37) Coercive Persuasion - Confused/Endurance
    • (37) Coercive Persuasion - Contagious Confusion
    Level 38: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Recharge Speed
    Level 41: Mu Bolts
    • (A) Ruin - Accuracy/Damage
    • (43) Ruin - Damage/Endurance
    • (46) Ruin - Damage/Recharge
    • (46) Ruin - Accuracy/Endurance/Recharge
    • (46) Ruin - Accuracy/Damage/Recharge
    Level 44: Electric Shackles
    • (A) Basilisk's Gaze - Accuracy/Recharge
    • (45) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (45) Basilisk's Gaze - Accuracy/Hold
    • (45) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 47: Hasten
    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    • (48) Recharge Reduction IO
    Level 49: Caltrops
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Assassination
    Level 4: Ninja Run



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  3. Bane/Huntsman - Operative Tracker

    Fortunata/Night Widow - Eclipse Widow
  4. I'd expect a dm/regen stalker to have some trouble with AVs. A big tray of insp and/or a defense/recharge IO build would tip the scales. The problem wouldn't come from DM, which puts out ST dmg just fine, but /regen combined with stalker's low HP cap.

    It could probably happen, but it'd be more of a project than a secondary with naturally softcapped defense.
  5. Unless you are planning on incorperating AS into your attack chain beyond the initial strike, i see little benefit in purping it. I'd much rather see a purp set in a long-recharge high-dmg attack that isn't interruptable, or in a shorter-recharge attack i cycle all the time so i get the higher proc chance often.

    I'd also only purp it if i didn't need some kind of def bonus, which as the OP is /nin, he may well need.
  6. In general, all toons have a period of awkwardness on the road to 22 (which is when you can slot SOs for the first time, and have the best enhanced numbers you can get for the rest of your career). This is especially true for defense-based armor sets like shield; The closer you get to 45% defense the more you feel godly, and the further away from it you are the more it feels like you have no armor at all.

    It's not an axe problem or a shield problem, it's just a challenging part in the life of every character. Hang in there; at lvl 12 slot DOs until 22, and that will make a difference. For my brutes, i like 3-4 slots in my attacks during this awkward stage, 2 acc, 1 end, 1 recharge; fury takes care of damage.

    Is your difficulty still at +0/x1? More that that before you get some more powers and Area of Effect (AOE) damage powers could be tough. You can also drop your diff to -1/x1-3, take it easy and rest if you have to, and stick with it. Your axe/shield will be a beast, in time.
  7. How about plant/ff? A combo you don't see too often, but i can imagine that confusing the bulk of every spawn in addition to you and your team having very good defense would put those fraidy-tanks in their place.
  8. Quote:
    Originally Posted by Savage_P View Post
    Thank you for the replies so far, and I appreciate the dark miasma suggestion. I know that most trollers are OK with an alpha, but I guess I am looking for PA type powers that canget things started without having to resort to tactics that need your team to think all that much. I tried an ice troller for example and I hated the whole ice slick behind a corner thing. I am not looking for a tank mage, just a toon that feels like a hero and doesn't have to wait on lazy tankers.

    Regards,

    Savage
    There's only one thing like PA, and that's PA. I'd suggest Ill/rad.
  9. Dunno if i agree with your sentiment, Je Saist. There's lots of def/troller combos that can manage an alpha fine and have done so for issue upon issue. Tactics that jump to mind (a terribly incomplete list):

    Dark defender - Fearsome stare. or, toggle-pulling with darkest night onto a tar patch, then fearsome stare.

    Traps - seekers, like the OP mentioned.

    Seeds of Confusion - huge alpha-buster. Mass Confusion, too. Even single-target confuse on choice targets can swiftly eliminate the worst mob's aggro.

    Ice patch from around a corner. Mass Hypnosis. Earthquake. There's lots of ways to start a fight on a non-melee toon.
  10. Well, you could try fire/shield. Mine is one of my favorite toons, and was a fun trip all the way to 50 and beyond. AAO's +dmg makes fire melee hit very, very hard. Anything/shield will hit hard due to AAO. Fire/anything will hit hard due to Fire/.
  11. Though i'm no number cruncher, I'd say that the best ST dmg performer for minimal investment is Fire Melee.

    A question: Are you planning to invest time/merits/inf in this scrapper? Fire Melee (i think) will still be at the top of ST dps, but other sets can close the gap and provide whatever perks they provide (dark melee/claws/DB/katana all come to mind)
  12. rather than Official Forums (vBulletin), use phpBB/Zetaboards.
  13. You better check again. Back in the day, Frozen aura was only a pbaoe sleep. In order to make Ice melee playable, they gave it damage on par with foot stomp. It'd be quite the snafu to make it through both betas with a bugged Frozen Aura, and i'd guess it's your perception, or the damage numbers getting swallowed up in all the dot.
  14. Huh. On my Mid's, a 5 slotted Fissure with posi's (no dam/range) does 121 dmg. With containment, you should be doing fine. What are you fighting, at what con?
  15. Telperion

    Quills question.

    It's calculated every to-hit check, as if you had activated an attack against that enemy. So, per mob, per pulse.
  16. Welcome

    Firstly, a slight tweak to your terminology will help you get positive reactions to your posts; we've 'powers' here, not 'spells.' And outside of people calculating melee attack chains for absurdly hard targets, there's really no such thing as rotations in CoX. Since team composition and battle situations change constantly, I find myself adjusting which powers I use when on the fly.

    Plant/kin are combos i've played separately but not together, and i hear together they're great.

    Crucial powers for Plant/ are Strangler (single-target hold), Seeds of Confusion (fast-recharge AOE confuse), and Carrion Creepers (an invisible AOE slow/dmg/knockdown/immob pet). Probably Roots (AOE immob) as well, as it causes a big chunk of dot and sets up easy containment. All of these powers are the backbone of your control.

    Vines and Flytrap you should also take; Vines is a slow-recharge AOE hold, if things are going south and Seeds is still recharging, Vines gives you another option. Flytrap is extra damage that you dont have to think about, and gives mobs something else to punch.

    Entangle, Spirit Tree, and Spore Burst are skippable, IMO, but you may get personal use out of them. Entangle is a good single-target attack. Spirit Tree is useful to add AOE regen to a team fighting hard targets (AVs, etc.), but nobody's going to care if you dont have it. Spore Burst is an AOE sleep, and since sleeps break on damage, is an unreliable team control.


    For /Kin, nearly everything is useful in one way or another.

    Transfusion (foe-targeted AOE heal, debuffs regen),
    Siphon Speed (foe-targeted self +spd/+rech buff, foe -spd/-rch debuff)
    Speed Boost (short-lived +speed/+recharge/+recovery team buff),
    Transferance (foe-targeted aoe +end/foe -end),
    and Fulcrum Shift (AOE +dmg/foe -dmg),

    are pretty much what makes Kinetics great. Siphon Power is great early on, and still finds use in debuffing hard targets. Increase Density offers some team dmg resist and status protection, Inertial Reduction is a superjump buff, and Repel is the redheaded stepchild of the set, that is fun, chaotic, and sometimes causes as many problems as it solves, heh.

    I would make sure i had 5-6 slots in Seeds early, so that it had good acc and was recharging quickly. It can be up every spawn, and is excellent control. Stack holds on bosses, get good at clicking a target to use heals or debuffs on.

    Generally, it is probably wise to make sure you have 2 powers from the fitness pool so that at lvl 20 you can pick stamina. Once you have transferance, you might be able to go without stamina, but life is usually easier with it.

    above all, have fun
  17. Quote:
    Originally Posted by tensionfade View Post
    How high can you count?
    I've never seen it stated that it won't be ported. It's been stated the the fury generation thing caused the sets to be dropped from CoV beta - but that isn't the same as saying it definitively won't be done in the future. The devs rarely say something definitively won't be done. I haven't seen ice armor to brutes as one of those things. If you can link a red name saying such - I'd love to see it.

    As far as fury generation - dark armor has powers that would reduce fury generation via pbaoe stuns or fears - but it is a brute secondary currently. (edit to remove a misquote.)
    This. Vs. a large spawn, a huge chunk of fury comes from the opening volley, and is maintained greatly by a brute's own attacks. High-recharge SS brutes make a spawn spend most of it's time on its backside or dead, and you won't see fury complaints from them. High-recharge Ice Melee brutes would use Frozen Aura to similar effect with less mitigation.

    vs. a smaller spawn size, one might see less fury. Throw that thing into beta and let's find out.
  18. With the nifty changes that are coming down the pipeline that are streamlining play and improving quality of life with Issue 17, and hints of future cool things leaking (buffs to Grav Control?? oooooh), I thought it'd be neat to see what else people are hoping for/looking forward to as the game enters it's 6th year.


    For me: Ice Armor and Melee for Brutes/Scrappers/Stalkers. Specifically, Brutes. Please, please, please, may I have my softcapped, fury-driven damage aura rocking, unlimited end, 2 aggro aura, capped HP engine of destruction?


    What are You wanting to see, experience, and play?
  19. Telperion

    Tank Farmer

    I used a purped-out ice/fire tank for farming for the longest time. I expect shield/fire would do better now, but ice/ has some great perks, capped HP and unlimited endo being two of them.

    I'm using a fire/shield/blaze scrapper now.
  20. Oh my. Yes, claw/sr is a great combo, mine is at 39 now on mostly SOs, and at around 35% def to all positions is starting to be pretty hardy.

    Your build needs counseling. Getting to the 45% def softcap to all positions is very easy with IOs, and you don't need to make the sacrifices you did to get there.

    --Attacks are way underslotted. Kinetic combat is a terrible set to stack to add positional defense. 4slot taunt set in followup AND focus? Replace with 6 slots of a damage set, yow.

    You will get more bang for your buck with mako's bite, touch of death, thunderstrike (in focus).

    --Defense toggles terribly overslotted, some with expensive pvp IOs, some for bonuses that really won't make much of a difference or could be gotten elsewhere more efficiently.

    --BotZ is getting nerfed on wednesday, gotta take that into account.

    --Generally, claw builds take and use two of the three AOE's in the set. I'd recommend spin and either eviscerate or shockwave. SR benefits greatly from the mitigation offered by Shockwave's -kb, but it takes some thought to use on teams and not annoy people and cause problems. I'm loving it, myself.


    I modified a build for my brute from a claw/sr scrapper build BillZ posted some months ago. Since it used BotZ, i have tweaked them and have two builds that are both very strong, very similar, and I'm not sure which i want to aim for. The first has 2 sets of BotZ, and i think is able to triple-stack followup. The second might not be able to triple-stack followup, but uses the 6 slots that were devoted to BotZ in good ways. Take a look.

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  21. Stat points on the build i posted:

    --Over softcap on ranged and AOE def, to allow for def debuffs. 28-30ish melee def.

    --Around 21% team def, 30% team dmg, 15% team to-hit. 40% total damage buff for self.

    --Between Venom grenade, Survellance, and the Achilles' -res proc in Single Shot, an easy -60% res on hard targets like AVs.

    --Only 31% global recharge + Hasten. One could move some slots or sacrifice some of the over-softcap ranged/aoe def to put in lotg 7.5% recharges.

    --Stealth with Cloaking Device + SS. There are other ways to achieve full stealth, but Cloak is a very very nice power.

    --Can be end-hungry in long fights, but I havent put in the time to get the miracle and numina's procs, so my huntsman doesn't have ideal end recovery yet.

    Enjoy your tinkering
  22. Wow, that sounds like quite the Bane build!

    It is true that if you choose crab powers on your second build, you will always have the crab-pack. The huntsman is a very viable alternate build that will keep you free of superflouous crablegs. Don't worry about the damage, between leaderships and venom grenade, you'll put out very good damage while buffing the team's damage as well. If you don't mind a little redraw, you can even include build-up for burst damage.

    I have what would probably be considered a low-to-mid-end bane/huntsman, which performs admirably on a pretty low budget; it is my go-to support toon redside. I honestly enjoy the huntsman playstyle heaps more than the bane, and though my build's melee defense is not softcapped, happily survive chaotic events like speed ITF's by bouncing around the battle unleashing AOE death all the while. I am sure you can use this as a starting point, and with more inf and time create some kind of monster.

    Kudos to whomever posted this build before, i'll repost it here and may others benefit as well:

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership

    Villain Profile:
    Level 1: Single Shot
    • (A) Ruin - Accuracy/Damage
    • (7) Ruin - Damage/Endurance
    • (29) Ruin - Damage/Recharge
    • (40) Ruin - Accuracy/Endurance/Recharge
    • (42) Ruin - Accuracy/Damage/Recharge
    • (42) Achilles' Heel - Chance for Res Debuff
    Level 1: Bane Spider Armor Upgrade
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 2: Burst
    • (A) Ruin - Accuracy/Damage
    • (3) Ruin - Damage/Endurance
    • (3) Ruin - Damage/Recharge
    • (5) Ruin - Accuracy/Endurance/Recharge
    • (5) Ruin - Accuracy/Damage/Recharge
    • (7) Maelstrom's Fury - Damage/Endurance/Recharge
    Level 4: Combat Training: Defensive
    • (A) Kismet - Accuracy +6%
    Level 6: Hurdle
    • (A) Jumping IO
    Level 8: Heavy Burst
    • (A) Detonation - Accuracy/Damage/Endurance
    • (9) Detonation - Accuracy/Damage
    • (9) Detonation - Damage/Recharge
    • (11) Detonation - Damage/Range
    • (11) Detonation - Damage/Endurance/Range
    • (13) HamiO:Centriole Exposure
    Level 10: Tactical Training: Maneuvers
    • (A) Serendipity - Defense/Endurance
    • (19) Serendipity - Defense/Recharge
    • (19) Serendipity - Endurance/Recharge
    • (21) Serendipity - Defense/Endurance/Recharge
    • (43) Serendipity - Defense
    Level 12: Venom Grenade
    • (A) Detonation - Accuracy/Damage
    • (13) Detonation - Damage/Endurance
    • (15) Detonation - Damage/Recharge
    • (15) Detonation - Accuracy/Damage/Endurance
    • (17) Detonation - Damage/Endurance/Range
    • (17) Recharge Reduction IO
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    • (43) Recharge Reduction IO
    Level 16: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (37) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 18: Health
    • (A) Miracle - +Recovery
    • (23) Numina's Convalescence - +Regeneration/+Recovery
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (23) Performance Shifter - EndMod/Recharge
    • (25) Performance Shifter - EndMod/Accuracy
    • (42) Performance Shifter - Chance for +End
    • (48) Performance Shifter - EndMod/Accuracy/Recharge
    • (48) Performance Shifter - Accuracy/Recharge
    Level 22: Mental Training
    • (A) Run Speed IO
    Level 24: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (27) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 26: Cloaking Device
    • (A) Gift of the Ancients - Defense/Endurance
    • (50) Gift of the Ancients - Defense/Endurance/Recharge
    Level 28: Combat Jumping
    • (A) Gift of the Ancients - Defense
    • (48) Gift of the Ancients - Defense/Endurance
    Level 30: Frag Grenade
    • (A) Detonation - Damage/Endurance/Range
    • (31) Detonation - Accuracy/Damage
    • (31) Detonation - Accuracy/Damage/Endurance
    • (31) Detonation - Damage/Endurance
    • (33) Detonation - Damage/Recharge
    • (33) Recharge Reduction IO
    Level 32: Wide Area Web Grenade
    • (A) Trap of the Hunter - Accuracy/Recharge
    • (33) Trap of the Hunter - Endurance/Immobilize
    • (34) Trap of the Hunter - Accuracy/Endurance
    • (34) Trap of the Hunter - Immobilize/Accuracy
    • (34) Trap of the Hunter - Accuracy/Immobilize/Recharge
    • (36) Trap of the Hunter - Chance of Damage(Lethal)
    Level 35: Surveillance
    • (A) Shield Breaker - Defense Debuff
    • (36) Shield Breaker - Accuracy/Defense Debuff
    • (36) Shield Breaker - Accuracy/Recharge
    • (37) Shield Breaker - Defense Debuff/Endurance/Recharge
    • (37) Shield Breaker - Accuracy/Endurance/Recharge
    Level 38: Call Reinforcements
    • (A) Expedient Reinforcement - Accuracy/Damage
    • (39) Expedient Reinforcement - Damage/Endurance
    • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (39) Expedient Reinforcement - Accuracy/Recharge
    • (40) Expedient Reinforcement - Endurance/Damage/Recharge
    • (40) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 41: Tactical Training: Assault
    • (A) Endurance Reduction IO
    Level 44: Maneuvers
    • (A) Red Fortune - Defense/Recharge
    • (45) Red Fortune - Defense/Endurance
    • (45) Red Fortune - Endurance/Recharge
    • (45) Red Fortune - Defense/Endurance/Recharge
    • (46) Red Fortune - Defense
    • (46) Red Fortune - Endurance
    Level 47: Wolf Spider Armor
    • (A) Impervium Armor - Resistance/Recharge
    • (50) Impervium Armor - Resistance
    Level 49: Assault
    • (A) Endurance Reduction IO
    • (50) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Conditioning
    Level 0: Ninja Run
    ------------



    Code:
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  23. Da Captain, you mentioned your brute was EM/inv; I have read from many posters that EM's attacks tend to be slower and more measured than many sets available to brutes, and maybe that has something to do with your Fury generation experience.

    That being said, I appreciate that your personal playstyle favors the non-fluctuating badassness that the Scrapper provides. Scraps rock; When several are on a team, there's no competition for aggro for higher damage, which can happen for Brutes.

    In my experience, though, there's very little difference between Brute and Scrapper damage, and I've never had much issue with fury generation. 80% is not hard once you have the endurance to sustain yourself.
  24. I've been running a claw/sr brute, who is 34 now, and the combo would work just as well on a scrapper. The fast animations of claws mesh well with the dodgey feel of SR, and the knockdown/back of Focus and Shockwave are AWESOME mitigation. Focus alone will keep a boss on it's butt for a whole fight, and Shockwave will do that to a whole spawn.

    The vanguard claw is a great tech costume option, and certain costume combos create a really neat look (big enforcer gloves and fury claws, valkyrie gloves and flat or viper claws).